Deleted
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Post by Deleted on May 16, 2017 9:12:44 GMT -6
I'm very curious to see what changes with Cult Ambush for the GSC. I'm really hoping that rather then a chart you roll on its more concrete, like you can just set-up so far away from someone. I'm okay with it being a chance of whether you can charge turn 1 or not, but I'd like consistency on the deployment portion. Walking on from a board edge 1/3 of the time is brutal, and with formations gone there will be few ways to mitigate the randomness.
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Post by Eric formerly Eric on May 16, 2017 9:42:40 GMT -6
I just can't wait to see what my Nids do. I'm more excited than I've been in a LONG time to see what they come up with to make them play the way they're supposed to - what synapse does with regards to command points, what strategems they get, whether spawned termagants count towards your points for the battle, if they retcon the tervigon to just be a transport option, whether we can spawn (gasp!) hormagaunts instead, MC wound counts and new weapon profiles, etc. For some reason this feels better than just a codex update, since they're actually building everything from the ground up, it feels like its going to be very balanced at the least. Also hoping to take gargoyles as troops to go with an all-flying army if at all possible. I hate that they're doing the Faction Updates every odd day, guess we have to wait till tomorrow to see another spotlight, fingers crossed its Nids :3 Tomorrow is dark eldar. So you still have something to get excited about
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Post by Eric formerly Eric on May 16, 2017 9:50:26 GMT -6
I'm very curious to see what changes with Cult Ambush for the GSC. I'm really hoping that rather then a chart you roll on its more concrete, like you can just set-up so far away from someone. I'm okay with it being a chance of whether you can charge turn 1 or not, but I'd like consistency on the deployment portion. Walking on from a board edge 1/3 of the time is brutal, and with formations gone there will be few ways to mitigate the randomness. I'd like to keep a little randomness, like 5-6 is 3" charge, 2-4 is 6", and 1 is a failed ambush (opponent gets to place the unit). But maybe ambushers get to avoid the interceptor/overwatch from nearby units when they arrive (I think GW said that units can overwatch at deepstrikers)
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Post by Nick P on May 16, 2017 9:58:11 GMT -6
Will I see it being very similar to my sylvaneth world roots abilities - ie, I have supreme freedom to place them where I need them - either via deployment (and holding them in reserves), or by nature of placing wyldwoods around the board and teleporting automatically to any one of my choosing.
The randomness then comes after I place them - do they stand there the next turn? Do they get to shoot but not charge? Do they get to act completely normally, even taking a second move? That's the risk.
I could totally see GSC getting that as well - and just in general for things like genestealers and other infiltrators, getting to set up basically anywhere more than 9" from an opponent and then rolling to see how you behave afterwards. Could also work well for things in the webway...
@eric - where did they say its dark eldar?? Don't you tease me ricky bobby!
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jesse
neophyte
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Post by jesse on May 16, 2017 10:00:07 GMT -6
Well, tomorrow we'll see what GW has to say about teleporting and reserves according to the article on the Indomitus Crusade and the Dark Imperium (which is for some reason called Imperium Nihilus instead of Imperium Obscurum). The overwatch thing was from the leak that was on Naftka or whatever that miniatures news site is called.
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Post by Eric formerly Eric on May 16, 2017 10:24:34 GMT -6
Will I see it being very similar to my sylvaneth world roots abilities - ie, I have supreme freedom to place them where I need them - either via deployment (and holding them in reserves), or by nature of placing wyldwoods around the board and teleporting automatically to any one of my choosing. The randomness then comes after I place them - do they stand there the next turn? Do they get to shoot but not charge? Do they get to act completely normally, even taking a second move? That's the risk. I could totally see GSC getting that as well - and just in general for things like genestealers and other infiltrators, getting to set up basically anywhere more than 9" from an opponent and then rolling to see how you behave afterwards. Could also work well for things in the webway... @eric - where did they say its dark eldar?? Don't you tease me ricky bobby! I think it was the bottom of the tau article. It said next is drukari.
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Post by geofflloyd on May 16, 2017 11:18:43 GMT -6
Crisis suits definitely got beefed up, and the "Fly" ability really helps enrich the strategy in the assault phase. In fact, the rule that charging units go first and Fly really make the Tau playable in the assault, whereas before, you just avoided an entire game concept at all costs in most circumstances. I'm happy they're amping up crisis suits because I really see them as essential Tau units.
I wonder if Kroot Sniper rounds will get to attack HQ units like sniper drones will? Having the shaper be his own character is pretty neat. I wonder if they'll look at some of the dusty Tau models (krootox, hounds, vespids, sniper drones) in this new edition. Hopefully some plastic models!
More tau questions. Breachers get a S6 attack at close range, but in the new edition the difference between S5/S6 won't be that significant. I wonder what they'll do to make breachers significant.
I wonder what other abilities markerlights will have. Remove cover bonus? Seeker missiles still? The article mentioned that "Any" unit could benefit from markerlights, but does that mean they can be shared or no?
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Post by Eric formerly Eric on May 16, 2017 11:26:11 GMT -6
I still think the difference between s6 and s5 is fairly significant. It's just that the big advantage is against T3 rather than T4.
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Deleted
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Post by Deleted on May 16, 2017 11:35:03 GMT -6
I think Breachers will be great because they will very likely have a -2 armor save vs. anything in that 5" close range area. That will put some pain on 2+ save units that you didn't really threaten before in 7th. Also who knows what the Fireblade or other tau characters can do to buff them, as much like AoS newhammer lists will make or break depending on how well you can stack AoE buffs from leaders.
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Post by Nathan on May 16, 2017 11:54:03 GMT -6
I think Breachers will be great because they will very likely have a -2 armor save vs. anything in that 5" close range area. That will put some pain on 2+ save units that you didn't really threaten before in 7th. Also who knows what the Fireblade or other tau characters can do to buff them, as much like AoS newhammer lists will make or break depending on how well you can stack AoE buffs from leaders. yeah I was thinking that to get the breachers to just toss in the face of the 2+ stuff to stop advances. as well as having a more Mobil specialized force that jumps out of my gun line
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Post by geofflloyd on May 16, 2017 11:58:39 GMT -6
I think Breachers will be great because they will very likely have a -2 armor save vs. anything in that 5" close range area. That will put some pain on 2+ save units that you didn't really threaten before in 7th. Also who knows what the Fireblade or other tau characters can do to buff them, as much like AoS newhammer lists will make or break depending on how well you can stack AoE buffs from leaders. yeah I was thinking that to get the breachers to just toss in the face of the 2+ stuff to stop advances. as well as having a more Mobil specialized force that jumps out of my gun line Yeah, to your point, I see them as 2nd line troops. Strike team is out in front. They get charged, then fall back behind the breachers. The breachers then move in for that 5" kill shot. I'm really going to be gravitating towards these roman/napoleanic tactics, personally, with fire lines and formations.
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Post by Nathan on May 16, 2017 13:06:39 GMT -6
yeah I was thinking that to get the breachers to just toss in the face of the 2+ stuff to stop advances. as well as having a more Mobil specialized force that jumps out of my gun line Yeah, to your point, I see them as 2nd line troops. Strike team is out in front. They get charged, then fall back behind the breachers. The breachers then move in for that 5" kill shot. I'm really going to be gravitating towards these roman/napoleanic tactics, personally, with fire lines and formations. yeah I could see that being useful but then because of there short range they would be sitting unutilized for a lot of the game and by getting them out there in front u can be more of a pain in the ass of the opponent
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Deleted
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Post by Deleted on May 17, 2017 8:02:35 GMT -6
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Post by Nick P on May 17, 2017 8:17:37 GMT -6
TRYGONS ARE BACK ON THE MENU BOYS!
I could not be more excited about this. I have 2 trygons just sitting on my shelves, and if I can dedicate a unit of ccw warriors or hormagants to that trygon to almost use it like a drop pod, then all the better. And they can charge the same turn! And with Nids, they are likely to have some way of rerolling charges or modifying them, with adrenal glands or bounding leap or something similar.
I am so freaking excited. Nids are going to be fun again! And we get a DE article today! Nick is a very happy boy
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Post by Russell on May 17, 2017 8:32:29 GMT -6
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