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I mean, while we haven't seen 90% of the rules yet,like the range of a heavy flamer, you can still use flamer squads. You just don't get to use drop pods to auto alpha strike BBQ anything without retort anymore.

While melta and flamer pods weren't the nicest unit choices, they were one of the few options to keep up with the filthy xwnoas. Let's hope they get nerfed as well.

With this change and that to null deployment, another theme to the rules seems to be limiting early fast removal of opposing units. Even drop melta is iffy, as 4 shots is 3 hits (or none if you're my fire dragons), 2 wounds, which will do on average 7 wounds on a 3+ save tank. That might kill a rhino, but that land raider will still be there.

 

Again, you need multiple units working together.

With this change and that to null deployment, another theme to the rules seems to be limiting early fast removal of opposing units. Even drop melta is iffy, as 4 shots is 3 hits (or none if you're my fire dragons), 2 wounds, which will do on average 7 wounds on a 3+ save tank. That might kill a rhino, but that land raider will still be there.

 

Again, you need multiple units working together.

 

Aye, they've done a very good job at making stuff more killy, but not improving alphastrike. Very clever.

Here's one for you... What determines "half of your army" for being in reserve under the new rules?

 

Does each pod and a unit inside count as one, or would that be two? If so pods will be very limited!

 

Or is it points?

 

Number of units, but don't see it counting the Pods themselves as part of the total.

Black Templars are going to be *everywhere* 

 

I'm not mad Reaper Chainswords do flat 6 damage. unfortunately, I put the thunder strike gauntlet on so I could make Orlando...Good thing I have 2 more pre-assembled. Muahaha! :devil: 

Side note, Assault marines may have 2 base attacks now; I believe we don't get the +1 attack for pistol/ccw because we can shoot into combat now. Time will tell. *sneaks off to finish imperial knights 1-3* :ph34r.:

 

 

Side note, Assault marines may have 2 base attacks now; I believe we don't get the +1 attack for pistol/ccw because we can shoot into combat now.

Where did you get that information?

Just speculation.

 

They've always had 2 attacks if you didnt give them a specialized weapon. Just 1 base, they've talked about making assault units better. Chain swords giving +1 attack allows them to replace their pistols with x specialist weapon and remain combat effective. But that's in out previous edition minds; assault squads need to be base 2 attacks because they also lose the +1 attack on the charge in lue of swinging first. Just makes sense, but again it's speculation.

Very seriously doubt Assault Marines will get base 2 attacks.  That would put them on par with the veterans we've already seen in Terminator squads, and not on par with their peers that we've already seen in Tactical squads.

Well assault marines armed with chainswords are effectively like having 2 attacks in their profile now. So that remains unchanged, at least for us.

 

As a side note, I still believe that +1A for charging will remain unchanged.

There was even a hint for that in the Chaos Daemons Focus article where the Khorne's ability Unstoppable Ferocity is basically furious charge with another name.

At least that's how I see it.

 

As a side note, I still believe that +1A for charging will remain unchanged.

There was even a hint for that in the Chaos Daemons Focus article where the Khorne's ability Unstoppable Ferocity is basically furious charge with another name.

 

I'd say that article actually hints that the extra attack on the charge is gone for most other units.  The Khorne daemons are only getting the extra attack because they've got a special rule.

 

 

As a side note, I still believe that +1A for charging will remain unchanged.

There was even a hint for that in the Chaos Daemons Focus article where the Khorne's ability Unstoppable Ferocity is basically furious charge with another name.

 

I'd say that article actually hints that the extra attack on the charge is gone for most other units.  The Khorne daemons are only getting the extra attack because they've got a special rule.

 

Except that the Khorne daemons get +1 attack, +1strength and can use that ability even after being charged. 

 

That's a lot more different than getting a simple +1A on the charge.

Edited by vahouth

Well yeah, the Khorne daemons get a special rule that grants them an extra Attack, and a point of extra Strength when they charge or when they get charged.  I didn't mention the extra point of strength because it isn't relevant to the discussion on attacks.

 

Anyway, the way that bit is written in their article doesn't indicate to me that units other than these Khorne Daemons will get the extra attack on the charge at all.  

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