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Post by Eric formerly Eric on May 17, 2017 8:44:13 GMT -6
All in on nids #mnga
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Post by Nick P on May 17, 2017 8:45:28 GMT -6
You guys could you imagine if I sold my Nids. AGAIN. like I ALWAYS DO before they get new rules? Good thing I have total impulse control now (LOL JK)
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Post by Joelercoaster on May 17, 2017 8:56:10 GMT -6
Fleet could very well have a very similar ability, making a 9" charge not-all-that-bad. Even if you have to wait a turn, if you can put enough pressure on the front lines and drop 2-3 things on turn 3, that can make for a pretty sudden in-your-face scenario.
Heart it.
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Post by Russell on May 17, 2017 9:06:42 GMT -6
You guys could you imagine if I sold my Nids. AGAIN. like I ALWAYS DO before they get new rules? Good thing I have total impulse control now (LOL JK) you sold them, right?
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Deleted
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Post by Deleted on May 17, 2017 9:07:13 GMT -6
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Post by Deleted on May 17, 2017 9:13:36 GMT -6
The Wyches special rules look phenomenal. The ability to lock things down is so helpful to an army like DE.
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Post by Eric formerly Eric on May 17, 2017 9:43:24 GMT -6
I have a feeling that drop pods will have some rule regarding deployment that will still make them a viable option. Perhaps they allow you to set them up anywhere on the board during deployment, kinda like infiltrate. I just dont see GW invalidating a common dedicated transport option from last edition.
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Post by Nick P on May 17, 2017 9:52:12 GMT -6
I have a feeling that drop pods will have some rule regarding deployment that will still make them a viable option. Perhaps they allow you to set them up anywhere on the board during deployment, kinda like infiltrate. I just dont see GW invalidating a common dedicated transport option from last edition. How does the reserves rule article invalidate drop pods as is? All it means is that you can't put literally every unit in a drop pod, which goes a long way to curb some of the most over powered space marine builds out there. You still get to put half your army in drop pods and bring them in on whatever turn you choose, and will be able to place them without scatter as long as they are more than 9" away from the enemy. Hell you can probably charge out of them too now. Drop pods are alive and well, they're just balanced now.
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Post by Nick P on May 17, 2017 9:56:30 GMT -6
Also dark eldar hype! Unfortunately the article doesn't give me much to be excited about as far as new stuff - the stuff they describe is basically how raiders, venoms, and incubi work *now*, so it just means they retain their abilities.
I love that wyches can prevent enemy units from escaping - and with pistols, they'll be able to not only shoot before charging but also shoot in combat as well, doing a lot of damage once they get there. My 20 wyches will very likely get some paint in the new edition.
I like the change to the disintegrator cannons, glad I magnetized all my vehicles! 9 shots out of a ravager doing 2 wounds each at AP-3 means that terminators are basically toast.
I really hope they do something with combat drugs, the webway, and for the love of god please let me take an archon on a bike. Please GW, just do it already.
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Post by Eric formerly Eric on May 17, 2017 10:38:17 GMT -6
I have a feeling that drop pods will have some rule regarding deployment that will still make them a viable option. Perhaps they allow you to set them up anywhere on the board during deployment, kinda like infiltrate. I just dont see GW invalidating a common dedicated transport option from last edition. How does the reserves rule article invalidate drop pods as is? All it means is that you can't put literally every unit in a drop pod, which goes a long way to curb some of the most over powered space marine builds out there. You still get to put half your army in drop pods and bring them in on whatever turn you choose, and will be able to place them without scatter as long as they are more than 9" away from the enemy. Hell you can probably charge out of them too now. Drop pods are alive and well, they're just balanced now. I'm saying that, as a current dedicated transport option, it is quite reasonable that somebody only owns drop pods and no rhinos for their army. In fact, if i couldve restarted collecting, i definitely wouldve gone the all-pod route. I know I'd be pissed if I now had to buy a bunch of rhinos to play my army in 8th. I think you missed that point dude. I never said it wasn't balanced. I actually really like this rule to negate null-deploying. I'm just saying that I hope drop pods have the ability to deploy, so that people can still use them as dedicated transports for their whole army. I'm pretty sure GW said in their FAQ that they aren't invalidating any army builds in this edition.
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Post by Joelercoaster on May 17, 2017 10:39:01 GMT -6
I wonder if Lances will still have some sort of special rule - although I like that they at least broke the AP trend and went to -4 (less raw power than a lascannon, but better at piercing heavy armor).
This is all good news, but I'm still not excited in the same way as I am about Nids... flickerfields being back on Raiders it sounds like is pretty cool... will jink still be a thing?
Dissies doing 2 wounds stock makes me giggle at Primarines. I wonder if other plasma-esque weapons will be similar?
Shrug. Still waiting to see a lot... will splinter weaponry still work the same way? At least it would be capable of hurting armor now, even if the chances are borderline nil.
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Post by Nick P on May 17, 2017 11:14:39 GMT -6
How does the reserves rule article invalidate drop pods as is? All it means is that you can't put literally every unit in a drop pod, which goes a long way to curb some of the most over powered space marine builds out there. You still get to put half your army in drop pods and bring them in on whatever turn you choose, and will be able to place them without scatter as long as they are more than 9" away from the enemy. Hell you can probably charge out of them too now. Drop pods are alive and well, they're just balanced now. I'm saying that, as a current dedicated transport option, it is quite reasonable that somebody only owns drop pods and no rhinos for their army. In fact, if i couldve restarted collecting, i definitely wouldve gone the all-pod route. I know I'd be pissed if I now had to buy a bunch of rhinos to play my army in 8th. I think you missed that point dude. I never said it wasn't balanced. I actually really like this rule to negate null-deploying. I'm just saying that I hope drop pods have the ability to deploy, so that people can still use them as dedicated transports for their whole army. I'm pretty sure GW said in their FAQ that they aren't invalidating any army builds in this edition. So you think drop pods should be able to deploy like infiltrators then basically? I don't see that happening, but I guess its possible. Note that they said they won't invalidate an army, not that they'll make it so that you can still use every model you own. It would be invalidating if they no longer let you take drop pods for tactical squads, for example - but saying you can only bring half of your units in them doesn't invalidate the army at all, its just forcing you to rethink how the army plays, same as with any edition or codex change. It also doesn't mean you need to go buy rhinos - troops don't need to be in transports to play the game. Its the same thing as when the dark eldar units came in 5s instead of 3s - suddenly we had to buy raiders in order to give characters to our units in transports, and couldn't run around in all-venoms. It didn't invalidate the army, it just meant you had to rethink who took venoms and why, instead of just clicking the easy button and having 12 of them on the field. Same thing here - GW isn't forcing anyone to buy anything new if they don't want, they're just changing one of the cheesiest ways to play one of the cheesiest armies, and I think it makes a lot of sense.
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Post by Nick P on May 17, 2017 11:18:16 GMT -6
I wonder if Lances will still have some sort of special rule - although I like that they at least broke the AP trend and went to -4 (less raw power than a lascannon, but better at piercing heavy armor). This is all good news, but I'm still not excited in the same way as I am about Nids... flickerfields being back on Raiders it sounds like is pretty cool... will jink still be a thing? Dissies doing 2 wounds stock makes me giggle at Primarines. I wonder if other plasma-esque weapons will be similar? Shrug. Still waiting to see a lot... will splinter weaponry still work the same way? At least it would be capable of hurting armor now, even if the chances are borderline nil. They said splinter weapons can still hurt vehicles on a 6, so I'm guessing they have a rule where its a 4+ vs T1-T8 and 6+ vs T9+ or something like that. Or they just have a S value now, but wound on 4's unless they would otherwise wound on 6s, basically replacing the "5+" on the chart but keeping the 6+ on the chart at double+.
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Post by Eric formerly Eric on May 17, 2017 12:27:14 GMT -6
I'm not saying that I want infiltrate necessarily, just some way to continue to use a pod-centric list. Its just frustrating that one of the most common army builds (that used regular troops and dedicated transports), is seemingly illegal. I totally get it from a balance standpoint, and I also hate playing against a null deploy army. So this was just an idea of how an all-pod army would work with the anti-null deploy rule. Personally, it doesn't effect me cause I only have 1 pod. And I look forward to buying cheap used drop pods on ebay.
I'm also remembering that the example detachments listed 1 DT for every 2 units, so I'm sure lots of other armies will have leftover transports in the closet.
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mike
Butts
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Post by mike on May 17, 2017 12:57:11 GMT -6
My guess for poison weapons would be that all vehicles/inorganic will be considered as strength <half toughness while all organics will be strength equal toughness.
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