some changes in 7th mentioned in this weeks WD weekly

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some changes in 7th mentioned in this weeks WD weekly

Post  dusktiger on Sun May 18, 2014 2:15 am

this is from an Aussie that just picked up this weeks WD weekly, and posted a summary of rule changes they discuss in the issue;

+ + Warhammer 40,000 7th Edition Revealed + +
Alright, well last week we told you about the first revelations, and this week we have more...
+ In Eternal War missions both players have the same objectives throughout the battle
+ In Maelstrom of War missions, the parameters can change from one turn to another.
The idea is to simulate High Command changing the orders as the battle goes on.
By gaining points at the end of each turn you have a fighting chance all the way until the end of the game.

+ Unit Coherency has been increased to 6" when measured vertically
+ Split Fire no longer requires a Leadership test

+ Super-Heavy Vehicles, Gargantuan Creatures and Destroyer weapons are now in the rule book
+ Specific scenery sets you can buy from GW now have their own data sheets.

+ Wound Allocation has changed - now when a squad or vehicle shoots, you fire, roll a hit, wound and resolve wounds with one class of weapons in the unit at a time.
+ Casualties are always models closest to the firers.
+ You can choose which weapons in your squad fire first

+ Vehicle survivability has been rejigged too; a Penetrating Hit now requires a score of 7 on the Vehicle Damage table to destroy the vehicle. You can still destroy a vehicle by whittling it down or destroying it in one foul swoop with a dedicated anti-tank weapon.
The difference is that a speculative shot isn't likely to get the job done in a single shot. This makes the +1 or +2 bonus on the vehicle Damage table for certain weapons invaluable.

+ Difficult Terrain is now a -2" on the charge distance.

+ Almost all units can claim objectives - including Land Raiders.
+ One of the advantages of a Battle-Forged army is that your troops always trump an opponent's scoring units enabling you to capture objectives even with enemy units nearby.

+ There is now a Battle Focus rule for Psykers which can increase the amount of psychic powers you have at the start of the game.
+ If you choose all your powers from the same discipline, for example, the you get the Primaris Power in addition - which gives every Psyker at least two to use.

+ Battle-Forged armies can re-roll your Warlord Trait and the Objective Secured special rule.
+ Unbound armies can have units that are not allied in the same force! This could be horrible...

he also mentions in his blog that they state that in small games of say..500-1000 points, you can choose to use the Allies FOC chart instead of the standard one to better allow battle-forge legal armies in smaller point games.  makes sense model-wise, since not all of the battleforce kits come with 2 solid troop choices and an HQ.  being able to take one good troop and HQ, and then 1 each of the elite/heavy/fast slots is a nice way to start off a new army and not break your wallet.  it'll also make small pickup games at the den easier if this becomes common practice.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  System Commander on Sun May 18, 2014 1:28 pm

Looking neat. I dont think ive seen any changes i dislike.

Im curious about the multiwound models.. thats always been an irritation edition to edition. Ill assume Look out sir anf challenges havent changed much since they havent been talked about it any rumour.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  dusktiger on Sun May 18, 2014 4:02 pm

i picked up the issue that this summary is from, and i recall reading last night someone mentioned a change to challenges where if you cause more wounds than is needed to kill your opponent, the extras will bleed out into the squad once the character is slain.  i'm gonna read the issue here shortly and see if its in there or not to see if this is true.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Aegwymourn on Sun May 18, 2014 4:46 pm

dusktiger wrote:i picked up the issue that this summary is from, and i recall reading last night someone mentioned a change to challenges where if you cause more wounds than is needed to kill your opponent, the extras will bleed out into the squad once the character is slain.  i'm gonna read the issue here shortly and see if its in there or not to see if this is true.

Same thing used to apply in Fantasy. That way you didn't always want to chump challenge a fighty lord with a unit champion. You'd lost a bunch of combat resolution points unless your lord was equally as fighty.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Rhaevyn on Tue May 20, 2014 10:16 am

Deployment :

just noticed in the screengrab for the new missions. where it says "first turn"  The player who set up first may Choose to go first or second...

Could be a huge tactical change... Do you roll off and instead of choosing to set up first/second. you roll off and whoever wins Has to deploy first...and THEN gets the choice of going first or second after seeing his opponents deployment?

If you deploy first and your opponent then turtles up expecting an alpha strike, you can make him go first. effectively makeing him reposition for advantage or losing a turn altogether because he expected you to do something else...

interesting!

I was getting excited and then i noticed that first blood is still a secondary objective *sadface*


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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Aegwymourn on Tue May 20, 2014 10:18 am

Rhaevyn wrote:
I was getting excited and then i noticed that first blood is still a secondary objective *sadface*

For whatever reason some people really like First Blood. I think those people need a lobotomy.  Razz 

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Planes on Tue May 20, 2014 10:27 am

I like the design niche first blood offers, being a single VP score-able by only one player. That makes it a great tie breaker. The problem is the ease which it can potentially be grabbed turn one by the player who goes first, depending on the armies involved.

Not like we haven't come up with a bevy of our own secondaries to fill a similar role, though.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  GingerBalls on Tue May 20, 2014 10:51 am

Aegwymourn wrote:
Rhaevyn wrote:
I was getting excited and then i noticed that first blood is still a secondary objective *sadface*

For whatever reason some people really like First Blood. I think those people need a lobotomy.  Razz 

Longstrike loves first blood. Wink

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Lore Weaver on Tue May 20, 2014 11:14 am

First Blood is what made Rhino's shitty.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Matthew G on Tue May 20, 2014 11:28 am

Lore Weaver wrote:First Blood is what made Rhino's shitty.

AV11 with no protection rules is what makes rhinos shitty

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Rhaevyn on Tue May 20, 2014 2:37 pm

nah. for 35 points - rhinos are actually pretty damn good... in a bubble.
(thier failings as far as being an effect transport or assault boat are a complete other topic)

First blood as a tie breaker makes rhinos and any other "easy" low cost units a liability instead of an asset. You can paint any of these units with the same brush. Single attack bikes. Scout Sentinals. Land Speeders. etc.

I'm just unhappy with a rule that all things being equal, army cheese factor, generalship, luck. That the person going first stands a generally higher chance of winning the game than his opponent because he gets the first chance at first blood.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Matthew G on Tue May 20, 2014 2:52 pm

Rhaevyn wrote:nah. for 35 points -  rhinos are actually pretty damn good... in a bubble.
(thier failings as far as being an effect transport or assault boat are a complete other topic).

Mine cost 50pts.... But are fast...
But still suck. I think only once or twice did I bring a rhino this ed... otherwise I will bring razorbacks, but those suck just as much... wooo 35pts for a heavy-er weapon on them to die 1st turn (or the turn they arrive from reserve)...

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  System Commander on Tue May 20, 2014 7:06 pm

I still like rhinos for certain units.. shooty chaos marines, plague marines.. etc. For berserkers they are garbage.. but like alot ofpeople its the first blood thing that got me away from them. 

Im wonderi g if wlkers get a change  the slight increase for durability willbe nice..

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  judchic on Tue May 20, 2014 7:30 pm

or just remove first blood...
oh i go first, FREE POINT!

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Lore Weaver on Wed May 21, 2014 8:50 am

judchic wrote:or just remove first blood...
oh i go first, FREE POINT!

I mostly agree, but I've seen some games where First Blood didn't get coughed up until turn 4.

There could be some subtlety in the book that we haven't seen yet too.

Although, the vehicle damage chart being bumped by one is going to make a big survivability impact.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Matthew G on Wed May 21, 2014 9:15 am

Lore Weaver wrote:
Although, the vehicle damage chart being bumped by one is going to make a big survivability impact.

To some things/armies. For the others its going to be much the same, glancing them to death.... Stupid glancing hit rules...
Every vehicle should get some kind of extra "hull" save against glancing's only, even if only 5 or 6+ (that cannot be further enhanced), just something to stop the "I get behind you and shoot you down with BOLTERS!" wooo

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Rhaevyn on Wed May 21, 2014 11:02 am

meh. if your oppnent kills your rhino with bolters. your probably doing it wrong.

Cover saves for vehicles are fairly easy to get. shooty walkers are still ok. especially if you can hide them a bit. (cc walkers with less than 13AV are crap fo'sho)

Robyn pretty much summed rhinos up for me as well.


On a different topic.... i was hoping that sieze the intiative would be a relic that was abandoned with the new edition.
This one rule Defines GW's stance that 40k is a beere and pretzels game that was never meant to be competitive. you have a 17% chance to have a completly messed up game, every game. huzzah.


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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Paz on Wed May 21, 2014 11:13 am

I pretty much plan for such a situation Mike. I get seized on about 75% of the time when I go first, I often just choose to go 2nd these days, or deploy defensively (luckily drop podding in helps this a bit)

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Rhaevyn on Wed May 21, 2014 11:37 am

75%? Smile sounds like a lot of microwaved dice making the rounds.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Paz on Wed May 21, 2014 11:47 am

Rhaevyn wrote:75%?  Smile  sounds like a lot of microwaved dice making the rounds.

*cough* dallas *cough* cheater *choke* broken *hack* 2++ rerollable *sneeze*

 Razz 

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Matthew G on Wed May 21, 2014 12:07 pm

Paz wrote:
Rhaevyn wrote:75%?  Smile  sounds like a lot of microwaved dice making the rounds.

*cough* dallas *cough* cheater *choke* broken *hack* 2++ rerollable *sneeze*

 Razz 

Why does everyone pick on Dallas?

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Paz on Wed May 21, 2014 12:15 pm

cuz he likes it that way.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Matthew G on Wed May 21, 2014 12:33 pm

Does he?
Does he really?
How do you know he doesn't go home and cry himself to sleep every night because everyone makes fun of him? lol Razz

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  GingerBalls on Wed May 21, 2014 12:42 pm

Matthew G wrote:Does he?
Does he really?
How do you know he doesn't go home and cry himself to sleep every night because everyone makes fun of him? lol Razz

He receives nothing he hasn't earned.

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Re: some changes in 7th mentioned in this weeks WD weekly

Post  Paz on Wed May 21, 2014 12:46 pm

Matthew G wrote:Does he?
Does he really?
How do you know he doesn't go home and cry himself to sleep every night because everyone makes fun of him? lol Razz

Have you heard his laugh? So full of sadistic longing to crush face. He's a monster!!!  Surprised 

We still love him tho, no-homo bro.

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Re: some changes in 7th mentioned in this weeks WD weekly

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