sedibear Posted May 5, 2016 Author Share Posted May 5, 2016 Krak Grenades nerf in assault is fine, we have a ton of ways to deal with tanks/T6 already. Poor Dark Eldar now have to snapshot if their transport Jinks. I have no clue how they're supposed to play now. Deep Strike in and pray, I guess? The 'not all buildings' rule had me intrigued for a moment. It means someone, somewhere has tried it. I wonder if it's a viable Sororitas tactic, though, with a few of our stuff hanging inside and, for example, Retributors giving Rending to some emplacements. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385690 Share on other sites More sharing options...
*Furyou Miko Posted May 5, 2016 Share Posted May 5, 2016 That's always been the case. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385692 Share on other sites More sharing options...
taikishi Posted May 5, 2016 Share Posted May 5, 2016 So I'm sure - which has always been the case? My question or Sedibear's comment? Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385696 Share on other sites More sharing options...
Kros Morotho Posted May 5, 2016 Share Posted May 5, 2016 Yeah. Flamer/Heavy Flamer question's been cleared up too. No point putting Heavies and standards in the same squads now. Sorry... why not? Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385721 Share on other sites More sharing options...
taikishi Posted May 5, 2016 Share Posted May 5, 2016 According to the FAQ, you have choose to fire either your Flamers or your Heavy Flamers first, resolve all of their hits and wounds for that weapon, then fire the other after. Apparently the BRB is worded that all template weapons fire at once which would mean you fire all Flamer-type weapons at the same time, though I've always played it how the FAQ is worded. Basically, by confirming that you fire them by weapon type you're losing out on hits. Before, if both weapons hit 4 models each from firing at the same time that's 8 hits. Now, if the heavy flamer hits 4 models then the flamer might end up out of range or only be able to hit 1-2 after the heavy flamer is resolved... Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385772 Share on other sites More sharing options...
Servant of Dante Posted May 5, 2016 Share Posted May 5, 2016 They RECOMEND using the most current ones. Not require. I mean you still can't force someone to play with you if you insist on using an old codex, but as always it's your choice how you play so you can use whatever codex you want! I enjoy the 3rd edition one. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385785 Share on other sites More sharing options...
Naminé Posted May 5, 2016 Share Posted May 5, 2016 They RECOMEND using the most current ones. Not require. I mean you still can't force someone to play with you if you insist on using an old codex, but as always it's your choice how you play so you can use whatever codex you want! I enjoy the 3rd edition one. I saw that too... doesn't actually say to USE the latest versions of rules or codices, just the most recent in your collection :p Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385794 Share on other sites More sharing options...
*Furyou Miko Posted May 5, 2016 Share Posted May 5, 2016 So I'm sure - which has always been the case? My question or Sedibear's comment? Yours, sorry. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385800 Share on other sites More sharing options...
taikishi Posted May 5, 2016 Share Posted May 5, 2016 It's fine, and don't worry: I plan on using the most recent rules. I just know I saw that and just shook my head. Outside of losing out on Land Raiders for Repentia, I prefer the digital book. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4385803 Share on other sites More sharing options...
Teetengee Posted May 6, 2016 Share Posted May 6, 2016 Those were some funny parts, especially as I've had some fun talks with friends about scouting buildings. I'm okay I think with the grenade in CC change, we can still get 1" away and all huck'em. For the drop pod, that saddens me because that was my next purchase and I was pretty excited to paint it up AS style. While all of this is (incrediblly!) wonderful of GW, and I'm psycked on the "final draft" in a bit. We still need updated codex and what-not from GW with what editions, including FW, are legal. (Highlighted in red) no, that hasn't been legal since rogue trader days. The grenade nerf should strengthen penitent engines though. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386728 Share on other sites More sharing options...
*Furyou Miko Posted May 6, 2016 Share Posted May 6, 2016 Might still be able to use Drop Pods. Depends if Faction: Imperial overrides the Battle Brother status chart or not. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386749 Share on other sites More sharing options...
Servant of Dante Posted May 6, 2016 Share Posted May 6, 2016 Those were some funny parts, especially as I've had some fun talks with friends about scouting buildings. I'm okay I think with the grenade in CC change, we can still get 1" away and all huck'em. For the drop pod, that saddens me because that was my next purchase and I was pretty excited to paint it up AS style. While all of this is (incrediblly!) wonderful of GW, and I'm psycked on the "final draft" in a bit. We still need updated codex and what-not from GW with what editions, including FW, are legal. (Highlighted in red) no, that hasn't been legal since rogue trader daysThe grenade nerf should strengthen penitent engines though. You can get 1" away and throw a grenade in the shooting phase . . . Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386772 Share on other sites More sharing options...
BitsHammer Posted May 6, 2016 Share Posted May 6, 2016 One grenade not all. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386773 Share on other sites More sharing options...
Servant of Dante Posted May 6, 2016 Share Posted May 6, 2016 One grenade not all.Exactly Oh, I guess I didn't read very carefully did I Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386826 Share on other sites More sharing options...
grendal1989 Posted May 6, 2016 Share Posted May 6, 2016 The grenade nerf should strengthen penitent engines though. Yeah, tbh walkers in general. Now a regular dread isn't terrified of a tactical squad. Also should help all vehicles out as well, though to a lesser extent. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386876 Share on other sites More sharing options...
Servant of Dante Posted May 6, 2016 Share Posted May 6, 2016 Well, I'm all for a buff to vehicles! Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4386959 Share on other sites More sharing options...
Teetengee Posted May 6, 2016 Share Posted May 6, 2016 might be a cover buff for vehicles as well, depending on how some chips fall in some questions about flyer cover Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387032 Share on other sites More sharing options...
sedibear Posted May 6, 2016 Author Share Posted May 6, 2016 Might still be able to use Drop Pods. Depends if Faction: Imperial overrides the Battle Brother status chart or not. They are all Armies of the Imperium and thus Battle Brothers, but not the same Faction. Factions are defined on the allies chart sidebar, and Armies of the Imperium is not listed as a Faction. I think that's sufficient RAW. The FAQ clarifies that you cannot embark in a Battle Brothers' transport during deployment, which only really locks out going inside a transport and being held in reserve. In most other cases, you can hop into the ride on turn 1. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387204 Share on other sites More sharing options...
*Furyou Miko Posted May 6, 2016 Share Posted May 6, 2016 Yeah. Still sucks for us most of all. OHSF was an awesome way to play, even if the original list was weak even by third edition standards. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387219 Share on other sites More sharing options...
ValourousHeart Posted May 7, 2016 Share Posted May 7, 2016 Fortifications can't Scout. It never occurred to me that they could... The Tau have a fortification that can move during the game and pathfinders have scout. So there is at least one faction that needed to know that wasn't allowed. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387604 Share on other sites More sharing options...
Noeh Posted May 7, 2016 Share Posted May 7, 2016 I read something about Dark Eldar being able to take an army entirely devoid of non-vehicle characters at one point. According to the rules, if you lack a character you can choose which unit is your warlord. So according to that...you could potentially take a wall or something as your warlord and then get the scouting warlord trait. Stupid complicated....buuuuut it's RAW. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387606 Share on other sites More sharing options...
ValourousHeart Posted May 7, 2016 Share Posted May 7, 2016 The 'not all buildings' rule had me intrigued for a moment. It means someone, somewhere has tried it. I wonder if it's a viable Sororitas tactic, though, with a few of our stuff hanging inside and, for example, Retributors giving Rending to some emplacements. Not sure about sisters, but a hand full of assassins manning a bunch gun emplacements could be a lot of fun. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387611 Share on other sites More sharing options...
*Furyou Miko Posted May 7, 2016 Share Posted May 7, 2016 That's not an 'all buildings army' though. An all buildings army would be something like 1x Imperial Strongpoint (x points) - 2 Quad Guns, 2 Icarus Lascannons, 8 Heavy Bolters 2x Fortress of Redemption (x points) - Krakstorm Launcher 1x Void Shield Generator Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4387685 Share on other sites More sharing options...
Teetengee Posted May 8, 2016 Share Posted May 8, 2016 I read something about Dark Eldar being able to take an army entirely devoid of non-vehicle characters at one point. According to the rules, if you lack a character you can choose which unit is your warlord. So according to that...you could potentially take a wall or something as your warlord and then get the scouting warlord trait. Stupid complicated....buuuuut it's RAW. A. vehicle characters can be warlords just fine. B. non character warlords don't get a trait. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4388848 Share on other sites More sharing options...
Goonbandito Posted May 8, 2016 Share Posted May 8, 2016 Things I noticed that will directly affect Sisters: Grenade Change - I'm not sure on this one. Sure it makes vehicles and dreadnoughts more resilient in assault, but on the other hand they mostly die horribly to shooting anyway. TBH all its really done is further devalue the role of Tactical/Chaos Space Marines, and made buying Krak Grenades for Imperial Guard Infantry/Veteran Squads pointless. Battle Sisters get nerfed too, because at least Marines can glance AV10 on a 6, whereas S3 Sisters are SOL. Its a good nerf to the Haywire Grenade crap of Firewarriors and Skitarri Ruststalkers, but Ork Tankbustas and Guard Demo Vets (both of which have Melta-Bombs on every model in the unit) didn't need the nerf - Imperial Knights can sigh in relief now... Scout - Scout Redeployments now happen after Seize the Initiative, so there shouldn't be any risk of stranding your Dominions out in the open if your Opponent seizes on you. No deploying in Battle Brother Transports - discussed up above. Needs clarification though, because technically each faction is a Battle Brother to itself and that could mean that transports from different detachments may have this restriction too (like say if you wanted to put Centurions from a Battle Demi-Company in a Drop Pod from a CAD). Jink effects passengers - makes our high strength shooting more effective against open-topped skimmers, since all our Meltas and Exorcists give the opponent a real headache - Jink to not die, but be utterly useless the next round. GMC's and cover - now follow 25% obscuring rule, meaning no more "toe-in-cover" for Wraithknights/Stormsurges. Again, a general buff that helps our high strength, low AP shooting slightly. Link to comment https://bolterandchainsword.com/topic/322090-wh40k-faq-first-draft/page/2/#findComment-4389123 Share on other sites More sharing options...
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