|
Post by Jack Shrapnel on May 18, 2017 11:32:29 GMT -5
lol... I don't own a cell phone (by choice)... so yeah... no options for me there... but if I wait long enough someone will post it for me
|
|
|
Post by voodoo on May 18, 2017 11:48:20 GMT -5
- If you can surround units they can’t fall back - You can consolidate from one combat to another (and thus avoid overwatch) - Some special rules can stop other units from falling back
|
|
|
Post by voodoo on May 18, 2017 11:54:48 GMT -5
- Powerfists are -1 to hit when striking on a charge along with some other really strong weapons that used to go last - Weapons that go first now via initiative modifiers may get bonuses to hit - Psychic powers can be picked or “rolled from a table” really ambiguous answer because… who would ever roll when you can pick your powers from a table… - Perils is still a threat/ is a thing – causes mortal wounds - “Any current army can fit into a new force org” more elite armies (aka riptide spam) just costs more points to field - Army specific strategems are going to be a big thing - “Imperium” is a “kind of army” you can make - All armies must share a keyword but will have very limited stratagem options, Blood angels armies will have much deeper stratagem layers as they’d have all of the Imperium, Space Marine and Blood Angels command points and strategems available to them
|
|
|
Post by voodoo on May 18, 2017 12:00:17 GMT -5
- Matched play will have NO WAY OF MODIFIYING RESERVES aka, there is no rule that will allow you to reserve more than half your army, ever. - IC’s can travel with units in transports, all transports can carry multiple units now, all depends on carrying capacity vs. models put into them - Snipers being able to pick out characters – Command squads, tyrant guard, etc have special rules to intervene wounds on characters - Anything coming in from reserve must be minimum 9” away - Matched play will still have the option to have VERY complex list building options due to keywords, strategems, etc.
|
|
|
Post by voodoo on May 18, 2017 12:02:20 GMT -5
- Invul saves work just like they do now - Power from pain and other special rules can bring models back from the brink “after the damage is done” - Wound allocation – back to old method, owning player decides which models are removed
|
|
|
Post by voodoo on May 18, 2017 12:06:54 GMT -5
- Primaris marines “designed to be more resilient to chaos than regular marines but who knows if they can be corrupted - rules wise does it make sense to run “normal” marines when you have primaris marines coming out? Yes, they have different functions and can do different things, they’ll have far more options than primaris marines - “Live FAQ” coming so the studio guys can tweak rules on the go - Psychic powers being re-written many new ones, some going away, old favorites coming back/getting re-worked to fit
|
|
|
Post by godsproxy on May 18, 2017 12:31:43 GMT -5
Thanks vodoo.
Happy to see the transport can carry multiple squads.
Power fist rules change is cool. Only detriment is on the charge instead of always going last seems like a nice balance.
Not sure how I feel about wound allocation rolling back. I did enjoy having to worry about model placement.
|
|
|
Post by Jack Shrapnel on May 18, 2017 12:47:32 GMT -5
These all make sense to me... quite looking forward to this... apparently we have a month to go if rumours are correct.
|
|
|
Post by ohgodsnakes on May 18, 2017 13:31:26 GMT -5
Consolidating into combat should really bring the power of assault up. Its going to be a gamble bunching up multiple tau squads to get supporting fire (now called For The Greater Good) if they run the risk of being dragged in with no overwatch available.
|
|
|
Post by ohgodsnakes on May 18, 2017 13:31:58 GMT -5
Also, just charge a rhino into them first to eat overwatch! Now that vehicles can charge, I see that happening a lot.
|
|
|
Post by voodoo on May 18, 2017 13:33:30 GMT -5
Don't forget though they said you can overwatch until tied up, it'll stop some, but not all of that overwatch fire. Will definitely be interesting to see how this all plays out.
|
|
|
Post by calitom on May 18, 2017 14:33:18 GMT -5
Being able to charge my Land Raider and Rhinos into combat will be a thing of beauty.
|
|
|
Post by question on May 19, 2017 6:00:34 GMT -5
I like the return of consolidating in to combat. I used to take my Orks from CC to CC. No getting shot at and non-stop choppas. Rolled up entire flanks that way. And remember, the Tau are just one faction and we will work out ways to deal with them so don't obsess.
|
|
|
Post by danny1995 on May 19, 2017 7:04:22 GMT -5
Consolidating into combat sounds like a tonne of fun. Look forward to using it on my harlequins to roll around people's overwatch. The more I look at this edition the more I realise that speed is going to be a huge killer in this game. Units of harlequin jetbikes big enough to survive a round of overwatch and then use shenanigans to roll through units 1 by 1 is going to be huge, especially if harlequins get access to some kind of interupt of the assault order.
|
|
|
Post by Jack Shrapnel on May 19, 2017 7:38:33 GMT -5
you can only consolidate into combat if your opponent turtles up though... will force people to break up these silly castles... proper bubble wrap will still work, you just need to ensure that you aren't giving your opponent the opportunity to get within 3" of another vulnerable unit. bunching up of course remains a bad idea
|
|