Librarium Online Forums banner
21 - 39 of 39 Posts

·
Drill Sergeant
Joined
·
10,215 Posts
Oh......... Yeah. That's pretty brutal Thinking along those lines, Centurions have Hurricanes and Twin Heavy Bolters as standard. That's 12 shots EACH. DAKKA DAKKA DAKKA. Most of the Dreadnought heavy weapons are twin linked as well so now those twin linked autocannons are brutal.......

Oh god. Guard Exterminators 0.o. 8 str7 shots.
 

·
Senior Member
Joined
·
1,256 Posts
Discussion Starter · #23 ·
With the data sheet from Rubric Marines coming out it seems like there are going to be some other interesting things going on. First, You can have a unit with two different speed models in it. I wonder if it will have everyone move at the slow speed, or if the sergeant can move faster as long as he stays coherent. Next, it looks like the sergeants will not be as customizable as they were before because they are going to want everything coming on one data sheet so that you will not be able to take a huge array of combi-weapons now that they are improved.
 

·
I AM the Evil Twin!
Joined
·
4,989 Posts
You will need all the guns you can get for the Death Guard when they hit, especially when Mortarion drops because he apparently has a devastating AoE attack that will slay whole units outright. Whilst this might not be an issue for Astra Militarum for more elite units this is a bad thing considering that you will be facing a lot of very tough infantry/daemon engines as well.

JvK B)
 

·
Registered
Joined
·
1,732 Posts
This game is going to be tremendous- and fast if it's anything like AoS.

I'm looking forward to see where grey knights go in the new age and also the limited edition book being released- out of my price range but it'll be interesting to see what a limited edition looks like in the age of rowntree GW :)
 

·
I AM the Evil Twin!
Joined
·
4,989 Posts
I got to play a game of the 8th edition box set at Warhammer Fest 2017. The game feels a lot faster than before with a lot of the excess rules bloat trimmed away and the gameplay streamlined. As with Age of Sigmar you roll for priority per turn and combats are resolved one at a time. The Primaris Marines are effective at what you do but it is like playing with an army of specialists so you need the right unit in the right place at the right time to get the most out of them. The Deathguard are very resilient, as you would expect, and can take a lot of punishment. However once they get into combat they are very effective. The Lord of Contagion has four S6 attacks that hit on a 2+ and do 3 damage per successful wound, he is an absolute monster.

JvK B)
 

·
Drill Sergeant
Joined
·
10,215 Posts
Reading that............ If the Storm Spear missiles are effectively 3 Krak missiles.

Krak missiles are NASTY. Str8 doing D6 damage each. They're nastier than Battlecannons 0.o

Also nice to see that 'D' Weapons just do a 'flat' 6 wounds per hit. I hate the 'Auto kill' result. It made Eldar and Tau Super Heavies a bit too powerful. Now it will take 4 hits with a current 'D' Weapon to knock out a Knight.
 

·
Registered
Joined
·
85 Posts
finally the autocannon predator will be fun to use
heavy 2D3 str:7 ap:-1 damage: 3
so potentially 18pts of damage...
I like

also noticed every weapon is getting a points value...could vehicle design rules be potentially coming back or easier to create now??
 

·
Drill Sergeant
Joined
·
10,215 Posts
Potentially. Most vehicles will be Toughness 8 with a 3+ Save. Even Dreadnoughts are T7 with a 3+ so an Autocannon is still not going to do loads of damage to vehicles. Against Monsters though it should be a good deal better. Being able to split fire all it's weapons is nice as well. Lascannon turret and H-Bolter sponsons is now a thing.

I'd be worried about Leman Russ though. Being able to split fire is quite horrific with all the Dakka they're sporting. Going by the Predator Autocannon, the Exterminator sounds quite horrific. Double the shots (at least!) :D So 4D3 shots? Maybe more? Dakka Dakka Dakka!!
 

·
I AM the Evil Twin!
Joined
·
4,989 Posts
Heh, I've seen the Rules for Khan. 6 attacks that hit on a 2+, str6 -4......... Then he gets to attack again!!
Assuming he kills what he has initially attacked that is, then he gets to pile in twice.

JvK B)
 

·
Registered
Joined
·
151 Posts
For those who have gone thru all the leaks and such.
Is there any way that ye see to make a Iyanden army?

I have not seen anything that seems to say this is possible.
WraithGuard as Troop choice.

Will we have to wait for the codex?
 

·
I AM the Evil Twin!
Joined
·
4,989 Posts
I've been looking through a lot of the stats for all of the available units and all I can say is that as a Space Wolf player I now have a reason to take a Wolf Priest once more as they really do a lot for the points that you pay for him.

JvK B)
 

·
Drill Sergeant
Joined
·
10,215 Posts
I had a 'quick' flick through the books today. The Rulebook has several force organtisation charts that are available to use for ALL races/armies. So if you want to take an army of an HQ and pure elites then you can. So elar can take a Wraith army using that organisation chart. There's an Organisation chart that allows you to just take an HQ and Heavy support which means Guard can take Tank Companies again.

I like it. It opens up a lot of fun for all armies. Terminators armies, Ogryn regiments. Tank Companies. Devastator Companies. And so on.

The Terminus Land Raider......... Damn that thing is blummin' nasty now. effectively 8 lascannnons hitting on 3+, str9 each doing D6 wounds. Put Sgt Chronus in there to hit on 2's. Pew Pew Pew.
 

·
Registered
Joined
·
2 Posts
Just saw these rumors pop up at BellofLostSouls...Seems like a lot of things to talk about.
– Assault 2d6”, multiple units
– Split fire: any unit can target as many targets as they want
– Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction
– Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one
– Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis
– Dodges, camos, etc are now to hit modifiers
– Characters cannot join units
– Characters can only be targeted if nearest target or within 12”
– Larger models are seldom characters, Gulliman is not for example
– Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance
– There are no mishaps anymore
– Overwatch shooting against deep striking units within 9” at -1 BS
– Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead
– There are spells that replenish or add wounds to demon squads
– Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
– Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule
– Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades
– Assaulting units get +1 attack
– Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course
Ranges are measured on the ground level from base or model to base or model, whichever is nearer
– Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase
– No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
– No challenges
– Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first
– There are some precision weapons that let the firing player choose the wound allocation (always or on a 6)
– Units have always the same T and Save now. There are some models that have T- Sv – and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason
– Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy
– There are some models like Ghazghkull that have their own abilities that are triggered by command points
– perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases
– Player can spend command points to choose who goes first instead of rolling, whoever spends more
– Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal
– Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest
– Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
– Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts
– Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things.
– There are no warzone rules in the core rules
– True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing – line goes through the terrain
– In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want

I think most of these look pretty good. I am a little concerned about the change in base size for matched play. Especially as they are coming out with a new base size that I may have to move all of my models on to.
Everyone being able to split fire is interesting Facebook Dating World...I mean it is tactically more accurate, but does seem like squads are less squad like. I like nonrandom reserves, Terrain not affecting movement is a bit interesting...I was hoping for something like light medium and heavy terrain reducing your unit move by d2, d3, or d6. I am hopeful that they do more with d2 and d3 so that we do have more rolling options, but I still have not seen d2 used yet.
Man !! I am just new here! reading old posts. feels like old times! Trust me ! i am laughing and crying at the same time! But yeah! i am totally agreed with you!
 
21 - 39 of 39 Posts
Top