Rubric marines v8
hello everyone !!
This is today's article, was up for a minute then got taken down (for editing i suppose)
thx for signaling me !
Edit: Article is back - https://www.warhammer-community.com/2017/05/11/new-warhammer-40000-datasheetsgw-homepage-post-4/
Weapons Part 2
edit : Hello everyone !!
In the new Warhammer 40,000, twin-linked weapons instead get double the number of shots.
combi weapon : in the new Warhammer 40,000 you can either shoot both all the time, but at a -1 to hit modifier, or choose to just shoot one with no modifier
Whereas once these weapons would have used a template, in the new Warhammer 40,000, these are resolved much faster by just using a random number of shots
(yea i know i don't even say hello anymore !!)
Faction Focus : Astra Militarum
hello again everyone !!
Astra Militarum by one of the beta tester (Reece)
Important quote :
Wouldn’t it be awesome if some of those units you so rarely see like Scout Sentinels were suddenly not only good, but great? What if Bullgryns and Rough Riders were actually scary in combat? How about Heavy Weapon Squads that actually provide covering fire to the rest of your men instead of just acting as distractions for enemy units? I am here to tell you that all of these things are true in the new edition!
encouraging” presence of a nearby Commissar – which limits the losses of a bad Morale test – Astra Militarum are downright stalwart
Ratlings – with their sniper weapons allowing them to pick out and target Characters
Leman Russes, for example, have Toughness 8 and a 3+ save, so they won’t be slowing down until they’ve lost half of their 12 Wounds
Orders work automatically now and provide a variety of bonuses. You have 7 to choose from, but the one I want to discuss is ‘First Rank, Fire! Second Rank, Fire!’. This now makes a unit of Astra Militarum infantry treat their lasguns and hot-shot lasguns as Rapid Fire 2; that’s 4 shots per Guardsman at half range
Characters in V8
Hello everyone !!
Characters day !!
No more joining units
So here’s a big thing – Characters can’t join units anymore. The age of the Death-star is over.
Ae buff around characters
Characters will have an ability that affects nearby units with a certain Keyword within a radius of effect. For example, the mysterious Dark Eldar Character Drazhar lets you add 1 to the hit rolls of all friendly Incubi units that are within 6″ in the Fight phase
shoot the closest
there is a rule in the Shooting phase that means you can’t target a Character unless they are the closest enemy model.
applies to all Characters with a Wounds characteristic of 10 or less
Heroic intervention reversed!
Heroic Intervention. This allows Characters near a combat to pile in and attack if the enemy comes close enough
Faction Focus: Chaos Space Marines
Hello again !!
More stuff about V8 :
Frankie is part of the team that runs some of the biggest independent Warhammer 40,000 events in the world, including the Las Vegas Open, the Bay Area Open and the recently announced Southern California Open. An avid player for years, with an impressive tournament record, he’s also been part of the playtest team for the new edition of Warhammer 40,000, putting in hundreds of hours to make sure this new edition will be great for all you gamers out there (Thanks Frankie!).
So, basically, he know’s his stuff.
Today, we start a new article series where he (and a few others) will talk about how the new edition is going to affect specific factions, and what units they think we’ll be seeing more of. We start off with Chaos Space Marines – take it away Frankie…
Hello Warhammer Community readers! Frankie here from the SoCal Open Gaming Convention to talk to you about the (alleged!) bad guys of the 41st Millennium and some of what to expect from them in the new Warhammer 40,000: Chaos Space Marines. Okay so maybe they’re actually pretty bad, especially after Abaddon’s success in destroying Cadia, but we all know the False Emperor is the real bad guy here….
I myself have always enjoyed playing Chaos; the models are incredible and their back story is the best. The interactions between the Chaos Lords is amazing as well, as most of them don’t respect (or even like) each other but will join up to win battles and earn glory for Chaos. My favorite thing about Chaos is the Daemon Engines that they have in their armies. Flying mechanical space dragons breathing warpfire that burns your soul? Sign me up!
Chaos armies usually lean towards close combat, which is not what you normally see from a lot of armies in Warhammer 40,000 currently. Chaos has a solid control of the psychic phase as well, with the nasty Sorcerer Cabal that has been rampaging across the tables around the world – very fitting for an army that largely calls the warp home.
The troops you usually see on the field are the bravest humans in the galaxy, the Chaos Cultists! The Cultist Champion will challenge any foe that is willing to accept no matter how powerful they are. He usually doesn’t do anything that would impress the Chaos Gods, but at least he is willing to try!
Now for the moment everyone has been waiting for: how does Chaos play in the new edition? It has been a long time since we’ve seen Chaos armies with a lot of power armour on the tables, but no more! In the new edition, you will be seeing a great many Chaos armies, and a lot of them will have power armour in abundance! Yes, you read that right, you will want to have Chaos Space Marines in Chaos Space Marine armies!
Make sure to dust off your Havocs and gear them up for business as they are going to be helping the galaxy burn, baby! The changes to Heavy weapons have made these guys a great choice to help defeat the deluded lapdogs of the Emperor.
I cannot remember the last time I saw Havocs on the table, and it is a very welcome sight! Make sure to have a fully stocked arsenal as those lascannons, autocannon, missile launchers and even – you better believe it – heavy bolters, as they are going to be doing plenty of work in this new version of Warhammer 40,000!
They will provide excellent cover fire for your Chaos Terminators which will now strike fear into the hearts of your opponent as they bring devastation to the battlefield where they are least expected.
Abbadon has always been a bit of a disappointment to me. I have tried to play him in countless armies, but he often just ended up poking himself in the eye with Drach’nyen and not accomplishing a whole lot. Well how about we change that around and allow Abbadon to kick some serious Imperial tail?
Your wish is Games Workshop’s command, and now Abbadon has the rules to stomp face all along the Crimson Path (no surprise here, but he’s claiming credit for the Great Rift). Cadia was just the first step! He is a force to reckon with and inspires his Legion, allowing them to dominate the battlefield with an incredible ability which I will not spoil for you here. He is also a monster in combat, as his back-story would suggest, tearing people apart with the Talon of Horus and Drach’nyen. Imperium, be prepared for the Black Legion to cast an ominous shadow across the galaxy once again.
As stated above, your Daemon Engines will be rightly feared as well. With the changes to rules we’ve seen in vehicles, these furious engines of destruction no longer need to worry about being destroyed by a single lascannon shot as they prowl the battlefields.
Lastly, I want to talk about some of the most savage close combat fighters in the galaxy: the Khorne Berzerkers.
These guys are supposed to be feared for their brutality and combat prowess. Well, guess what? They will be – start fearing them now. Khorne will be pleased with this newest iteration of Berzerkers… very pleased! One of the key things that makes these blood-hungry units so good is the change to charging, as now they all get to swing first in a turn in which they charged. No more getting wiped out before they have the chance to hit anything.
What about chainaxes, you ask? You will want to arm all of your “Blood for the Blood God” warriors with these bad boys. Wait…Blood for the Blood God…what does that do? I guess you will have to wait and find out when these warriors hit the tabletops, but trust me, blood and skulls will be reaped!
That is truly just the tip of the iceberg, too. So many units that have languished on the shelves are going to rise up from the ashes to wreak havoc on the tabletops and provide hours of fun.
Well, I hope all you Chaos players are as excited as I am about this new edition. Make sure to get all those unfinished Chaos models ready for battle so you can hit the tables and planets in style!
Large model in v8
Hello everyone !!
Our today fix of V8 : Large model
There are a few big changes here, though we covered some of them a little when we looked at profiles. Like the three units we’ve seen already, every model will be using the same profile system, so everything will have Wounds, Toughness, Strength, etc… This includes all vehicles.
We’ve also gotten rid of specific rules for Gargantuan Creatures and Super-heavy vehicles. Instead, these units will have a suitably impressive statline, but still play by the same rules as everyone else. This also means that those units that previously sat just shy of Super-heavy status, and missed out on bunch of special rules because of it, will now be appropriately killy and durable.
You’ll soon see that some of Warhammer 40,000’s biggest hitters have A LOT of Wounds, high Toughness and a good save. The biggest Tyranid monsters now have over a dozen wounds, where Imperial Knights have over 20!
This makes them almost infinitely survivable against small arms fire, but means that high-power weapons that can take chunks of wounds off at a time (lascannons, powerfists, battle cannons, etc) can take them down relatively quickly when brought to bear in force. Gone are the days of a lucky first-turn meltagun blowing up your Land Raider. (A squad of them will still ruin its day though…)
There are almost no weapons in the game now that can instantly kill these big guys, so there will be no shortcuts to dealing with them – you have to get your hands dirty and take those Wounds off.
This can make big models very powerful, but there is a counter mechanic in the rules. As these large, powerful models take damage, their combat effectiveness starts to degrade. The best way to show you this is with an example.
Here we have a Mork(or possibly Gork)anaut (as requested by Stacy from our Warhammer 40,000 Facebook page):
Whoa, so – with 18 Wounds at Toughness 8, this guy is a tough cookie to crack – able to wade through bolter fire untroubled and requiring a lot of heavy weapons shots to take down.
You can see, though, as it gets to the point of only having half its Wounds left, this walker starts to get less effective – it will move slower and its attacks will get more clumsy as servos are fused, and sensor arrays fail to register.
At 4 Wounds left, it’s all but crippled, though its shooting output will be undiminished – so it starts as a combat wrecking ball at the beginning of the battle, crashing through enemy lines, and ends up as more of a semi-mobile shooting fortress at the end of its life.
Different vehicles will be reduced in effectiveness in different ways too – some will get worse at shooting, some will slow down, and some some will become less effective in melee.
So, the big stuff sounds pretty scary!
We’ll be back tomorrow with some good news for the little guys, when we look at how infantry work, and how combined firepower can be used to topple even the mightiest foes.
Original article : Link
War Zone: Cadia
Howdy Guys and Girls :)
New Edition, New Warzones - well, or some old ones. We are back with your long time favourite CADIA!
New Warhammer 40,000: Battle-forged Armies
Howdy Guys and Girls - battleforged armies, via Warhammer Community:
Battle-forged armies will be familiar to Warhammer 40,000 players today – it basically means that all the models in your army are part of a Detachment or Formation.
That is still largely true in the new Warhammer 40,000, but with a few changes.
The biggest of which is… wait for it…
Formations are gone.
That’s right, no more Formations. But don’t panic!
If your army is built using Formations right now, you’re going to be fine. In their place are a dozen new game-wide Detachments that are available to all factions. These are flexible enough that all of your current forces can be fit into them to form a Battle-forged army. The advantage of these is that all factions now have an even playing field of list building mechanics, rather than some having loads and some having to stick with the trusty Combined Arms option for every game.
These detachments are made up of a combination of 9 unit types, which will look very familiar to anyone who has played Warhammer 40,000 in the past two decades. Some you’ll recognise from Space Marines company markings and the classic Combined Arms detachment of today, plus Lords of War, Fortifications and the new one – Flyers, now with their own slot.
These Detachments come with a few benefits and restrictions. The most common restriction is that all units in a single Detachment must share a faction keyword (Tyranid, Blood Angels or Imperium for example). The most common bonus is that, depending on how optimised your army is for the logistics of war, you’ll get Command Points to spend. We’ll cover exactly what these can do for you soon, but trust us when we say they are incredibly useful if used wisely, and you generally get more of them if your army is a well rounded and balanced force.
Here are a few examples:
These are just a taste of the options available.
Battle-forged armies can be used with or without points, and we fully expect gamers playing matched or narrative play games to use these in most situations as they tend to create effective armies on the tabletop that also fit the background and lore of the setting. Matched play actually has a few extra rules too, designed for competitive events, which organisers can choose to use when setting the rules for Battle-forged armies – limits on the number of separate Detachments is one example.
source : https://www.warhammer-community.com/2017/05/05/new-warhammer-40000-battle-forged-armiesgw-homepage-post-4/
Morale in V8
hello everyone !!
The last phase, the morale !
In the 41st Millennium, morale plays a vital role.
Battles can be 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.
We’ve run through all the phases of the game now. Tomorrow, we’ll take a look at some new background and lore in the new Warhammer 40,000, and then on Friday, we’ll take a look at Battle-forged armies.
It's AOS morale, simple but brutal.
ps : The arts used for these article were stunning ! keep them coming gw.
ps2: As usual the inquisition is watching (no insult, taunt, ...)
Age of 40k combat phase
Hello everyone !!
Combat phase on the DECK !!
With the exception of charging unit activating first it the 3" pile in move + attack we know in AOS.
This is part of the new Warhammer 40,000 with some of the biggest changes. We’ve already seen in our article on unit profiles that Initiative has gone. Instead, the priority for striking is based on the previous phase, with those units that completed a charge swinging first.
There’s a definite emphasis on making charging into combat effective – these units have gotten all the way across the battlefield, they’ve braved enemy fire and overwatch, and now they’ve finally made it into combat – they will at the very least get to swing.
Units that activate gain a free 3″ move towards the closest enemy. This can be used to get within 1″ of other enemy units, if you’re cunning, dragging more foes into the melee and preventing them from shooting next turn, even if you didn’t charge them directly (giving them no chance to overwatch). Enemy gun lines will need to be careful about how they position their supporting units, so as to avoid getting dragged into the fight too.
Following chargers, players take it in turns to activate units across the board to fight – this can get quite tactical, as both players need to choose the combats where dealing maximum damage will be important to them, while trying to limit enemy retaliation on their valuable or fragile models.
There are a few units that can interrupt this sequence to attack out of turn too – Tyranids with lash whips and Slaaneshi Daemons, for example – and it can also be influenced by Stratagems (more on these soon) if your army is Battle-forged, all of which add a nuanced level of tactical depth to the phase.
Players will have much more influence over the outcome of combat now, rather than purely the stats of the models involved, both in their own and in the opponent’s turns (though we still wouldn’t expect Guardsmen to triumph over a unit of Khorne Berzerkers any time soon – fix bayonets!).
Another thing we have seen is that hit rolls are now fixed. This has the effect of making dedicated combat units generally hit on a 3+, while models representing the most competent warriors of the 41st Millennium (Guilliman, the Swarmlord, Ghazghkull Thraka, to name but a few) will now hit on 2+!
Close combat weapons (which we’ll look at in more detail in future) also gain new rules – some will slice through armour easily, while others will hit with enough force to cause deal multiple wounds that can cripple or kill even powerful enemy models.
Across the board, these changes lead to combats that are more deadly than ever. Generals who successfully coordinate a battlefield-wide charge will be rewarded with a phase of utter carnage, while their opponent will have to work hard to minimise taking damage, and carefully consider their retaliatory options.
ps : As usual, stay positive, civil and nice. The inquisition is watching ;)