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Post by trantos01 on Apr 5, 2023 6:01:21 GMT -5
Though the anti-X trait does present the possibility of making Gauss weapons more interesting again as opposed to what they became in 8th and 9th. I mean heck, the Votann bolters were more dangerous than Gauss flayers in the end.
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Post by lightcavalier on Apr 5, 2023 8:24:06 GMT -5
I honestly loved Gauss when it came out way back when.
Being able to always glance vehicles was so cool....but now everyone can hurt eveyrthing, so im curious what space they will live in
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Post by trantos01 on Apr 5, 2023 19:29:47 GMT -5
I honestly loved Gauss when it came out way back when. Being able to always glance vehicles was so cool....but now everyone can hurt eveyrthing, so im curious what space they will live in Well the 'easy' solution is to give them additional AP compared to equivalent weapons but I feel that's kind of cheap/lazy.
Though didn't Deathwatch have some sort of selectable ability that let them get buffs against certain xeno factions for the game or something?
Maybe Gauss could be like that. In that at the start of the game the Necron player picks what anti-X trait their gauss weapons get. Anti-infantry, monsters, bikes, vehicles whatever. Great against specialized lists but if your opponent has a good spread of unit types you have to carefully select what you want your guns to be really good against.
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Post by Jack Shrapnel on Apr 5, 2023 20:43:31 GMT -5
I'd guess that gauss would get an anti-(tank) rule... puts it in line with what it was for so many editions... doesn't affect things like space marines etc.
Thing is, it's not like Necrons need help anymore tackling armor - they have some seriously strong guns now, which they didn't have access to back when "you can glance vehicles" was a thing. So I'm not sure they actually NEED that as a rule.
The biggest thing that hurt gauss weaponry was armor of contempt.
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Post by trantos01 on Apr 5, 2023 21:32:26 GMT -5
Though hope springs eternal that they fix the RNG problem with the doomsday cannons. It's why I shifted to the heavy destroyers in the first place because I couldn't ever trust that the D.Arks and D.Stalkers could actually pull their weight.
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Post by voodoo on Apr 6, 2023 11:03:08 GMT -5
Teleport Homers looks interesting and spicy, until your opponent plants a unit on top of it and shuts you down from using it... Actually makes it worth playing tactically, and/or having a few of them out on the board to try getting your own units to before they get swarmed by your opponent and are rendered useless.
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Post by Hi I'm Derek on Apr 6, 2023 11:12:55 GMT -5
I mean baiting your opponent to park units in a designated spot to prevent its use is still providing utility if you place it properly. In fact, I would even go so far as to say this is the the primary use of the homer, and being able to maybe teleport guys occasionally for free is like a situational bonus effect.
They still have deep strike regardless if you want to drop them conventionally and can pay CP for rapid ingress, so it's an extremely marginal benefit. A smart opponent might be better off just ignoring the thing entirely.
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Post by lightcavalier on Apr 6, 2023 12:19:17 GMT -5
I mean baiting your opponent to park units in a designated spot to prevent its use is still providing utility if you place it properly. In fact, I would even go so far as to say this is the the primary use of the homer, and being able to maybe teleport guys occasionally for free is like a situational bonus effect. They still have deep strike regardless if you want to drop them conventionally and can pay CP for rapid ingress, so it's an extremely marginal benefit. A smart opponent might be better off just ignoring the thing entirely. Thats the fun of it Ignore the teleport homer, and there is a chance for 0 CP you get terminators exactly where you dont want them in your own turn OR Send unit(s) to block the space around the homer, and limit the terminators options to paying 1 CP or DSing normally But in either instance the player with the teleport homer has exercised some agency over the flow of the game
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Post by trantos01 on Apr 6, 2023 18:38:42 GMT -5
On the subject of Rapid Ingress, I can see the strat being a semi-niche but highly useful tactic for melee units depending on how the board is set up. Because the unit is deploying after the enemy have moved meaning you know where he can and cannot target.
So plunk them down behind some line of sight blocking terrain, the enemy can't really do anything and on your turn the Ingressed unit can make a normal move, resulting in a much easier charge.
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Post by lightcavalier on Apr 7, 2023 9:20:23 GMT -5
www.warhammer-community.com/2023/04/07/faction-rules-are-leaner-and-cleaner-in-the-new-edition-of-warhammer-40000/Faction and Detachment rules So each Faction will have a rule of some sort that is always in effect For Marines this is Oath of Moment where in your command phase eacg battle round you pick 1 enemy unit and your whole army gets full rerolls to hit and wound against that unit. For nids this is Synapse, which apparently interacts w morale There are 12 core stratagems everyone can use and no core enhancements (relic/WLT replacement) After picking a Faction you pick a Detachment which gives you you another rule, 6 stratagems, smd your enhancement options. The indexes will have 1 Detachment for each Faction, codrxes will give more. These aren't specifically meant to represent sub-factoions necessarily Tyranid one is Invasion Fleet, which gives them thr option to pick 1 army wide evolution at end of first turn: 6s to do an extra hit against infantry; 6s to hit auto wound monsters and vehicles; or 6s to hit get the precision ability against character (rhey don't say what that means) Marines Detachment is the gladius strike force, which seems to represent your generic 2nd thru 4th company armies That Detachment gets Armour of Contempt as a stratagem....1CP to reduce AP incoming at a unit when attacked. On of their enhancement options is Artificer Armour, which is a 2+ sv and 5+++ fnp Other notes, they specifically mention characters leading units but don't elaborate. They also say rerolls of all types are MUCH rarer.
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Post by lightcavalier on Apr 7, 2023 9:23:13 GMT -5
I know there is alpt of concern about the sub factions expanded upon over the last 6+ years loosing out to the more developed sub-factoions
But I have to say....even without bespoke rules ppl managed to play things like white scars, iron hands, poison tongue, iyanden, etc for a very long time....and it sounds like thr Detachments will still be able to give us their archetypes without being sub faction locked, which opens some cool options too
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Post by trantos01 on Apr 7, 2023 10:09:23 GMT -5
Hey, no more Imperial players being able to sidestep the risks of overcharging plasma weapons most of the time by having widespread rerolls. That'll be a change.
As for the abilities, it does seem like they're sticking to the multi-faction wide idea when it comes to naming them. Just like how you have feel no pain etc etc, we now have more universal terms.
Critical hit: unmodified roll of a six to hit. Sustained hit X: Add X number of attacks whenever you get a Critical hit. Lethal Hit: Automatically wound whenever you get a Critical hit. Precision: I'm guessing this is extra AP or something like that.
Sure everybody will have to get used to the new terminology but it's now a common language so you don't need to explain what each ability does to your opponent.
And as a post-script they confirm that a lot of old unit specific stratagems are now abilities.
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Post by question on Apr 7, 2023 10:49:51 GMT -5
There will be some new terms but many of us were using the old generic USR names even after they introduced the ridiculous amount of variations over the last 2 editions. Shouldn't be a stretch for anybody.
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Post by Typhus on Apr 7, 2023 14:06:02 GMT -5
We don't yet know what Precision does, although from context in the article it sounds like Characters will join units again, so probably it lets you put hits on the attached Character.
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Post by Hi I'm Derek on Apr 7, 2023 15:49:33 GMT -5
Looks neat. This is far from the index era of 8th or the early AoS reset, already has a lot more mechanics from the outset. Probably because they haven't married themselves to the silly brochure core rulebook concept.
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