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FAQs and what they mean for guard


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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.

  • 5 weeks later...

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.

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.

Captain -> Chapter Master is different from 'prescribed HQ' -> Named Character though. But I do sympathise sad.png

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.

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.

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. 

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