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The new preview is up. It sounds like assaulting out of reserves will be allowed but it also sounds like most units arriving will have to be at least 9in away from an enemy unit making it difficult to get the assault off. Though the Command Points can be used for a re-roll.

 

Also sounds like we may be choosing what turn we want the units to come in versus rolling, but they may have been specific to the Trygon example used.

 

Deathwing are specifically mentioned. They state an all Deathwing army will be possible, but we will not be able to use teleport for the whole army. 50% of the army has to be on the battlefield.

 

--Beat me to it lol!

Edited by HandofAnubis

So do you guys think that tournaments will be exclusively matched play?

Or do you think that some might look at the other ways to play as an incentive to have more variety of armies show up?

 

I'm curious about how points and power levels will compare, maybe providing a method for creating a handicap system by combining the two systems.

 

I wonder if certain units will have to start in reserves, and will they affect that 50% rule.

Like an all drop pod army be allowed in matched play.

 

Deathwing are specifically mentioned. They state an all Deathwing army will be possible, but we will not be able to use teleport for the whole army. 50% of the army has to be on the battlefield.

 

--Beat me to it lol!

 

Wasn't that the problem before ;) looks exciting... My Ravenwing will just continue to slowly amass Black Knights for that new twin-linky goodness.

Just got to read the Dark Eldar faction focus... some bits in there might be applicable to Ravenwing.

 

They mentioned that Raiders (and possibly Ravagers and Venoms) get a 5++ vs shooting, this might be jink, as the article made it sound like a standard feature, as opposed to an upgrade item.

 

Also mentioned that Raiders (and others) do not suffer the -1 to hit penalty for shooting heavy weapons when moving, "keeping them Agile"... bodes well for Speeders and attack bikes getting similar treatment.

 

We also got stats for the disintegrator cannon, which shows that damage will not simply be 1, d3 or d6.  Which should help distinguish different weapons that currently fall in a very narrow band.  Assault cannon and Missile Launcher might have some interesting damage potential.

 

Finally DE Wyches get a rule called No Escape which forces a roll-off to see if a unit can fall back out of CC.  I'm curious if Hit and Run will still be a thing, how it will work and how it will interact with No Escape.  Could be very interesting if Hit and Run simply allowed the unit that left CC to be able to shoot and charge again that same turn.  If that were the case the interaction with No Escape would be very simple.

New melee rules up.

Power axe is s+1 ap-2 d1

Power maul S+2 ap-1 d1

Power sword s- ap-3 d1

Power fist. sx2 ap-3 dd3 -1 to hit

Chain sword s- ap0 d1 +1 attack

Grey knight power weapons do d3 damage

Reaper chain sword does "flat six damage to whatever it wounds"

New melee rules up.

Power axe is s+1 ap-2 d1

Power maul S+2 ap-1 d1

Power sword s- ap-3 d1

Power fist. sx2 ap-3 dd3 -1 to hit

Chain sword s- ap0 d1 +1 attack

Grey knight power weapons do d3 damage

Reaper chain sword does "flat six damage to whatever it wounds"

 

And force weapons do d3 on top of the regular power profile.

today we had stronghold assault. i dont have much to say, but it gives me some good narrative based ideas.

https://www.warhammer-community.com/2017/05/20/new-warhammer-40000-stronghold-assault-may20gw-homepage-post-4/

 

from yesterday:

 

40kFFKnightssProfile.jpg

 

Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range,  the cannon gets D6 shots vs units with 5 or more model.

 

a trygon can kill one in a good single turn of cc. 

knights can exit combat and shoot same turn.

5+ ion shield all around instead of directional

The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9″ to do D3 mortal wounds on a 4+

 

 

how do you guys think knights may fit into DA?

The fortifications article was cool to see asymmetric missions.

 

But then it's got Ultramarines defending a Fortress of Redemption in the artwork. What's with that?

Cause we are the first legion so we borrow our tactical genius and our superior equipment to those who lacks them  :P

While reading the Tyranid article, I noticed something interesting. Rending seems to make weapons ap-4 on a 6 to wound. Thoughts?

 

Exact wording :

With their Rending Claws – which bump up to AP -4 on a 6 to wound – very few units in the game can withstand a full strength Genestealer charge!

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