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https://www.warhammer-community.com/2017/07/02/warhammer-40000-faq-now-available-july2gw-homepage-post-1/

2 point storm bolters

D3 hand flamers

are superiors can now use melee weapons

Rets are leadership 8

And vanguard move must not end 9" from enemy.

Edited by grimsanity
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https://bolterandchainsword.com/topic/336029-new-faq-is-out/
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Page 96 – Celestine
Add the following to the end of the unit description:
‘Only one of this unit may be included in your army.’

 

Change the first sentence of the Saintly Blessings ability

to read:
‘At the start of each of your turns, you can pick a
friendly Adepta Sororitas unit within 6" of Celestine
that has the Acts of Faith ability and perform an Act of
Faith with it.’

 

Page 98 – Imagifier, Simulacrum Imperialis
Change the first sentence of this ability to read:
‘Roll a D6 at the start of each of your turns; on a 4+ you
can pick a friendly <Order> unit within 6" of this model
that has the Acts of Faith ability and perform an Act of
Faith with it.’

 

Pages 99 and 157 – Hand flamer
Change the Type to read ‘Pistol D3’.

 

Page 99 – Battle Sisters Squad, Wargear Options
Add the following wargear option:
‘• The Sister Superior may take a weapon from the Melee
Weapons list.’

 

Page 100 – Celestian Squad, Wargear Options
Add the following wargear option:
‘• The Celestian Superior may take a weapon from the
Melee Weapons list.’

 

Page 101 – Retributor Squad
Change the Retributor Superior’s Leadership
characteristic to read ‘8’.

 

Page 101 – Retributor Squad, Wargear Options
Add the following wargear option:
‘• The Retributor Superior may take a weapon from the
Melee Weapons list.’

 

Page 102 – Dominion Squad, Wargear Options
Add the following wargear option:
‘• The Dominion Superior may take a weapon from the
Melee Weapons list.’

 

Page 102 – Dominion Squad, Vanguard
Add the following sentence in between the first and
second sentences of this ability:
‘This unit cannot end this move within 9" of any
enemy models.’

 

ADEPTA SORORITAS
Q. If I can use more than one Act of Faith during the same
turn, how do I resolve them? Do I resolve them one at a time
and do I need to declare which ones I will attempt before rolling
to see if they are performed?
A. You roll for and resolve Acts of Faith one at a time.
There is no need to declare which Acts of Faith you will
choose in advance.

 

Q. Does Celestine’s ability to return to the battle via Miraculous
Intervention require the controlling player to have reinforcement
points for it?
A. No.

Edited by Drider

I am actually more upset about the hand flamers. Here I was thinking "Finally, something those trans-humans couldn't get correct when Faith in He on Earth is all you need."

 

Did Forge world give out an FAQ yet? Also, do the stipulations to Vanguard move affect anyone's tactics or what?

Some might view it as being harder than others, but at least it has finally put to rest the AoF argument and we can all finally move on from it.

 

Other than that it's actually quiet a good FAQ, it's fixed a few of the blatant oversights and mistakes. Our superiors are now legally equipped units again, Rets have a proper superior, dominions 'vanguard' has been aligned with other 'vanguards' and hand flamers profile has been brought into line with every other hand flamer profile. 

The FAQ is fine with me. At least my opponents can't moan anymore about my double firing Exorcists :rolleyes:   I am glad they published the properly worded rules for how they wanted AoF to be played: I dislike contention when I play games. Going back through my game notes the most effective use of Faith on Vehicles was giving them an extra move rather than the shooting in most cases, Oh well it was a fun two weeks! :biggrin.:  If the September rumors pan out (who knows) I'll be sure to get another squad of heavy bolter Retributors. Those girls rock, especially with a bare bones Canoness nearby.

Edited by Montford981

yeah... i really think they should be about 3 points each. Two would be the same cost as a normal flamer, have 2" less range, 1 less strength, but 2d3 shots is better than 1d6 and have the pistol type keyword. 

 

But that's neither here nor there, we can only hope the codex will be better written than the index.

Well, thats unfortunate byt not unexpected. Personally blame every sisyers player that argued about the AoF thing instead of embracing it /jk

 

Fixes up the mistakes and bri ngs it in line with the rest of the edition.

Shame about the hand flamers. At least we have inferno pistols for vets and seraphim still at least.

 

Unfortunate that I cant see myself bothering to take Imagifiers anymore. Not having enough sisters to pull off blob squads and gw prices being what they are, there is zero point/benefit in me taking any now. :(

I think Exorcists are the real losers in this. Our Rhinos, Immolators, and Repressors each have their own place in our armies that even losing out on an Act of Faith doesn't harm them. But Exorcists, as our anti-armor tank, competes with other anti-armor options in the Imperium books. I think it loses out to a few.

Well, thats unfortunate byt not unexpected. Personally blame every sisyers player that argued about the AoF thing instead of embracing it /jk

 

Fixes up the mistakes and bri ngs it in line with the rest of the edition.

Shame about the hand flamers. At least we have inferno pistols for vets and seraphim still at least.

 

Unfortunate that I cant see myself bothering to take Imagifiers anymore. Not having enough sisters to pull off blob squads and gw prices being what they are, there is zero point/benefit in me taking any now. :sad.:

 

I have been taking 3 in order to fulfill the Elites requirement for the Brigade Detachment. I may now swap one out for a Hospitaller, though. Still Imagnifers are handy around Retributors and also to try and get a unit an initial free move out of the gate.

The change to AoFs isn't exactly unexpected, but it's still frustrating.

 

The nerf to hand flamers is super annoying. This is the one I dislike the most. I want to keep running hand flamers just because I like the idea of them, but the inferno pistol is looking a lot better now.

 

Celestine is unique, again, not unexpected.

 

And now our bolter and power weapon Superiors are legal! Yay! :)

 

Well, thats unfortunate byt not unexpected. Personally blame every sisyers player that argued about the AoF thing instead of embracing it /jk

 

Fixes up the mistakes and bri ngs it in line with the rest of the edition.

Shame about the hand flamers. At least we have inferno pistols for vets and seraphim still at least.

 

Unfortunate that I cant see myself bothering to take Imagifiers anymore. Not having enough sisters to pull off blob squads and gw prices being what they are, there is zero point/benefit in me taking any now. :sad.:

 

I have been taking 3 in order to fulfill the Elites requirement for the Brigade Detachment. I may now swap one out for a Hospitaller, though. Still Imagnifers are handy around Retributors and also to try and get a unit an initial free move out of the gate.

 

It's always worth it to have at least 1 so long as you have any non-dominion infantry squad. Just throw them into a transport and let them screw over your opponents late game plans.

I didn't even notice that the Sister Superior wargear had been misprinted, I just assumed they had the options they've always had, I think.

 

Really, there was a LOT of errata throughout the indices. I certainly hope the codex releases get better proofing.

 

The downgrade to hand flamers is unfortunate, and I think someone second guessed a good decision into a bad one with this. The hand flamer was already differentiated from the regular flamer with different Strength and AP characteristics. In recent previous editions hand flamers each used the same template as regular flamers without it breaking the game, so I don't see why they felt the need to make the change.

It is quite unfortunate. It limits what the Seraphims are capable of- 4d3 autohitting at Str 3, only six inches away? In theory, useful still against hordes of low-toughness units. In practice? I'd rather save the points and use bolt pistols.

 

Against marines a pair of bolt pistols inflict wounds at the same rate as a single hand flamer.

 

For the cost of one seraphim with hand flamers you can buy two seraphim with bolt pistols - and you'd save a point into the bargain.

 

Hard to see the hand flamers minimal overwatch and benefits against hard to hit targets being worth the extra range and body, let alone taking the spot of the actually useful melta pistols.

I didn't even notice that the Sister Superior wargear had been misprinted, I just assumed they had the options they've always had, I think.

 

Really, there was a LOT of errata throughout the indices. I certainly hope the codex releases get better proofing.

 

The downgrade to hand flamers is unfortunate, and I think someone second guessed a good decision into a bad one with this. The hand flamer was already differentiated from the regular flamer with different Strength and AP characteristics. In recent previous editions hand flamers each used the same template as regular flamers without it breaking the game, so I don't see why they felt the need to make the change.

 

1. It's GW; I somehow doubt they have capable proofreaders as evidenced by 14 pages of errata and FAQ two weeks into 8th edition's life span.

2. 2nd edition 40K Heavy Flamers, Flamers and Hand Flamers (and their equivalent weapons) all had different sized templates as well as different strength/save modifier profiles so this isn't new. Just a shame Heavy Flamers aren't a 10" range -- which I think is the length of the old heavy flamer template.

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