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Post by Russell on May 25, 2017 8:42:49 GMT -6
Especially if BA still have army wide furious charge
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Post by Nick P on May 25, 2017 10:02:11 GMT -6
Missions! www.warhammer-community.com/2017/05/25/new-warhammer-40000-missions/Objectives are held by whoever has more models in 3" of it - no contesting, just flat out who has more bodies. Also the primary objectives are variable so even with the same "basic" set up, each game has the potential for different key objectives to win outside of just objective scoring. It will be interesting to see if the "underdog picks who has first turn" mechanic will find its way to matched play as well or if its just for more open play missions. Also, maeltsrom missions are alive and well, as are the 6 classic missions from pre-7th edition games. The big change here is there are 6 types of deployment instead of just 3.
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Post by Nick P on May 25, 2017 10:08:37 GMT -6
Also orks! www.warhammer-community.com/2017/05/25/warhammer-40000-faction-focus-orks/Holy shit - big choppas might be useful again! And getting +1 attack with choppas, and the overall better use of combat in 8th, means even just a squad of boyz is going to be laying on the pain to most infantry. And mega nobz have 3 wounds now, which is freaking sweet - they're basically tyranid warriors except with T5 and a 2+ save (shit) Also morale - not only do they have multiple layers of morale defense from warboss and nob units nearby, but they also can use the size of their unit as their leadership lol so I guess that means 30 boyz will never be failing battle shock tests, neat. Ultimate tar pits. Also confirms that saves stack - the FnP from the pain boy AND the invuln from a kustom force field both get used. My guess is that the FnP mechanic will continue to be taken on actual wounds suffered - so after your save is bypassed or failed, but on all d3 or d6 wounds caused by a weapon. They also get to reroll charge rolls with 'Ere we Go, and a WAAAGH lets units within 6" of a warboss make a charge after running. And a wierdboy can teleport a unit anywhere on the board more than 9" from an enemy unit. So a mob of 30 boyz can be teleported across the board, no scatter, on turn 1 and then charge. And reroll that charge. And get +1 attack each when they fight. And shoot their pistols in the shooting phase even into combat. And won't leave because they basically ignore battle shock. Orks are going to be fun!
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Post by Russell on May 25, 2017 10:08:40 GMT -6
come on man enough with the fucking tables
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Deleted
Deleted Member
Posts: 0
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Post by Deleted on May 25, 2017 13:50:25 GMT -6
come on man enough with the fucking tables I'd agree. I think that you don't roll for Matched Play games though. The Mission they showed; "Only War" is designed to be played for Open Play so it's more loose. I think you'll have set objectives in the more "normal" missions.
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mike
Butts
Posts: 628
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Post by mike on May 25, 2017 16:50:34 GMT -6
Before beginning the game roll on our mysterious tables table.
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Post by Russell on May 25, 2017 18:46:59 GMT -6
before beginning play, roll on the 'which game are we playing' table 1: Warhammer 40000 2: Warhammer 40000 3: Warhammer 40000 4: Warhammer 40000 5: Warhammer 40000 6: Warhammer 40000
o wow i love these new game mechanics
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mike
Butts
Posts: 628
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Post by mike on May 25, 2017 20:33:12 GMT -6
#chooseyourownadventure
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Post by daniel, why on May 26, 2017 8:01:40 GMT -6
Can we talk about the alternating unit deployment and always 5 turns? If that's in matched play too, what do you guys think?
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Post by Nick P on May 26, 2017 8:11:01 GMT -6
Can we talk about the alternating unit deployment and always 5 turns? If that's in matched play too, what do you guys think? I loved the alternating deployment of fantasy, so I'm all about that. Just another layer of strategy that doesn't completely nullify someone's army if they deploy first, and you choose to null deploy (or the equivalent in this edition, being half your units on the board half in reserves) or deploy along your table edge out of range, or all along one flank, etc. Being able to place a unit, then counter, then re-counter, is going to make for much more balanced battlefields and much more balanced early game turns. Also it makes sense to me that you would have intel on enemy movement and be able to somewhat set up to counter them. You wouldn't ever find yourself in a ruined city going "oh man, none of our scouts told us that all of their raiders were moving in a big clumped group up our left flank completely out of range of our artillery all the way over on our right flank, shooot now what?". And 5 turns is fine with me too - I mean, most of our games never even saw the 5th turn, so its no skin off my back if it ends there. My guess is that matched play will have variable game length to 6 or even 7 turns, just so that people can't plan for the 5th turn being the end and suddenly jump out and grab objectives etc. I think GW liks there always being that chance that the game goes 1 more turn, allowing your opponent to counter.
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Post by Joelercoaster on May 26, 2017 8:32:18 GMT -6
I think past editions have had variations of this new deployment, and it seemed fine back then - the counter-play is strong with this, which is a good thing. T1 is still powerful, but not the sledghammer vs brownie that it can often be now.
I actually miss having set turns... granted that was largely with DE where my speed in the last turn could overwhelm my opponent (if it was still alive anywhere, so there's that). But I also see the benefit of "not knowing"... a gamble can be fun? Sometimes? Shrug.
Completely unrelated, does the "whoever has more bodies, period" method of scoring seem kind of weak? I mean, as a Nid player my hordes of gaunts won't be complaining, but that seems like an unnecessary blow to elite armies where 1 member is meant to be 3 of most others (or like 10 in the case of termies vs termagants). Any thoughts on that?
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Post by Nick P on May 26, 2017 8:43:06 GMT -6
More info on primaris marines: www.warhammer-community.com/2017/05/26/new-warhammer-40000-primaris-space-marinesgw-homepage-post-4/Gravis armor captain is M:5, 2+/2+ WS/BS, S4 T5 and W6 with a 3+ save. So overall characters are getting a boost, so it sounds like even standard captains will be 5/6 wounds, and the gravis armor on the primaris gives him T5 but with only 5" movement vs 6" of normal marines. The inceptors (the jump primaris marines) also have gravis armor, so are T5, and have 10" movement for their jump packs. My guess is that jump units will essentially be 2x their non-jump movement value - so since gravis primaris marines are 5", they get 10", but since tacticals are 6", I expect assault marines to be 12". EDIT: they uploaded the full profile now - the inceptor guns are assault 3 S5 AP-1, 18" range. So 3 of them are pumping out 18 heavy bolter shots.
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Post by Russell on May 26, 2017 8:45:04 GMT -6
The range on those heavy bolters is 18". Still pretty good, deep strike in 18 S5 -1 shots.
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jesse
neophyte
Posts: 732
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Post by jesse on May 26, 2017 9:25:46 GMT -6
Not that it's particularly surprising, but it appears that any model can shoot all the weapons it possesses, not just monsters and vehicles, but that makes sense given that there are no unit types in this edition. At the very least, that the Inceptors aren't armed with pistols means that you'll not want them in combat (though it's easy for them to jump away).
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Post by Nathan on May 26, 2017 14:42:28 GMT -6
Not that it's particularly surprising, but it appears that any model can shoot all the weapons it possesses, not just monsters and vehicles, but that makes sense given that there are no unit types in this edition. At the very least, that the Inceptors aren't armed with pistols means that you'll not want them in combat (though it's easy for them to jump away). They still have pretty good melee stats though for them to go in and mop up what they were just shooting at.
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