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Post by ohgodsnakes on Apr 27, 2017 9:08:47 GMT -5
Perhaps large vehicles will have a bonus to save against small arms fire that Gauss will ignore? Conversely, if they bring in wounding modifiers (like 6+ followed by a 4+ on very tough targets) maybe they will have something that says they will never need "higher than a 6" to wound. Rampant speculation.
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Post by ohgodsnakes on Apr 27, 2017 9:12:33 GMT -5
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Post by voodoo on Apr 27, 2017 9:55:32 GMT -5
Also, being able to voluntarily withdraw from melee... Oh my.
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Post by ohgodsnakes on Apr 27, 2017 10:37:32 GMT -5
Also, being able to voluntarily withdraw from melee... Oh my. At the expense of doing anything the next turn, but still, very powerful.
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Post by Jack Shrapnel on Apr 27, 2017 10:47:01 GMT -5
very AOS-like... I'm liking this more and more with everything I read....
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Post by LizardTau on Apr 28, 2017 4:57:18 GMT -5
Today they are suppose to talk about the psykic phase. Which will answer some questions.
Also says there is a psykic phase. Lol
Sent from my SM-G903W using proboards
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Post by godsproxy on Apr 28, 2017 6:41:28 GMT -5
The only thing I am not liking is the additional movement is still d6.
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Post by Jack Shrapnel on Apr 28, 2017 7:34:26 GMT -5
The only thing I am not liking is the additional movement is still d6. given it was what they stuck with for AOS I'm not surprised... they're trying to make the two systems very similar... cross sales and all that stuff!
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Post by raceygaming on Apr 28, 2017 8:19:13 GMT -5
The only thing I am not liking is the additional movement is still d6. We will have to wait and see, some things like bikes or tanks might be able to do 2d6 or something. plus there might be some faction stuff that gives more run mobility depending on who you play
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Post by raceygaming on Apr 28, 2017 8:25:24 GMT -5
So when things from their list of changes that I would like to see them address sooner rather than later is the idea that every thing can hurt everything.
Most the the changes so far look like they can speed up the game play but I don't really want to see a 50 infantry platoon use 1st rank, 2nd rank and shoot 150 lasgun shots into a landraider and just sit there while they roll away looking for 6's (maybe even followed by 6's??).
I'd like to avoid the 7th ( maybe 8th) Fantasy model where they let every one hurt every one and you had big units of cheap attacks to bring down the big stuff. Nothing bothered me more than the 60 peasants with their S3 bows killing a T7 dragon with number of attacks... ya it cost them 350 to get the archers but the dragon was like 700 pts...
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Post by Jack Shrapnel on Apr 28, 2017 8:42:23 GMT -5
yeah, but they've clearly said that's happening... everything will hurt everything.
But if you're shooting 150 lasgun shots into a landraider... math still isn't on your side.
hell, I've weathered enough first rank/second rank volleys with a carnifex to know that it just doesn't work. Vehicles will also get a save (as evidenced by the dread reveal) so if you're knocking off one or two wounds off a landraider which has dozens (by what they've already said) you just aren't doing anything effective and have terrible target priority!
low strength shooting doesn't tend to bring down monsters very effectively in AOS... once they increased monster wounds to a proper level (ie: a dragon does not equal a single character!) that cut that down tremendously.
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Post by ohgodsnakes on Apr 28, 2017 9:06:36 GMT -5
www.warhammer-community.com/2017/04/28/new-warhammer-40000-psychic-phase/Psychic phase info! VERY AoS! In my eyes, this means VERY good. Oh look, mortal wounds in the grim dark future. Not even a Crux Terminatus can save you! Also confirms there will be invul saves. The smite power specifically says the closest unit. No choosing who you're smiting with your electric brain juice. I'm liking the way they handled the two tier levels of smite too. You don't have to be a gambling addict and weigh the odds of rolling a 10+ vs a 5+. You just role and if you role high, you shoot more space magic. Saves even more time. Looking like the end of 20+ minute psychic phases!
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Post by raceygaming on Apr 28, 2017 9:27:01 GMT -5
So I like the idea but I still don't see how there will be balance in the phase. I may have missed something.... I don't see a reference to a dice pool any more just that in the phase each pskyer can cast a number of power equal to his mastery level, each cast is rolling 2d6.
So Right now with 38 power level armies you can cast 38 spells in a turn...IS THIS HOW IT IS READ?
Like example: Magnus and friends
Magnus can cast 5 power lets say, so he does 5 attempts on 2d6. Then the lord of change does 4 attempts on 2d6, then the lord ofr change does 4 attempts on 2d6 etc...
This just seems like phase is going to be long...PLUS the enemy has a chance to block his power level worth of spells if they are in 24"
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Post by raceygaming on Apr 28, 2017 9:27:31 GMT -5
Side note very happy to see mortal wounds join the club it REALLY REALLY helps to put an end to death stars!!
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Post by Jack Shrapnel on Apr 28, 2017 9:28:20 GMT -5
nicely done... so basically roll two dice to beat the power cost... enemy psykers can dispel up to however many times they're allowed (like AOS). psychic armies still exist but no more "all of you are batteries to fuel this one awesome guy"
mortal wounds - so no more crazy untouchable 2++ rerollable survive anything units - mortal wounds can just punch through it. nice. (even as a daemon player I say this)
Each faction having it's own lore is super cool. that whole "fishing for invisibility" with every army - good riddance!
EDIT - if they go the AOS route you won't be seeing 38 powers in a phase... as most "normal" psykers get one power only
.....and in AOS at least - a power can only be manifested ONCE in a psychic phase....
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