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49 minutes ago, Mogger351 said:

It's built in me to try and get an understanding for when a product or solution has potential negatives or unintentional impact, if people genuinely ar happy with it that's cool, I'll keep it to myself.

 

As an engineer, I fully understand this approach but there is also the risk of inferring too much from insufficient data. So far, the changes look interesting but I feel it is too early to tell if they will result in a more fun game. Some of the changes like removing the gimmick of standing 1" behind a wall to prevent charges are definitely good but we will have to see what unintended consequences arise when the dice hit the table.

Edited by Karhedron
14 hours ago, Mogger351 said:

It's not a case of outrage, it's a case of seeing obvious problems and having to see a lot of people just chugging down the koolaid because, well its new and GW.

 

This is like 85% of what people label as "outrage." Just a difference in perception of what is or is not good or bad, or whether something will be a problem or not. The wider the negative reception, the more chance the people who like whatever thing will place you forevermore into the constellation of haters. Welcome to the club. :laugh:

 

Spoiler

GDao2PaXIAA5Aq3.thumb.jpg.5273df98c29fc3006457253a5da1dfae.jpg

 

1 hour ago, Tastyfish said:

 That's not really a change though, as that's the current rules for ruins. 

Meant in terrain.

ill take being able to shoot with a save buff for them, over not being able to shoot at them at all.

Correct me if I am wrong (which I've been 78% of the time if you as my Mom, 196% if you ask my ex), but I thought the current codicies were still going to be viable in 11th Edition.

 

Now I see rumors of new Codexes (Custodes and others) coming in 2026... did I misunderstand what's going on?

14 minutes ago, Lathe Biosas said:

Correct me if I am wrong (which I've been 78% of the time if you as my Mom, 196% if you ask my ex), but I thought the current codicies were still going to be viable in 11th Edition.

 

Now I see rumors of new Codexes (Custodes and others) coming in 2026... did I misunderstand what's going on?

Most (rip Chaos Daemons) codexi get a refresh in each edition. the current ones are still good to use until it's replacement gets published. the new one will include any updates they have done in the time since the last version was published as well as adding in the new(ish) datasheets. 

5 minutes ago, Focslain said:

Most (rip Chaos Daemons) codexi get a refresh in each edition. the current ones are still good to use until it's replacement gets published. the new one will include any updates they have done in the time since the last version was published as well as adding in the new(ish) datasheets. 

This exact train of thought and wording are why some people are waiting to see what happens with custodes as well. I have some agents units without an army to put them in and I'm waiting for either custodes to sort their position out or GK to get the refresh, whichever happens first.

9 hours ago, Inquisitor_Lensoven said:

Meant in terrain.

ill take being able to shoot with a save buff for them, over not being able to shoot at them at all.

 

So now we're back to the full list of pros and cons.

 

-1 BS and the new hidden mechanic

Second overrun pile in

 

vs

 

-1 charge rolls

No cover to vehicles and monsters

Terrain rules need units to be wholly within or behind terrain, 

Less terrain in general, fewer big ruins in the mid field

Plunging fire being a rule that might actually get used, with both starting maps seen having space for 10-15 25mm bases on the home objective.

 

The changes to fights first/pile in and btb engagement range vs 2" do seem like they will have an effect (perhaps more on big characters/bases) but not so obviously to my eyes in the shooting vs close combat match up.

In summary, I think really I'm saying that whilst it seems that close combat forces have gotten a big buff with the hidden mechanic - shooting armies have also got a fair few smaller buffs. I think it's tricky to say right now which one the edition favours just that it's going to be different. Especially when hidden is also a buff to things like AT teams, that have the range to be safe and hidden whilst able to retaliate against a tank and control it's movement that way.

 

Having played since 2nd ed, I'm never going to count a focus on the short ranged firefight out. I reckon it's going to be key to this edition.

Looks like the following have gone Last Chance To Buy:

  • Painboy
  • Weirdboy
  • Attack Squig Boss
  • Vanguard Veterans
  • Vanguard Task Force (AKA LSM Shadowspear)

I've seen it said that the existing Ork Combat Patrol is also LCTB but on the UK site it's just showing as 'Temporarily Out Of Stock'.

17 hours ago, Lord Marshal said:

Looks like the following have gone Last Chance To Buy:

  • Painboy
  • Weirdboy
  • Attack Squig Boss
  • Vanguard Veterans
  • Vanguard Task Force (AKA LSM Shadowspear)

I've seen it said that the existing Ork Combat Patrol is also LCTB but on the UK site it's just showing as 'Temporarily Out Of Stock'.

 

Also Burnas and Lootas, who presumably will be in the first wave of updated kits (interestingly though not bikes).

8 minutes ago, Frogian said:

Wonder if Suppressors will get their own release if the Vanguard force is no longer available. 

 

Unlike most people, I hope so. Though they should give them similar jump packs than the other primaris jump troops have. What they currently have looks more like amped up grav-chute rather than a proper jump pack. 

I would love for Suppressors to get a multi-part kit, along with updated rules and a second set of wargear options.

 

Something like the following:

 

*Squad can have 3-6 models

 

*Special Rule changes to, if this unit fires all its shots at a single unit, that unit has -2" to Movement and Charges (if the target is a Vehicle/Monster then it is only -1" to Movement and Charges)

 

*Can equip with one of two weapon options --

 

Weapon Option 1:

Accelerator Autocannon

48" 3 shots BS3+ S8 AP-1 Dmg 2 (Heavy, Ignores Cover)

 

Weapon Option 2:

-Onslaught Gatling Cannon 

24" 8 shots BS3+ S5 AP0 Dmg1

(Devastating Wounds, Ignores Cover)

 

Edited by L30n1d4s

I too wouldn't have minded a Suppressor kit, though as a secondary gun option I'd have gone for Grav Cannons. (Choice of Infantry or Vehicle suppression.) 

 

58 minutes ago, Crimson Longinus said:

 

Unlike most people, I hope so. Though they should give them similar jump packs than the other primaris jump troops have. What they currently have looks more like amped up grav-chute rather than a proper jump pack. 

 

I always imagined them as less traditionally "jumpy", and more skating around on their anti-grav-plates; though admittedly the image of them firing and sending themselves wildly spinning backwards is inescapable... 

One thing I have just noticed is that Wazdakka makes Warbikers Battleline (apologies if this has been mentioned before).

 

image.png.d9970e7e41a2826ea22fa0129cab704b.png

 

This was on old mechanic from 4th/5th edition IIRC where particular characters turned certain units into Troops but I don't recall seeing it in 10th edition. The closest I have seen is a few Detachments (like Eldar Wraithhost) that turn units into Battleline but this is the first time in the current edition that I have seen a Character unlock units in this way (unless anyone can think of other examples). I wonder if this is something that we will see more of in 11th edition?

2 hours ago, Karhedron said:

One thing I have just noticed is that Wazdakka makes Warbikers Battleline (apologies if this has been mentioned before).

 

image.png.d9970e7e41a2826ea22fa0129cab704b.png

 

This was on old mechanic from 4th/5th edition IIRC where particular characters turned certain units into Troops but I don't recall seeing it in 10th edition. The closest I have seen is a few Detachments (like Eldar Wraithhost) that turn units into Battleline but this is the first time in the current edition that I have seen a Character unlock units in this way (unless anyone can think of other examples). I wonder if this is something that we will see more of in 11th edition?


Yeah, I think the closest we've seen so far would be Detachments that call out a specific Warlord like Spearpoint Task Force's Wrath of the First Khan. Seems like Epic Heroes will be shaping list building a bit more in 11th if these 2 are of any indication. 

4 hours ago, Tawnis said:


Yeah, I think the closest we've seen so far would be Detachments that call out a specific Warlord like Spearpoint Task Force's Wrath of the First Khan. Seems like Epic Heroes will be shaping list building a bit more in 11th if these 2 are of any indication. 

Which, as a Crusader, sucks.

 

"You MUST use this unit if you want that detachment, despite the fact that this unit can't grow over time, which is the ENTIRE POINT of the version of the game you are playing.

 

(Assuming, of course, that GW don't just kill Crusade in 11th)

13 hours ago, Tastyfish said:

Also Burnas and Lootas, who presumably will be in the first wave of updated kits (interestingly though not bikes).


I’m very curious to see if Burnas/Lootas get a revamp, or just get Legends-ed out in favor of some new and different unit concepts.

2 hours ago, Lexington said:


I’m very curious to see if Burnas/Lootas get a revamp, or just get Legends-ed out in favor of some new and different unit concepts.

 

Lootas are so iconic I'd be genuinely gutted if they disappear. With presumably the old old boyz kit retiring, the lootas kit I'm hoping will update. However, I hope they'd be buildable like the flash gitz whereby you can "build-a-gun" in the same way. It was a lot of fun building the flash gitz and being able to pick and mix the different muzzles, main body bits and so on.

 

If they have redone lootas, there better be part choices and not just a box of 5 with the weapons already done. There's sufficient functional differences that there's space for tankbustas, lootas and flash gitz. Besides, deathskull lootas without the lootas really doesn't work.

18 minutes ago, jaxom said:

Huh, turns out I conflated Lootas and Flashgitz. What are Lootas and what do they do?

 

Not so subtle clue is in the name lol. Traditionally linked with the deathskull clan they loot anything and everything not bolted down (and when it is). They take their looted weapons to meks who then build them long ranged weapons.

 

Originally (2nd Ed) deathskull mobs could take the most heavy weapons, in rogue trader the same and cheaper than other clans. 3rd edition they had weapon options based on other army's stuff so they could take what a devastator squad could for example. From 4th/5th onwards they had "deffguns" which became a catch all term for the weapons they carry. Lootas tend to be patchworky in terms of clothing and skull wearing if from the deathskull clan.

 

Flash gitz on the other hand are more 'piratey' in terms of attire. They're also nob sized and associated with freebooterz. Their snazzguns are built by mekz, very oversized with plenty of dakka that they like to show off.

 

In game terms flash gitz are short ranged dakka armed nobz. Lootas are long ranged support led by meks and both are "regular" orks.

 

Hope this helps.

I think Lootas and burnas would work really well as a kill team. Give them all kind of different guns with wild profiles, rules for stealing weapons, etc, and you keep the single profile in big 40k. A Box of 5 lootas or burnas + 1 Mek for the kill team variant

59 minutes ago, jaxom said:

Huh, turns out I conflated Lootas and Flashgitz. What are Lootas and what do they do?

Loota is one with big,, over the shoulder gun. 
image.png.3e1e528e059d45b464d6e9aa944d96af.png

And Flashgitz have THE best guns as they are more of mercenaries with need for the flashiest, bestest shootasimage.png.91b3d02617e599e190efc2e9c128eb64.png

Edited by Jukkiz

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