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10 minutes ago, SkimaskMohawk said:

Hey, battle cannons can be ap3 again! Now why are the blasts 3" lol. And what's going on with the earthshaker and medusas AP.

 

The krios lightning cannon got to mirror its 1st edition stats, don't do iconic weapons that had a consistent profile dirty.

We straight up do not need 5" AP3 blasts

I'd argue the battlecannon needs two ammo types like the Kratos. HE with high strength blast but only AP5 and AP, no bast but High strength and AP3 which would leave the Vanq with a AP2 round. 

 

Changes to the tercios I want to know more about but again, shockingly, the 'faction focus' doesn't give any helpful information. 

53 minutes ago, Lord Marshal said:

 

Fairly certain those are just the resin ones. The poses are the same, just with the specific weapons shuffled about.

 

charonite-ogryns-v0-evtidvua4zue1.jpg?wi

 

I want these in Plastic so bad as I hate the 40k version of Ogryn (Bullgryn are just meh but Ogryn are ugly as sin).  

1 hour ago, Vassakov said:

image.png.170b1230e16e7c2bc751c91b556ab974.png

 

Am I going mad or are those new? They certainly don't look like the FW ones to me!

No they are Ben Lambell’s. 

1 hour ago, Stitch5000 said:

We straight up do not need 5" AP3 blasts

Only barrage scatters now, IIRC. So that BS4 will be pretty deadly. Sad they made them slow though. Fast Russes was a fun way to make them different from 40K. 

2 minutes ago, Marshal Rohr said:

Sad they made them slow though. Fast Russes was a fun way to make them different from 40K. 

 

Maybe Assault variant of Leman Russ gets bonus to mobility?

 

Article is just talking about Strike variant.

2 hours ago, Stitch5000 said:

We straight up do not need 5" AP3 blasts

 

We straight up have them on the krios lol

 

I'm not sure why Marines get pieplate protection when you can run hordes of them but solar aux get to be scooped. Especially in a system where instant death is gone and they can adjust damage to be most effective against the mooks instead of the more elite multiwound squads.

 

 

3 hours ago, TheMawr said:

 

Are they trying to torment their fans by showcasing fresh paints ( and discussing ) on things they dont actually sell anymore currently :laugh:

 

Interesting. Hadn't realised that both those kits have disappeared.

I'd say the most likely reason is GW's terrible website (Corax wasn't listed on the Australian site at all until recently) but they would probably be two of the most exciting model releases to jump to plastic.

 

5 hours ago, SkimaskMohawk said:

 

We straight up have them on the krios lol

 

I'm not sure why Marines get pieplate protection when you can run hordes of them but solar aux get to be scooped. Especially in a system where instant death is gone and they can adjust damage to be most effective against the mooks instead of the more elite multiwound squads.

 

 


Alas I think we're seeing the pro-marine bias again in this ediiton which is a bit of a concern. I was hoping it was some overt favourtism from the 2.0 team, but doesn't seem to be the case.

Not only that, but if Russes have lost Fast, and with the Ordnance (AP) rule on the battle cannons, its just encouraging gunline behaviour from an already gun-line leaning faction... Who worries about flanking manouvres and long term game plans when you have 4 turns I suppose. Rack 'em up and roll dice at each other without much more thought. Cool. 

They'll probably nerf the Vanqs as well this edition as they where the only useable Russ Variant. 

33 minutes ago, TheTrans said:


Alas I think we're seeing the pro-marine bias again in this ediiton which is a bit of a concern. I was hoping it was some overt favourtism from the 2.0 team, but doesn't seem to be the case.

Not only that, but if Russes have lost Fast, and with the Ordnance (AP) rule on the battle cannons, its just encouraging gunline behaviour from an already gun-line leaning faction... Who worries about flanking manouvres and long term game plans when you have 4 turns I suppose. Rack 'em up and roll dice at each other without much more thought. Cool. 

They'll probably nerf the Vanqs as well this edition as they where the only useable Russ Variant. 

After seeing the Battle cannon I think the Vanquisher with be Heavy(D x2) or something. So single shot D3 Str 9/10 and if it stays still its Damage doubles. So it can pop a tank in one shot. 

4 hours ago, Marshal Rohr said:

After seeing the Battle cannon I think the Vanquisher with be Heavy(D x2) or something. So single shot D3 Str 9/10 and if it stays still its Damage doubles. So it can pop a tank in one shot. 

It always had two shots if I remember correctly so I hope it still has especially since it only has BS3. 

7 hours ago, TheTrans said:


Alas I think we're seeing the pro-marine bias again in this ediiton which is a bit of a concern. I was hoping it was some overt favourtism from the 2.0 team, but doesn't seem to be the case.

Not only that, but if Russes have lost Fast, and with the Ordnance (AP) rule on the battle cannons, its just encouraging gunline behaviour from an already gun-line leaning faction... Who worries about flanking manouvres and long term game plans when you have 4 turns I suppose. Rack 'em up and roll dice at each other without much more thought. Cool. 

They'll probably nerf the Vanqs as well this edition as they where the only useable Russ Variant. 

I understand and agree almost completely. But this is the horus heresy. Where 18 of the 22 launch factions (including talons) are marines, it's not surprising marines are biased towards.

 

Most of the game has been tweaked from old 40k to facilitate the flat AP and enable marines being marines. If you want a game where marines don't get the lions share and put on a pedestal this is the absolute last system you should be thinking of imo.

I've got no issue at all Marines being front and centre (as they are in every GW setting with them in it), I just want other factions to he able to actually compete in a semi-balanced playing field.

 

Like 1 marine should just murder a Solar Aux dude no worries at all. But a balanced 3000 point Solar Aux force vs a balanced 3000 point Marine force (equivalent player skill blah blah) should have a 50/50 chance of winning against the marines... not a 1 in 10 when only taking the 3 good units. 

45 minutes ago, TheTrans said:

I've got no issue at all Marines being front and centre (as they are in every GW setting with them in it), I just want other factions to he able to actually compete in a semi-balanced playing field.

 

Like 1 marine should just murder a Solar Aux dude no worries at all. But a balanced 3000 point Solar Aux force vs a balanced 3000 point Marine force (equivalent player skill blah blah) should have a 50/50 chance of winning against the marines... not a 1 in 10 when only taking the 3 good units. 

 

Yes that's the point of points. If they don't balance things vaguely accurately, they aren't doing their real job.

 

Now this is something we haven't seen anything of yet, beyond the saturnine profiles - we don't know what things cost.

 

Also we don't know the majority of rules, we've seen so little - so let's see what the next few weeks bring :)

24 minutes ago, Xenith said:

Unfortunately the binary AP system literally creates 'have saves' and 'have not saves'. 

Exactly this, they've put plasters on top via breaching etc. but it remains a system where anything not in a 3+ save will suffer and anything hitting ap3 needs a looooot of consideration.

18 minutes ago, Petitioner's City said:

 

Yes that's the point of points. If they don't balance things vaguely accurately, they aren't doing their real job.

 

Now this is something we haven't seen anything of yet, beyond the saturnine profiles - we don't know what things cost.

 

Also we don't know the majority of rules, we've seen so little - so let's see what the next few weeks bring :)

They cannot balance a weapon that doesn't break a 3+ save for 80% of the games factions, but scoops models for the others, that's sort of the point and why balance in a marine centric world is hard.

Knight Houses Faction Focus

 

Shorter version:

  • Questoris and Cerastus have Vanguard (X)
  • Armiger tax is gone
  • They get their own sub-factions now, in the form of Imperialis, Mechanicum or Mendicant.
  • Each has a Tactica, Vow and an Advanced Reaction.
  • They get a unique Primary Detachment again.
  • Can't take Allies, but each Knight gets a Prime Advantage, which represent the various Ranks.
  • Lord Scion can make two Repair rolls at the end of their turn and unlocks a Detachment which lets you you run Solar Auxilia and Militia as their household yeomanry: 

 

Quote

thh_knightstitansrules-jul04-boxout1-qzi

 

  • Preceptor Rank gives a Knight Battlesmith (2) and Intelligence 8. Also unlocks a Detachment to take Mech in the army:

 

Quote

thh_knightstitansrules-jul04-boxout2-ska

 

  • Knights in a Knight army (heh) select a Vow which nets them additional VP. If you fail it they can be lost:

 

Quote

thh_knightstitansrules-jul04-boxout3-vta

 

  • Cerastus Atrapos is 600pts with it's Phasecutter being Damage 6, increasing to 12 if it stays still.
  • Knight Questoris is the cheapest non-Armiger.
  • There's an Engine Kill Mission apparently.

 

Edited by Lord Marshal
30 minutes ago, derLumpi said:

No allies? That sucks big time. Was planning on fielding knights and Imperial Militia as house infantry. 

 

They can take (at least?) one Detachment of Militia:

 

thh_knightstitansrules-jul04-boxout1-qzi

Edited by Lord Marshal
9 minutes ago, derLumpi said:

No allies? That sucks big time. Was planning on fielding knights and Imperial Militia as house infantry. 

 

You can still do that, though. Either using the Detachment rules previewed above, or by taking Knights as allies to a Militia army?

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