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FAQs and what they mean for guard


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That's because you're paying for everyone in the squad to have the chance to be the guy that uses the one krak grenade where as the single melta bomb user can be sniped or caught out of melee range.

 

Not saying I agree with the ruling but it is what it is.

I've always played blasts effect the entire ruin

As that's how it reads in the book

 

Although I do see how inertia of 6th ed has followed through

I'm glad to see the clarification though saves me having to explain it all the time

 

Now to see if ITC updates their ruling as I'm pretty sure they're one of the only FAQs to stipulated that. ETC and Aus/NZ doesn't limit it to one level.

On the downside, the demolitions doctrine is now overcosted trash.

never took that anyway tongue.png

Culuxus can't deploy in Chimera/Vendetta anymore, and does not give an area of effect while embarked (huge).

Wait...what? no pre-game embark is manageable...no AOE from inside? Like all it takes to block a null zone is a little aluminum? golly gee?!? If that's the case, power armor should block the effect...librarians rejoice!

Also- Tank spam. We don't really need bubble wrap anymore.

Let's not get ahead of ourselves...drop melta still requires bubble wrap!

Everyone's mentioned that the Cullexus doesn't extend his bubble out of the transport anymore. Presumably then this is also true for a CCS with Kurovs Aquilla...

 

If true, it is kind of unusable now. 5 t3 5+ models that cost base 120pts  aren't going to last long out of a transport. I saw quite a few lists running one with a Stormlord for the extended bubble, now it seems theres even less reason to run an astra militarum superheavy

Leman Russes no longer benefit from Heavy + Tank when Ramming, (not too much of a loss as I personally never Ram with them, but still.)

 

Superheavy Tanks that Ran/Thunderblitz are forced to fire Snap Shots.

 

Tau Multi-Trackers and Monstrous Creature shooting confirmed as applying to Overwatch, so expect much dakka when charging.

 

Hellstrike Missiles on Valkyries, are considered to fire simultaneously and thus both fire at full BS regardless of Ordnance. Not a bad buff to a weapon I considered lacklustre, but still would take MRPs instead.

 

Power of the Machine Spirit allows you to fire an additional weapon at full BS, ignoring the Ordnance snap-fire stipulation.

 

Garg Creatures confirmed as being able to fire all weapons at full BS at different targets. Be wary. They may also Stomp even if they killed everything in the Combat.

 

Template/Blast weapons with Skyfire can target Fliers and FMCs now. Better hope you roll up that Skyfire Objective on your Russes! :P

 

FMCs can't Vector Strike after Jinking. Good, good...

 

You can choose an inferior save if you think it's superior. E.g., the example given is a Ravenwing with a re-rollable 4+ Cover over their 3+ Armour.

 

You can't deploy vehicles side-on, then pivot and move to gain an inch or two. The model cannot end up more than 6" away from its starting position. I've only had that used against me once anyway, and it was a Spartan Assault Tank that Pask immobilised Turn One, so he didn't do it again. :P

 

Passengers embarked on Jinking Transports are also considered to have Jinked themselves. Changes how you'd treat Vendettas and Valkyries a little.

 

However, you may Jink shooting attacks that didn't originally target you, so a scattering Blast will allow you to Jink.

 

No more 1+ FNP, and FNP applies to Helfrost and attacks that don't allow Saves. FNP also counts as Saving a Wound, for the puposes of Wargear that has an effect upon an Unsanved Wound.

 

 

If true, it is kind of unusable now. 5 t3 5+ models that cost base 120pts  aren't going to last long out of a transport.

 

You'd be surprised. My DKoK command squad rarely get squished until turn 4 or 5, even with the master of ordnance throwing pizza plates around. They're going to be hiding out of sight and shouting at people, so it shouldn't be too easy to draw a bead on them. 

As march said the threat of melta is no less for it, and of course things like meltabombs, power fists and MCs etc will just be as dangerous - but this does make armour better. Most tanks I see get popped in assault, while they'll still be as vulnerable as before the large reduction in attacks will mean it takes a lot longer to take armour out this way. Escorting Armoured Sentinels are laughing, along with some troopers our tank protection just got a lot easier ;)

 

 

 

If true, it is kind of unusable now. 5 t3 5+ models that cost base 120pts  aren't going to last long out of a transport.

 

You'd be surprised. My DKoK command squad rarely get squished until turn 4 or 5, even with the master of ordnance throwing pizza plates around. They're going to be hiding out of sight and shouting at people, so it shouldn't be too easy to draw a bead on them. 

 

The problem is that Kurov's Aquila requires that you get close to your own units for it to function. Sadly, that is rarely a safe place to be in the 40th millennium. Does make me want to look into DKK though.

The Death Korps did get an additional nerf through all of this; they're forced to pay for krak grenades on every unit. Previously, not a totally terrible thing (I had some good luck messing up vehicle armies with them because of it), now, the already overcosted army gets even less of a benefit. 

Had a game today with the "new" grenade rule. I also found the actual rule - second sentence of the first paragraph on grenades very clearly explains that only one grenade per unit can be thrown in a phase. I find it quite amusing that apparently literally everyone missed it :P Kept my tanks trucking nicely, where before it would be almost certain death now they managed to survive longer and in some cases even escape alive ;) The Armoured Sentinels weren't required to pitch in to any combats, but I think it's safe to say that would have gone better accordingly :)

The Death Korps did get an additional nerf through all of this; they're forced to pay for krak grenades on every unit. Previously, not a totally terrible thing (I had some good luck messing up vehicle armies with them because of it), now, the already overcosted army gets even less of a benefit. 

 

Yeah, that's a bit of a pain. At least everyone else is getting that nerf, too. I reckon the boost it gives to Russes, particularly the AV11-on-the-bum-ones, balances it out. Ish.

On another positive note, I'm looking forward to using the poison hellhound without it immediately dying.

Funny you should say that Cyder, but I ran two Banewolf tanks in my list yesterday. One survived an assault to drive off and slag more Marines (and capture an objective) while the other lasted two whole assaults before being destroyed :)

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?

The problem with nerfing MCs is while some might need toning down a bit, others really don't because they're bad enough already. IE most of the Tyranid army. There's a long list of Tyranid MCs that aren't that commonly seen to begin with and don't need nerfing. Especially as Nid fliers took a hit with this FAQ (Flying Tyrants can no longer get cover in area terrain while Swooping, Harpies can no longer Jink and Vector Strike). I also don't remember seeing many Wraithlords, Talos, Chronus about. I think it's more certain MCs (and GCs) like the Riptide that are too good, not MCs overall.

I guess for the first time the blast marker has been made a 3D blast, rather than just the 2D one... tongue.png Just rather than spherical it's cylindrical. A really tall cylinder laugh.png

It makes sense though. Imagine what an artillery blast would do inside a building, even a half ruined one. Interior walls and floors aren't designed to stop explosions, just to support weight. The exterior walls however, would do a better job and reflect (probably not the proper term) some of the blast back inwards. Plus there will be some structural damage. While the explosion might not get through the second floor with enough force to kill many guys, it might get through with enough force to make bits of the second floor not be there anymore and falling that height into rubble and fire would be just as lethal as being at the centre of the blast on the ground floor.

MCs have had increasingly superior rules to vehicles for too long. If some must ruin the party for all then so be it as far as I'm concerned! As for the blasts that's something that would be nice, even if you ignore the realism behind it. Take a couple of Bassies and see how many models in a building you can kill, we can aim for a high score table :lol:

That's not how games design should work though. If you look at all the MCs in the game, almost half are from Tyranids, with Chaos Daemons having a chunk as well. Apart from that there's also a smattering in other armies. Out of those how many are actually OP?

From Tyranids the Hive Tyrant is (was? FAQ cover changes really hurt it) OP but only if you took one specific build. Other Hive Tyrants still range from mediocre to terrible. Most of the other Tyranid MCs are in the terrible range, with a few doing ok and one doing great (Mawloc). Out of the 15 MCs Tyranids have, only one could be considered OP (if you buld it right) while just under half of them are so bad they rarely see play. That's not the kind of ratio that needs a blanket nerf.*

Within other armies I'm less sure, but I think the good/bad ratio is similar. I know the Riptide is certainly very good, maybe even OP. The Ghostkeel can be very powerful too, but that's mainly due to a formation rather than the basic unit. Castellan Robots are solid, but pretty expensive. Nemesis Dreadknights used to be very good, I'm guessing they still are. But everything else? I'm not so sure about. I don't know Chaos Daemons or Necrons well enough to say about them. Eldar (both types) aren't exactly dominating with their MCs.

So yeh, nerfing MCs.... There's a few outliers (Riptides, flying Hive Tyrants etc) but the majority are average - bad. That's not a unit type that needs nerfing. If there's outliers that are too good they should be nerfed individually, but until the majority of MCs across all armies are dominating then there is nothing wrong with the unit type itself.

I agree that MCs have been better than vehicles for too long. That's not because MCs are too good, but because vehicles have been bad. Vehicles need a boost to be brought up to the level of MCs, not the other way around. Vehicles getting a boost while MCs get nerfed would be the absolute worst - it just switches the paradigm to the opposite, equally bad end of the scale. Just because MCs have been better than vehicles and have dominated a few army buidls doesn't mean that it's their turn to be awful while vehicles reign supreme.

These changes in the FAQ give me hope though. The loss of multiple grenade attacks really helps vechicles. It's disheartening to see a unit of Swooping Hawks (something I face often) just delete a Russ a turn with almost no chance of failure, while being a pain to pin down and kill. Now if only they'd do something about mass grav/haywire, I think vehicles would be in a much more comfortable place.

I'm really looking forward to making use of the new blast marker in ruins rule too. I'm still a traditionalist at heart - keep your new fangled Punishers and Executioners. I'll take the good old fashioned Battle Tank and Basilisk any day of the week biggrin.png. Seeing them get an improvement makes me want to field more.

* I really don't want Tyranids getting any worse - they're my favourite antagonist to face off against, but steam rollering them repeatedly because their rules are so bad isn't fun sad.png. I want a challenge when I'm hunting bugs!

Any further talk on this would be taking us off topic, as this is about the FAQs for Guard.

 

From my own game so far the grenade change is just as significant as we thought, but I'm struggling to see any other changes that are particularly of interest to Guard. I don't think many have used allied transports (and I never liked Guard using Drop Pods anyway)? Perhaps the FAQ might be more pertinent in what it does to our opponents than Guard directly?

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