Indefragable Posted June 22, 2020 Author Share Posted June 22, 2020 My personal take on a lot of these changes to melee in 9th—especially from one who not only plays a traditionally melee army, but plays them in a particularly “punch you in the face until you ain’t got no face” manner—is to wait and see. A lot of these overall positive-seeming changes to melee remind me of those car lease ads (here in the US) that scream “you can lease a Mercedes for only $100/month!” but then the small print says you need to put $10,000 down up front and a kidney and your firstborn child in order to get that deal. Aka how things work will be a bit different, but many of the same principles will apply and a smart general still needs to use his head and plan 2 Turns ahead and anticipate what your opponent’s options are and how she is likely to used them. Just like planning which of your units hits first to work around Counter-Attack became just another day in 8th, so will planning around Desperate Breakout became normal in 9th. I think a fundamental truth for BA will be that footwork (aka Movement phase/mobility) will be more important than ever. Helias_Tancred and SnorriSnorrison 2 Back to top Link to comment Share on other sites More sharing options...
Majkhel Posted June 22, 2020 Share Posted June 22, 2020 I think a fundamental truth for BA will be that footwork (aka Movement phase/mobility) will be more important than ever. With that, I wholeheartedly agree. 9th seems to (might) be the edition of manoeuvres for now. ;) Indefragable 1 Back to top Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted June 23, 2020 Share Posted June 23, 2020 I’ve just added autobolt-magazines to the 10 DI intercessors I have to let them stay mobile and still be able to shoot. Moving 7-13” and still shooting 15 S4 shots isn’t too shabby! They should do well in the new edition, if their point costs stay the same or same-ish. Xenith and Helias_Tancred 2 Back to top Link to comment Share on other sites More sharing options...
Blindhamster Posted June 23, 2020 Share Posted June 23, 2020 Intercessors went up. 20ppm iirc Helias_Tancred 1 Back to top Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted June 24, 2020 Share Posted June 24, 2020 15 point increase for 5 then, correct? Seems about right, I suppose. Double the wounds of a normal tactical squad should roughly cost double the points. I hope Firstborn don’t see too many price hikes, they’re too easily killed as it is. :( Quixus 1 Back to top Link to comment Share on other sites More sharing options...
Quixus Posted June 24, 2020 Share Posted June 24, 2020 If they do not get their point cost increased we can finally get a DoW 1 feel to the tabletop. Link to comment Share on other sites More sharing options...
Indefragable Posted June 24, 2020 Author Share Posted June 24, 2020 My understanding is that points are getting hiked across the the entire game. I think we need to leave our 8th ed mindset behind in that sense; they've even mentioned that what we think of as "normal" in 8th ed--2000pts--may become 2500pts in 9th. I think that's for the best overall since it gives far more breathing room to units in general and provides a more nuanced, granular take which I think will help things in general. Helias_Tancred 1 Back to top Link to comment Share on other sites More sharing options...
Rhavien Posted June 24, 2020 Share Posted June 24, 2020 So, the Astra Militarum faction focus mentions shooting a heavy flamer after advancing your scout sentinel. Does that mean Baal Preds with flamers are getting useful now? Am I missing something? Link to comment Share on other sites More sharing options...
Spagunk Posted June 24, 2020 Share Posted June 24, 2020 I think maybe there are strats for guard that allow it but I don't know offhand what they are. I've not seen anything posted that alters how advancing works so it's hard to tell. Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted June 24, 2020 Share Posted June 24, 2020 yeah I was puzzled by that as well, thought that maybe heavy flamers might get rid of the "heavy" attribute...but I might remember that guard have a stratagem for the sentinels? Don't know... Link to comment Share on other sites More sharing options...
Rhavien Posted June 24, 2020 Share Posted June 24, 2020 yeah I was puzzled by that as well, thought that maybe heavy flamers might get rid of the "heavy" attribute...but I might remember that guard have a stratagem for the sentinels? Don't know... Just checked that. There is only one that lets you scout ahead further, but you can't shoot or charge that turn. I'm stoked that heavy flamers could be useful! Maybe even the flamestorm cannon? Djangomatic82 1 Back to top Link to comment Share on other sites More sharing options...
Djangomatic82 Posted June 24, 2020 Share Posted June 24, 2020 yeah I was puzzled by that as well, thought that maybe heavy flamers might get rid of the "heavy" attribute...but I might remember that guard have a stratagem for the sentinels? Don't know... Just checked that. There is only one that lets you scout ahead further, but you can't shoot or charge that turn. I'm stoked that heavy flamers could be useful! Maybe even the flamestorm cannon Heres hoping. The only thing i'm a little worried about is that heavy flamers, Flamestorm Cannon or Frag Cannon might get the Blast keyword. It would make them great against hoards, but for things like the Baal Pred or Furioso Dread, not being able to shoot those in CC would be such a let down. Link to comment Share on other sites More sharing options...
Hintzy Posted June 25, 2020 Share Posted June 25, 2020 So, the Astra Militarum faction focus mentions shooting a heavy flamer after advancing your scout sentinel. Does that mean Baal Preds with flamers are getting useful now? Am I missing something? I've followed Reece through his podcast and various other media for a few years now and I think that can likely be chalked up as a misstatement. He just plays too many armies, and he's always involved in playtesting, which probably compounds the intricacy of things. He's said stuff incorrectly before, but I think that's only reasonable. Link to comment Share on other sites More sharing options...
Indefragable Posted June 25, 2020 Author Share Posted June 25, 2020 Reece is a decent guy and in my conversations with him he’s always had a good head on his shoulders so I don’t think he made a mistake. I wonder if he was talking about Advancing with Sentinels this being able to fire auto-hitting flamers... Re-reading it it’s two separate sentences where he first says heavy flamers on Sentineks are awesome because you can advance and shoot, Then he transitions to pre-game and first turn Strategenes, of which one involves advancing. A bit misleading, but I think it was unintentional. Link to comment Share on other sites More sharing options...
Xenith Posted June 25, 2020 Share Posted June 25, 2020 Yea, moving heavy flamers back to assault weapons like in 3rd-7th ed wuld be a step in the right direction, or at least bump range to 12" like the Flamestorm. Link to comment Share on other sites More sharing options...
BluejayJunior Posted June 25, 2020 Share Posted June 25, 2020 yeah I was puzzled by that as well, thought that maybe heavy flamers might get rid of the "heavy" attribute...but I might remember that guard have a stratagem for the sentinels? Don't know... Just checked that. There is only one that lets you scout ahead further, but you can't shoot or charge that turn. I'm stoked that heavy flamers could be useful! Maybe even the flamestorm cannon Heres hoping. The only thing i'm a little worried about is that heavy flamers, Flamestorm Cannon or Frag Cannon might get the Blast keyword. It would make them great against hoards, but for things like the Baal Pred or Furioso Dread, not being able to shoot those in CC would be such a let down. They confirmed in the Blast weapon stream that flamers, and I think other autohit weapons, would not get the blast keyword. They want heavy flamers sponsons to be able to clear out enemies in Engagement Range. Djangomatic82 1 Back to top Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted June 25, 2020 Share Posted June 25, 2020 The largest challenge for the T’au Empire in the new edition is the change to the Fly keyword. It no longer offers units the ability to Fall Back and shoot, which means you need to put extra effort into screening enemy charges and preventing your critical shooting units from being engaged in combat. Oh dang! This is huge. Now, depending on the amount of flying shooty units you face, it's huge. Link to comment Share on other sites More sharing options...
Indefragable Posted June 25, 2020 Author Share Posted June 25, 2020 Between that and the ability for almost anyone to outflank, it seems like mobility options (bikes, jump, etc...) really need to use their mobility in the Movement phase. Less shenanigans. That might seem obvious, but i think it’s a positive overall. Link to comment Share on other sites More sharing options...
Wassa Posted June 25, 2020 Share Posted June 25, 2020 They did say there are some changes for flamers though Link to comment Share on other sites More sharing options...
Hintzy Posted June 26, 2020 Share Posted June 26, 2020 Reece is a decent guy and in my conversations with him he’s always had a good head on his shoulders so I don’t think he made a mistake. I didn't mean to suggest he isn't a decent guy or anything. I just meant that he has to navigate through essentially two different editions at once, while a lot of people make mistakes with just the one. Indefragable and Silas7 2 Back to top Link to comment Share on other sites More sharing options...
Hintzy Posted June 26, 2020 Share Posted June 26, 2020 (edited) The twitch stream all but confirmed that Assault Intercessors are troops. They showed a "combat patrol" list, using a patrol detachment, with the Assault Intercessors being the only obvious troops choice. Not surprising at this point of course, but certainly welcome and good news for us. Edit: WarCom article shows the same information. https://www.warhammer-community.com/2020/06/26/join-the-combat-patrolgw-homepage-post-1fw-homepage-post-3/ Edited June 26, 2020 by Hintzy Link to comment Share on other sites More sharing options...
burningsky25 Posted June 26, 2020 Share Posted June 26, 2020 And so it finally happens! I remember all the discussions back in 7th (maybe 8th too) about wanting assault marines as troops for BA. Mind you that was back when tactical marines seemed especially bad. Shame they don't have jump packs though. Think there's hope that option is available in the future? It seems like most of the primaris options have less mobility than their old school counterparts . . aggressors with no deep strike like terminators, assault marines with no jump packs. Just interesting. Sad as a BA player for less jump packs though. SnorriSnorrison 1 Back to top Link to comment Share on other sites More sharing options...
SnorriSnorrison Posted June 26, 2020 Share Posted June 26, 2020 And so it finally happens! I remember all the discussions back in 7th (maybe 8th too) about wanting assault marines as troops for BA. Mind you that was back when tactical marines seemed especially bad. Shame they don't have jump packs though. Think there's hope that option is available in the future? It seems like most of the primaris options have less mobility than their old school counterparts . . aggressors with no deep strike like terminators, assault marines with no jump packs. Just interesting. Sad as a BA player for less jump packs though. I feel the same about Primaris, until now they’re a bit of a missed opportunity because jump packs, which are an integral part of how the Blood Angels get out and about on the battlefield, are very underrepresented and look horrible/clunky as seen on inceptors. New strategic reserves rule could help footsloggers get close to the enemy turn 2 and up, so that’s something perhaps. I’m seriously pondering the thought of magnetising the backpacks in case they’ll introduce that option later. Link to comment Share on other sites More sharing options...
Indefragable Posted June 26, 2020 Author Share Posted June 26, 2020 (edited) Based on the Combat Patrol article today, they listed this as a Space Marine Patrol Detachment: ....so I think it's safe to bet that Assault Intercessors (ASI) are Troops. I am going to use my Assault Marines (ASM) w/o Jump packs as ASI if I ever decide to use them (we'll have to see the full lay of the land, but I'm still of a mind that Incursors are our best Troops choice). I do not feel like giving GW money for them, but that's a different story and just my personal take. Edited June 26, 2020 by Indefragable Link to comment Share on other sites More sharing options...
BluejayJunior Posted June 26, 2020 Share Posted June 26, 2020 Seems like the most logical assumption. I highly doubt Outriders are troops. Maybe, maybe, a small possibility that Bladeguard Veterans are troops, if they wanted the ability to take a partrol/battalion for just veterans. But I'm 99% sure it's the Assault Intercessors. Link to comment Share on other sites More sharing options...
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