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The deathwatch preview is online

 

I'm a bit disappointed from the article. Sure the possibility to choose from the 3 docrtines is effective, but the lack of a super doctrine and the possibility to have SIA restricted to first born, is a mess...

 

 

If we were hoping for changes to the Kill Team rules, I don't think that is likely to occur since they pretty much took these passages verbatim from the Index. I think that means many of these Kill Teams are only useful because of Combat Squad, as was already surmised. 

 

The Doctrine bonus being full control over the Doctrine rotation is kind of interesting and I honestly need much more time to personally wrap my head around the power value here. My initial impression is that I like it because it comes off as interesting and heavily tactical, but experience has shown that some fun things like that on paper aren't always as valuable in an actual match.

 

A whole new discipline is something I dared hope for, and I like that it exists. The ability to reduce the potential impact of massed melee with the Neural Void skill is neat, but the secondary part seems a little difficult to gain benefit out of in a way that your opponent can't work around pretty easily. Maybe I'm misjudging the opportunity cost.

 

The Strats are the same little flavourful things we are used to from 8th, but I dislike this change to the Aeldari one. I liked the Intercepting Volley Stratagem from the last Codex more.

I agree, we'll need time to address the impact of a total control on doctrines. 

Probably deepstrike Pod heavy flamer squad will enjoy this on first turn, and the tactical impact will be more relevant with the full supplment.

 

@Triszin: only for mortal wounds.

Edited by thinkerofuselessthings

Tactical Doc on turn one opens up a lot of nasty goodness, especially when combined with SIA and Drop Pods.

 

I can see Devastator just not being used until the final turn unless there is heavy investment in Stalkers, but even then SIA can make up the deficit if it can all be combo'd.

If i'm reading it right, we don't even have to use Devastator doctrine, as we can have Tactical for 2 turns and Assault for 3.

 

I don't know how we'd use that, but i'm sure some cunning Fraters will come up with a list to utilise that concept. 

 

Very happy to get a new psychic discipline, something bespoke to the Watch is always welcome. 

In most of my lists, I wouldn't miss not using the Dev doctrine honestly. 

 

 

Xeno purge is something I've been asking for since day 1. It doesn't have to be omnipotent, but the premise that some of these psykers have been fighting Xenos for hundreds of years would indicate they've developed a fairly effective psychic means of culling them.

 

That really is big news for me. Even if one power is great, it'll be worth it. Nate may see some use yet! 

 

Also a little part of me saw the restriction of some units I think would be very helpful, but they're all in there.

 

I keep thinking a great advantage here to that kill team is using those Infiltrators in small numbers within squads to really block out some armies reinforcements could be actually a very strong move.

 

And yes, T1 drop pods with Tactical could add some real punch.

I imagine it's similar to how some folks tried to play it back in 8th before the FAQ came out regarding our doctrine (and duty eternal, etc). We can throw down tactical doctrine on turn 1 with combi-flamer vets in drop pods, or drop some intercessors out of an impulsor in rapid fire range and firing off the shoot again strat in the core rule book.

 

Perhaps the psychic power could be used in conjunction with a vehicle... force a unit of SMs or a blob of 30 zangors to charge a rhino while your vet squad runs away or repositions. Or you could bait your opponent into piling in? hm...

 

I'm trying to picture the relic on a Gravis Capt (or heavy Int Capt) as well. Combine Blackweave shroud with something like Iron resolve? Vigilance Incarnate is still valuable but that could be one heck of a beat stick. Or maybe add that to a Master Chaplain on bike. The watchmaster may be a good choice too depending if they bring back some of those watchmaster specific stratagems. Or even just Artemis.

 

Eager to see what else we get.

Yep, it really opens up army building, I am super pumped and warhammer said on facebook that more weapons will be getting access to SIA in the supplement so I am not too worried. 

 

You are right Leth, I have been trough all comments on 40k facebook page and found out your reference.

 

I'm ok with that.

 

And now I want only start to define every single marine and their chapter :)

The warhammer community page did respond to a question someone asked about SIA on primaris and they responded

 

8iuTX4LlGZO.pngAuthor
Hey Adam. Do you really think we would let them go out there without some hellfire rounds, kraken bolts and other purge-tastic ammo?

 

Obviously this isn't rules writers responding, so I wouldn't take that as fact, could be a strat, could be they get SIA, or could be they are just wrong and don't have the correct information, so I would take that with a bit of salt.  It does though offer some small glimmer of hope so we will see.

The warhammer community page did respond to a question someone asked about SIA on primaris and they responded

 

 

8iuTX4LlGZO.pngAuthor

Warhammer 40,000

 

 

Hey Adam. Do you really think we would let them go out there without some hellfire rounds, kraken bolts and other purge-tastic ammo?

 

Obviously this isn't rules writers responding, so I wouldn't take that as fact, could be a strat, could be they get SIA, or could be they are just wrong and don't have the correct information, so I would take that with a bit of salt. It does though offer some small glimmer of hope so we will see.

I figured they would otherwise why even try to sell a dw primaris box set

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