No 40K thread yet? I'm surprised. Nay, shocked, shocked I say to discover there's gambling going on in this establishment...
I'm eagerly anticipating the imminent 5th Edition release, personally, but I was interested to know if anyone here plays and has a differing opinion on it. There are certainly plenty of people out there who seem to think that 40K 4th edition "only just" came out and that a new edition isn't needed. Anyone?
Warhammer Fantasy (including Age of Sigmar and WFRP) has its own thread here.
Edited by Mrph1 on Apr 22nd 2024 at 5:37:34 PM
I wonder if Daemons will get a fortification option that makes them more stable or offers guaranteed deployments or something. I wonder if their fortifications will start on the table or if we'll be seeing Eldritch Fortresses bursting out of the ground.
Hmm... and I wonder if anyone will get a unique character that can smooth over relations with desperate allies, either with a particular other army, or in general.
edited 26th Jun '12 2:19:34 AM by Durazno
What's Pile-in?
Thanks.
edited 26th Jun '12 2:39:19 AM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."
Pile in is the consolidation move you get after an assault, where your surviving models have to move so that they can get close to base-to-base contact with the opposing unit. Depending on the edition, the unit had to move as far as it could to do so, up to their base movement.
edited 26th Jun '12 2:36:27 AM by MyssaRei
...On the Ork side, with FNP demoted to 5+, giving my 7 nobz heavy armor is now more point-efficient than giving them a painboy.
edited 26th Jun '12 5:28:34 AM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."Still nothing on the fluff of the enxt edition?
Or about a release date?
Suffer not the witch to live.Release is presumably going to be the 30th.
I'm going to build a Terminator list now. Regular termies can actually last in CC now.
edited 26th Jun '12 5:12:25 AM by math792d
Still not embarrassing enough to stan billionaires or tech companies.GW seems to be taking the game into a more 'simulism' direction compare to the earlier editions, we will have to wait and see if this is going to be a good thing or not.
hashtagsarestupidYeah. Sergeants in the back is more realistic, but to me 40k was more about the mindless heroism on all sides. Especially when the fluff said it: Leaders, especially Commissars, lead by example. Now all commissars will act like Ciaphas Cain in-game!
edited 26th Jun '12 5:46:58 AM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."It's like some bastard child of Warhammer Fantasy and 5th edition. We'll just have to wait and see.
Still not embarrassing enough to stan billionaires or tech companies.This reminds me of Dungeons & Dragons fourth edition actually, it has a huge emphasis on the importance of the terrain and the use of special powers rather than simply finding the right build and then moving into close combat.
hashtagsarestupidAre Lightning Claws really inefficient in attacking vehicles and other such objects, in comparison to other Power Weapons?
Fiat iustitia, et pereat mundus.Power weapons and lightning claws are both horribly inefficient against vehicles.
Specialized power weapons (like power fists and thunder hammers) are better.
edited 26th Jun '12 6:53:32 AM by math792d
Still not embarrassing enough to stan billionaires or tech companies.5E lightning claws and basic power weapons get no bonuses against vehicles.
Lighning claws reroll to-wound, not armor penetration.
You need a power fist/klaw or better (thunder hammer, chainfist) to strike at ×2 strength. Or a witch blade, which hits vehicles at S9.
...Or being a 5E Monstrous Creature, which rolls an additional D6 for armor penetration ("Armourbane" in Myssa Rei's post). But 6E replaces this with Smashing (A/2, S×2)
edited 26th Jun '12 6:57:19 AM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."Minor grammatical... problem
Irregardless
"Coffee! Coffeecoffeecoffee! Coffee! Not as strong as Meth-amphetamine, but it lets you keep your teeth!"I thought a Lightning Claw is a Power Fist with long blades attached to it?
edited 26th Jun '12 7:02:07 AM by MarqFJA
Fiat iustitia, et pereat mundus.No, it's just a multiblade power-weapon. Chainfists are powerfists with a power chainblade added.
edited 26th Jun '12 7:07:22 AM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."Okay, so lore-wise and rule-wise, which Power Weapon type seems to be the most versatile/powerful?
Fiat iustitia, et pereat mundus.Not counting dreadnoughts, I'd say it's tied between thunder hammers and chainfists.
With both, you're likely to kill infantry on 2+, likely to inflict instant death if you're not a guardsman; chainfists improve your chance of harming a vehicle while thunder hammers automatically add a "crew - shaken" damage on top of existing one, which can be handy if you just "immobilized" something dangerous.
"And as long as a sack of shit is not a good thing to be, chivalry will never die."That being said, you always strike last with them, so against a faster, power-weapon equipped unit (see: Death cult assassins with their 4 attacks on the charge) your guys would be screwed if they didn't have some kind of protection (like a storm shield.)
Still not embarrassing enough to stan billionaires or tech companies.Swords probably win the versatile, it's hard to parry with the others, but this isn't remotely reflected in the rules.
Nous restons ici.How the hell is a two-man Heavy Bolter Team supposed to pull that off?
Groxcrap. A unit counter-charging into a mixed melee is going to get confused because they think the swirling battle has more than two units involved? My Orks are going to be able to differentiate between the two Guardsmen squads standing right next to each other in the firing line?
While it's nice to finally have something to set a chainsword apart from a rock tied to the end of a stick (and a chance for Choppas to be special again), this is going to play merry hell on existing armies and frak over players who like to spice up their models. I gave some of my Vanguard Veterans axes from the Space Wolves spruce because I ran out of swords and thought they looked cool. Meanwhile Chaos Terminators come with so many combinations of swords, axes and mauls that it's rare to see a uniformly-armed unit. Assigning different AP values or initiative penalties to these weapons is going to lead to some confusion and explanation at best, or a lot of amputations at worst.
...Why? Was there an epidemic of players being unable to remember how far they moved their vehicles?
Vehicles moving while being able to contribute to the battle - good. When I started playing it was rare for Leman Russes to do more than pivot during a six-turn battle, and I liked how the 4th Edition rules finally let them advance with the men while still providing fire support. I'm curious as to how much this new Snap Fire nonsense is going to penalize it.
Which pretty much confirms this as the Buy Our Tanks edition. Vehicles are now harder to kill, while anti-tank weapons carried by infantry are much more vulnerable thanks to that idiotic "first rank first" rule. So my best bet to beat that tank is to use one of my own.
God forbid my shiny $74.25 Land Raider get one-shotted by a gun that shoots black holes or a heat ray to the reactor...
Good, an attempt to categorize the different psyker abilities. Cut down on confusion over what's a psychic attack and what's a psychic shooting attack and what the difference is between the two.
Who was asking for this? Who was saying "Yes, I want the myriad of psykers produced by the disparate races of the galaxy all drawing from the same list of psychic powers. Yes, I really want to buy a $13.25 deck of Psychic Power cards."
If I wanted to play Warhammer Fantasy, I'd be playing Warhammer Fantasy. Trust me on this, I can get the models the same place I get my Space Marines.
Way to make a mechanic out of something that was implied in previous editions in order to halfway compensate for another bad mechanic in this edition.
Nice to be able to get a use out of terrain, but problematic if you're bringing bunkers for a scenario where you're the attacker. Guess your engineers threw them up overnight to support your thrust.
This is kinda cool. It always seemed a little silly when a Bike Squad or Assault Marines crashed into the Eldar lines only to attack second in close combat.
Seems pointless unless they're removing the 2d6 Monstrous Critter armor penetration bonus. So I'm assuming it's gone.
Why do we even have Sergeants?
No, it's just a multiblade power-weapon.
Though in fairness, as far as the model itself goes yes, a Lightning Claw is a Power Fist with some Extreme Spiked Knuckles added to it.
Up until this edition, this is a trick question because there was no mechanical difference between a Power Sword and a Power Maul, and fluff-wise the important thing is the energy field surrounding the weapon, not the shape of it. Though Night is right in that it's harder to parry with an Axe than a Sword.
edited 26th Jun '12 11:36:27 AM by Tacitus
Current earworm: "Time of Death"Actually tanks have become easier to kill: Now four glancing hits are guaranteed to wreck one.
And a 1HP vehicle is now just as fragile as Artillery: Any glancing or penetrating hit destroys it.
edited 26th Jun '12 12:12:15 PM by Medinoc
"And as long as a sack of shit is not a good thing to be, chivalry will never die."So Necrons can take down Land Raiders with glancing hits again?
TALOSTALOSTALOSTALOSTALOSTALOSThey do seem to have knocked out these rules during a drunken WHFB match. And I say this as someone who plays WHFB.
Details care of folks at Warseer and Bo LS. Credit where it's due.
Core System
Movement Phase
Shooting Phase
Assault Phase
Vehicles
Vehicle and Damage
Vehicle and Passenger
Psychic Power
Characters
Tidbits
Missions
Allies:
There is 4 classifications.
edited 26th Jun '12 1:38:39 AM by MyssaRei