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Post by nekekami on May 19, 2017 18:57:43 GMT -5
Except you can't. In the preview, they said Knights can just walk out of combat without sacrificing shooting, or assaulting. You pretty much can't tie them up anymore.
Edit - They only mention being able to shoot after walking out of combat.
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Post by Jack Shrapnel on May 19, 2017 19:46:23 GMT -5
yep, absolutely right... already forgot that part....
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Post by danny1995 on May 20, 2017 0:24:11 GMT -5
Units can't walk out if you wrap them up though!
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Post by LizardTau on May 20, 2017 10:17:54 GMT -5
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Post by godsproxy on May 21, 2017 11:02:19 GMT -5
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Post by cmcd on May 21, 2017 11:05:14 GMT -5
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Post by godsproxy on May 21, 2017 11:32:17 GMT -5
Well looks like shit is going to die real quick in large numbers.
If they could hurry up and do Orks I would be so happy. Seeing this makes me wonder if I should have picked up nids instead.
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Post by Jack Shrapnel on May 21, 2017 12:02:44 GMT -5
yessssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssssss swarmlord with 18" move then charge, with 12 wounds with a 3+ and basically FNP with 7 S8 attacks hitting on 2's doing D6 damage each? I'm like totally dreaming right? current iteration is five wounds, 6" move with a 3+ and 5 S6 hits doing 1 damage..... improvement? ? ummm yep that's an understatement!!!
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Post by ohgodsnakes on May 21, 2017 12:52:24 GMT -5
Less worried about knights now??
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Post by raceygaming on May 21, 2017 13:28:23 GMT -5
Ya that swarm lord is going to face melt a knight, charge swing first hit 6/7, wound 3/6, doing 9 hull on average dice,1/3 of a knight gone just like that.
Assuming there isnt a massive point adjustment thats a big win for the Nids.
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Post by Jack Shrapnel on May 21, 2017 13:52:45 GMT -5
well to be fair the knight can just shoot the swarmlord once and drop half his wounds with one hit from across the board.
always been the problem with swarmy is just GETTING to combat is difficult... at least with this profile he's more representative of a scary combat threat.
I mean yesterday he was stalled in combat against a techmarine for three combats... stupid shield eternal
I'm going to extrapolate a hive tyrant will be 10 wounds... which means that whole intervening models vs. character thing won't help - but I'm assuming Tyrant Guard will be the exception (thus having a distinct role in the army)
If swarmy's 12 I'll guess Trygon goes back to LOW and hits the 18 wound mark (like a gorkanaut) and the Tyrannofex would be 14-15 wounds. I'll guess 8-10 for the carnifex and they'll try to make it a CC beast again (whereas now he's strictly a gun platform). Tervigon likely would be around a dozen wounds.
those are my guesses anyways... here's a few more - rampant speculation of course, but based on what I've seen thus far:
Devourers - S6 no AP Heavy Venom Cannon - S9 AP-2 D3 wounds Rupture Cannons - S10 AP-3 D6 wounds Deathspitters - S5 AP-1 spinefists - S3 twin linked small devs - S4 thorax weapons - D6 hits AP -1 Pyrovore - D6 hits AP-2 Barbed strangler - 2D6 hits take the highest, AP-1 Impaler Cannon - 2 shot S8 AP-1, ignores obscured and cover
Basically I think given what I've seen of other armies, the goal is to make every unit and every gun distinct and varied enough to make it viable.
I'm super excited now!
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Post by thesanityassassin on May 21, 2017 20:21:04 GMT -5
Man, Venom Cannons aren't going to be terrible anymore. That's just...so exciting. I mean, I don't, and never will, play Nids, but I was always just sad about how bad they were.
Part of me is horrified at the thought of Swarmy having an average threat range of 26", because woah. But also it's just setting up this edition as being so so killy, and it's just such an exciting change from 7th's focus on moronic durability.
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Post by Jack Shrapnel on May 21, 2017 23:03:44 GMT -5
well my post on the weapons was just educated guesses... all we really know is swarmlord and the new Trygon tunnel rules but these are very good signs... ...and the synapse rule is simple yet very effective (ignoring morale)
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Post by cmcd on May 22, 2017 10:54:44 GMT -5
Been doing some thinking on 8th. By making a FoC for Flyers and having key words. It will likely be possible to run Valkeries with Space Marines. Which I think is interesting and practical. I went back over the Force Orgs that were published a few weeks ago.
I also like that the Battalion Detachment is now 2 HQ and 3 Troops minimum. vice what a CAD used to be. I know there are a lot of armies out there who would benifit from the Brigade Detachment. I'm looking at you Necrons. Necrons have a lot of HQ options in their codex. The Royal Court Formation helps out to bring more HQ for a CAD. But with the Brigade Detachment 3-5 HQ's would be nice.
Also Noticed that the Battalion and Brigade do not have any Lord of War slots, and only 2 Flyer slots.
The Super Heavy Detachment of 3-5 LoW does not look like it is Imperial Knight but any Faction, Detachment. Now that everything wounds everything else, I would be interested to see if it is balanced. 3 Knights vs 2 Oboliks and a Tesseract Vault. On that note. I really hope they have removed the Randomness of C'Tan Powers. I would also be interested in trying to playtest more than one LoW and see if it is balanced and fair.
8th is looking like it is going to be Quicker and Deadlier edition. Looking really excited.
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Post by LizardTau on May 22, 2017 15:57:51 GMT -5
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