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Post by Deleted on May 13, 2014 16:00:16 GMT -6
Lots of stuff spilling out from Dakka, but this is my god damned favorite: This is everything I've ever wanted.....
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Post by Joelercoaster on May 13, 2014 17:09:50 GMT -6
Hrrmmmmssss.... I saw a dump that basically included all of these things - namely a single grounding test, and on WOUNDS, finally... stupid marker lights being stupid... NO MORE!!
I'll have to dregg that up and see what else it had, as I recall it seemed fairly legit-sounding, unlike a few other tidbits that have been making the rounds.
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Post by jefferestinpeace on May 13, 2014 17:12:13 GMT -6
The link I posted to the Dakka thread this is from has a bunch of other shots from the WD as well that concern the psychic phase mostly. Vehicles explode on a 7 now too, but no info on if glancing hits are resolved differently. Only a couple pages of the stuff to comb through.
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Post by Joelercoaster on May 13, 2014 19:42:21 GMT -6
I heard a quip about the vehicle damage chart changing. I actually don't mind explodes being only on a 6, as volley S7-8 (or combat) is how we take out vehicles anymore anyway. Less explodes means my guys are less likely to get hurt when taking out a vehicle (think of the Genestealer conundrum, where mass glances were a better option than a lucky Pen). My DE will be very glad to have less explosive results, too.
I wonder if a natural 6 will be a Wreck? Still destroying the vehicle, just not exploding? I'd rather like that. Or a "massive damage" that does an extra hull point or something. Who knows. I'll have to check through that link to see more on the Psy Phase though.
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Post by Nick P on May 15, 2014 8:19:21 GMT -6
More stuff up from GW videos, with screen shots of the new rule book. Some main points: - Generating Warp Charge Dice = whoever's turn it is, roll a D6. Both players get that many warp charge dice, +the total of their MLs.
- Confirmed, 4+ for each "warp charge" required on spells. 6 to cancel out each successful warp charge for deny the witch. ALL spells can be denied, not just enemy targeted ones.
- unit coherency is 6" vertically - instead of 2" for buildings, hills, cliffs, ruins, etc.
- witchfire powers: if you exceed the number of warp charge points needed (so, 3 instead of the 2 required for example), you get to CHOOSE a model in range for it to target. If you only meet the requirements, but don't exceed, then you target the closest enemy model.
- wound allocation is more specific - you resolve all hits with the shortest range first, then the next range, and so on. No more rolling hits from templates AND bolters at the same time - weapon by weapon, to ensure only models in range of each specific weapon are removed.
- charging through difficult terrain is -2" instead of 3D6 remove highest
- Can use witchfire powers AND still run/shoot in the shooting phase - so use warplance as a can opener and then unload on the squad inside with TL devourers Joel!
- If you take all your psychic powers from a single discipline, you automatically get the primaris. Nids will, therefore, ALL have dominion...and everyone will have at least 2 spells, tyrants with 3. FANTASTIC
- You can cast as many spells as you have - despite ML - as long as you have warp dice to use.
- FMCs and Flyers can be hit by novas, as long as they are physically within range, despite swooping/zooming.
- Vehicle damage chart: 1-2 = snap shots, 3 = can't move, snap shots, 4 = weapon destroyed, 5 = immobilized, 6 = wrecked, 7 = explodes
- To determine missions: players roll off - player who wins decides which table is rolled on, Maelstrom missions or Eternal War missions.
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Post by Joelercoaster on May 15, 2014 8:38:04 GMT -6
Called it on the vehicle chart. I think, oddly, Nids actually benefit from this (aside from the obvious DE happiness as less explosions). I can gang-rend tanks with Genestealers (because I take them in all games) and not have to worry about blowing up half my squad in the insuing calamity.
I am also very happy to see that the d6 is shared - it'd be annoying to roll a 1 while your opponent rolls a 6. Shared random is better than random-random, at least. Nids don't pull on the warp, though, so ... awkward?
Very, VERY happy to see that Deny is a die-by-die rather than all-or-nothing affair. Really want to make sure something goes through? Roll extra dice. Me likey the back-and-forth of this.
As for Witchfires, I had heard a blurb that extra successes is how you got to choose for Focused witchfires, not all. But, you know, whatevs.
For flyers, are we measuring to the base, or the model? As most novas sit at 6", it would be near impossible to touch any actual flyers from a basic model. But maybe that's the point.
In the end, I see a lot that I like and nothing (yet) that makes me want to rage-quit. Still waiting to hear/see more proper news on assault phase. That, pretty much, will make-or-break assault build Nids (go figure). I'd love to bust out Hormagaunts without hating myself.
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Post by jefferestinpeace on May 15, 2014 9:40:44 GMT -6
I think DTW bonuses are very similar to 6th: +1 for Adamantium Will, +1 if target is a psyker, +1 if psyker has higher ML, etc. I think those psyker DTW bonuses apply if the Psyker is within X" of a target unit as well, Blessings included.
Also, how do Nids not dominate the Psychic Phase? We'll be using so many dice whether we're casting or denying, that I think we'll be hitting diminishing returns with it. I mean, 3 units of a single Zoanthrope nets you 6 extra dice per phase alone, not to mention the HTs and Tervigons. Most armies are lucky to field one psyker; the only comparable army in regards to volume is Tzneetch Daemons. Thousand Sons and Eldar are close thirds, but still way behind Nids.
It's a good thing we don't have access to Biomancy anymore and, like I said, our powers do have diminishing returns. However, if Shadows is updated to have an effect here, DtW is gonna be killer for Nids. Very excited.
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Post by jefferestinpeace on May 15, 2014 9:46:31 GMT -6
Also, Norn Crown is now officially the most useless piece of shit in the game with all Nids getting Dominion automatically.
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Post by Nick P on May 15, 2014 9:55:03 GMT -6
Yup, we're going to dominate this edition of the game: - Consolidating into new combats (rumored but solid)
- AP2 vector strikes across the board for MCs (still D3 + 1)
- Only taking grounding tests on wounds caused, and only 1 per phase
- EVERYTHING gets dominion automatically, a huge boost to synapse webs
- We will almost always have 11+ MLs on the table with a standard army (2 tyrants, a terv, 3 zoans)
- Can shoot psychic weapons AND shoot devourers AND assault
- Can ally with ourselves for 3 tyrants and 4 crones/harpies under 2000 points (all armies are battle brothers with themselves, rumored but solid)
- Everything denies on a 5+ always, tyrants on 4+ sometimes, swarmlord on 4+ often
- Won't have to worry (as much) about exploding vehicles in assault (MCs only explode them on a 5+ now, genestealers never...unless open topped)
- -2" to assault through difficult terrain, with fleet, means longer charges into terrain on average
- Wound Allocation is more specific, so we won't suffer quite as much (a small boost, but a boost none the less)
Can't wait to get my campaign games in with the new book next weekend! Tremble before the hive fleets!
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Post by Nick P on May 15, 2014 9:55:26 GMT -6
Also, Norn Crown is now officially the most useless piece of shit in the game with all Nids getting Dominion automatically. Not if you want 24" synapse
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Post by Deleted on May 15, 2014 10:27:46 GMT -6
"Battle Bothers can now get into each others transports"
Its official, 7th edition is the edition I've always dreamed of. My inquisitor can now ride with some bolter bitches, too strong.
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Post by Nick P on May 15, 2014 11:16:29 GMT -6
"Battle Bothers can now get into each others transports" Its official, 7th edition is the edition I've always dreamed of. My inquisitor can now ride with some bolter bitches, too strong. Holy shit where did you see that? I hope that's true...a farseer with a shadowfield archon in a raider full of trueborn, giving them rerolls to hit and rerolls on the archons 2++? F yeah Or hell, a farseer in a unit of hekatrix blood brides, giving them rerolls in combat...just bc he can. Amazing. I really hope you can assault out of reserves now, so I can bring back my webway assault!
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Post by jefferestinpeace on May 15, 2014 11:26:48 GMT -6
Also, Norn Crown is now officially the most useless piece of shit in the game with all Nids getting Dominion automatically. Not if you want 24" synapse Or for 10 points extra, another Zoanthrope. Totes garbage. Unless you want to spend 40 pts to model a hat on your tervigon.
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Post by Deleted on May 15, 2014 11:34:21 GMT -6
Not if you want 24" synapse Or for 10 points extra, another Zoanthrope. Totes garbage. Unless you want to spend 40 pts to model a hat on your tervigon. I'd definitely pay 40pts to have such a dapper looking fellow on my team And the battle-brothers transport thing was mentioned in a rumor dump from the WD I was reading on Dakka, I'll try to find the link.
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Post by Russell on May 15, 2014 13:58:37 GMT -6
Ally with blood angels for fast transports.
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