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> Reveals for the new 40k edition
Saithis
post Jun 21 2017, 08:20 AM
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A few comparisons.

Aeldari (mix of harlequins and asuryani) - 1998 points, 99 power
Aeldari (purely asuryani) - 1994 points, 92 power

Slaanesh Daemons - 1968 points, 109 power
Emperor's Children - 2000 points, 118 power

Necrons - 1987 points, 106 power

All using a Battalion detachment (except the first one which uses an Asuryani Battalion and Harlequin Vanguard)


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Jun 21 2017, 11:46 AM
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QUOTE(1stLegion @ May 18 2017, 02:02 PM) *

Oh no I get why it has to be on the table by turn 3 (reserves auto arrive on 4 presently don't they?...or am I wrong)
But I find the phrasing odd, they could of put "all reserves auto arrive start turn 3" because the only way something will be "destroyed" is:

A. You forget you have it in reserve to begin with (which is petty).
B. You purposely let it die (which would serve no purpose).
C. You didn't roll it on (possible negative of having things in reserve to begin with).


Found a situation.

Necron Deathmarks have an ability, Ethereal Interception:

"When an enemy unit is set up (either than during deployment or when disembarking), you can immediately set up a unit of Deathmarks that was set up in a hyperspace oubliette on the battlefield, anywhere more than 9" away from any enemy models and within 12" of the enemy unit that has just been set up." They can then make a free shooting attack against said enemy unit.

So, it gets deployed when your opponent puts their unit down. Say you had your first turn, and kept the deathmarks in reserve during all three of your turns, so the final opportunity to bring them in - when your opponent brings a unit in.

Now, say you're against Daemons, who are able to summon units from their reinforcement points. Summoning Daemons rolls 3D6, and you can summon a unit with that power level or less. Say they then roll triple 1, and can't summon any units available to them - or, cruelly, don't summon at all (since summoning can be done in later turns with no penalty - it's reinforcement points, not units held in reserve).

The Deathmarks, kept in reserve to target a unit of summoned daemons, don't get their opportunity. Turn 3 finishes, and the unit is treated as destroyed, because the user decided to hold them back to target a summoned unit which never came.

Having them auto-arrive at the start of turn 3, would deny them the ability to use Ethereal Intercept in turn 3 if they were against Terminators or Assault Marines/Raptors (who would themselves be forced to come in on turn 3, or die).

This post has been edited by Saithis: Jun 21 2017, 11:47 AM


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Jul 3 2017, 11:26 AM
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FAQ is live.

https://www.warhammer-community.com/2017/07...omepage-post-1/


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Jul 3 2017, 11:48 AM
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And there's already been some changes.

Chaos -
Predator damage profile goes from 7-11/3-6/1-2 to 6-11/3-5/1-2
Daemon Princes go from 10 wounds to 8 wounds
Exalted Sorcerers are now +26 points more
Wings, Disc of Tzeentch now increases power level

Aeldari -
Starcannon from Damage 3 to Damage D3
Melta Bomb from 6" to 4"


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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1stLegion
post Jul 6 2017, 08:46 AM
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So Codexes will be Marines 1st (later this month), then Grey Knights, then Chaos Marines, then Death Guard & should see 10 by Christmas (so 6 more)

This post has been edited by 1stLegion: Jul 6 2017, 08:46 AM


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Saithis
post Jul 6 2017, 08:51 AM
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QUOTE(1stLegion @ Jul 6 2017, 09:46 AM) *

So Codexes will be Marines 1st (later this month), then Grey Knights, then Chaos Marines, then Death Guard & should see 10 by Christmas (so 6 more)


Any guesses on what the other six would be?

I'd guess:

- Asuryani/Craftworld Aeldari (Craftworld Eldar)
- Drukhari (Dark Eldar)
- Two of T'au, Orks, Necrons
- Space Wolves or Blood Angels
- Imperial Guard


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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1stLegion
post Jul 6 2017, 09:12 AM
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QUOTE(Saithis @ Jul 6 2017, 08:51 AM) *

Any guesses on what the other six would be?
I'd guess:
- Asuryani/Craftworld Aeldari (Craftworld Eldar)
- Drukhari (Dark Eldar)
- Two of T'au, Orks, Necrons
- Space Wolves or Blood Angels
- Imperial Guard


There is talk of a Blood Angels/Orks/Khorne/Necron (I think that's the 4) campaign style thing so they may be done close together (but maybe down the line)

If they were smart it'll split the books as to not totally clean out an index straight up, so with SM & GK you'd think marines will wait...but they are marines so probably not haha.

With the Primarch angle, if spreading them out (or coming in pairs Imp/Chaos) then some marines/legions will wait longer than others I'd think.

6 I'd guess would be:
- Imperial Guard
- Cult Mechanicus
- Craftworlds
- Harlequins
- T'au
- Then one of aforementioned Blood Angels/Orks/Khorne/Necron for Xmas leading into the other 3.


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Saithis
post Jul 31 2017, 10:55 AM
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First one, as expected, was Space Marines. I've got a copy of it on my iPad and I have to say - I'm pretty impressed with how they've done it.

The next one will be a double release - both Chaos Space Marines and Grey Knights are being released on the same day.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Aug 7 2017, 04:00 PM
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Alpha legion trait is interesting... Your opponent must subtract 1 from all To Hit rolls if they are more than 12" away.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Mango
post Aug 7 2017, 04:55 PM
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QUOTE(Saithis @ Aug 7 2017, 03:30 PM) *

Alpha legion trait is interesting... Your opponent must subtract 1 from all To Hit rolls if they are more than 12" away.


Same as Raven guard?
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Chaoz
post Aug 7 2017, 05:13 PM
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QUOTE(Saithis @ Aug 7 2017, 04:00 PM) *

Alpha legion trait is interesting... Your opponent must subtract 1 from all To Hit rolls if they are more than 12" away.


I'm liking that :_)


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Saithis
post Aug 7 2017, 05:18 PM
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QUOTE(Mango @ Aug 7 2017, 05:55 PM) *

Same as Raven guard?


Yeah, but that's not a bad thing.

One of the new stratagems - a Chaos psyker can swap a psychic power for one they don't know.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Hapless Peon
post Aug 7 2017, 05:47 PM
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QUOTE(Mango @ Aug 7 2017, 04:55 PM) *

Same as Raven guard?


Feels like a fair bit of copy/paste from Codex: SM going on with this book. I don't entirely blame them but it's pretty lazy.


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Saithis
post Aug 8 2017, 09:19 AM
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Only two chapter traits have been copied across, and they make sense, tbh.

Alpha Legion - opponent subtracts 1 from to hit rolls when more than 12" away (same as Raven Guard)
Iron Warriors - No Cover bonues for enemies. Re-roll failed wounds for targeting Buildings. (Same as Imperial Fists)

Black Legion is *similar* to Ultramarines, but not identical.
Black Legion - +1 Leadership. If Advanced, treat Rapid Fire as Assault (+1 Ld is common, but Ultramarines can fall back and shoot)

The others are new:

Renegades - can Advance and Charge in the same turn
Word Bearers - can re-roll failed Morale
World Eaters - +1 Attack for charging
Night Lords - enemies take -1 Ld per unit within 6", to a max of -3
Emperor's Children - strike first even if they don't charge


Fabius Bile can be taken in any Chaos army without them losing their Legion trait. He can enhance any Space Marine Infantry - including Berzerkers, Plague Marines, Rubrics, and Noise Marines.

The Murder Sword is a relic. +1 S, -4 AP, 1 D. At the start of the game, nominate an enemy Character. Each attack made with the Murder Sword that hits automatically inflicts a Mortal Wound instead of the regular damage.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Aug 10 2017, 07:53 AM
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Chapter Approved is coming soon and with it, a host of changes designed to make your games more fun. With tournament season fast approaching, we’ve decided to release some of the new rules from Chapter Approved early in the interest of making sure that your matched play games are as fun and as balanced as possible. These include further changes to Flyers, a massive universal bonus to Troops units in every army and new rules about who gets the first turn of a game.

One of the new examples is that Flyers can't hold objectives, ever. They can never hold objective markers.

Objective Secured is being rolled out for every battle-forged army. All Troops units will have it and it works in the same way as it used to.

The decision of who has first turn changes a bit. Roll a D6, and the player who finished deploying first gets +1 to their roll.

'Chapter Approved will hit the shelves in time for Christmas this year'.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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1stLegion
post Aug 10 2017, 09:10 AM
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I'll just leave this here...

IPB Image

This post has been edited by 1stLegion: Aug 10 2017, 09:14 AM


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Saithis
post Aug 10 2017, 09:29 AM
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That is a good looking model.

It pleases me to no end to see insect inspired wings being used.

This post has been edited by Saithis: Aug 10 2017, 09:29 AM


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Chaoz
post Aug 12 2017, 02:01 PM
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Cultists are now 40pts for 10, 20% drop there! That along with other new rules might tip me into running the delightful Alpha Legion cultist assault.
Also, Daemonettes and Plaguebearers (and Bloodletters) dropped to 70 from 90pts, with instrument free and Icon 15 instead of 25. Huh. Nice.
Similar deal to Space Marines tho, no sorcerers or lords on bikes in codex.

This post has been edited by Chaoz: Aug 12 2017, 02:12 PM


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Saithis
post Aug 13 2017, 09:01 AM
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No Daemonic mounts either - a lord riding a steed of slaanesh has to be referred to from the Index.

I have to say, I'm really underwhelmed with the codexes so far. It seems like they're sucking a lot of life out of armies just because they don't have models for them.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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Saithis
post Aug 13 2017, 09:16 AM
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And unless I'm missing something... there's no way to make Noise Marines or Khorne Berzerkers troops. Even the indexes let you do that.


--------------------
Roll a 2D6 and compare to the table below.
2 - Emperor's Children / 3 - [roll again] / 4 - [roll again] / 5 - Tyranids
6 - Slaanesh Daemons / 7 - [roll again] / 8 - Asuryani
9 - Thousand Sons / 10 - Ynnari / 11 - [roll again] / 12 - Emperor's Children
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