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Post by Joelercoaster on May 26, 2017 15:42:46 GMT -6
Yeah - these guys will be a pretty nasty unit.. plenty mobile enough to make 18" count, and capable of finishing off the last few wounds from a near-death unit.
Noice.
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Post by Deleted on May 26, 2017 16:33:25 GMT -6
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Post by Deleted on May 26, 2017 16:37:26 GMT -6
Also Leaks for Shooting: natfka.blogspot.com/2017/05/8th-edition-shooting-and-mortal-wound.htmlIMO this was the most interesting leak: You can run and still fire Assault Weapons! Flamers just jumped WAY up in usefulness; as they auto hit you can advance and then lay down a blanket of flames. Also of note, models with more then one ranged weapon can target multiple units. You allocate which weapon is firing at which unit before rolling to hit. This helps out gunboat vehicles quit a bit.
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Post by Eric formerly Eric on May 26, 2017 16:53:20 GMT -6
So there's no mention of shooting and assaulting in the weapons rules. Does this mean that nobody can shoot and assault unless they have a special rule?
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Post by Russell on May 26, 2017 17:07:42 GMT -6
More rules hereLooks like any unit that shoots can charge. I assume this since it states in the charge phase that units that fell back or advanced cannot charge.
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Post by Joelercoaster on May 26, 2017 17:10:42 GMT -6
You can run and still fire Assault Weapons! Flamers just jumped WAY up in usefulness; as they auto hit you can advance and then lay down a blanket of flames. *cough* aka - THE ENTIRE TYRANID ARSENAL *cough* Heh. Heh heh. Heh. My *guess* is that you'll be able to assault after firing assault/pistol/grenade weapons (but not if you advanced), barring special rules. Okay, so really that only extends the range of your shooty-bugs by d6", but it's still a cool thing xD.
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Post by Deleted on May 26, 2017 17:41:17 GMT -6
Looks like Russell is right; per the full rules leak at that link you can charge as long as you don't advance or fall back. Quick Summary of things I noticed in the Full Rules Leak that we didn't know everything for already: - Perils inflicts D3 Mortal Wounds to the casters on any double 1 or 6 when manifesting a power. If the caster dies from perils their spell fails and they inflict D3 Mortal Wounds to all units within 6".
- When a transport is destroyed you roll a D6 for each disembarking model. For each roll of a 1 you remove one model as a casualty, but you choose which model to remove.
- You pile-in and consolidate 3" towards the nearest enemy model in assault, so tying up more units is Possible like they stated but requires you to have really good positioning.
We actually all ready knew most of the rules; it's only 8 pages so read it sometime.
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Post by 1D3chan on May 26, 2017 18:28:45 GMT -6
So there's no mention of shooting and assaulting in the weapons rules. Does this mean that nobody can shoot and assault unless they have a special rule? You can pretty much always charge now in this edition. The only thing that prevents you from charging is if you Advanced or Fell Back (and I'm sure there will be a few units that bypass this on their data-sheets). You can charge after reserves, deep strike, disembark, firing any weapon including heavy/rapid fire, etc The only real flipside/counter is that there is more overwatch initially in this edition, but it's a pretty good trade for CC!
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Post by Joelercoaster on May 26, 2017 19:38:43 GMT -6
That's a pretty nice boost to tacticals and the like, too... is there even a restriction on charging only what you shot at? Being able to engage on multiple fronts will be great for swiss-army units.
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Post by Deleted on May 26, 2017 19:57:04 GMT -6
As far as I can tell you can charge a different unit then the one you shot.
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Post by Nick P on May 27, 2017 8:07:04 GMT -6
I envision units of 30 devilgants popping up from a Trygon tunnel, splitting their fire to several units in range, charging in and piling in to tie up 2 or even 3 units depending on placement. I am extremely excited about 8th edition guys.
Also news from warhammer fest - horus heresy is sticking with 7th edition and making their own slightly updated horus heresy 7th ed rulebook to clean out the fat and get rid of the stuff that didn't impact 30k like maelstrom and missions and detachments and allied matrix etc.
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Post by Deleted on May 27, 2017 8:34:42 GMT -6
The GSC spotlight is out, and oh boy is it beautiful: www.warhammer-community.com/2017/05/27/warhammer-40000-faction-focus-genestealer-cults/The most interesting tid-bit is easily the following: "You can take one Astra Militarum Detachment for each Genestealer Cults Detachment in your Battle-forged army. They each need to be entirely comprised of units with their respective keyword, but this allows incredible amounts of diversity in your army that is also quite characterful." This opens up so many list building options for GSC; effectively allowing them to use the entire line of AM units (FW included!) and the amazing guard Orders system. It also offers a ton of awesome conversion opportunities. Genestealer Cult Ogryns! 8th can't get here soon enough...
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Post by Russell on May 27, 2017 9:28:17 GMT -6
Still gotta use that silly d6 chart to come in from reserves but overall it looks like it'll be an interesting army to play against.
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cj
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Post by cj on May 27, 2017 9:32:33 GMT -6
Stupid question: I just looked at the leviathan dread stats, and it's Strength 8 with power fist options saying Strengtx2. I also think they've done away with 10 being the maximum stat in the new edition. Am I correct in that this thing will be strength 16?
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Post by Russell on May 27, 2017 9:36:10 GMT -6
you're correct!
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