Small gauss info from Pete Foley
Morning everyone !!
A small answer by pete about gauss, while no detail we can assume that a wound or hit roll of 6+ get a bonus (-4 ap or something)
Warhammer 40,000 Faction Focus: Tyranids
Hello again !
nom nom nom it's nids time :
With a Toughness value of 6, 12 Wounds, a 3+ save and a 5+ invulnerable save (increased to a 4+ invulnerable save in melee)
This can be further enhanced by casting Catalyst on him (and did I mention he’s a potent Psyker, too?) to give him a 5+ save vs Wounds suffered.
Mr. Swarmlord brings the pain in combat as well. With a base of Strength of 7, 8 attacks, hitting on a 2+, with an AP value of -3 and D6 damage a pop
Swarmlord command ability
which allows a friendly unit to move in the Shooting phase. This is incredibly powerful for the sudden added mobility.
For Hormagants, with their blisteringly quick Movement of 8″, this means a potential 16″ move before attempting a charge. Or he could simply use it on himself and move up to 18″
Genestealers... are incredibly fast with an 8″ Move themselves, they can also charge after advancing. With their shiny new 5+ invulnerable save, they’re also hardy, and I often cast Catalyst on them too, because I am a mean, mean man. he mean run right ? (as advancing is the run order ?)
crank the power up to 11 with Genestealers, take them in units of 10 or more to trigger their Flurry of Claws special rule, bumping them up to 4 Attacks each do we get another +1 at 21 ?
Combo this with the Broodlord (who is also, utterly deadly in melee) to also give them a +1 to hit in the Fight phase. That means a full unit of 20 has 80 Attacks hitting on a 2+. With their Rending Claws – which bump up to AP -4 on a 6 to wound
A Tyranid Warrior with 3 Wounds and a Toughness value of 4 is so much more durable than he was, HOW?
And Synapse .... immunity to morale for friendly Tyranids units within range.
I think Pyrovores may be one of the most improved units in the new edition, and a unit of them in a Tyrannocyte has won me many a game!
hmm interesting and lot of good stuff !
New Warhammer 40,000: Transports
Hello everyone !!!
The post i was waiting for : Rhino rush or not ?
Transports are almost universally, better: they are more durable, faster, many are better at shooting, and all have fewer limitations on the units disembarking from them.
For example, a unit disembarking from a Transport is no longer prevented from charging that turn.
Units now disembark at the start of the Movement phase, before the Transport moves, but can then move, shoot and fight normally in that turn
Models inside a wrecked Transport will now die on the roll of a 1.
This being open-topped too, the passengers in it can shoot normally even after that huge 16″ move
No rhino rush :'( but the transport are a good option to soak overwatch !
New Warhammer 40,000: Stronghold Assault
hello again !!
Stronghold assault !
The new Warhammer 40,000 includes rules for a variety of different game modes, which can be layered over the top of the core game rules. These make for great narrative battles, either stand-alone or as part of a campaign.
Today, we take a look at one of these: Stronghold Assault.
In the new Warhammer 40,000, there are advanced rules to help represent these types of games.
Stronghold Assault, the defender is trying to hold his own territory against a numerically superior attacking force, so there are different objectives for each side.
This is represented both in the way the battlefield is set up and with mission-special rules.
new Stratagems for example, and they are different for attackers and defenders:
Stronghold Assault will also include rules for things like Demolitions, Strongpoint Defences and capturing (or destroying) buildings.
Fortress of Redemption, can also show up in other games of Warhammer 40,000 as part of a player’s army.
These fortified structures use the same profile system as everyone else in Warhammer 40,000,
Generally, dedicated battlefield structures will be Toughness 10, have over a dozen wounds and a 3+ save,
We’ll be back tomorrow to tell you a bit about how transports work in the new Warhammer 40,000.
Tomorow is rhino rush ! (or not)
The V8 army building rules seems flexible
Hello everyone !!
Just sharing a tweet from Andy Smillie (Head of Warhammer Community Team) saying this group of assassin are legal in v8; (legal ? battle forged ? how many command point ?)
Actually it's fun idea to make an army like this ! The 13th Warrior style (so 12 assassins and a guardman ^^)
Warhammer 40,000 Faction Focus: Imperial Knights
hello everyone !!
Knight household focus :
the Imperial Knights have been given a LOT of wounds. And by a lot, I mean 24
They’re also Toughness 8 with a 3+ save.
Add in the inclusion of a 5+ invulnerable save against shooting – regardless of which direction the shots are fired from, thanks to their ion shield
The thermal cannon: Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range,
the cannon gets D6 shots vs units with 5 or more models
Now called Titanic Feet, these are still fearsome weapons, but do not simply remove models from play.
you’ve always got your trusty reaper chainsword or thunderstrike gauntlet to fall back on, both of which do an automatic 6 damage per successful attack.
The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9″ to do D3 mortal wounds on a 4+. Splat!
The canny Knights general will need to be wary of enemy models with multiple D6 damage melee attacks such as Trygons, which can severely damage or destroy Knights in a single lucky round of combat.
In the new Warhammer 40,000, they can simply walk over Infantry models and leave combat while still being able to fire their weapons
Though you don’t often see large numbers of Knights in a single army, those few are easily the match for many armies, and thanks to the new Super-Heavy Detachment, you’ll still be able to field them all on their own if that’s how you roll.
wow just wow !!
New Warhammer 40,000: Close Combat Weapons
hello again everyone !!
At last close combat weapons ^^
We’ve seen already that shooting weapons in the new Warhammer 40,000 use a Strength, AP, Damage system, and melee kit is much the same. The main differences being that there is no range on them, and a lot of them will use the user’s Strength as their basis.
Let’s look at some examples – we’ll start with the classic power weapon lineup.
In the current edition of Warhammer 40,000, the axe is the go-to weapon for a lot of folks. Players gladly took the unwieldy rule in exchange for AP2 and a bonus to Strength. Now, the obvious choice is far from obvious, as they clearly all have their uses. That sword, for example, is looking pretty deadly against most things, with the AP-3 helping it against every type of foe. Even with no bonus to Strength, using the new wounding chart shows that a Strength 4 Space Marine is wounding everything up to Toughness 7 on 5s (which is good, because a lot of our models have swords).
Even the humble chainsword gets a boost. No longer just a standard combat weapon, the iconic combat weapon wielded by the Adeptus Astartes and many other forces, now gives its bearer more attacks in combat. Perfect for grinding through hordes of low armoured troops, the chainsword now functions on the battlefield how it always has in your head. This change also helps differentiate dedicated combat troops from those just wielding improvised or side-arm weapons.
We can see that all of the above still only do 1 Damage, meaning that while they can chip wounds off bigger stuff, they are primarily infantry killers.
What about some anti-armour stuff though? Check out the power fist:
At the cost of being more cumbersome to swing, it’s dishing out multiple damage with every hit, and at a Strength that will find it easy to wound anything in the game.
Another high damage option is Force weapons. Take a Grey Knight squad of any sort: every guy in there has a blade that, as well as having all the benefits of the equivalent Power weapon, also dishes out D3 damage on every wound! Those guys are going to be phenomenal up-close killers, as they should be.
D3 Damage is good, but if you really want to kill something, try the reaper chainsword. This deals a flat 6 Damage to whatever it wounds. That’s enough to carve a Chaos Lord in half, and a couple of hits will wreck most small and medium vehicles in a single Fight phase.
Pete Foley Q&A (40k team leader)
Hello again everyone !
You click on the image to start it again.
Edit starting :
-A primaris space marines is a 10k old mission from cawl they are different from space marines.
-Indomitus crusade is gulli job since gathering storm and the goal is to gift other chapter (sw ba) the ability to made primaris.
-you can upgrade old marines with the new implants
-you can make them in test tube or select+train them like old method.
-Flesh tearer should be reluctant to primaris !
-where is mark9 ? : mysterie
-mark10 : can't say to much but hype (maybe one per troop type)
Chapter master are given the formula to make primaris marines by cawl.
-Each faction should have tricks to get to melee
-melee do more damage, because of pile in and charge stuff.
-Melee threat range are greater.
-you can consolidate in melee (consolidate ?)
-they said combat will be fine.
-Weapon and initiative : power fist strike at init but -1 to hit, some weapon interrupt activation etc. A lot of units abilities are unique and change init.
-psychic power : roll or choose.
-peril of the warp are still in : suffer mortal damage if fumble.
-army building : no specific force org chart but army/theme specific stratagem (power you use command point on)
-You can use command point before the game to slightly alter the army composition.
-Battleforged army must share one key words "Imperium" = 3 basic stratagem, "Space Marines" = access to sm stratagesm, "Blood Angel= ba stratagem. but they all share the force chart (the 9 they talked about.)
-NOTHING overide the reserve rules in match play. it's possible in narrative. but never in competitive mode.
-Transport have transport capacity you are free to fill them how you want 2 *5 squads +2 characters for a 12 capacity. They have a keywords system for termos and rhino.
-Command squad have ability to shield guard from shooting attack (hive guard) even against sniper rifle but sniper rifle have to stay relevant
-Grav weapon : every thing been rebalance so grav should not be auto pick (no details)
-Combo ? : there is a lot of depth in the keywords system + command points + stratagem..
-Blast weapon : Lot of blast dmg are more than one.
-Inv save : protected save instead of armor save, it's not affected by AP. but a lot of ability kick in after, like second save, ignore dmg, etc...
-Huge monster (tyrannids) faster tougher stronger.
-Wound allocation : Defender decide who die (aos)
-Can i play full dread ? : Yes !
-Maybe gulliman rewrite the codex ! ^^(second ed)
-Primaris and corruption ? : designed to be resilient to chaos taint, but who knows they are untested.
-what the point of old marines ? : Very different, tatical marines are flexible and the new rules allow them to do just that.
-psychic power : lot of power, might fonction in different way, + new one.
-Collect feedback from community ? : Facebook + working on a live FAQ + up and down vote (wow) to real time update, no real forum. Great effort to ask the community.
-gw more involved in tournament ? : more at WW (one every week ?), more support to independent tournament (big one).
-they continue to play test after release for old and new units.
-More primarcs ? A COLD ONE(Cowled one sorry^^) SHOULD BE COMMING BACK SOON !!!!!!!!!!
sorry if i missed the start i'll edit this
New Warhammer 40,000: Vehicles
Hello again !!
Today fix of V8 is Vehicule !!
For a start, it’s using the same stats as everyone else, so armour values on the various facings are out, and instead, we have Toughness, Wounds and an Armour Save,
Also, it’s got Attacks and Strength! So it can fight (albeit inexpertly) in combat
Some dedicated combat vehicles (commonly what used to be Walkers), will have melee weapons too
Generally, these attacks will have a poor to hit roll (5+ or 6+) but high strength
Ork vehicles can be kitted out with some pretty deadly close combat options, which now function just like any other specialist close combat weapon: get hit by a Deathroller, for example, and prepare to be a pancake.
Vehicles will be affected by all the other new rules
They shoot just like everyone else does, including (with a few exceptions) -1 to hit with heavy weapons if they move.
They can even charge! which effectively replaces the Tank Shock rules, except ANY vehicle can do it and they then fight just like any other unit in the Fight phase.
Yay they removed a bunch of useless rules and streamlined everything at last !!!!! and i am so happy about Orcs vehicule !!!
Really solid stuff today !
Warhammer 40,000 Faction Focus: Drukhari
hello again !!
wow another big day !
Drukhari, also known as the Dark Eldar
Raiders are exactly what they should be. They are blisteringly fast, open topped transports that deliver warriors where you need them but remain a little fragile.
Open Topped vehicles allow you to shoot out of them still, which is a massive benefit. You can even fire Pistol weapons out of the vehicle when it is engaged in close combat!
dark lance, strength of 8, an AP of -4 and D6 damage
the disintegrator cannon, which has three shots that all do 2 damage at AP -3
these vehicles have a 5+ invulnerable save versus shooting
agile vehicule : ignore the -1 penalty to shooting heavy weapons after moving, keeping them agile.
Incubi? They are my absolute favourite unit in the entire Drukhari range, and they are now truly frightening combatants. They have a klaive that hits at +1 Strength and AP -3…
The leader of a unit is a beast as well, gaining +2 damage if he rolls a 6 to wound
Wyches will be seen in greater numbers too. Honestly, this might be one of the top 3 most improved units in all of the new edition! They get the 4+ invulnerable save in the Fight phase
Their hydra gauntlets and razorflails are fantastic, giving their attacks -1 AP. But their real talent is in the No Escape special rule.