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Post by Deleted on May 25, 2014 10:55:49 GMT -6
With most people having a physical book or digital book in their hands now I wanted to see how everyone's army was effected by the changes.
My sisters seemed to really get a lot of increased durability out of my tanks and transports, while their is also a little nugget of a rule that lets my flamers deal D6 hits to the occupants of open topped vehicles. Although I think the tank changes are a huge boon in the sisters favor, they are now nearly completely devoid of anti-psychic capabilities with only D6 deny dice, and a nerf too scouting prevents my melta squads from redeploying within 12" of an enemy. I'll have to get some games in before I can be sure, but all around I think I'll be better of in 7th then I was in 6th.
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Post by Russell on May 25, 2014 20:59:16 GMT -6
I don't personally have the book yet (read: I haven't found a pdf yet) but I think that Wave Serpents take a hit to their resiliency with the changes to jink. I'm not complaining; now I won't feel so bad about bringing them to a game.
Also, with the addition of the psychic phase, I really have no reason to play with the Iyanden supplement anymore. Codex Eldar from here on out.
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Post by Deleted on May 25, 2014 21:19:36 GMT -6
I don't personally have the book yet (read: I haven't found a pdf yet) but I think that Wave Serpents take a hit to their resiliency with the changes to jink. I'm not complaining; now I won't feel so bad about bringing them to a game. Also, with the addition of the psychic phase, I really have no reason to play with the Iyanden supplement anymore. Codex Eldar from here on out. Go to foolz (a 4chan archive site), select /tg, then type in epub or pdf into the search box. Leave 4chan with a shiny new digital copy.
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Post by Russell on May 25, 2014 21:24:39 GMT -6
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Post by Matt W. on May 26, 2014 0:42:32 GMT -6
My tanks are happy, my Guardsmen don't care too much. The Dark Angels are silently brooding still having the same issues as before. But now with better tanks, so I have that going for me. And my CSM army was always a lethal joke army so they are happily puttering along.
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Post by Russell on May 26, 2014 4:43:25 GMT -6
My tanks are happy, my Guardsmen don't care too much. The Dark Angels are silently brooding still having the same issues as before. But now with better tanks, so I have that going for me. And my CSM army was always a lethal joke army so they are happily puttering along. Hey, now your Dark Angels can summon a Bloodthirster.
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Post by Joelercoaster on May 26, 2014 6:45:49 GMT -6
Dark Eldar are fairly nonplussed (but who could expect them to be, really?). If someone could do me a favor and check the new Flyer rules... I hear Supersonic doesn't specifically allow Hover Mode, but is hover mode still built in to flyers? Long story short, if my DE Flyers can hover now, that really opens up their tactical play, and makes them a more even substitution for Ravagers instead of "I really should take anti-air...".
Vehicles exploding less is a huge boon to the army, flamers hitting them inside is a small non-boon, Battle Bro's being more flexible is fun... Jink is hit-or-miss, but I'm fine with it.
I don't have time to talk about how much I hate Tyranids now, I have to go to work. But I am looking for suggestions on how to deal with super-scoring Land Raiders without being able to Smash properly. A number of (incredibly short ranged) ways to ping single HP's, and Warp Blast (which takes all the Warp Charges). Anyone else? I'm all ears, here...
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Post by Matt W. on May 26, 2014 7:39:31 GMT -6
My tanks are happy, my Guardsmen don't care too much. The Dark Angels are silently brooding still having the same issues as before. But now with better tanks, so I have that going for me. And my CSM army was always a lethal joke army so they are happily puttering along. Hey, now your Dark Angels can summon a Bloodthirster. They could if I was induced to take anything other than Divination on my Librarian. I am not. Taking all your physic powers out of one discipline is a bit awesome.
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Post by Nick P on May 26, 2014 13:05:02 GMT -6
Joel, you still have to have the hover profile in order to hover, so our flyers are zooming all day still. In terms of taking out vehicles, you already mentioned warp blast, which most of our army has easier access to without the need to switch to Dominion. Tyrants have 33% chance at warp blast! and if you're doing it right you should have 4 of them on the table at 1850. Here's a breakdown of our weapons and how they effect vehicles per hit (g=at least glance, p=pen):
| AV 14 | AV 13 | AV 12 | AV 11 | AV 10 | Warp Lance | 83% g / 66% p | 83% g / 66% p | 83% g / 66% p | 100% g / 83% p | 100% p | Rupture Cannon | 50% g / 33% p | 66% g / 50% p | 83% g / 66% p | 100% g / 83% p | 100% p | Heavy Venom Cannon | 33% g / 16% p | 50% g / 33% p | 66% g / 50% p | 83% g / 66% p | 100% g / 83% p
| Impaler Cannon | 16% g | 33% g / 16% p | 50% g / 33% p | 66% g / 50% p | 83% g / 66% p | Bio Plasmic Cannon | - | 16% g | 33% g / 16% p | 50% g / 33% p | 66% g / 50% p |
The rest of our weapons can do some anti vehicle duty, such as devourers to take down AV 10, or brainleech devourers to take down anything up to AV 12. Just slide the % here to the right once more for S6 and three times for S4. Obviously the model using said weapon will effect the outcome, as the more hits you can get the better off you'll be. With regard to smash, yes it's only one attack now, but it's still our most reliable anti tank since you get to reroll armor pen and get AP 2, forcing an explode on a 6. Plus carnifexes don't need to smash and a brood of 2-3 is more than survivable enough to make combat.
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Post by Matt W. on May 26, 2014 16:15:03 GMT -6
I am not looking forward to the Tyranid physic phase.
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Post by Joelercoaster on May 26, 2014 16:29:44 GMT -6
Joel, you still have to have the hover profile in order to hover, so our flyers are zooming all day still. In terms of taking out vehicles, you already mentioned warp blast, which most of our army has easier access to without the need to switch to Dominion. Tyrants have 33% chance at warp blast! and if you're doing it right you should have 4 of them on the table at 1850. Here's a breakdown of our weapons and how they effect vehicles per hit (g=at least glance, p=pen):
| AV 14 | AV 13 | AV 12 | AV 11 | AV 10 | Warp Lance | 83% g / 66% p | 83% g / 66% p | 83% g / 66% p | 100% g / 83% p | 100% p | Rupture Cannon | 50% g / 33% p | 66% g / 50% p | 83% g / 66% p | 100% g / 83% p | 100% p | Heavy Venom Cannon | 33% g / 16% p | 50% g / 33% p | 66% g / 50% p | 83% g / 66% p | 100% g / 83% p
| Impaler Cannon | 16% g | 33% g / 16% p | 50% g / 33% p | 66% g / 50% p | 83% g / 66% p | Bio Plasmic Cannon | - | 16% g | 33% g / 16% p | 50% g / 33% p | 66% g / 50% p |
The rest of our weapons can do some anti vehicle duty, such as devourers to take down AV 10, or brainleech devourers to take down anything up to AV 12. Just slide the % here to the right once more for S6 and three times for S4. Obviously the model using said weapon will effect the outcome, as the more hits you can get the better off you'll be. With regard to smash, yes it's only one attack now, but it's still our most reliable anti tank since you get to reroll armor pen and get AP 2, forcing an explode on a 6. Plus carnifexes don't need to smash and a brood of 2-3 is more than survivable enough to make combat.Smash used to explode on a 5. The % of actually doing something (single pen's don't count, except for 6's) are miniscule. Warp Blast is our only real ranged anti-tank option, not because the other weapons are terrible, but because you have to pay such a premium to get them. The cheapest HVC you can get is on a Harpy, at 140. That's also the best platform, as it's twin-linked, and on a Flyer. The thing is, a single S9 hit with no penetration modifiers just isn't scary at all. Yes, we can take them on Fexes, and on the Tyrant, and on the 2 Harpies... and then what, we're investing every MC we have, at something like 600 points, to reliably kill a rhino. Also caveat, Hive Guard are still great at popping light armor. The issue is with AV14 specifically, and only because it can super-score. It means you absolutely have to deal with it, and have very few ways to do so effectively. Vector Strike and Smash getting nerfed is, in truth, good for the game. It's just terrible for Tyranids, because we relied so heavily on those abilities to deal with things that other armies say "Oh, melta" for. If I could take a unit of Hive Guard in the heavy slot that toted HVC's, or if we had access to a Bio-Cannon (S10 6 shot) outside of Gargantuans, then sure, we could plink things down at a reasonable cost, the same that an auto-cannon weapon team does. But we simply do not have those options. We don't have a lascannon, we have a worse version of a lascannon. We don't have Melta in every squad, we have... rending claws? Which require 18 Genestealers with adrenals to glance AV 14.Yeah, I'm still in "early pissed off" mode. And yes, most of this is just a useless rant. But it's also true... At this point, Tyranids are being pigeonholed once again into about 3 useful units that are still fighting to be on par with most other armies. Total bunk. This is why I have Eldar. Time to bulk out my allies. Le sigh.
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Post by Matt W. on May 26, 2014 17:32:40 GMT -6
Actually now that I think about it, this really isn't 7th edition. It really is just Warhammer 40K Extended Edition.
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Post by Russell on May 26, 2014 18:34:12 GMT -6
Super Warhammer 40k Turbo
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Post by Joelercoaster on May 26, 2014 18:35:05 GMT -6
Hey!! This new $80 book has AT LEAST 4 pages worth of new rules! How dare you question it's legitimacy!!
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Post by jason on May 29, 2014 19:40:09 GMT -6
Helldrakes lost turret, which kind of blows, but is fair. They were out of control overpowered, but also really what held the CSM book up.
Abaddon oddly got a huge smack with the nerf bat now that he can turn into a spawn or daemon prince in challenges. But I guess the challenge spillover did help Chaos somewhat.
My Death Guard will probably benefit pretty well from plague marines being objective secured, summoning might be nice too but I refuse to be a douche about it. They did get a swift kick in the nuts with poison having to be S5 to re-roll vs marines though.
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