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Post by LizardTau on Dec 4, 2021 16:21:11 GMT -5
Hmmm a unit of 6 bare bones scouts are 84 points. Auto pass action test and can infiltrate anywhere. Might see them come back into play
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Post by Frosty the Pirate on Dec 4, 2021 18:21:44 GMT -5
Extracted from www.goonhammer.com/semi-live-blogging-the-gw-finals-in-grapevine-tx/There's only a few secondary changes in the new GT pack (they were handing out official card sets to the players at the event). Everything below is extracted from the article above for your reading pleasure. The only mission that was replaced is Retrieve Octarius Data. It’s now Retrieve Nachmund Data (so expect that to be our next campaign setting, probably). One INFANTRY or BIKER unit can attempt to do this action per turn if it is more than 6″ from another table quarter. At the end of your turn you roll a D6 and subtract one if the model performing the action is TROOPS. If you roll less than or equal to the number of models in the unit, the action is completed. You score 4, 8, and 12 points for completing the action 2, 3, and 4 times, respectively. Engage on All Fronts has changed. It now requires a unit either have 3 models or a VEHICLE or MONSTER unit to count for scoring purposes. Otherwise it’s the same. Still, a big change that makes it much easier to prevent a unit from scoring by whittling it down to only a couple of models. No Prisoners still scores the same broadly, but now gives you a bonus point if you killed between 50 and 99 points of enemy units, or 2 bonus points if you killed more than 100. I love this because there were lots of times I’d go up against armies that almost had full points for No Prisoners, and would have like 128-135 wounds, and I’d want to take the secondary but would be afraid of giving up a few potential points. This kind of hurts Astra Militarum but if you were already giving up 15 points it’s not as big a deal; I suspect it’s a bigger deal for marine lists that were skirting 13 points on No Prisoners and now will give up 8+ more often. Bring it Down has changed as well – you still score 1 point for each enemy VEHICLE/MONSTER killed with 9 or fewer wounds, but now you’ll score 2 each for 10-14 wounds and 3 for 15+ wounds. This is a change from the prior objective, which gave you 3 points at the 20+ threshold. This is also a major change for all the 10W vehicles out there, where Rhinos and Raiders are now worth 2 VP each. Psychic Interrogation got an update. It now no longer requires your target be visible to the caster. This is a big improvement, since it makes it much harder to hide targets away from your casters.
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Post by Jack Shrapnel on Dec 4, 2021 22:07:30 GMT -5
yikes... engage too eh?
sorry rippers and lictors... you have no use now.
Bring it down back to maxing out on nid monsters
This is rough news for tyranids sadly.
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Post by lightcavalier on Dec 5, 2021 10:13:35 GMT -5
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Post by Frosty the Pirate on Dec 5, 2021 12:09:50 GMT -5
I really like the change to Teleport Homers, because now it really pairs well with BEL for 8 point swings if you can make a strong push into your opponents DZ with multiple units supporting each other.
Rod definitely feels much less auto-lock to me already, and I'll likely consider investigate signal and banners more often.
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Post by Jack Shrapnel on Dec 5, 2021 21:28:51 GMT -5
As Goonhammer says in their review, ROD is pretty much a bad choice now, even for armies which exclusively took it every game.
Deploy homers is probably a better choice, but still involves a non-troop unit to survive the turn.
engage change is aggravating as there was little reason to change this.
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