Toxichobbit Posted May 10, 2016 Share Posted May 10, 2016 It'll have a big effect on some armies for sure. I think Sororitas, Mechanicus and some Guard players used Drop Pods. Eldar would be affected too - Howling Banshees in Raiders used to be a thing. It might affect some Forgeworld lists, but I'm not sure how they interact with the ally matrix. Personally, like you I've never liked the idea of sharing transports so it won't have any effect on me, aside from second hand from my opponents. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4390406 Share on other sites More sharing options...
duz_ Posted June 8, 2016 Share Posted June 8, 2016 So the Space Marine draft FAQ just got released on the 40k Facebook page. The most interesting thing I noticed was that GW said it was okay to upgrade their captain to a chapter master, despite having said we can't upgrade Pask in the Emperor's Fist formation. Might be worth a few others raising a question about it, at least 1 person already has. On another note a SM techmarine has to stay with their servitors and cannot leave while they are alive. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4415195 Share on other sites More sharing options...
Emicus Posted June 9, 2016 Share Posted June 9, 2016 Captain -> Chapter Master is different from 'prescribed HQ' -> Named Character though. But I do sympathise :( What was really interesting for me with the recent Marines FAQ is how units like the command squad, when upgrading a model to a veteran, is still allowed to take upgrades. Or said the other way around, a model can take all their normal upgrades, becomes an apothecary and retain all their wargear. I wonder if this could extend to Militarum Tempestus Scion Command squads where 15 points for FNP is super worth. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4415366 Share on other sites More sharing options...
Phubar Posted June 9, 2016 Share Posted June 9, 2016 They said also that a named character can be taken instead of capitain OR chaplain in the demi company. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4415565 Share on other sites More sharing options...
HenricusTyranicus Posted June 9, 2016 Author Share Posted June 9, 2016 Captain -> Chapter Master is different from 'prescribed HQ' -> Named Character though. But I do sympathise What was really interesting for me with the recent Marines FAQ is how units like the command squad, when upgrading a model to a veteran, is still allowed to take upgrades. Or said the other way around, a model can take all their normal upgrades, becomes an apothecary and retain all their wargear. I wonder if this could extend to Militarum Tempestus Scion Command squads where 15 points for FNP is super worth. They reversed that ruling today. Apparently it was a typo. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4415605 Share on other sites More sharing options...
Trevak Dal Posted June 9, 2016 Share Posted June 9, 2016 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 :)Small rule book page 180: Some grenades can be used to make shooting attacks or attacks in the Fight sub phase, albeit to different effect-. Only one grenade (of any type) can be thrown by a unit per phase. Compare to 6th ed big rule book page 61: Some grenades can be used both in the Shooting phase and the Assault phase, albeit to different effect. Only one grenade (of any type) can be thrown by a unit in the Shooting phase. Look at both books, the only time they mention "throwing" is when they are talking about shooting. In both it says (of krak grenades in assault) Unless uses in assaults against vehicles, gun emplacements or Monstrous creatures, krak grenades have no effect. When they are used in assaults against vehicles, gun emplacements or Monstrous creatures krak grenades have the following profile. Doesn't mention throwing (aka "shooting"). Put it to bed, squads with multiple melta and krak bombs all get their licks in. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4415826 Share on other sites More sharing options...
WarriorFish Posted June 9, 2016 Share Posted June 9, 2016 That seems like a very particular way of reading it, but "Unusual Grenades" mentions "throwing or using" grenades as a melee attack ;) Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4415831 Share on other sites More sharing options...
CyderPirate Posted June 10, 2016 Share Posted June 10, 2016 Yeah, I don't think that argument holds much water, unfortunately. I'd much rather keep using all my krak grenades. We've been playing with the 'new' grenade rules at our club recently, and it makes such a difference. You really need to make sure you've got plenty of anti-tank weaponry, because a single krak grenade is basically useless. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4416246 Share on other sites More sharing options...
CoffeeGrunt Posted June 10, 2016 Share Posted June 10, 2016 I struggle with AT as it is, without being able to use melee options it feels kinda pointless trying. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4416297 Share on other sites More sharing options...
duz_ Posted June 10, 2016 Share Posted June 10, 2016 Personally I'm a fan of the new ruling I hated having my tank squadrons destroyed in 1 round of close combat against 10 tac marines or haywire grenades Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4416428 Share on other sites More sharing options...
CoffeeGrunt Posted June 10, 2016 Share Posted June 10, 2016 Yeah, it's swings and roundabouts really, but I find tanks don't really pull their weight even when they survive the game. Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4416511 Share on other sites More sharing options...
CyderPirate Posted June 10, 2016 Share Posted June 10, 2016 Yeah, I'm rushing (or should that be Russing?) to get some more tanks painted now! Link to comment https://bolterandchainsword.com/topic/322086-faqs-and-what-they-mean-for-guard/page/3/#findComment-4416512 Share on other sites More sharing options...
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