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Post by Jack Shrapnel on Jun 20, 2024 6:11:15 GMT -5
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Post by mrmanstory on Jun 20, 2024 6:16:39 GMT -5
The admech rules changes are spicy! Going to take a few games to see how well they pan out because some of the points changes seem a bit aggressive. Big units of ironstiders with lascannons may be good not 6 shots possibly hitting on 2s with sustained hits and twin linked seems good! My current admech list went up 210 points after the changes.
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Post by Jack Shrapnel on Jun 20, 2024 6:32:10 GMT -5
oooh... greater daemons now give shadows within 6" to their respective god units like Belakor!
hmmm shadows of the warp gives +1 strength in melee? So those giant emissaries are now S10 instead of S9... that's ummm something I guess
Neurotyrants can attach to zoans? Neurolictors gain synapse? Casino cannon from Tfex goes to D6+6? Tyrants give an aura of lethal hits? well now you've got my attention good sirs
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Post by voodoo on Jun 20, 2024 6:46:31 GMT -5
ooof, Twist of Fate nerfed hard from removing saves to improving AP by 2 on shooting only. Still costs 9 Cabal Points, so it'll never get used.
Doombolt also nerfed to not allow targeting of Lone OP within the range of the ability.
Disc Exalted's ability also nerfed from halving move, advance & charge distances to redcing each by 2"...
That's all very spicy in a not good direction. The Twist of Fate one hurts the worst I think, as the problem with Sons is they lack the ability to gun things down with anything but psychic shooting. Small arms fire is their bread and bottle, and the nerf to Twist is going to remove a lot from their ability to swing at tough targets with the units needed to run a list. Without better options for tackling heavy infantry and/or monsters, this one will definitely shake the Sons meta tree, leaving only the faithful few.
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Post by Jack Shrapnel on Jun 20, 2024 6:50:08 GMT -5
Pretty significant changes with the core rules update - some ones that stuck out:
ALL redeployment happens before you determine who gets first turn
one shot ranged weapons cannot be used from a firing deck
indirect can never hit on better than a 4+
best leadership after modifiers is 5, worst it can be is 8
insane bravery is before you roll
if you use grenades you cannot advance, fall back OR shoot with any of the models in the unit
Tank shock is now based on TOUGHNESS - no more 22 dice for knights doing a tank shock!
Heroic intervention is now 1 cp!
monsters/vehicles in combat cannot fire overwatch
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Post by voodoo on Jun 20, 2024 6:52:09 GMT -5
Did some fixing on adding units to the board strats in that they're once per game. Goodbye endlessly recycling units of armored sentinels.
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Post by Jack Shrapnel on Jun 20, 2024 7:00:29 GMT -5
Did some fixing on adding units to the board strats in that they're once per game. Goodbye endlessly recycling units of armored sentinels. and nail in the coffin for the unending swarm for nids... yay, one unit of gaunts?
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Post by voodoo on Jun 20, 2024 7:10:36 GMT -5
Double oof... either GW "messed up and forgot" Canoptek Acanthrites, Tomb Sentinels, Tomb Stalkers and the Tesseract Ark; or all 4 of those units got Stealth changed to Legends with this points update as well.
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Post by drew on Jun 20, 2024 8:35:54 GMT -5
Theres a lottt to take in... happy to see Deathwing Knights get anti-vehicle/anti-monster 4+ and some extra ap and damage. And they finally addressed Dev wounds properly, so watchers and the Lion can make proper use of their abilities
Still have a lot to go over, but Im liking most of what Im seeing so far
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Post by brujonation on Jun 20, 2024 11:02:11 GMT -5
ooof, Twist of Fate nerfed hard from removing saves to improving AP by 2 on shooting only. Still costs 9 Cabal Points, so it'll never get used. Doombolt also nerfed to not allow targeting of Lone OP within the range of the ability. Disc Exalted's ability also nerfed from halving move, advance & charge distances to redcing each by 2"... That's all very spicy in a not good direction. The Twist of Fate one hurts the worst I think, as the problem with Sons is they lack the ability to gun things down with anything but psychic shooting. Small arms fire is their bread and bottle, and the nerf to Twist is going to remove a lot from their ability to swing at tough targets with the units needed to run a list. Without better options for tackling heavy infantry and/or monsters, this one will definitely shake the Sons meta tree, leaving only the faithful few. bro I played Andrew's 1k sons, and that thing that takes away saves murdered me so bad. my land raider which normally is OK at tanking a bit of dmg was melted into goop t1. it felt crazy powerful.
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Post by voodoo on Jun 20, 2024 11:10:42 GMT -5
ooof, Twist of Fate nerfed hard from removing saves to improving AP by 2 on shooting only. Still costs 9 Cabal Points, so it'll never get used. Doombolt also nerfed to not allow targeting of Lone OP within the range of the ability. Disc Exalted's ability also nerfed from halving move, advance & charge distances to redcing each by 2"... That's all very spicy in a not good direction. The Twist of Fate one hurts the worst I think, as the problem with Sons is they lack the ability to gun things down with anything but psychic shooting. Small arms fire is their bread and bottle, and the nerf to Twist is going to remove a lot from their ability to swing at tough targets with the units needed to run a list. Without better options for tackling heavy infantry and/or monsters, this one will definitely shake the Sons meta tree, leaving only the faithful few. bro I played Andrew's 1k sons, and that thing that takes away saves murdered me so bad. my land raider which normally is OK at tanking a bit of dmg was melted into goop t1. it felt crazy powerful. It was better when it removed invul saves; if it did that still, then it wouldn't have been as broken as it is. I REALLY really hope that GW takes a good hard look at Sons and fixes the majority of the Index. They've made it so there's no reason to do anything but spam Rubrics and Exalted sorcerers + Magnus. The vast majority of the vehicles in there are just a detriment to any cohesion of gameplay, and it's disheartening. The change will certainly reign Sons in, I just hope they do a complete re-work of them before any Codex drops, as the "let's just spam mortals" that they currently are is just... boring. And very unimaginative rules design for a very flavourful army.
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Post by brujonation on Jun 20, 2024 11:18:31 GMT -5
CSM didn't get hit too much. they changed the warp talons ability so it only works if they destroyed a unit that turn, pretty significant, but expected . and points wise a few things went up by 5/10 pts per squad.
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Post by Jack Shrapnel on Jun 20, 2024 11:42:06 GMT -5
lol, my sisters list I was going to try on Saturday went up 390 points! (over what the units were priced in the index)
So I think they were anticipating that the codex is strong so priced it accordingly. It's going to be interesting for sure. Super glass cannon with everything being T3 1 wound for the most part. Those repentia went WAY up!
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Post by StepwisePilot on Jun 20, 2024 12:00:25 GMT -5
So, as someone still slowly learning the rules of 10th/40K in general, is the pivot thing new? I don't recall seeing rules about how vehicles had to pivot before today. Then again, that could just be me screwing up.
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Post by dapperswain on Jun 20, 2024 12:45:32 GMT -5
The admech rules changes are spicy! Going to take a few games to see how well they pan out because some of the points changes seem a bit aggressive. Big units of ironstiders with lascannons may be good not 6 shots possibly hitting on 2s with sustained hits and twin linked seems good! My current admech list went up 210 points after the changes.
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