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Post by RedCuffs on May 9, 2017 14:51:33 GMT -5
I reckon multiple units will be able to share transports up to the limit of capacity. Two Meltagun wielding spec weapon squads will be rolling in each of my Cimeras. That's assuming the Spec Wpn Spt Sqd still exists.
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Post by RedCuffs on May 9, 2017 15:32:23 GMT -5
Just noticed this. Only read the first two paragraphs and thought, "I know where this will be appreciated". www.warhammer-community.com/2017/05/09/warhammer-40000-faction-focus-astra-militarum/7 "automatic" orders. 1RF-2RF now making las guns (and the Hot Shot type) Rapid Fire 2. A Leman Russ that is Toughness 8, 12 wounds and a 3+ save. I've only one Question for anyone ... What's the best way to remove deeply ingrained dust from your minis ?
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Post by emptyhat on May 9, 2017 17:07:49 GMT -5
Large dry brush and hairdryer set to cool.
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Post by nutty on May 9, 2017 18:17:24 GMT -5
I'm still reserved about 8th in general... but I'm liking several of these changes If anything it shows they've learned from AoS so that's a good sign.
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Post by RedsandRoyals on May 9, 2017 18:58:15 GMT -5
I've only one Question for anyone ... What's the best way to remove deeply ingrained dust from your minis ? Send them to me, I'll be very careful to clean them all off. Of course, I may need to hold on to them for several years...
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Post by kirsten on May 10, 2017 3:12:15 GMT -5
those leman russes were just resting in my army case
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Post by RedsandRoyals on May 10, 2017 10:30:14 GMT -5
More weapon changes.
- Twin Linked now fires twice instead of offering a reroll (Landraiders are now All The Lascannons)
- Combi weapons offer unlimited use, and can fire BOTH weapon profiles at once at -1BS. I'm glad I just got a pack of the Mk IV ones from Forgeworld...
- Battle Cannon is heavy d6, AP -2, and d3 wounds per hit.
Edit: And Land Raider Crusaders just became Bullet Boxes of Doom.
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Post by Melissia on May 10, 2017 11:09:28 GMT -5
So d6 shots, d3 wounds per hit? Christ almighty. That's horrifically random, moreso than exorcists... actually kinda worried that this'll make exorcists get left in the dust basically and become generic and boring.
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Post by RedsandRoyals on May 10, 2017 11:28:50 GMT -5
3+d3 might have been better, but this is arguably simpler, for whatever that's worth.
Edit again: And I just remembered that I also grabbed a pair of TL autocannon arms for a Dread in that same FW order. ALL THE DAKKA.
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Post by kirsten on May 10, 2017 11:48:28 GMT -5
So d6 shots, d3 wounds per hit? Christ almighty. That's horrifically random, moreso than exorcists... actually kinda worried that this'll make exorcists get left in the dust basically and become generic and boring. D6 hits I believe, rather than shots, then each hit doing D3 wounds. could do major damage to monstrous creatures.
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Post by RedCuffs on May 10, 2017 12:56:33 GMT -5
I think the new Melta rule is sensible. (Even though I'm weeping as I say it. I used to rely on them a lot).
Looking forward to what the Basilisk can do.
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Post by dougeye on May 10, 2017 13:51:38 GMT -5
But what would assassin s be? Elites?
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Post by RedsandRoyals on May 10, 2017 14:01:27 GMT -5
But what would assassin s be? Elites? A single model squad? They'll probably change Independant Characters to "Heroes" or something. The generic character label may also go away, I've heard rumors that Challenges will be gone for the most part.
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Post by cheminhaler on May 10, 2017 14:18:40 GMT -5
It's arguably better, since the current Long Fangs can only fire one weapon at a different target, from what I remember. The example GW gave was bolter goons shooting gaunts, while the special & heavy weapon guys each targeted different units. Edit: Oh man, I just realized how much of a buff this is to Deathwatch and Sternguard. Ah, so even more targets... It could be equally beneficial to horde armies. My IG have lascannons in infantry squads, so that's great. Even scarier is the old 5th edition staple of 30 Ork boyz with 3 rokkitz and 27 shootaz - back in the day all those shootaz shooting twice each at close range would have been sacrificed to get a few more rokkit shots in. Now it'll be carnage approaching them.
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Post by RedsandRoyals on May 10, 2017 14:52:18 GMT -5
Orks also get a bit of a buff with the new Twin Linked rules, since they have a lot of those. Granted, they'll never really be a "shooty" army, but it makes ranged elements a bit more viable.
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Post by Melissia on May 10, 2017 21:41:05 GMT -5
Actually for a while, shooty Orks were more viable than choppy Orks.
Granted, that may have just been because of how bottom-tier Orks were.
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Post by dougeye on May 11, 2017 13:39:34 GMT -5
What about cunnin orks?
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Post by emptyhat on May 11, 2017 15:48:49 GMT -5
Yeah, Orks suffered from not getting an increase to CC to compensate for the 6th/7th shooting/cc balance and Ork infantry became much less reliable. Things like Wulfen are a CC unit that can handle 7th's mechanics, Nobz aren't. But Orks did get new shooting units and discounts. Which shifted them, like Mel said, to moar dakka.
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Post by Trickstick on May 11, 2017 22:55:04 GMT -5
With the character and sniper changes, I can see Ratlings being useful. The ability to target sources of buff auras may be priceless. Lets just hope that standard Commissars are unit upgrades though, or they wont last past turn 1.
I love the removal of templates too, which is really odd as I am one of the biggest pie plate aficionados there is. Being able to push huge blobs of Guardsmen forward in base to base is something I have always wanted to do, but needing to worry about blasts killed the idea.
Here is hoping rough riders are decent...
All in all, the mechanical rules look decent so far. I think that my enjoyment will hinge on the army construction mechanics now.
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Post by cheminhaler on May 12, 2017 5:22:19 GMT -5
Yeah, Orks suffered from not getting an increase to CC to compensate for the 6th/7th shooting/cc balance and Ork infantry became much less reliable. Things like Wulfen are a CC unit that can handle 7th's mechanics, Nobz aren't. But Orks did get new shooting units and discounts. Which shifted them, like Mel said, to moar dakka. But for all that I've never seen you use shoota boyz over choppa boyz. Shootaz are 1 pt extra and they lose the bonus attack from the choppa, giving choppa boyz 4 attacks on the charge. Sure there are shooty elements in your lists - bikerz, burnaz, deffkoptaz, artillrty, dakka jets, Stompaz, but I've never seen a 30 strong shoota mob, as I was describing before.
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Post by emptyhat on May 12, 2017 16:10:04 GMT -5
You don't see me fielding units of 30 choppa boyz either. I don't want to spend points on boyz under the current rules.
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Post by Melissia on May 12, 2017 18:24:43 GMT -5
No one really does except people who like playing purely fluff based casual games, and they're not going to participate in tournaments.
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Post by cheminhaler on May 13, 2017 5:01:35 GMT -5
30 on foot sounds weak but I like the sound of 20 in an open topped battlewagon, rocking rokkitz and shootaz. It would be quite a target, you could add a nob with a boss pole if you're worried about morale. In the one game I did play as Orks the 30 strong shoota/ rokkit mob did excellently, much better than the choppa boyz and they won me the game, destroying ultramarines, squad after squad. Shootaz are under-rated in my opinion, although this was back in 6th edition.
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Post by emptyhat on May 13, 2017 10:48:50 GMT -5
Bosspole no longer lets you re-roll leadership. It only lets you re-roll Mob rule, except breaking heads. Orks fail leadership 50% of the time (I think) and the mob rule gives three results that you either meet the criteria for or you still count as having failed. The first one is be in close combat, that isn't so bad but you have to have already arrived in close combat. The second one is have a character and you take D6 st4 hits. The third is have more than ten models in your squad and take D6 St4 hits.
This makes Ork infantry very likely to break and run away in the parts of the game where they have lost their transport but haven't made it to combat. Lets face it Ork transports go down about as soon as the enemy focuses on them and Ork boyz will be taking leadership tests about as soon as the enemy decide to shoot at them after that. Once that happens they will break and run away, or they will reduce their numbers to below a useful level. Shoota boyz can still fire as they run but slugga boyz will be pretty worthless at that point.
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Post by RedsandRoyals on May 13, 2017 11:19:05 GMT -5
Man, you guys are sucking all the joy out of my next hobby project before I even start it.
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