Welcome to Librarium Online!
I think most of you have heared about the new rulesupdate for 40k that you can download at the GW webside.
Many of the changes will effect the way how some of our units will perform in the grim, not so far, future, so lets discus it, also when this update is just a peek preview and some things might still be changed in the final version of the rules.
Jetbikes can now always move 6" in the assault phase, much like the Eldar ones or Tau suites. This can be an interesting fact for tank hunter jetbikes, also a bit limited by the reach of the anti tank weaponary (blasters). Also they can no longer move over difficult terain when they use turbo boosters, but this may change in the final version (just my oppinion/idea).
Targetting: T. changes quite a bit, you can now shoot at everything that is in range, but have to make a Ld test to shoot at anything but the nearest target; for vehicles and monstrous creatures this rule doesnÂ´t count. Now it is a but harder then befor to use grotesques as a meatshild for anything (something I never did but some people liked to do), on the other hand all our long range weapons now have much more targets to shoot at, what could earn our sniper squads the name that we give them^ :lol:
Rapid fire weapons now allways get to shoot twice at targets 12" or nearer, but you canÂ´t charge the round you use rapid fire weapons ... sounds nice to me, fly a raider next to a nice unit and unload a really big firewall at them. If combined by two or so raiders this can decimate whole squads with a bit of lucky dice roles.
Also, the sweaping advance rule is back, and it is really in our favour. Instead of roling two dice, you role one and ad the majorities INI ... takning into account that our standart troups have I5 and our CC specialist have I 6, that really plays into our hands and the animus vitae and slave capturing rules might actually be usefull for us again, happy hunting
Troups can now only assault from an stationary, open toped vehicle or landraider ... not much change or us, but it really hampers our enemy (who should be used to it since of the VDR, but just wanted to add). Vehicles that lose their weapon are now imobilised, what is a bad thing for our raiders, who can now be easier crashed then ever before, but I think I can live with that. An Imobilised vehicle without a weapon is destroyed if it is imobilised or looses a weapon again, so potentialy a raider who looses a weapon is destroyed by a 4+ no matter if he flys fast or not <_<
Also, a hard pill for us to swallow os, that weapons with AP1 now count glancing hits as penetrating. Again, this makes the raiders even more fragile, but at least it gives this ap1 weapons a purpose over ap2 ones (not that we use much of them).
Troups that embark from a destroyed vehicle are auto pinned, troups on a vehicle that gets a penetrating hit must disembark and make a pinning test ... not nice, but I think it hampers the enemy as much as us, if not even more.
So this are the mayor changes, commend.
Overall i think the new rules work to the advantage of Dark Eldar Players. In my case it is making me consider using units i wouldent have in the old rules namely the ravager essentialy I would buy a Ravager upgrade it with Disintegrators and send it marine hunting. (9 Str 4 Ap 3 Shots a turn Droool)
Ask not the ruleboys a question for they shall give you three answers each true and terrifying to behold
The point of raiders is to carry your troops to their destination at astonishing speeds, and then they just sit and pound the enemy until they die. It doesn't really matter with the AP1 rule and stuff, I mean, who besides TAU have AP1??? And if you are fighting Tau, simply use a WWP. Problem solved. No, the rules are in excellent favor of the Dark Eldar. I love how the jetbikes have come to be even more deadly than they already are. . . . excellent.
Thanks for point these things out Akumakaji.
"And whoever wants to be a creator in good and evil, must first be an annihilator and break values. Thus the highest evil belongs to the greatest goodness: but this is--being creative."
~ Friedrich Nietzsche ~
One thing that I would like to speculate on is the new rule regarding jump/jetpacks. Both may move 12" and assault 6", while jetpacks may always move these 6" in the assault phase.
I think that scourges are just ordinary jumppack users, but it MIGHT (just my speculation) be possible that Hellions are now jetpack users, it would make them a little bit better. Sure, you couldnÂ´t use the Tau tactic of peeking around cover, fire big bad weapons and jump again behind cover, just because hellions donÂ´t have any sort if heavy weapons, but 18" movement wouldnÂ´t be bad, would it?
Well of course, if scourges would have jetpacks, that would be really sweat *drolls* but I wouldnÂ´t bet my money on it.
Just to et you thinking
In the codex it is said that hellion skyboards are treated like jump packs, so no, they don't get the extra move, but I think that they don't need it, couse they have the hit&run, which is way better....especially since they can't have any heavy weapons...
Ravagers can move 12" and fire one dark lance or dissie on primary mode and 2 dissies in sustained fire!
Sweeping advances will win us who knows how many battles as initiative plays a factor in whether or not the opponent gets wiped out (hmm, initiative 8 archon vrs. a platoon of initiative 3 imperial guardsmen)
The jetbikes can now move in the assault phase (everyone else gets the turbo boost which is kind of a bummer but our bikes still rule as they make our saves invulnerbale).
There are a whole bunch of wierd rules but one thing is for certain, DE will be ruling 4th edition Warhammer 40K
Dark Eldars ARE THE GODS! :a
Hmm....Archon have Ini 7 not 8, besides you count the majority initiative, unless you are talking about a lone archon, if yes then it is not a good idea, couse guards have almost always LD of 9 or 10 thanks to vox casters so you won't break them with a lone archon.
The jet bikes can now move in the assault phase, but it is also limited, it depends on how you use them, if you want to assault then you will use the turbo boost, but if you want to shoot with them, then the assault move can be handy, but only if you have big amount of terrain....or you will destroy that annoing tank and jump behind him
The rapid fire rule is also a big benefit couse now making gun boats is very good tactic, but on the other hand the auto pinnig can realy mess you up.
Now you must choose...are raider squad is for shooting, or for combat...and thats good.
I like all the new rules, some I like more, some less, but overall there are very good, and thanks to them you have to use more tactic and more specialised units to achieve victory.....I can't wait when the hole rulebook wil be out...
Does this mean the jetbikes can assault, even after using the turbo booster?
No after using the turbo booster you cannot assault, and you cannot shoot.
But it is not said in the PDF that you can't use the special movement in assault after turbo boosting, but I think that it would be to much, and it was not the intention of the person who wroted that rule.
So the only bonus that the DE jetbikes really have now, is that they are cheaper than Eldar?