Reclusiarch Darius Posted August 14, 2014 Share Posted August 14, 2014 Nemesis weapons - these murderous weapons now are AP4 but loose ID Razorbacks - TL HB are now priced like all other weapon upgrades - 35 pts! Stormraven - goes up in price and looses transport capacity - vendetta style! 6 peeps max, we are elite, are we not? Rad Grenades - stay the same, enemy units loose -1T...but friendlies too. WIn-WIn! Stormbolters - change to heavy 2. Because...because you have to hold them with one hand...and they are heavy! At least every model has them. Psycannons - lose rending. Without melta, and psyammo and rending GK have to fight tanks the elite way - CC & Hammers ftw Purgation squads - gain skyfire. Here's your AA, kthxbye Well, they can't lose ID, as if you're equipped with a Force weapon, you know the 'Force' power by default. AP4 is very unlikely, we'll stay AP3 on everything and AP2 on the hammer. Razors might go up. I don't use them except with Henchmen anyway, so meh. Raven won't drop transport capacity, everyone else gets 12 manz inside. Probably won't go up either, we'll see what they do with the weapons though. Rad grenades are again found elsewhere unchanged, so they won't nerf ours. Now you're just actively trolling me ;) Psycannons won't lose Rending. I'm predicting Salvo 2/4 and range 36". Purgation getting Skyfire is possible. They need some kind of buff, they literally do nothing right now. Also on my wish list would be better Deep Strike ability - it was pointed out that we're supposed to be the kings of that anyway...heroic intervention anybody ? Nah heroic intervention got taken away from Vanguard Veterans. Apparently we're getting a buff to Deepstrike on the first turn on a 3+. And in regards to the Psychic powers, I would have to agree that we're probably not gonna get anything as Sanctic powers are still pretty fresh. What I would look forward to would be some appropriate warlord traits to compliment our skills. Apparently the 'Grand Strategy' options are going to turned into Warlord traits for everybody. Kinda makes Grandmasters less useful, but makes the other HQ's quite good. Especially if the price downgrade on the Librarian proves true. Link to comment https://bolterandchainsword.com/topic/294683-an-interesting-leak/page/2/#findComment-3776675 Share on other sites More sharing options...
Brovius Posted August 14, 2014 Share Posted August 14, 2014 Any ability to assault the turn a model enters the board has been deliberately scalpeled out of every army as GW has gone through updating codexes and rulebooks. It's become abundantly clear that GW don't want assault to happen until the enemy has had plenty of opportunities to shoot said squads to bits, but it is perfectly OK to have multiple units in the game capable of shooting stuff the very second it enters the battlefield.I'm not a fan of the rules changes that GW have made, since 6th edition removed one of the biggest drawbacks to ranged weapons and made several changes to make close combat even harder to get to (casualties from the front, overwatch, rapid fire changes, random charge distances, no assaulting out of outflank, infiltrate or scout, etc) and all the stuff I hated about 6th stayed in 7th with the exception of bubble-wrap challenges so this is GW's last chance to change my mind about the current rules. My poor Tyranids aren't coming out of the backyard shed any time soon :( Link to comment https://bolterandchainsword.com/topic/294683-an-interesting-leak/page/2/#findComment-3777066 Share on other sites More sharing options...
Adeptus Posted August 14, 2014 Share Posted August 14, 2014 Any ability to assault the turn a model enters the board has been deliberately scalpeled out of every army as GW has gone through updating codexes and rulebooks. It's become abundantly clear that GW don't want assault to happen until the enemy has had plenty of opportunities to shoot said squads to bits, but it is perfectly OK to have multiple units in the game capable of shooting stuff the very second it enters the battlefield. I'm not a fan of the rules changes that GW have made, since 6th edition removed one of the biggest drawbacks to ranged weapons and made several changes to make close combat even harder to get to (casualties from the front, overwatch, rapid fire changes, random charge distances, no assaulting out of outflank, infiltrate or scout, etc) and all the stuff I hated about 6th stayed in 7th with the exception of bubble-wrap challenges so this is GW's last chance to change my mind about the current rules. My poor Tyranids aren't coming out of the backyard shed any time soon I gotta admit, this whole thing grinds my gears. Interceptor is stupid. Why should a player get to attack my unit before I even get to move? I'm already hamstrung by not being allowed to assault, choosing between running or shooting, having a scattered deployment with only a 3+ chance of coming into play, and even if I DO come in to play there's a chance I'll mishap and something awful will happen to me. There's already enough penalties associated with deepstriking, why add Interceptor shenanigans on top of it? It just devalues units like Terminators even more than they already are. Link to comment https://bolterandchainsword.com/topic/294683-an-interesting-leak/page/2/#findComment-3777266 Share on other sites More sharing options...
Reclusiarch Darius Posted August 14, 2014 Share Posted August 14, 2014 Any ability to assault the turn a model enters the board has been deliberately scalpeled out of every army as GW has gone through updating codexes and rulebooks. It's become abundantly clear that GW don't want assault to happen until the enemy has had plenty of opportunities to shoot said squads to bits, but it is perfectly OK to have multiple units in the game capable of shooting stuff the very second it enters the battlefield. It's a phase they're going through at the moment. They have this aversion to melee ever happening. Quite annoying really. I'm not a fan of the rules changes that GW have made, since 6th edition removed one of the biggest drawbacks to ranged weapons and made several changes to make close combat even harder to get to (casualties from the front, overwatch, rapid fire changes, random charge distances, no assaulting out of outflank, infiltrate or scout, etc) and all the stuff I hated about 6th stayed in 7th with the exception of bubble-wrap challenges so this is GW's last chance to change my mind about the current rules. My poor Tyranids aren't coming out of the backyard shed any time soon Nids are doing okay actually. I'm not gonna lie, we curb-stomp them hard, but they do alright against the other second-string armies. You should give them a go at least. Just go shooty though, melee is only a backup plan in 7th. I gotta admit, this whole thing grinds my gears. Interceptor is stupid. Why should a player get to attack my unit before I even get to move? I'm already hamstrung by not being allowed to assault, choosing between running or shooting, having a scattered deployment with only a 3+ chance of coming into play, and even if I DO come in to play there's a chance I'll mishap and something awful will happen to me. There's already enough penalties associated with deepstriking, why add Interceptor shenanigans on top of it? It just devalues units like Terminators even more than they already are. Well, to be fair, Interceptor is actually quite rare. GW just goofed hard and gave Tau both Interceptor and Skyfire as wargear options on their battlesuits. Besides Tau, no one else gets such ready access to Interceptor. The only other ones I can think of that see play are the Aegis Line/Bastion, the quad Icarus emplacement and Sabre defence platform that AM have. Unlike a Riptide, none of those will wipe a Terminator unit when it arrives (maybe kill 1-2 with good rolls). The issue is more the Riptide, rather than Interceptor. The thing is, charging from Reserve is very powerful. If you ever played Planetstrike, you'd quickly realise why its a necessary restriction. Daemons would be insane if you could do that, to name just one example. Link to comment https://bolterandchainsword.com/topic/294683-an-interesting-leak/page/2/#findComment-3777585 Share on other sites More sharing options...
Bionicman Posted August 14, 2014 Share Posted August 14, 2014 Any ability to assault the turn a model enters the board has been deliberately scalpeled out of every army as GW has gone through updating codexes and rulebooks. It's become abundantly clear that GW don't want assault to happen until the enemy has had plenty of opportunities to shoot said squads to bits, but it is perfectly OK to have multiple units in the game capable of shooting stuff the very second it enters the battlefield. It's a phase they're going through at the moment. They have this aversion to melee ever happening. Quite annoying really. I'm not a fan of the rules changes that GW have made, since 6th edition removed one of the biggest drawbacks to ranged weapons and made several changes to make close combat even harder to get to (casualties from the front, overwatch, rapid fire changes, random charge distances, no assaulting out of outflank, infiltrate or scout, etc) and all the stuff I hated about 6th stayed in 7th with the exception of bubble-wrap challenges so this is GW's last chance to change my mind about the current rules. My poor Tyranids aren't coming out of the backyard shed any time soon Nids are doing okay actually. I'm not gonna lie, we curb-stomp them hard, but they do alright against the other second-string armies. You should give them a go at least. Just go shooty though, melee is only a backup plan in 7th. I gotta admit, this whole thing grinds my gears. Interceptor is stupid. Why should a player get to attack my unit before I even get to move? I'm already hamstrung by not being allowed to assault, choosing between running or shooting, having a scattered deployment with only a 3+ chance of coming into play, and even if I DO come in to play there's a chance I'll mishap and something awful will happen to me. There's already enough penalties associated with deepstriking, why add Interceptor shenanigans on top of it? It just devalues units like Terminators even more than they already are. Well, to be fair, Interceptor is actually quite rare. GW just goofed hard and gave Tau both Interceptor and Skyfire as wargear options on their battlesuits. Besides Tau, no one else gets such ready access to Interceptor. The only other ones I can think of that see play are the Aegis Line/Bastion, the quad Icarus emplacement and Sabre defence platform that AM have. Unlike a Riptide, none of those will wipe a Terminator unit when it arrives (maybe kill 1-2 with good rolls). The issue is more the Riptide, rather than Interceptor. The thing is, charging from Reserve is very powerful. If you ever played Planetstrike, you'd quickly realise why its a necessary restriction. Daemons would be insane if you could do that, to name just one example. It is a 5 pt upgrade for tau isn' it? And it is worth mentioning that sabres are forgeworld. On the other hand, drop pods which are AV 12/12/12, (score), can't mishap, cost 35pts only and come in the first round are pretty OP. Interceptor is an answer. But I guess GW could nerf drop pods instead... Link to comment https://bolterandchainsword.com/topic/294683-an-interesting-leak/page/2/#findComment-3777764 Share on other sites More sharing options...
Reclusiarch Darius Posted August 15, 2014 Share Posted August 15, 2014 On the other hand, drop pods which are AV 12/12/12, (score), can't mishap, cost 35pts only and come in the first round are pretty OP. Interceptor is an answer. But I guess GW could nerf drop pods instead... Only half the pods come in Turn 1. The others arrive from Reserve like normal, same as Deathwing. Drop pods aren't even remotely overpowered, not in this day and age. Even without Interceptor, people know how to counter-deploy against a pod list (or any Deepstrike list for that matter). That stuff has been around since 4th edition. Link to comment https://bolterandchainsword.com/topic/294683-an-interesting-leak/page/2/#findComment-3778156 Share on other sites More sharing options...
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