HenricusTyranicus Posted May 4, 2016 Share Posted May 4, 2016 Heya, The most recent FAQ has been released. I'm maybe a third through it, but 2 things stuck out. One, anything that grants the ability to reroll ones to hit now no longer applies to Gets Hot! blast weapons. So bye bye beautiful Pask with his plasma buddies. Second, if a power benefits the psyker, it now applies to all units with the brotherhood of psykers rule in the unit. Which makes Wyrdvanes a bit better. I could see some fun in fishing on biomancy for Iron Arm or Warp Speed and trolling with your beautiful new at initiative AP 2 strength 6, with force and toughness 6 to boot. EDIT: Argh. A Mastery level one psyker can only cast one power now. So if you want force, no Iron arm, and vice versa. I'll keep reading, see if I see anything else. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/ Share on other sites More sharing options...
HenricusTyranicus Posted May 4, 2016 Author Share Posted May 4, 2016 Wyverns are now certainly able to reroll every blast, not just the first. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4384787 Share on other sites More sharing options...
ThatOneMarshal Posted May 4, 2016 Share Posted May 4, 2016 Veterans with anti tank specialization are much worse now. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4384811 Share on other sites More sharing options...
nismogrendel Posted May 4, 2016 Share Posted May 4, 2016 Not a fan of the change to gets hot blast weapons at all. I like the clarification on the Wyvern. Psyker changes sound interesting. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4384843 Share on other sites More sharing options...
WarriorFish Posted May 4, 2016 Share Posted May 4, 2016 Thanks Henricus, make sure to update your OP with new bits as you find them as well :) The Gets Hot change for blasts is odd, I don't see why it can't benefit. Perhaps odder is GW decided that the Wyvern needs improvement, but I guess we'll have to take what improvements we can get :lol: Don't leave home without a couple of Wyverns comrades! What has happened to the Veterans and their skills? The Psyker squad sadly needs much more than this to become more than a bit of fun. I want their old powers back :confused: Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4384853 Share on other sites More sharing options...
nismogrendel Posted May 4, 2016 Share Posted May 4, 2016 Thanks Henricus, make sure to update your OP with new bits as you find them as well The Gets Hot change for blasts is odd, I don't see why it can't benefit. Perhaps odder is GW decided that the Wyvern needs improvement, but I guess we'll have to take what improvements we can get Don't leave home without a couple of Wyverns comrades! What has happened to the Veterans and their skills? The Psyker squad sadly needs much more than this to become more than a bit of fun. I want their old powers back I was reading comments on the FB post, someone said it specifically allows rerolls for gets hot blast weapons in the rule book. I'm going to look in mine when I get home from work. Why would there be a need for a FAQ ruling if it is written out already in the BRB? Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4384883 Share on other sites More sharing options...
Captain Caine 24th Posted May 4, 2016 Share Posted May 4, 2016 Ah I see, krak grenades and melta bombs (being grenades pg 180-181) are just a single model from a unit at a time. So demolition vets will not be so good. Combined squads with krak grenades will also suffer. On the plus side leman russes should survive a lot better if marines can only get off one grenade at a time on their rear armor. I kind of disagree that melta bombs are "thrown." To me it looks like they are "clamped in place" on a building or tank and each model should get the single attack. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4384958 Share on other sites More sharing options...
Ulrik_Ironfist Posted May 5, 2016 Share Posted May 5, 2016 Um, is there a link to the new FAQ, and when was it published? Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385122 Share on other sites More sharing options...
duz_ Posted May 5, 2016 Share Posted May 5, 2016 40k fb page Yeh some of these clarifications directly contradict the brb I think Rerolls of gets hot is not good. If you point out how it contradicts the rules and adversely effects plasma they might change it. It is only a draft. Gives more grounds to Ed 7.5 being around the corner Interesting on the kark and melta Plus to our tanks surviving a bit more Downside to mass blobs with kraks and anti MC protection ... good thing I never really used that Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385129 Share on other sites More sharing options...
march10k Posted May 5, 2016 Share Posted May 5, 2016 loving the nerf to multiple grenades per squad...armored sentinel squadrons are now tarpit bosses. Also, the nerf to twinlinked plasma cannons conforms to my own opinion, although it rarely comes into play. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385177 Share on other sites More sharing options...
HenricusTyranicus Posted May 5, 2016 Author Share Posted May 5, 2016 On the downside, the demolitions doctrine is now overcosted trash. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385178 Share on other sites More sharing options...
WarriorFish Posted May 5, 2016 Share Posted May 5, 2016 So they've made it so grenades are not just one per unit in the shooting phase but also one per unit in the assault phase? This is a big change! Treadheads and Dreadnuts of the World rejoice! Does make some upgrades rubbish now though such as the Vets, so I'd say this is likely less "how things are supposed to be" and more "let's try and fix how much we hurt vehicles"? Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385364 Share on other sites More sharing options...
Truesight Posted May 5, 2016 Share Posted May 5, 2016 Krak and melta upgrades went from great to awful for our blobs in one fell swoop. My DKK and Renegades are crying.Pask Executioner buddy is in the garbage. Airborne veteran guard is gone. (No deploying in battle brothers transports)Can't kill with tank shocks anymore. Culuxus can't deploy in Chimera/Vendetta anymore, and does not give an area of effect while embarked (huge). Blasts hit everything under them, no matter how many levels (quite nice for artillery). Overall I'm feeling like I just got hit pretty hard, mainly because I have been using a lot horde guard recently.Outside of the scope of guard, expect grav alpha strikes and deathstars to be ubiquitous in competitive play, the counters to them are gone. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385366 Share on other sites More sharing options...
WarriorFish Posted May 5, 2016 Share Posted May 5, 2016 Well it is just a draft for the moment, so presumably things could change before the presumable .pdf download? The grenades one is certainly a change that will impact a lot of the game. I like seeing vehicles get some help (Dreads especially) but I feel there should probably be more nerfing MCs to help? Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385396 Share on other sites More sharing options...
duz_ Posted May 5, 2016 Share Posted May 5, 2016 Another one just spotted pask can't be taken as an upgrade in the emperors fist tank formation unless specified ... Lame montka formations just got worse Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385555 Share on other sites More sharing options...
nismogrendel Posted May 5, 2016 Share Posted May 5, 2016 I don't play any tournaments, I have a feeling my local small group of 40k players will just ignore most of these rulings... Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385575 Share on other sites More sharing options...
Arkaniss Posted May 5, 2016 Share Posted May 5, 2016 The Grenade clarification is huge I think. It appears to me most people played it that, for example, each Marine threw his Krak grenade in an Assault which as everyone knows is pretty lethal to rear armour. We certainly did in my group. Now? Only one attempt is a massive change and means people will have to properly equip their squads rather than (in this example) just relying on the default Kraks to do a job - vehicles just got longer lived which I think is awesome. Sure a Melta Bomb can still pop a vehicle in one but the main vulnerability of vehicles in the Assault phase has been reduced. It will be interesting to see how people react to this with their army lists. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385593 Share on other sites More sharing options...
nismogrendel Posted May 5, 2016 Share Posted May 5, 2016 So the FAQ to Plasma rerolls on gets hot really bugs me. Since this is still draft, maybe it will be revised. I'd suggest anyone with a facebook, go to the picture with the gets hot ruling, click like on the people posting their gripes with this ruling. You can still save Pask's plasma buddies! :) Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385701 Share on other sites More sharing options...
Stofficus Posted May 5, 2016 Share Posted May 5, 2016 I find the changes to terrain a big thing as well with levels being purely aesthetic in ruins, as artillery hits all levels, cover is not facing dependent and walkers/MCs can attack any level, using terrain to avoid scary things is a really, really bad idea. Nice if you've got basilisks, if weird ("New upgrades from Mars m'lord, our artillery blasts now have infinite height!"), bad if you're trying to run more elite guard and use terrain to your advantage. Rather counter-intuitive and completely opposite of what was done in 6th (one of the few things I really liked about 6th was how much more terrain mattered than 5th). Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385708 Share on other sites More sharing options...
WarriorFish Posted May 5, 2016 Share Posted May 5, 2016 I guess for the first time the blast marker has been made a 3D blast, rather than just the 2D one... :P Just rather than spherical it's cylindrical. A really tall cylinder :lol: Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385731 Share on other sites More sharing options...
Truesight Posted May 5, 2016 Share Posted May 5, 2016 A slight side benefit of the big nerf that is the grenade change is that with walkers getting -way- more survivable against krak grenades, we've got 40 point AV 12's that will tie up a 10 man space marine unit for an entire game. If you have slots buying 2-3 and trying to get them into a combat to tarpit could catch some people. Also- Tank spam. We don't really need bubble wrap anymore. Having people easily pop my tanks by running up and sticking kraks on it isn't a thing anymore. Kill the Meltas, Grav and D and you can do what you want. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385735 Share on other sites More sharing options...
librisrouge Posted May 5, 2016 Share Posted May 5, 2016 Another one just spotted pask can't be taken as an upgrade in the emperors fist tank formation unless specified ... Lame montka formations just got worse Not to mention the Steel Host. People seem to have forgotten that poor guy. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385853 Share on other sites More sharing options...
HenricusTyranicus Posted May 5, 2016 Author Share Posted May 5, 2016 Krak and melta upgrades went from great to awful for our blobs in one fell swoop. My DKK and Renegades are crying. Outside of the scope of guard, expect grav alpha strikes and deathstars to be ubiquitous in competitive play, the counters to them are gone. On the other hand, the change to psykers means that psychic death stars really took a hit. Librarius conclave now can only cast 2 power a turn, unless they have Tigurius, and even then, I think that's only three. Meanwhile, our ability to tie up deathstar units has massively increased. Grav is still grav though. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385861 Share on other sites More sharing options...
Vel'Cona Posted May 5, 2016 Share Posted May 5, 2016 I don't see any of these as earth-shattering changes. If you were depending on MBs as your pure anti-tank solution, you're already doing it wrong IMHO. As for the Pask/Executioner love triangle, this is a corner case situation and doesn't actually damage Pask's capabilities in the slightest. The only ruling I think is a bit of a hit is preventing BBs from sharing transports, though this is felt across the board and will lockdown quite a few popular strategies. IMO, Skitarii and SoB are probably harder hit by this rule, though it will be interesting to see how they actually go with a final printing on this one, since it has massive impact on C: SM and other popular armies as well. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385875 Share on other sites More sharing options...
Indefragable Posted May 5, 2016 Share Posted May 5, 2016 Ah I see, krak grenades and melta bombs (being grenades pg 180-181) are just a single model from a unit at a time. So demolition vets will not be so good. Combined squads with krak grenades will also suffer. On the plus side leman russes should survive a lot better if marines can only get off one grenade at a time on their rear armor. I kind of disagree that melta bombs are "thrown." To me it looks like they are "clamped in place" on a building or tank and each model should get the single attack. What's hilarious is that Krak Grenades on Veterans/Infantry squads cost MORE than a Melta bomb. Sounds like a proper rear echelon paperwork error back at the ol' Departmento Munitorum's clerk's office. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/#findComment-4385972 Share on other sites More sharing options...
Recommended Posts
Archived
This topic is now archived and is closed to further replies.