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Post by lightcavalier on Apr 4, 2023 9:54:18 GMT -5
Rapid fire is extra shots at half range of below
Storm bolters are ROF 2 and Rapid Fire 2, so 4 Shots out to 12" and 2 shots beyond that
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Post by lightcavalier on Apr 4, 2023 9:54:52 GMT -5
Chain Fists wound vehicles on 3+ always!!!
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Post by lightcavalier on Apr 4, 2023 9:56:22 GMT -5
Sorry for all the posts, Im very excited by all of this
Teleport homer lets you bring your terminators on in your opponents movement phase for 0 CP, but you place the homer at the start of the game
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Post by Hi I'm Derek on Apr 4, 2023 10:15:15 GMT -5
In this case I might not read too much into the 'fewer attacks than a power weapon' since in terminator squads, the only model with a power weapon is the sergeant. As far as I know nothing has been said if unit leaders will keep their traditional +1 attack (it wouldn't be the worst thing in the world if they lost it for simplicity's sake but who knows).
Glad power weapons are back. I've never heard a compelling argument for them being split as they were back in 6th, since in the vast vast majority of cases it was always a non-choice that sorta necessitated getting a lot of 3rd party bits to equip units properly. Anyone remember the power lance that wasn't even in any kits lol.
Edit: also terminators get back a dramatically improved version of their traditional ability to ignore shooting penalties, nice.
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Post by sean on Apr 4, 2023 13:01:00 GMT -5
Looks like some interesting changes.
The only thing I dislike, is the ignore all hit modifiers ability. I was really hoping as a design choice that GW was going to go away from a "my rules, ignore your rules" mentality. But I guess for the sake of "simplicity" they are actually going to lean into it more.
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Post by brujonation on Apr 4, 2023 14:01:42 GMT -5
I'm liking what they have shown off so far regarding 10th ed.
I'll be honest and I really liked 9th, the basic game was great, rules were pretty straightforward, and I finally kinda get it lol.
what I didn't like was the rules bloat, every faction had a million rules, and shenanigans and if you don't play all that much (which I dont) there's no way you're gonna know all the stuff a factions can do. I also didn't like having to wait to the end of the edition to get a codex.
so free rules and indexes for everything on release?? oh hells yeah! all rules on data cards in one spot? double hells yeah. 2 pages for army rules and strats??? holy frig I'm down, take my money. I think that was the biggest hurdle for me was remembering which of the 20+ strats to use and when.
so yeah I'm looking forward to 10th.
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Post by trantos01 on Apr 4, 2023 15:35:37 GMT -5
I have to wonder if Storm Shields are even a thing anymore considering that these Termies get the 4+ invul right out of the gate.
The anti-X mechanic is interesting because it incentivizes you to go after particular targets with certain weapons. Wounding something on a 3+ no matter it's toughness? Yikes. At the same time I suspect a lot of AP-1 weapons are going to AP nil based on the change to the assault cannon.
Makes me think about how the Necrons, and in particular Gauss weapons are going to play in this edition.
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Post by Hi I'm Derek on Apr 4, 2023 16:05:04 GMT -5
Storm shield effectiveness has changed dramatically several times across the editions. Once it gave you a 3++, which may be what it does again. Or maybe it'll be back to being a niche 'anti-melee' device.
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Post by trantos01 on Apr 4, 2023 16:10:09 GMT -5
Storm shield effectiveness has changed dramatically several times across the editions. Once it gave you a 3++, which may be what it does again. Or maybe it'll be back to being a niche 'anti-melee' device. I can see the new meta-gaming route: flood the board with Shield-Termies because while they might be bad at objective securing, you can't kill them so it doesn't matter.
Back when I started playing I was bringing large squads of 3++ Necron Wraiths to the party so I know how irritating getting through those invuls can be.
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Post by Jack Shrapnel on Apr 4, 2023 17:23:16 GMT -5
The anti-X also seems to be a way to deal with the already previewed information from warcom that toughness is expanding.. so yeah that baneblade might be toughness 11, but if you hit it with a chainfist, you're still wounding on 3's. So actually incentivizing you to take some of these more "niche" choices because they actually serve a purpose beyond "D3 damage vs. 2 damage"
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Post by trantos01 on Apr 4, 2023 17:50:15 GMT -5
The anti-X also seems to be a way to deal with the already previewed information from warcom that toughness is expanding.. so yeah that baneblade might be toughness 11, but if you hit it with a chainfist, you're still wounding on 3's. So actually incentivizing you to take some of these more "niche" choices because they actually serve a purpose beyond "D3 damage vs. 2 damage" Though makes me wonder what the typing etc of the larger Tyranid bioforms will be. Because they aren't vehicles even if they have similar stats. As it is the chainfist doesn't get any buffs against them.
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Post by ohgodsnakes on Apr 4, 2023 18:31:01 GMT -5
The anti-X also seems to be a way to deal with the already previewed information from warcom that toughness is expanding.. so yeah that baneblade might be toughness 11, but if you hit it with a chainfist, you're still wounding on 3's. So actually incentivizing you to take some of these more "niche" choices because they actually serve a purpose beyond "D3 damage vs. 2 damage" Though makes me wonder what the typing etc of the larger Tyranid bioforms will be. Because they aren't vehicles even if they have similar stats. As it is the chainfist doesn't get any buffs against them. The article addresses this. "Anti abilities – covering many different keywords like Infantry, Monster, and Vehicle – produce a Critical Wound" There will therefor be weapons or rules that have "Anti-Monster", which should cover tyranid bioforms, druhkari constructs, and other monstrous creatures. Would also allow factions like Grey Knights to have Anti-Daemon.
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Post by Jack Shrapnel on Apr 4, 2023 19:35:11 GMT -5
Yeah the changes they've shown (I know there's much more to come) seem to be all about opening up design space. Simplification of the basics, but expanding some things in order to diversify weapons at least. I'm very interested to see where this is going.
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Post by trantos01 on Apr 4, 2023 20:56:51 GMT -5
Though I have to wonder if some weapons will have multiple anti-X traits. For example will that multi-melta be equally good at popping carnifexes as it does Leman Russes or are you going to bring a combo platter of heavy weaponry geared towards various threats.
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Post by lightcavalier on Apr 5, 2023 5:12:24 GMT -5
Though I have to wonder if some weapons will have multiple anti-X traits. For example will that multi-melta be equally good at popping carnifexes as it does Leman Russes or are you going to bring a combo platter of heavy weaponry geared towards various threats. I think theyll likely avoid too many Swiss army knife weapons...but the unification of vehicles and monster statlines does make it hard to differentiate what is anti monster from anti vehicle. On a side note I'd love melta weapons to stay S8 (unlike the missile that went up) but then get Anti Vehicle 3+ or 4+ under half range...it would be more in line with the classic melta rule than increased damage
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