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So, who's gotten a look at the new 8th rules?


TheDuck

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So, was wondering whether anyone's gotten a good look at our new rules for 8th, and what they think of them? Got to take a good long look at our index in my local store, and I've gotta say, I like how everything's looking. For one thing, our Terminators are a sight better then before. They've got two wounds now, instead of one, and with a good statline. Rather then deepstrike, they now get a guaranteed teleport within 9 of an enemy unit, which is (Obviously) pretty great. Our special characters are a lot tougher now as well. All of them had at least 4 or 5 wounds, as far as I could tell, Lukas and Arjac included (Both of them are pretty great now as well, by the way, at 118 pts and 140 pts respectively), and some of the tougher melee characters, like Krom or Dog Wolfborn, have more.  Logan on his sleigh is a friggin beast now, with like 13 wounds between him and the sleigh and some awesome extra attacks on the charge (The store owner, myself, and some of the other guys were doing some simulations of the updated Abaddon vs. the Space Marines Chapter Masters, and Logan actually came out on top). Our Grey Hunters are better now from what I could tell, and can all take chainswords for free now (Quite glad I equipped most of mine with them), and I like the way most of our special characters look. Njal's looking good, still a really strong psyker while also being pretty good in melee with 5 (If I remember right? May have been 4) wounds and his cyber raven's ranged attack. Lukas is a strong melee character with 5 wounds, and his Last Laugh special rule, instead of having a 50/50 chance of removing a model in a challenge like it did before, now has a 50/50 chance of dealing d6 mortal wounds to whatever unit or model killed him, which is pretty great. I love how Arjac is looking now, with a good statline by himself, that great new terminator teleporting special rule, and a few special rules to buff himself if wolf guard are nearby, and vice versa. What particularly stood out to me was one special rule he had which basicaly gave him an extra attack for every model in a unit of wolf guard in close proximity to him, so teleport him in with a big unit of wolf guard terminators and it looks like he can do work. Thunder Wolves are...different now. They're a sight slower then before, they can't exactly move from one end of the table to the other like before, but they're still quite good in melee, and on the charge they deal a bundle of damage, so I'd say it was less of a nerf and more of a respec. Finally, our bikes are pretty awesome now, with something like 16' move, better armor and good ranged attacks. So, that's what stood out to me. What do you all think of our new rules, if you've gotten to take a look at them?

Your assumptions are correct, we got some GW love this edition. What i find quite unfortunate is that there are some wonky rules that seem as an oversight on the first glance and makes some of our units a bit too strong (at least on paper).

 

Most blatant example would be WG bikers that can take 5 point stormshields, combi- weapons and any close combat weapon (e.g. Thunderhammer). A biker with shield and combiplasma is 54pts, sporting a 14" move, 3++ invul, 2W and possible 8 shots in rapid fire range. This seems nuts in my book.

 

Another quite absurd rule combined with our index is that characters can't be chosen as targets for shooting if they have less than 10W (and are not the nearest unit). If you consider that Bjorn and Murderfang are both characters (moving 8") with 8W this rule applies to them as well. It seems strange that you can't shoot that big angry dreadnoughts looming over the small guys down below. Also it looks pretty powerful if you protect them with something durable (like TWC with shields).

 

Nevertheless, I love the changes to our units and the fact we can kite our GH/BC pretty well with 2 close combat specialists and 2 special weapons.

 

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