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New FAQ


CatSmasher

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Hm.

 

First impression for me is that things need to be revisited a little, as the broad brush of the rules writers is broad.

 

So, including core 7th Edition changes, and the FAQ together...

 

No need for Ld test on Counter-Attack

Any and all Bikers just went up a bit, as only the (x) T value is used; could be important, might not be that big.

SW may embark into Allied transports; flying Bjorn, riding a Stormraven, thanks to Reichfaust, plus 12 PA capacity inside as well.  Could be deadly, with a 10 GH Pack joined by a RP and WGPL...

Frost Weapons continue to be underperforming it looks like; I do think AP 2 is a bit much on a sword, however, as I recall, the board thought User S and AP 2 was a worthy trade off.

RP's powers being only core book seems like a real waste of so much fluff.  Centralizing all powers makes sense, however it doesn't feel right to me.

About half points to increase Mastery Lvl to 2 versus the Master of Runes special rule... still unsure on this right now.

WG being a unit of Characters might be useful, depending upon what changes in our new Codex, will have to wait and see.

Primaris Power Prescience I think it is, I haven't seen the changes to the core powers yet, however, it seems more like things are going towards the flyer and consolidated rules these days.  Codex books should increase the fluff and the rules should be fun; I don't see yet how this is going to be fun when we are looking at rules that fully nerf one of the few things the Space Wolves' truly unique flavor, all our ice, cold, and lightning powers for our Rune Priests...

 

I'm sure there's more, however right now, this is getting to be some major nerfs I think in terms of how good our RP's are supposed to be.  Also, I'm willing to take an oath to never summon a daemon, anyone else?  I know Santic is the only way I'll go, that's for sure.

 

Interesting changes, of course.

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I was ok with the FAQ until I hit the changes to what psychic powers Rune Priests could use and that no character could have the same saga(so, in large games I can't have multiple characters spread over the army that may have the same saga?).  I liked the fluff/flavor of the Wolves, now... guess the wolves are going on the shelf for a long time because the "rules" that are being put out now are not worth playing anymore IMO.

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I don't think I'll put a Rune POriest on the board for quite a while, especially since their primary purpose is now replicated by a 5 point piece of wargear.  I do like not having to worry about failed Counterattack tests, and I'm quite pleased about being able to bring along a Blood Angel Combined Arms detachment to add 2 Stormravens that I can fill with Grey Hunters rather than 1 that I can't put my infantry into.

 

On the whole, the army got a lot weaker for losing Jaws and the old Runic Weapons, but it still has the tools to compete without the heinously overpowered Rune Priests.

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I was ok with the FAQ until I hit the changes to what psychic powers Rune Priests could use and that no character could have the same saga(so, in large games I can't have multiple characters spread over the army that may have the same saga?).  I liked the fluff/flavor of the Wolves, now... guess the wolves are going on the shelf for a long time because the "rules" that are being put out now are not worth playing anymore IMO.

 

I use Logan, and I am unsure how to take this overall.  I mean, sagas are great, I thought the named IC's were exceptions; I found no such statement in the current FAQ as well.

 

Seems a bit odd, however it sounds like GW wants us using flyers now; I get that, just give us access to a flyer that stands a chance, and I'll be good.  If not, I expect there will be a great deal of vocal responses from other players, as well as myself, likely.

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Runic Weapons nerfed.

 

No mention on what Powers Njal knows that I could see.

 

Nope, none apparently; generate powers from the Core from now on.  Also, does the Lord of Tempests work at all now?  It is in the Codex, just unsure how to approach this one.

 

Whilst the Rune Priests have taken a hit, upgrading them is now cheaper and further more Njall as standard will deny on a 4+  and has become much more viable in games :-) 

 

Interesting...

 

Holy crud....looks like you guys (with Njal) can deny even blessings on a 4+, and then directed powers at him on a 3+  O_O  (2+ if its a PML1 user)

 

well, Njal should come down in points soon, so this will make things even more likely for SW players to take him...  Could prove reliable enough to become our "RP" from now on, if his points level drops enough to become affordable at 1500 or so.

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Holy crud....looks like you guys (with Njal) can deny even blessings on a 4+, and then directed powers at him on a 3+  O_O  (2+ if its a PML1 user)

No, no you can't.

 

'To make a Deny The Witch test, first select one of your units that was a target of the enemy's psychic power. You will then need to expend a number of warp charge points, declare how many points you will expend and remove them from your pool. The roll a number of D6 equal to the number of Warp Charge points expended'

 

You only get to deny if you're the target, so Njal's bonuses only apply to his squad, and as blessings do not target your units, they cannot be denied.

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Keep reading Leif

 

aah- wait the rule for blessings say no modifiers apply- so even with the staff its still 6+

 

1 in 6 is about 16.5% odds; this seems like a near waste to me.  Are the new rules at least kinder in terms of denial rolls towards other powers, or is this in all cases now?  I guess RP's aren't going to be very common at all from now on, at this rate.  I'm going to need to get the new book soon, just have to wait a little longer.

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Overall its pretty much what I expected. These faqs rarely give old books a boost if anything ours has the look of a book that will be updated soon smile.png

Big changes

The old psychic powers were going to need updated rules (there is no way jaws should have been a mastery level one power to begin with). So I can understand why they just took them out. The cost to upgrade to lv 2 went down as well but I tend to think they should have made them lv 2 to begin with, they don't have hoods so they'd be in line with other librarians. That said I actually like telekinesis for wolves quite a bit as well, functionally it has a lot in common with the spells we used to have so I feel it fits the snow & lightning theme well just have to role play it a bit.

I don't like that they removed the part about a thunder wolf mount upgrading your base strength. Probably doesn't count as a big change for most but its going to take a bit to get used to my wolf not being as strong as the power fist guy in his squad.

Arjac lost his challenge abilities which stinks.

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For powers directed at your units, yoiu get +1 for adamantium will (if you have it), +1 if you have a psyker in the unit, and an additional +1 if your mastery level is higher than the caster. Runic weapons give an additional +1, Njal gets +2, and psychic hoods allow the psyker to deny instead of the targeted squad if he's within 12''. And remember you need to counter all the opponets warp charge to stop the power. So if vortex of doom goes off, you need 3 denies minimum to stop it.

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I don't like that they removed the part about a thunder wolf mount upgrading your base strength. Probably doesn't count as a big change for most but its going to take a bit to get used to my wolf not being as strong as the power fist guy in his squad.

 

Arjac lost his challenge abilities which stinks.

Where does it say these?

 

I can see no mention of either thunderwolf mounts or Arjac in the FAQ. So I'd assume that the rules as written still apply. Arjac can re roll hits vs IC and MC. Thunderwolfgives you +1 A, S and T on your profile, so it does upgrade base strength.

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Yea the loss of the Runic Weapon is a bit silly. I think it should explicitly state it applies to blessings, especially since it's now completely useless to take a Wolf Tail Talisman, unless they stacked, except they don't (or do they? Since now they'd both state as treating their Deny the Witch as +1?). As for the powers, It's kind of BS. They could easily have put in a table there with the warp charge cost for them. Getting rid of them is a very poor decision.

 

Lastly it seems weird that it says which tables we can take from when the psychic cards say Space Wolves can take from all of them. So which is it?

 

While it's nice to see the Master level go down it seems like a very weak attempt. It definitely makes me hope our Codex is sooner rather than later, but a lot points to that not being the case. Luckily we still have it pretty strong, but our age is increasingly showing.

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@ Leif, For thunder wolf mounts they used to work because of the faq saying they were different, now I can't find any exceptions in the modifiers section for changing the profile so it seems like you apply the +1 after the x2. Granted I really want to be wrong.

 

For some reason I thought arjac got to re-roll everything in challenges (I didn't run him much) so he actually got better cause he doesn't have accept every challenge.

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C'mon, we all knew the nerf to Runic Weapons was coming.  GW has been steadily taking away the "you block the other guy's blessings" abilities from everyone.  I'm disappointed to see the SW psychic powers go, but I rolled on Divination the majority of the time anyway.

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BA lost their psychic powers too.  If only they reduced our RP cost to fit in line with the current pysker costs.  Now we are 35 points more expensive than a Librarian and have psychic defense that is inferior to the Librarians.

 

This is their attempt at balance I guess.  There goes any hope of reigning in Demon spam.

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@ Leif, For thunder wolf mounts they used to work because of the faq saying they were different, now I can't find any exceptions in the modifiers section for changing the profile so it seems like you apply the +1 after the x2. Granted I really want to be wrong.

 

For some reason I thought arjac got to re-roll everything in challenges (I didn't run him much) so he actually got better cause he doesn't have accept every challenge.

The wargear entry for thunderwolf mount specifically states the profile is increased by one, therefore a Lord on a thunderwolf is S5 for all game purposes, which is then doubled to 10 if he takes a hammer/fist.

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@Leif - Based on what though, In sixth edition FAQ on page 6 it stated that the thunder wolf mount modifiers worked differently than other ability modifiers. As far as I can tell the modifier rules haven't changed at all, and there isn't a separate category for profile modifiers. So without that exception in the FAQ I don't see how it works.

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