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8 minutes ago, jimbo1701 said:


True. I did wonder if they might announce one after the reveals but seemed infinitely less likely once the reveal show passed. I’m just mystified by the lack of consistency with their codex releases and why some get launch boxes with codex and cards and others don’t. 

That's fair. There really is no rhyme nor reason there. I understood with the EC launch as it was a brand new army. However, why Tau did yet Votann didn't, I don't know. Generally there's been a battleforce or army set for (going on a limb) for every codex release in 10th I think? Although Votann don't, at least they've got a decent second wave of minis. I hope EC get expanded in 11th. I may have caught up painting by then!

1 hour ago, 01RTB01 said:

That's fair. There really is no rhyme nor reason there. I understood with the EC launch as it was a brand new army. However, why Tau did yet Votann didn't, I don't know. Generally there's been a battleforce or army set for (going on a limb) for every codex release in 10th I think? Although Votann don't, at least they've got a decent second wave of minis. I hope EC get expanded in 11th. I may have caught up painting by then!

Not everyone had a box (army box or battleforce) as I believe Necrons and Ad Mech got nothing despite being a single model release like Orks/Custodes/Sisters (want to say GSC, but cant remember if they got a box)

34 minutes ago, AvePicante said:

Maybe a Christmas battleforce is in the works then? Seems like Votann and Aeldari at least are prime targets with their large waves.

Too close to the release for Votann, there would be a chance for Eldar perhaps. Court of the young king box with some of the aspects and an avatar would do well.

First of the rules previews, this time covering the army rule and some detachment teases.

 

40k_lovrules-aug04-prioritised-uojojkxvk40k_lovrules-aug04-hostileaq-8u6fjnsk34.40k_lovrules-aug04-yieldpoints-rculn2nm7

 

And some Detachment goodies:

 

Quote

The Needgaârd Oathband is the most conventional of the new Detachments, building up YP by killing enemy units as well, and it has some of the most effective means of spending them.

 

40k_lovrules-aug04-detachment-rt7kh125b640k_lovrules-aug04-strats-ruiayuapns.jpg
 

Quote

Elsewhere, the close combat-focused Dêlve Assault Shift Detachment grants Cthonian Beserks the Deep Strike ability and Battleline keyword, with Enhancements and Stratagems aimed squarely at getting them into the melee as fast as possible. By contrast, the Persecution Prospect Detachment favours Hernkyn scouting units and their long-ranged firepower, keeping enemy units pinned down with focused volleys that cripple their movement and set them up for brutally effective counterpunches.

 

The Brandfast Oathband makes use of transport vehicles to form mobile command centres, handing out Sustained Hits 1 to Infantry that hang around nearby while several Stratagems give your army an extra turn of speed while Hostile Acquisition is active. Lastly, the Hearthfire Arsenal Detachment brings your Ironkin and Brôkhyr units to the fore, using experimental weaponry and their signature advanced firepower to drive would-be rivals away from central objectives.

 

Edited by Lord Marshal
35 minutes ago, Mogger351 said:

Too close to the release for Votann, there would be a chance for Eldar perhaps. Court of the young king box with some of the aspects and an avatar would do well.

 

Jump Pack Intercessors came out like 2 months before the christmas battleforce that included 15 of them.

 

Votaan could easily get a box with newer sculpts in it.

Edited by DemonGSides
25 minutes ago, DemonGSides said:

 

Jump Pack Intercessors came out like 2 months before the christmas battleforce that included 15 of them.

 

Votaan could easily get a box with newer sculpts in it.

Man if they did a Hearthfire Arsenal themed box with a few units of Steeljacks I'd be hard pressed not to get one.

2 hours ago, Lord Marshal said:

 

Interesting rules here. Seems like they put actual thought into these after what happened with the Index, and the idea of acquiring and keeping resources is right in line with LoV lore.

 

Hope my fellow Dwarf Enjoyers who are still playing 10th Ed get some fun out of this!

I kind of wish the grudge aspect stuck around in some way, like if you're at 7+ yield tokens and lose an objective marker, units in range of that marker gain 1 token or something. Like you're holding a grudge against enemies who take your resources from you. Maybe one of the detachments will let you spend yield points to place a grudge on an enemy unit.

The problem with the index grudge token implementation was that it made very narrow designs for the detatchments.  I like that they still gain a resource (Instead of the classic Fantasy Dwarf Judgement (Which felt a little cribbed from TOW), now it's an actual resource even if it's abstracted as Yield Points) and it's something that is spendable in game.  I like spending resources more than I like taking auto battleshock, so I think it's a slightly cooler implementation than what BA got with their multiple track strategems.

 

Berserkers gaining battleline is pretty cool too, if you're using that one detatchment.  Hopefully their datasheet is good.

1 hour ago, DemonGSides said:

 

Berserkers gaining battleline is pretty cool too, if you're using that one detatchment.  Hopefully their datasheet is good.

 

 

I don't want to build more Berserkers though :(

Rumor I heard is they were going to 1 wound in that detachment, which... I don't know about running that.

I definitely haven't spammed anything yet in my bare 2k, so I'm just using the generalist detachment for a while. I guess 2 Sagitaur and 2 Hekaton might make Brandfast worth a look though. I do like speed, and half of my vehicles are Kharadron so they'd be modeled appropriately as skyboats lol

 

Cheers,

 

The Good Doctor.

16 minutes ago, AvePicante said:

 

I don't want to build more Berserkers though :(

Rumor I heard is they were going to 1 wound in that detachment, which... I don't know about running that.

 

That would be wild and a first, so I'm hesitant to believe it.  I could imagine the Mole Launcher model to no longer get the weird bonus wound, as that would clean up some of the datasheets weirdness.

Not sad to see judgement tokens go, but i see new rules as a downgrade. +1 to wound goes and the +1 to hit is  limited to objectives so that means anything not standing on an objective or if the squad is not in any objective dependent on the yield will make hurting things more difficult.

But it's still early, make some profiles are changed to cope with that perceived loss.

And some more rules. This time it's previewing the new stuff:

 

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40k_votannnewunits-aug05-bane-43rqmie5qe

 

40k_votannnewunits-aug05-transmatter-5vv

 

40k_votannnewunits-aug05-computational-6

 

40k_votannnewunits-aug05-purge-zbilfnqkl

 

Quote

The ranged Ironkin Steeljacks synergise with the Memnyr Strategist, whose Predictive Guidance ability lets them fire their improved Overwatch for free once per battle round while helping the army reach the Yield Point threshold for the Fortify Takeover ability. 

 

40k_votannnewunits-aug05-breacher-cp2o3f

 

40k_votannnewunits-aug05-transport-ol4et

 

 

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We’ll be back with a look into the lore of the new Codex soon, so stick around to find out when the book and all its new reinforcements will be hitting shelves near you.

 

Edited by Lord Marshal
13 minutes ago, Lord Marshal said:

And some more rules. This time it's previewing the new stuff:

 

 

Buri sounds absolutely terrifying, there's no limit to his d6+2 movement when he's hit? And he gets back up on a 2+, he's going to be a menace.

 

I need to know how many Earthshakers I can run at a time, already planning to get three boxes of them

BS 5+ 

 

but remember it’s +1 to the hit rolls when targetting something on an objective (early game) or +1 to hit rolls when on an objective themselves (mid to late game) 

 

so realistically you’re going to be hitting on 4+ most of the game

16 minutes ago, INKS said:

my guess would be 2 in a unit - 3 units. so 6?

The dream. I hope the Cthonian detachment lets me bring 6 units. I want to cover the board in mole mortars.

 

 

17 minutes ago, DemonGSides said:

BS5 is a bit tough, but I do like those artillery still.

BS5 is rough, maybe a stratagem or some yield point effect is coming to help that stat line. I still love it though

We got 5+.. standing still makes it a 4+. Indirect fire makes it again 5+... Sitting on an objective becomes again 4+.

But a couple of them lobbing tremor shells at 36" hitting the enemy back units sitting on his objectives with 2x D6+4 hits will be take it's toll. Depending on the points 4 units of these even will make mince meat of scouts , infiltrators and other pesky units that are usually out of reach 

15 minutes ago, Focslain said:

Best your going to get is a 4+ and that is if they are on an objective and your not in Fortify. 

They're also Heavy tho... so 4+ Indirect if didn't move and target on objective... Including in Fortify because the +1 to hit on objectives is just always active?

 

Losing the +1 to wound is alright IMO since Votann S is already generally higher than most. I do understand how frustrating it could get to have most mid/heavy weapon in the arsenal wounding marines and even terminators on 2+ with 2 tokens.

 

Cheers,

 

The Good Doctor.

6 hours ago, Dr. Clock said:

They're also Heavy tho... so 4+ Indirect if didn't move and target on objective... Including in Fortify because the +1 to hit on objectives is just always active?

 

Losing the +1 to wound is alright IMO since Votann S is already generally higher than most. I do understand how frustrating it could get to have most mid/heavy weapon in the arsenal wounding marines and even terminators on 2+ with 2 tokens.

 

Cheers,

 

The Good Doctor.

Modifiers can't exceed more than +1/-1 in total. 

 

In this instance indirect fire will impose a -1 to hit and the target will gain cover, so +1 to their save not to exceed a 3+ save.  Heavy grants +1 to hit if the weapon has not moved.  So indirect fire + heavy cancel out and leave you at a 5+.  If you are shooting indirect fire and have not moved and your or the target grants a +1 to hit based on yield, that's a -1 and +2 to hit, putting you at a 4+.  Shooting direct with heavy and with a yield bonus is 2+ to hit, but the modifier limit again puts you at a 4+ to hit.

 

So 50/50 hitting at best and indirect fire will cancel out your AP -1.  At max 10 dice shot with max hit bonus will get you 5 hits, assume 3+ to wound vs most infantry targets means 3-4 wounds with no rend....you're probably killing 1 Marine per mortar.

 

My assumption is that the units special rule isn't shown which may make targeted units move slower or remove cover.  These mortars are probably utility units, not straight damage output.

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