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Post by Joelercoaster on May 18, 2017 14:35:16 GMT -6
Depends... if Fleet is still fleet as we know it, 9" is actually fairly reasonable. Grabbing a Trygon Prime and a brood of Hormagaunts to slam in T1 could actually be quite a thing. Entirely dependent on rules that we just don't know, though.
I just watched that live-stream FAQ thing, and it makes me happy that for a unit to break away it actually has to be able to physically move away from the unit... aka swarms that surround (or mostly-surround, due to 1" rule, I think?) the enemy will still lock them in. Unless jump/jet/wings let you ignore that? Who knows. Still good news.
EDIT - because I missed a couple of posts
I'm in the "you have to actually roll a 9" camp. As it says you have to be, specifically, *more than* 9" away, that means 9.1+. So 8" charge move + 1" freebie = .1" away from locking the enemy.
That actually allows for Fleet, if it's still what it is, to be an incredibly scary ability. Nids coming out of Trygon Tunnels/Mycetic spores will have real chances of nomming straight out of reserves, while 'basic' units will have to really push their luck to hit enemy lines that quickly.
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Post by Deleted on May 18, 2017 14:45:22 GMT -6
That is a fair point; Although we only the wording of the Trygon to go off of so far. I'd suspect you'll see many more turn engagements, assault and fire fighting, in newhammer. Much like AoS it seems like the design team is emphasizing immediate conflict, rather than the 1-2 turns of nothing you saw in older editions for 40k.
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Post by Eric formerly Eric on May 18, 2017 14:49:27 GMT -6
Eric formerly Eric They said in the Q&A that when using the Matched Play rules you cannot deploy an army completely via Drop Pods. In fact, no special rule allows you to ignore the no more the half in reserves rule for Matched Play. Drop Pods also deploy more than 9" away from a target and don't scatter. Word. Well hopefully I can pick up some cheap pods on ebay now.
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Post by Russell on May 18, 2017 14:49:49 GMT -6
Yup, I could use a couple cheap drop pods.
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Post by Eric formerly Eric on May 18, 2017 14:50:55 GMT -6
Now I really want to see other deepstrike-esque rules. Have they said whether units can charge out of transports?
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Post by Deleted on May 19, 2017 8:01:30 GMT -6
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Post by Russell on May 19, 2017 8:25:24 GMT -6
WHAT ABOUT THIS THOUGH LETS GO TERMINATORS
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Post by Russell on May 19, 2017 8:50:30 GMT -6
Another interesting bit is there's no measurable range for melee, just 'melee'. Hopefully it'll play out like 7th ed; everything in base contact and within 2" of a model in base contact. That'll really help the combats resolve quicker.
I also wonder if the bonus attack for having two close combat weapons and charging still exists. If so, chainswords could be fun.
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Post by Asyrean on May 19, 2017 8:50:35 GMT -6
Yay! My Assault Marines are very excited!
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Post by Eric formerly Eric on May 19, 2017 8:55:06 GMT -6
Pumped for my fist-vanguard now. Also an interesting choice to seemingly not have +1 attack for pistols. A nerf for someone with bolt pistol + power weapons, but a big boost for assault marines with plasma/grav pistols.
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Post by vaktimusprime on May 19, 2017 9:19:47 GMT -6
Yay! My Assault Marines are very excited! Yeah, feel like my death company is about to have a good time. =D
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Post by Joelercoaster on May 19, 2017 9:36:37 GMT -6
Has there been any word on if a "pair of CCW's" grants the bonus attack at all? It may just be built into certain CCW's now (aka chainsword, probably scyTals, etc).
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Post by Deleted on May 19, 2017 9:39:14 GMT -6
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Post by Eric formerly Eric on May 19, 2017 9:51:31 GMT -6
So it does look like there will be some really focused detachments (ie. Elites only, fast attack only). I wonder if these will be Balanced just because all the units are truly balanced. Maybe a riptide wing won't be so OP. That'll be fun. Id love to run a vets-only marine force.
Also trygons are dope. Looks like I've got my modeling project for the weekend.
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Post by Nick P on May 19, 2017 10:05:25 GMT -6
Pumped for my fist-vanguard now. Also an interesting choice to seemingly not have +1 attack for pistols. A nerf for someone with bolt pistol + power weapons, but a big boost for assault marines with plasma/grav pistols. Pistols can fire into close combat anyway so you're still getting an attack with them, just not a true "melee attack".
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