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Post by Nathan on May 23, 2017 9:36:50 GMT -6
The Hellblaster squads plasma rifles look vaguely Tau like. has the Imperium converted Xeno tech??? Heresy i say!!!!!!!!!!!
Also those Inceptors look bad ass!!!!
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Post by Nick P on May 23, 2017 10:33:59 GMT -6
Looks like the new box is $160, rule book is $50, and indexes are $20 each- info is coming in from GW managers at the quarterly conference right now. That's...a fucking amazing deal. Very excited to get into 8th for $145 all in (new box + rulebook split with CJ, 2 books for my filthy zenos armies) + a new primaris army. Doesn't get any better than that folks
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Post by Nick P on May 23, 2017 10:37:02 GMT -6
Also I think Primaris Squats tm are going to be a thing: Inceptors - skywardens Intercessors and hellblasters - thunderers
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Deleted
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Post by Deleted on May 23, 2017 11:31:07 GMT -6
Rules leaks:
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jesse
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Post by jesse on May 23, 2017 12:02:06 GMT -6
So, vehicles won't, as a rule, ignore the rule that falling back prevents shooting. It's possible every non-walker vehicle will have a unique special rule, but this seems to suggest they won't, which is a huge change. Also, six inch vertical coherency instead of three is crazy.
Also, the Tervigon (and units following in the tunnel) might not be allowed to move in the shooting phase since the rule states "Units that are set up in this manner [as Reinforcements] cannot move or Advance further during the turn they arrive." Now, it sounds like they mean to just say the unit can't move during that movement phase, but rules lawyers will probably quote that as evidence that they won't be able to move in the shooting phase. To know for sure, we'll have to wait for the Tyranid specific rules.
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Post by Nick P on May 23, 2017 12:32:19 GMT -6
Well "move" just means taking your movement value during the movement phase, and "advance" is the new rule for running. So to say they can't move and advance just means they have used up their entire movement phase on deep striking/tunneling/outflanking/infiltrating etc. and cannot then take an additional "move" or "advance" in that movement phase.
It won't prevent them from being effected by a spell in the psychic phase that allows them to move or advance - hell, *every* model in the game is prevented from moving or advancing outside of the movement phase, so the psychic power by its very nature is an exception to that rule.
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Post by Nathan on May 23, 2017 13:05:29 GMT -6
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jesse
neophyte
Posts: 732
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Post by jesse on May 23, 2017 13:26:12 GMT -6
I would only point out that under the rules for movement is says "No model can be moved more than once in each Movement phase." Under the Reinforcements rule it says "Units that are set up in this manner cannot move or Advance further during the turn they arrive." The question is, is there the distinction between "phase" and "turn" significant here or is it just a loose use of language? If they meant that units arriving via deep strike can't move in the movement phase, why not say "during the phase they arrive?" I would argue that the units could use the bonus move because it's no more broken to allow units to move after deep striking than it is to allow them to move across the board first turn. If one is allowed, the other should be. That said, I would expect this to be subject to a FAQ unless addressed in the actual rules governing various bonus movement rules.
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Post by daniel, why on May 23, 2017 15:03:46 GMT -6
So, vehicles won't, as a rule, ignore the rule that falling back prevents shooting. It's possible every non-walker vehicle will have a unique special rule, but this seems to suggest they won't, which is a huge change. Also, six inch vertical coherency instead of three is crazy. Also, the Tervigon (and units following in the tunnel) might not be allowed to move in the shooting phase since the rule states "Units that are set up in this manner [as Reinforcements] cannot move or Advance further during the turn they arrive." Now, it sounds like they mean to just say the unit can't move during that movement phase, but rules lawyers will probably quote that as evidence that they won't be able to move in the shooting phase. To know for sure, we'll have to wait for the Tyranid specific rules. I think it's a bit early to be dissecting rules, but I'll bite. In the same blurb, it mentions your units are allowed to charge (and presumably fight) the turn they arrive from reserves, and both of those phases require you to 'move.' I think it's just trying to clarify that 'end of the movement phase' means no more movement phase movement. So I see no reason your tunneling Tervigon couldn't move in the shooting or psychic phase, if something allowed that.
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Post by daniel, why on May 23, 2017 15:17:07 GMT -6
Maybe more importantly, that's a leak, so all the verbiage might be different in the real thing.
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jesse
neophyte
Posts: 732
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Post by jesse on May 23, 2017 16:28:26 GMT -6
You're probably right that I'm reading too much into it. It's probably a result of spending too much time editing other people's writing that it jumped out to me as something where I'd tell someone "Clarify your language here."
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Post by daniel, why on May 23, 2017 17:34:56 GMT -6
Also I think Primaris Squats tm are going to be a thing: The Overlords were also the first thing I thought when I saw the balloon marines.
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Post by daniel, why on May 23, 2017 17:37:21 GMT -6
The Hellblaster squads plasma rifles look vaguely Tau like. has the Imperium converted Xeno tech??? Heresy i say!!!!!!!!!!! You think so? I thought they looked like a plasma gun and a melta gun got Voltron'd together. Minus the feline aesthetic.
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Post by Nick P on May 24, 2017 6:39:51 GMT -6
So my original plan was to add forgeworld Achean thousand sons heads to these primaris dudes and paint them up in red/gold like my 30k legion, and have them basically be Gulliman's attempt at creating a non-traitor thousand sons legion using Magnus' legacy geneseed. I know, I know, heresy. But reallly cool heresy.
Now I'm thinking I kinda want to paint something that I haven't painted before - so I'm thinking yellow, white, or blue/teal. White scars? Imperial Fists? Fuck...ultramarines?? Alpha Legion loyalists using the same logic as above?
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cj
neophyte
Posts: 734
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Post by cj on May 24, 2017 6:56:40 GMT -6
So my original plan was to add forgeworld Achean thousand sons heads to these primaris dudes and paint them up in red/gold like my 30k legion, and have them basically be Gulliman's attempt at creating a non-traitor thousand sons legion using Magnus' legacy geneseed. I know, I know, heresy. But reallly cool heresy. Now I'm thinking I kinda want to paint something that I haven't painted before - so I'm thinking yellow, white, or blue/teal. White scars? Imperial Fists? Fuck...ultramarines?? Alpha Legion loyalists using the same logic as above? Definitely yellow for the Emperor's Whipping Boys.
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