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Post by Deleted on May 5, 2017 13:34:42 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). Keep in mind this is only three out of the 14 generic detachments. There will likely be a heavy support detachment.
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Post by Joelercoaster on May 5, 2017 13:36:36 GMT -6
I could see them staying as an HQ slot, but having a minimum size of 5-6 instead of 1. Might be a nice middle ground, as I agree they're "meant to be" more of a retinue-type unit, but also given the structure of the DE, having your "trusted" retinue lead a small warband for you actually kind of makes sense.
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Post by daniel, why on May 5, 2017 14:54:19 GMT -6
I just wanna say Will is doing a fantastic job of keeping this thread excited about the new edition with a cool head and an attention to detail. Props, man. It ain't easy to resist being dewy eyed or rage fueled at the piece meal announcements. You're doing a real service here.
#bonersforlogicalthinking
But guys, what the hell will command points even DO?!
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Post by Nick P on May 5, 2017 15:05:08 GMT -6
what the hell will command points even DO?! Well so far we know they can allow you to attack out of turn in close combat, modify dice rolls, modify who deploys first and who goes first. There's bound to be more as well, and they said that each faction will also have their own cool fluffy ones to spend command points on to keep things thematic. But basically the more of them you have the more heavily you can influence the battle in your armies favor in one way or another.
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Post by Nathan on May 5, 2017 15:38:35 GMT -6
Iv been thinking of a hord army all infantry who needs tanks or apc when the hammer of the emperor is throwing them self at you
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Post by jefferestinpeace on May 5, 2017 16:14:44 GMT -6
Sounds like there's also a bidding mechanic for first turn.
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Post by Nick P on May 6, 2017 6:41:26 GMT -6
Just like apocalypse!
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Post by Nick P on May 6, 2017 8:24:58 GMT -6
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Post by jefferestinpeace on May 7, 2017 8:09:43 GMT -6
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Post by Joelercoaster on May 7, 2017 10:32:07 GMT -6
Hhhnnnngggg want statlines for TMC's.
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Post by Russell on May 7, 2017 10:35:26 GMT -6
oh man tyranids are gonna be super fucking good this edition arent they
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Post by Joelercoaster on May 7, 2017 12:11:21 GMT -6
In a lot of ways, yes xD
It is worth mentioning that this whole wound thing is more of a... sideways change, I think. Well, at least with the limited info we have now...
I expect MC's will be far less threatened by small arms, but with the average damage of a lascannon being 3 wounds (with probably a 6+ save after mod), if you're rocking 12 wounds (heavy Nid MC's) 4 LC hits are likely to do you in by averages (heavy MC's having 6 wounds would have taken a couple more).
On the whole (vehicles/MC's) I *think* small arms will be worse, but heavy weapons will be more capable. Of course, that's with extremely limited information, so it could still end up pretty far from my current expectations.
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Post by Eric formerly Eric on May 7, 2017 13:07:05 GMT -6
But you still have to hit, wound, and potentially add in cover bonuses. Not many lascannons had bs5+ in 7th ed. I agree though that d6 damage can be killer if a 5 or 6 gets rolled.
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Post by Joelercoaster on May 7, 2017 15:40:07 GMT -6
All that is very true, but largely the same between editions. A marine Dev Squad all hit on a 3+, wound on a 2+, and if I'm in a forest I get (probably? this may be different) a 5+ cover save.
Since those stats are (generally speaking) identical, I'm just mushing them all into "ignore it" land, and looking simply at the idea that once you hit, you're doing d6 instead of 1 wound, and comparing that to its effect against 12W vs the current 6W (Tyrannofex/Terv/Giant Snake). While there's a greater variance with the d6 version, on average you kill the monster faster.
Of course, a Warrior (or other similarly-statted bug) now has a 1/3 chance of surviving a Lascannon shot, instead of just being insta-gibbed... that's a decent boon, there. And that's, of course, assuming they stay at 3W. I would imagine d3 for things like Krak Missiles will be fairly common, so that's a huge difference in survivability for those buggers.
Again, all largely speculation, but I bet we could look at old weapon profiles from 2nd/necromunda to get an idea how they'll lean.
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Post by Nick P on May 7, 2017 20:47:54 GMT -6
Just based off of what warriors are intended to be - sort of jack of all trade master of none force multipliers, basically mini characters - I'd wager they have 4 or 5 wounds similar to things like Kurnoth Hunters et al from AoS.
Since things cause more wounds overall, basically anything that's not rank and file will have more wounds than it does now.
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