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Post by thesanityassassin on May 1, 2017 11:39:04 GMT -5
That plus the ability to pull screening units back from combat is making Tau seem like a pretty beefy choice for this edition.
This is the first spoiler I've felt a little concerned about if I'm honest. Making Assault work was one of my biggest hopes for 8th. Still, all shaping up to be much better than what we've got.
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Post by godsproxy on May 1, 2017 11:57:05 GMT -5
I really dislike variable charge distances. If there is no mechanic to help deliver assaulty units reliably it is concerning.
Maybe Make shooting ranges x+2d6 range to make it fair /s.
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Post by ohgodsnakes on May 1, 2017 12:21:29 GMT -5
That plus the ability to pull screening units back from combat is making Tau seem like a pretty beefy choice for this edition. This is the first spoiler I've felt a little concerned about if I'm honest. Making Assault work was one of my biggest hopes for 8th. Still, all shaping up to be much better than what we've got.
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Post by Jack Shrapnel on May 1, 2017 12:46:43 GMT -5
I really dislike variable charge distances. If there is no mechanic to help deliver assaulty units reliably it is concerning. Maybe Make shooting ranges x+2d6 range to make it fair /s. Variable charge ranges have been in both of their game systems for a long time now and I think they're pretty committed to keeping it there.
I play primarily assault armies in pretty much every list I build. Hasn't been too much of an issue finding combat, even with the random charge distance - it used to be 6" after all. Random averages 7" - new system means engaging at 1" therefore it moves to an 8" average. Plus we're looking at assault oriented units likely moving faster with the new move stat which again buffs combat a bit in comparison.
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Post by LizardTau on May 1, 2017 14:33:19 GMT -5
And with charger going first and always hitting on a certain +. (Probably 3+ for most dedicated cc units)
Close combat will be nasty. Just prolonged combat will be a thing of the past.
You know those units like death company which you are always not trying to take too many off because you don't want them to just out right kill what they hit first round of combat.
I bet we will see a lot of them this edition.
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Post by voodoo on May 1, 2017 14:51:01 GMT -5
We also have no idea how consolidation and leadership will work. Yes, you CAN break off a unit thus forgoing them doing anything next turn, but what if they’re fleeing? Since you no longer have to make base to base contact, can you consolidate to an inch away from an enemy model and be considered in combat?
There’s literally a rulebook of questions to answer; which GW will, oddly enough with the rulebook… we just have to wait for it before jumping to any conclusions because let’s be honest; GW has just shown us a blacked out picture with a smile and some nipples hanging out. What we’ve seen so far we like, but that doesn’t mean there’s not going to be some stuff in the final picture that we 100% agree with and/or makes us cringe a bit.
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Post by Jack Shrapnel on May 1, 2017 15:14:36 GMT -5
fleeing is like battleshock in AOS... your unit doesn't "flee" per say... it's like old crumbling in that you take casualties for failed morale.
highly doubt there will be consolidation into combat given GW specifically said unless you're charging you're not allowed to come within an inch of an enemy model.
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Post by calitom on May 2, 2017 1:18:55 GMT -5
Overall it won't really matter too much I guess as far as the changes go. If people stay locked in with my DC I'll shoot them with pistols- if they don't they can run away with the couple of models they're likely to have left after a DC charge. Either way I don't see the auto fleeing from combat being that big of a deal, considering it'll be much easier to have healthy CC units hit combat for Space Marines with Land Raider / Predator screens.
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Post by ohgodsnakes on May 2, 2017 9:04:10 GMT -5
www.warhammer-community.com/2017/05/02/new-warhammer-40000-fight-phase-may2gw-homepage-post-4/Fight Phase Woah, watch out bubble wrappers, looks like you can Pile In to new units, dragging them into combat. Looks like spacing between units will be very important. Those of you worried about supporting fire can worry a little less now. Only units in a 4"-6" ring will be safe to support and not get charged. It also looks like units that used to have high initiative will be able to break the sequence of activation. Looks cool.
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Post by Jack Shrapnel on May 2, 2017 9:17:34 GMT -5
lash whips.... oh my.... lash whips... I have like a TON of those that I don't use cuz they suck now... ...my warriors.... so much... happiness.....
Swarmlord hitting on 2+.... *faint*
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Post by voodoo on May 2, 2017 9:39:24 GMT -5
Here's hoping that Typhus will finally remember how to use his scythe!
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Post by Jack Shrapnel on May 2, 2017 10:23:10 GMT -5
Here's hoping that Typhus will finally remember how to use his scythe! all he has to do is charge to go FIRST!
and then after chargers, you pick his unit to attack and he does (it's alternate activation of units like in AOS with the exception that chargers - and interrupters- go first)
so yeah... Typhus gets to attack when you want him to!
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Post by LizardTau on May 2, 2017 15:35:35 GMT -5
Keeps looking good.
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Post by voodoo on May 3, 2017 9:21:27 GMT -5
Morale! In the 41st Millennium, morale plays a vital role. Battles can won and lost by the brave actions of a few stubborn defenders, or defeat caused by the panicked flight of key elements of an enemy force. Morale has always been a part of Warhammer 40,000. In the past edition though, it did often seem that in a lot of games it could be largely ignored – so many units were immune to its various effects. Where it did apply though, you had to take a lot of tests – it was conceivable that a unit might have to take over half a dozen Leadership tests in a turn, which had the effect of bogging down the game. The new Morale phase is simple, and only happens once per player turn, at the end of all your other phases. It will apply to almost every unit, and represents warriors fleeing the battlefield, dying from the psychic feedback shockwaves of their allies, or retreating with injured or fallen brethren. There will be very few units indeed that will not feel its effects. The mechanics are simple – any units that suffered casualties in a turn must take a Morale test at the end of it. You just roll a dice, add the number of models from the unit that have been slain, and if the number is bigger than the unit’s Leadership, the unit loses the difference in additional models. That’s it! No units falling back, no regroup tests – all that is gone. You can see straight away, this will be pretty brutal and mean units that suffer high casualties in a turn stand to lose a lot more come the Morale phase if they roll poorly. Conversely, single-model units (like many vehicles) won’t have to test; as they are units of one, there are no other models in their squad to lose. There are a few things that can help you out in this phase. A Chaos Dark Apostle, for example, allows all nearby units from the same Legion to use his Leadership. Or, you can use some units to make your opponent’s tests more difficult – the Hemlock Wraithfighter, as an example, decreases the Leadership of enemy units by 1 if they are within 12″ (which equates to one additional lost model on every failed test). So, that’s morale. www.warhammer-community.com/2017/05/03/new-warhammer-40000-morale/
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Post by LizardTau on May 3, 2017 9:55:28 GMT -5
Going to be nasty for low leadership armies.
And Marines getting a -1 to leadership.
Sent from my SM-G903W using proboards
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