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Post by Joelercoaster on May 21, 2017 11:00:49 GMT -6
Catalyst/Swarmy's "save vs wounds" is essentially the new Feel No Pain. So while Swarmy has it stock now as an upgrade, the Catalyst power is verbatim what it used to be (although potentially with different range/ease of casting/etc).
At least we can FnP vs Lascannons and other S8+ weaponry now... but... ah, whatevs. Need more stats, then I can decide whether or not to poo poo on warriors xD
but 8" hormies and stealers! I wonder if you unlock that flurry of blades by just buying 10+, or if that many have to be alive? I usually went for 10 strong broods, so that'd be amazing if I can just buy 10 and have 4 attacks!
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jesse
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Post by jesse on May 21, 2017 11:07:23 GMT -6
For AoS, size based buffs require that a unit currently have that many models, so those 10+ 'stealers need to make it into combat.
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Post by Nick P on May 21, 2017 11:42:48 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. Nice that makes catalyst very helpful then and will go a long way towards making warriors more survivable. And that's my fault about the heavy bolters- thought they were d3 damage, but you're right it's 1 damage so ignore that. And yes Joel it's 10 models at the time of attack lol it's like how the size if certain units effect their profiles in other armies like horrors or wierdvayne psykers etc.
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jesse
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Post by jesse on May 21, 2017 12:40:04 GMT -6
You might have been thinking of Shadow War, since I think in Necromunda the Heavy B does D3.
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Post by daniel, why on May 21, 2017 20:01:11 GMT -6
I finally got around to watching that facebook Q&A, some juicy bits in there! After the needless fluffy details on the Primaris marines, some cool things fell out. Like, the return to the defending player choosing casualties instead of closest model. Or that CP's can be spent pre-game to add a unit to break the detachment restrictions. And Joel was right, the more shared Faction Keywords you have in your detachment, the more layers of Strategems you unlock for your army.
Speaking of Primaris marines, am I the last person to realize that the 8th Ed cover art is straight up an Intercessor? The covered ears, the face mask shape... Then does everyone also assume that the Chaos primaris marines are going to be sporting Mk 9 armor and Mk 1 pattern Cawl bolt rifles? I mean, that's what the picture says, right?
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Post by Nick P on May 21, 2017 20:24:37 GMT -6
I don't think it's a primaris chaos marine, I think it's a mkiv nurgle marine, which makes sense since they're in the starter set together. They said in the faq for primaris that they have better things to look out for than chaos primaris marines.
And yes you are the last to notice haha
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Post by Russell on May 21, 2017 21:07:34 GMT -6
Oh man I hope Blood Angels still get fast transports. And Baal Preds. And Vindicators.
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Post by Nick P on May 22, 2017 11:10:45 GMT -6
www.warhammer-community.com/2017/05/22/new-warhammer-40000-cities-of-death-may22gw-homepage-post-4gw-homepage-post-4/Cities of death article! I love how they are including these supplements to the main game in the shift to 8th, keeping them as optional but giving good reason (through strategem and mission special rules) for them to be a part of matched play rather than just narrative and open play. I love that infantry are a main focus of the game in this edition - only they can take proper cover in ruins/forests etc, and only they are nimble enough to move through/around ruined buildings and wreckage. Monsters, tanks etc have to lumber around big debris/ruins instead, and I think that makes so much sense fluff wise. Also grenades being automatic max hits against enemies in terrain is a freaking awesome and fluffy way to have a hard counter to dug in infantry. Also afaik the 1 grenade per unit thing is no longer a rule, so in theory a whole unit of tacticals could chuck frag grenades at a unit in cover and score 60 hits on the unit. Granted they'll get their 2+ saves, but that's a lot of potential damage.
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Deleted
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Post by Deleted on May 22, 2017 13:45:42 GMT -6
I just watched Signals from the Frontline. Reece talked about the Nid' article he wrote; nothing really new but he did say one thing that was really interesting. The Swarmlord's "Hive Commander" ability lets you move in the shooting, but you can choose to advance as well. That means a brood of Genestealers with the Swarmlord's buff can move 16" + 2d6" for advancing and still charge -- Filthy.
They also mentioned one thing that is not good about 8th regarding transports. In the article GW put up it mentions that if a transport explodes you roll a D6 for each model, and on a 1 the model is removed as a casualty (seemed like they implied there was no save). Crappy part is that applies to Characters, so if you get unlucky and roll a "1" say bye-bye to your special snowflake. Better save some Command Points for re-rolls if you plan on putting your HQ in a ride.
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Post by Nick P on May 22, 2017 14:54:25 GMT -6
Wow, that's actually really powerful - I think it goes in line with their "no super friends" rule for 8th. IF you want to load up a transport with a bunch of characters to buff each other with their AOEs, go for it...but they may just outright die in a fire.
I also think it means you save your rerolls for those kinds of situations, or invest in heavier transports for your all important general, etc. Which is how it should be - your general and his body guard rolling around in a landraider, while the plebs roll around in rhinos and other square metal death traps.
Or, you know, you get out of the transport when its on its last leg to save yourself.
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Deleted
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Post by Deleted on May 22, 2017 15:03:28 GMT -6
Wow, that's actually really powerful - I think it goes in line with their "no super friends" rule for 8th. IF you want to load up a transport with a bunch of characters to buff each other with their AOEs, go for it...but they may just outright die in a fire. I also think it means you save your rerolls for those kinds of situations, or invest in heavier transports for your all important general, etc. Which is how it should be - your general and his body guard rolling around in a landraider, while the plebs roll around in rhinos and other square metal death traps. Or, you know, you get out of the transport when its on its last leg to save yourself. Its definitely easy to work around; just stood out as a "wow" rules changes. Most HQ's are MCs or have some way to move fast (Jetpack, Bike, Mount, Wings, ect.) so I don't know how much of an impact it will have an most armies. Hits Astra Militarum and Sisters of Battle* the hardest as they don't have any good movement options for HQs beyond transports. *Assuming that they don't give the Cannoness the ability to take a Jump Pack again like she could in 5th edition.
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jesse
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Post by jesse on May 22, 2017 15:14:37 GMT -6
So a max unit of Genestealers (20+?) Move across the table first turn, multi-assault as much of the enemy as possible. Or maybe hormagaunts (30-ish?) if they can advance and assault too.
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Post by Nick P on May 22, 2017 15:26:18 GMT -6
Well even without running and charging, a unit of hormagaunts can move 16" up field on turn 1 using the Hive Commander ability, and then charge 2d6 - using a stratagem to reroll one of the die. So 2d6 rerolling 1 of them (anything less than 4 only) averages 8".
So 24" in a single turn for 30 hormagaunts. Yeah, that will tie up a lot of shit.
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Deleted
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Post by Deleted on May 22, 2017 15:45:21 GMT -6
The Trygon's tunnel works nicely with the Swarmlord as well. Pop-up then use the Hive Commander to move-up 8" turning that previously 9" charge into an auto success.
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cj
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Post by cj on May 22, 2017 16:18:56 GMT -6
The Trygon's tunnel works nicely with the Swarmlord as well. Pop-up then use the Hive Commander to move-up 8" turning that previously 9" charge into an auto success. Doesn't sound fun to defend against, but definitely fits with all of the fluff of the organic wave slamming into your defenses.
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