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Post by Joelercoaster on May 19, 2017 18:19:17 GMT -6
As I recall from the live FAQ, to be battleforged the entire army must share "a faction"... this does include things as broad as <Imperium>.
However, the more specific your army; eg <imperium><space marines><Fart Eagles Chapter>, the more Command Options you unlock. So a run-of-the-mill Imperial force (with all of the allies) will only have the basic 3 options, while a force of all space marines will have those plus the SM chart, and a Blood Angels force will further unlock the BA chart.
Presumably this will be true of Chaos marines/deamons, Nids/Cults, etc... and armies like Tau/Necrons with no greater faction will probably just have a sickly-awesome set of command options of their own.
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Post by Russell on May 19, 2017 20:24:45 GMT -6
You guys, I don't think I've been this hyped for anything since the first time I got to see boobs in real life.
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Post by Russell on May 19, 2017 20:25:09 GMT -6
It's like a bag of sand
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Post by Nick P on May 19, 2017 20:25:57 GMT -6
I'm still stuck on close combat... Does it sound feasible that you could finish off a unit with pistols and that Squad then charge again that turn? I suppose with the option to fall back it's not that likely, but man that'd be cool. I'm very interested to hear what the faction specific Stratagems will be. Have they defined what it means to be the same faction? Like Marines all must have the same '<Chapter>'? Or does just sharing 'Imperium' count? Like Joel said mostly it's to unlock more focused strategems and detachments and the like. But it's also so your rules extend to other units - Like the primaris marines have <chapter> as a keyword, meaning if you give them the blood angels keyword they will use the blood angels chapter rules/tactics natively. It's a way for GW to make sure that any new releases can automatically grab the attributes from specific chapters, hive fleets, IG companies, craftworlds, necrons dynasties, tau septs etc. And it gives GW a reason to give them all slightly different playstyles.
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Post by Joelercoaster on May 20, 2017 7:12:53 GMT -6
To expand on that just a touch (and this isn't really part of the original question, but more a repeat of how the faction/title keywords play in), special rules/abilities (like commander buffs) will play off of Factions as well... increasing fluff and decreasing Super-Bro-Stars, Space Marine characters will give buffs to their chapter of space marine, etc.
Maybe we'll see some lighter, but more generic "I help the imperium" rules, but the idea is to cut down pretty heavily on the cross-codex shenanigans (so there's actually a real downside to taking Allies now, while keeping it a reasonable option to fill gaps if you really need to)
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Post by jefferestinpeace on May 21, 2017 9:04:46 GMT -6
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Post by jefferestinpeace on May 21, 2017 9:05:30 GMT -6
You guys, I don't think I've been this hyped for anything since the first time I got to see boobs in real life. Prove it
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Post by Nick P on May 21, 2017 9:09:18 GMT -6
www.warhammer-community.com/2017/05/21/new-warhammer-40000-transports-may21gw-homepage-post-4/Transports! Now everything is an assault transport, but you have to disembark in the movement phase before the vehicle moves, so you have to think 2 turns ahead to plan charges. You can also put multiple units in a transport up to max capacity - raiders with 2x kabbalite units are a GO. Also looks like AV10 is T5 as predicted, 2 HP is 6 wounds as predicted. So raiders will be t5 w8 and venoms t5 w6. Probably 4+ saves like the srarweaver as well. Also probably 16" moves as well - these things are blistering fast man. And the unit can shoot out of them at full BS after the full move if it's open topped. I'm loving this - my transports will be a little tougher to kill by small arms fire now, and can move much faster while maintaining functionality. Nicky like!
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Post by Nathan on May 21, 2017 9:16:04 GMT -6
time to dust off that ol devilfish model me thinks. go go fish of fury!!!
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Post by Nick P on May 21, 2017 9:19:22 GMT -6
Also www.warhammer-community.com/2017/05/21/warhammer-40000-faction-focus-tyranids/Tyranids! Seems to be some typos in the article- the chart shows Swarmlord with s8 and 7 attacks but they call it s7 with 8 attacks. Anyway seems tyrants are going to 12 wounds from 4 - so I expect the big critters to get even more than 12 given most already have 6 in 7th. Love that hormies have 8" move, love the hive commander buff, love that stealers can charge after running (and hope most nids can). Not sure what they mean by catalyst giving a 5+ save against wounds, maybe that's supposed to be mortal wounds? Or the equivalent of fnp? Synapse is good too, keeping us tar pitty without having to take battle shock tests in combat. Real pissed about warriors. Still t4? Still 3 wounds? Jesus GW I really had faith in you this time. Sure no instant death but they still get one shot by anything beyond small arms fire - and fuck now a heavy bolter can one shot them just for shits and giggles. What an absolute waste.
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Post by jefferestinpeace on May 21, 2017 9:42:26 GMT -6
Yeah why the fuck is Reece jizzing about the literal zero change to warriors? He's trying to make them sound vastly improved, but it's the same statline. Maybe it's a typo? GW and Frontline aren't exactly known for their editorial accuracy.
Still though, everything else looks super delicious. Really glad this is happening. Swarmlord is a real person again!
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Post by Joelercoaster on May 21, 2017 9:50:46 GMT -6
It's cool y'all, Pyrovores will be the most improved unit in the army xD
On the Swarmy wounds, He had 5 instead of the normal Tyrant 4, so I bet a base Tyrant will clock about 10 (double-plus seems to be pretty normal for large models).
Warriors... will need to see full stats/points but yeah, the survivability basically remaining the same (just worried about slightly different guns now) is kinda balls. Shrug.
At least the news is largely really good.
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Post by Russell on May 21, 2017 10:12:30 GMT -6
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Post by Nick P on May 21, 2017 10:27:47 GMT -6
Also just saw they changed some of the typos back so it seems the t4 w3 for warriors wasn't one. Womp. Maybe they'll be like 30 instead of 40 points though.
Also swarmy has a 3+ 5++ already so the only reason a 5+ vs "wounds suffered" would be if say a lascannon causes 4 wounds, he gets a further 5+ against each of the 4? So like a 3rd level of save?
That would be hugely powerful and make nids the unstoppable swarm they were always supposed to be, and that catalyst on a warrior unit would make a huge difference in survivability.
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jesse
neophyte
Posts: 732
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Post by jesse on May 21, 2017 10:42:41 GMT -6
So transports get significant buffs for assault units and a significant nerf for short range shooting units. I can't say I'm super excited about that. 4th ed style, where you can disembark at any point in the movement but only assault if you disembark before the vehicle moves would have been nicer.
Also, what is the concern with heavy bolters one-shotting Tyranid Warriors? Aren't Heavy B's damage 1? So you'd have to hit three times (8/27), wound three times (8/27), and fail three saves (8/27) for that to happen, for a total odds of 512/19683, a 2.6% chance.
And your description of catalyst sounds like the additional 5+ for every wound suffered after damage is rolled, which is a standard AoS rule.
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