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Pistols in melee you say? Be right back building a Vanguard unit with Inferno/Flamer Pistols. :biggrin.:

Just remember, your enemy should first chose to remain in cc for you to use them pistols.

He might as well decide that he should fall back instead.

 

So? Then just shoot them normally and charge them again for more first striking goodness. I don't see the problem. :wink:

 

He falls back on his turn so you'll be the one being shot. :wink:

 

So? Nobody said anything about hiding in melee tho?

Guys don't get too hyped with the pistol hype for 8th ed...there is no certainty we be able to keep all the toys...moreover with speehsmarine v.2 there might be a chance big papa smurf will get us all in line and call the v.2; the chosen ones for all the toys. 

 

However if we keep our dignity, it would be super awesome, since we can get hell lot of pistols on the table while keeping the ability to get close (DoA-Jumpacks). 

 

On thing that concerns me is the -1 to hit while moving heavy, just imagine how super buffed the UM Sky-hammer just got. Not mentioning that new IG/Eldar/SM mech might be seeing the light of 40k tables.

 

~BT

Edited by BloodTzar

Guys don't get too hyped with the pistol hype for 8th ed...there is no certainty we be able to keep all the toys...moreover with speehsmarine v.2 there might be a chance big papa smurf will get us all in line and call the v.2; the chosen ones for all the toys.

 

However if we keep our dignity, it would be super awesome, since we can get hell lot of pistols on the table while keeping the ability to get close (DoA-Jumpacks).

 

On thing that concerns me is the -1 to hit while moving heavy, just imagine how super buffed the UM Sky-hammer just got. Not mentioning that new IG/Eldar/SM mech might be seeing the light of 40k tables.

 

~BT

Sky hammer no longer exists mate.

 

I think heavy weapons with -1 to hit is brilliant. Especially since I love multi-melta and now it won't suck up a turn of not moving in order to shoot at full bs.

Edited by Dont-Be-Haten

There is one thing that troubles me though.

Since there are no more snap shots but a -1 to hit, doesn't that make assault armies not viable because of overwatch?

Unless there is no more overwatch in game...

Well, there's a preview for the new Charge phase tomorrow, I'm guessing we'll get a hint about how Overwatch will work then as well.

Overwatch is one of those things I'm really looking forward to since I'm playing Tau. Without anything like Overwatch I would kinda be forced to bring a lot of cannonfodder infantry to screen my guns (which I already do since I like Pathfinder and Breacher but I wouldn't like being forced to do so). :P

Man I am liking everything I've seen so far.. I liked the thought of pistols being a deterrent, as was mentioned. Even heavy-hitters might think twice about charging, only to end up stuck in with a bunch of specialist pistols if they don't wipe out the unit. Trying to remain cautiously optimistic, but I'm more and more excited to see how our units transition.

 

I'm just imagining a death company marine screaming and wild-eyed, burning down a traitor (or six) at point blank range with a hand flamer before continuing on with his chainsword.

 

Or vanguard vets coming out of a stormshield phalanx with pistols blazing after weathering a charge.

Falling back is going to be a BAD idea against a quality melee force. Charging lets you strike first... so why fall back probably just enough to get charged again the following turn and give the melee units charging bonuses AGAIN? You're going to need ANOTHER unit to be the one shooting at the melee unit. Especially if falling back means no overwatch or shooting next turn. That's the difference actual firing lines make. You have separate units staged behind each other, so every turn at least one line is shooting while the other flees through the preceding line. But you are counting on 1 round of both firing, then losing 1/2 or 1/x (x being the number of lines) of firing power not fleeing.

 

The better case is for avoiding dreadnoughts, or fleeing through terrain or something else that gives cover or hinders the chargers.

I think the idea would be fall back with a unit that is getting whipped by an enemy squad, charge that same enemy squad with a unit of your own (to get first strike), and then use your depleted squad to shoot something else later down the line.

 

Charge phase is up.

https://www.warhammer-community.com/2017/05/01/new-warhammer-40000-charge-phasegw-homepage-post-4/

 

Highlights:

  • Overwatch is a straight 6+ to hit.
  • You need not be in base combat, only within an inch.

 

Those are your highlights?

Imo it's much more interesting that

 - units can fire overwatch multiple times as long they aren't locked in combat (potentially huge for Tau Supporting Fire)

 - it sounds like you still move your 2d6 inch even if you don't reach the enemy

 - it sounds like any unit can now move+charge in the same turn, gives footslogging melee Marines an average threatrange of 13" (6"+2d6)

14" as you only need to get within 1", not base to base. Also haven't seen how "advance" interacts with charging.

 

If we can move 6+D6", then have a 2d6 charge, amazing. Even more so if we always get the charge movement.

 

 

Charge phase is up.

https://www.warhammer-community.com/2017/05/01/new-warhammer-40000-charge-phasegw-homepage-post-4/

 

Highlights:

  • Overwatch is a straight 6+ to hit.
  • You need not be in base combat, only within an inch.

 

Those are your highlights?

Imo it's much more interesting that

 - units can fire overwatch multiple times as long they aren't locked in combat (potentially huge for Tau Supporting Fire)

 - it sounds like you still move your 2d6 inch even if you don't reach the enemy

 - it sounds like any unit can now move+charge in the same turn, gives footslogging melee Marines an average threatrange of 13" (6"+2d6)

 

Oh, I agree. That was just my first read reaction.

I don't see the change in your last point though. You always could move+charge in the same turn. It's just the extra inch that's different.

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