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Post by Eric formerly Eric on May 4, 2017 8:10:20 GMT -6
But now there's this weird middle ground for characters where they aren't much harder to kill than troops, so they have to create rules around not being able to shoot at characters unless they're the closest unit. Unless they make characters super powerful and able to match up against full squads, it just seems like a weird imbalance to me. I was playing DoW2 last night and this reminds me of having the force commander just run around absorbing an absurd amount of bullets. Like movie marines or something. I would've rather they say that ICs can't join other ICs.
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Post by rogerspacem on May 4, 2017 8:14:37 GMT -6
To be fair most AoS characters can kick some serious ass. Granted they can get overwhelmed by mobs, but that's if you throw him at the wrong mob.
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Post by rogerspacem on May 4, 2017 8:17:36 GMT -6
To clarify for 40k, I'm pretty confident that most characters would be dealing some kind of damage or like the dark apostle provide some good support benefits. I think making the characters harder to be sniped Forces opponents to take more selected shots to get rid of force multipliers.
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jesse
neophyte
Posts: 732
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Post by jesse on May 4, 2017 8:31:13 GMT -6
I'd like to second Will in saying that people will almost certainly only be playing matched play, but most people won't care about basing size. Also, as much as I hate the idea of getting rid of independent characters both for fantasy and 40k, he's probably right that they're gone: the design is clearly going for one step shy of AoS.
I'm also not a fan of the no moving when disembarking, though, I guess the rules that have thus far been released seem to be telling me that close range fire fights are a bad idea and you want to go for a mass assault or gunline army.
I also don't get why cover is a save modifier but camo is a hit modifier? That just seems weird to me.
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Post by jefferestinpeace on May 4, 2017 8:34:08 GMT -6
The different cover/to-hit modifiers are going to be confusing for sure, but will end up being more dynamic and narrative, even. Additionally, though this might seem a little weird, it's going to become second nature soon enough. There's also a lot of shit being cut out, so if that's something you gotta pause a minute for, then I think it's fine, as it adds a much needed depth.
Fuck ICs, long live Nids.
In not niddly news, I'm a big fan of the new transport rules. All assault all the time, motherfuckers. Also, it sounds like you're going to be able to assault from Deep Strike as well. That's fucking huge.
Hype escalating.
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Deleted
Deleted Member
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Post by Deleted on May 4, 2017 9:30:41 GMT -6
Faeit updated the post with the following:
"Please note that a valued source has confirmed that these are wildly off. Here is from a source we can trust about the rumors below Some items are kinda correct due to the poster grabbing GW shares and sigmar rules, and basically throwing spaghetti at the wall. But most is either incomplete, somewhat off, or wildly off."
Numerous people spoke up in the comments and confirmed that the rules list is largely wrong, with just a few truths (My money is on the -1 BS for camo and IC stuff as being valid). As such I'm going to delete the original post to avoid confusion. If you want to check out the fake rules they are still up on Faeit212.
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Post by Joelercoaster on May 4, 2017 11:57:46 GMT -6
I think adding to-hit modifiers is necessary, and adds depth to the armor/cover system.
Being behind a wall/tree/whatever functions like extra armor... it's more that a weapon has to plow through to hurt you, and so having AP eat through it (lascannon that bush!) makes sense.
However, *not being seen* by use of camo cloak, tau stealth tech, or Lictor scales simply makes you harder to hit at all, because *no one knows where to aim*. Again, more gradiation that is a simple, elegant fix... so let's hope that one is true.
I like the idea behind these alleged DS rules in terms of "come in, but face overwatch if you're too close" etc. It makes for tactical decisions, and allowing Assault after DS (?) would make Myscetic Spore lists a hellish thing. Potentially.
This is gearing up to be interesting, for sure.
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Post by Eric formerly Eric on May 5, 2017 8:26:04 GMT -6
Generic detachments for all!
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Deleted
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Post by Deleted on May 5, 2017 8:28:58 GMT -6
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Post by Eric formerly Eric on May 5, 2017 9:17:32 GMT -6
A big fan of this one. Although I hope there's some way to make them slightly more thematic for each army
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Post by Nick P on May 5, 2017 10:28:17 GMT -6
Love this and love splitting flyers into their own slot - looks like they're going to be more limited than they are now since all 3 of these force orgs only allow up to 2.
Think the standard one with 3 command points is going to be popular, but many msu armies will be able to take advantage if the Brigade for 9 command points. My DE for example can make use of that force org with ease - 6 kabbalite venoms, 3 scourge units, 3 ravaged, 3 units of trueborn/incubi/grotesques in venoms/raiders, and 3 archons courts. And if points are similar to current points at all, that will likely be right around 1850.
I'm super pumped for this. Also they released the forgeworld thousand sons terminators and blade units, today is a good day.
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mike
Butts
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Post by mike on May 5, 2017 12:17:49 GMT -6
There's no way they'll keep the courts as a legitimate hq choice. It's one of the worst parts of the de codex with respect to the flavor of 40k. Love this and love splitting flyers into their own slot - looks like they're going to be more limited than they are now since all 3 of these force orgs only allow up to 2. Think the standard one with 3 command points is going to be popular, but many msu armies will be able to take advantage if the Brigade for 9 command points. My DE for example can make use of that force org with ease - 6 kabbalite venoms, 3 scourge units, 3 ravaged, 3 units of trueborn/incubi/grotesques in venoms/raiders, and 3 archons courts. And if points are similar to current points at all, that will likely be right around 1850. I'm super pumped for this. Also they released the forgeworld thousand sons terminators and blade units, today is a good day.
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Post by Nick P on May 5, 2017 12:56:54 GMT -6
I hope not honestly, but they did say all armies are still legal - so if people are playing DE with just sslyth or whatever, they can't invalidate those armies...or they can, but they've made it clear the intention is to let everyone play with what they currently have.
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jesse
neophyte
Posts: 732
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Post by jesse on May 5, 2017 13:09:58 GMT -6
Of the three, the Battalion detachment seems closest to the CAD, but it requires an extra Troops unit and an extra HQ and allows for double the Elites slots. Couldn't they have doubled up on Heavy Support? I want to run Exorcists and Retributors, and Penitent Engines (plastic only for his last one).
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mike
Butts
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Post by mike on May 5, 2017 13:33:21 GMT -6
Don't get me wrong, the court is cool, but taking a ten point grunt as an hq is not in keeping with the game. Armies are supposed to be led by some badass. I would be really surprised if courts aren't an elite choice come June because they function thematically and mechanically like an elite unit. I hope not honestly, but they did say all armies are still legal - so if people are playing DE with just sslyth or whatever, they can't invalidate those armies...or they can, but they've made it clear the intention is to let everyone play with what they currently have.
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