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Things Noticed in 7th

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Post  Lore Weaver Sat May 24, 2014 11:32 am

Couple of things I've noticed.

1) "Templates" (flamers) get D6 hits against passengers inside Open-Topped Vehicles
2) "Misfortune" is hugely nerfed, WC2, all attacks against count as rending
3) other stuff... but still distracted by Chariot changes.... my god.
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Post  Planes Sat May 24, 2014 12:00 pm

You can hit dudes inside open topped now? Eeep.
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Post  Lore Weaver Sat May 24, 2014 12:08 pm

Reecius has noted that they're getting 1000's of points of daemons summoned by turn 2-3. Not sure exactly how they're managing this.... he mentioned 30 dice in the pool by turn 3.
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Post  superdeuxlol Sat May 24, 2014 12:46 pm

I was making lists like that with Jordan with 30+ dice in the pool on turn 1 before we saw this lol Also notice the length of the game, 5 hours. Not really tournie length. I like the seerstar with prot + fortune + invis. 432 bolter shots to kill the first warlock
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Post  judchic Sat May 24, 2014 12:54 pm

unbound force org you can get 3 mastery for 95pts with daemons. so in 2000pts you can have 60 mastery with 20 heralds of tzeench. but this is why unbound is silly lol.
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Post  Lore Weaver Sat May 24, 2014 1:06 pm

Can you do it battle-forged though?
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Post  judchic Sat May 24, 2014 1:07 pm

Battle forged you can take 8 plus a least 2 squads of horrors in 1000pts so 26 at least
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Post  superdeuxlol Sat May 24, 2014 1:10 pm

Here is a 1750 example. You are light on screamers but they mostly play 1850 at those big events so you could just add in another 4 screamers to get to 1850. Send out the portal T1, spawn some horrors, and have a chance at 31 psychic dice.

FW ML4
Herald ML3
Herald ML3
Herald ML3
Herald ML3

10 Pink Horrors ML1
10 Pink Horrors ML1

4 Screamers

TZ prince without wings ML3
TZ prince without wings ML3

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Post  Lore Weaver Sat May 24, 2014 1:12 pm

So, you have to have them all in separate units, or else they can't attempt more than once.

You're extremely likely to perils, and each herald has only two wounds and extremely shitty leadership.

Not seeing how this is OP in the slightest.  Also, horrors are easy to toast... very easy.

A unit can only attempt to manifest a power once, if all the heralds are in one unit, that's only one attempt at summoning a unit of horrors.

Edit:  Fatey isn't as hot as he once was...  you can get grounded by vector strikes now!
Edit2:  That list dies to a single heldrake.
Edit3: That list dies to a single surfboard lord... you can't hurt it, can't run away, and he completely bones you on instability.
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Post  Aegwymourn Sat May 24, 2014 1:26 pm

Well that was my big thing is Reece's game is how does tzeentch not just perils their brains out?
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Post  superdeuxlol Sat May 24, 2014 1:33 pm

When we getting test games in Mark?
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Post  Lore Weaver Sat May 24, 2014 1:37 pm

superdeuxlol wrote:When we getting test games in Mark?

Maybe tomorrow? I've got a few things I'd like to try! 1750 though.
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Post  superdeuxlol Sat May 24, 2014 1:39 pm

Of course. Shoot me a text.
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Post  Gulsnick Sat May 24, 2014 4:42 pm

Lore Weaver wrote:So, you have to have them all in separate units, or else they can't attempt more than once.

You're extremely likely to perils, and each herald has only two wounds and extremely shitty leadership.

Not seeing how this is OP in the slightest.  Also, horrors are easy to toast... very easy.

A unit can only attempt to manifest a power once, if all the heralds are in one unit, that's only one attempt at summoning a unit of horrors.

Edit:  Fatey isn't as hot as he once was...  you can get grounded by vector strikes now!
Edit2:  That list dies to a single heldrake.
Edit3: That list dies to a single surfboard lord... you can't hurt it, can't run away, and he completely bones you on instability.


actualy if you know that you are going up agaisnt high AV you can try to get alot of misfortune powers . that many str 6 rending is bound to do something
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Post  System Commander Sat May 24, 2014 8:10 pm

Oh please please let khorne generate a dispel dice per unit or something... please please faq.. lets go!
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Post  judchic Sun May 25, 2014 12:26 pm

question.
pg 24 under manifesting psychic powers
"assuming you have enought warp charge points you can alternate back and forth between the same psyker units in this way, BUT no unit can attempt to manifest the same psychic power more than once per psychic phase"
so if you have 2 casters in one squad and one fails a spell they both know they can't cast it again right?

recent bols post (http://www.belloflostsouls.net/2014/05/40k-editorial-rip-6th-edition-deathstars.html) mentions you can only cast a spell once per phase. is there something i'm missing?
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Post  dusktiger Sun May 25, 2014 1:24 pm

If you have 6 separate psykers, all deployed by themselves, and all 6 rolled the same power, each psyker can cast that same power. They just can't attempt to recast it after failing to successfully cast it. Alternately, if all 6 psykers combined into a single unit, then the 6 can only cast that power once. They just discuss amongst themselves who will be the guy that casts the power.
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Post  System Commander Sun May 25, 2014 3:33 pm

I like a lot of things they fixed up.. i just really hope they faq some daemon things.. especially the tzeentch psyker abilities. No idea how that gets past. Some things seem so wrong though..
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Post  judchic Sun May 25, 2014 4:23 pm

defensive grenades no longer cause stealth when shot within 8" but now can be thrown as a 8" range str 1 assault 1, blast, blind.
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Post  Lore Weaver Sun May 25, 2014 5:09 pm

Sunburst no longer has blind.

Edit:

No *unit* can cast the same power twice, so if you're combined in the unit, no trying again. It's pretty clear under manifesting powers.

===

Witchfires! Huge Changes....

Beam's no longer lose strength. *huge* buff to Doombolt. They function exactly the same as the Necron Deathray now.

*ALL* Psykers can manifest as many witch fires as they know... AT DIFFERENT TARGETS! So, if my Tzeentchy guy gets doombolt and the primaris, then he can shoot doombolt at one target, and the primaris at another. I sure hope they throw Ahriman a bone to make up for his "special ability" being meaningless.

==

I *hope* they FAQ which units in the daemons codex get Daemonology, if they remove Heralds and Horrors from the mix, it solves the problems.
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Post  Rhaevyn Sun May 25, 2014 5:16 pm

Look out sir changed. 3+ for everyone, not 2+/4+ for ICs/unit champions. fairly large change there.
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Post  Lore Weaver Sun May 25, 2014 5:22 pm

Rhaevyn wrote:Look out sir changed.  3+ for everyone, not 2+/4+ for ICs/unit champions.  fairly large change there.

I thought I saw under IC's that they were still 2+???  I'll double check.  3+ for regular schmoes is *huge* though.

I'm still not clear on the order of actually playing a game???

1) Roll Psychic Powers
2) Setup Terrain
3) Roll Mission
4) Roll-off, winner deploys first objective, alternate for the rest
5) Roll Deployment type
6) Roll Warlord Trait?
7) Roll to see who deploys first
Cool Dude who deploys first can go first or second.... OH GOD, just realized why this is good (Drop pod armies) (Fortifications bought with army, deployed with your army!)
9) Mark wins the game?
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Post  Spamus Eatus Sun May 25, 2014 5:48 pm

I'm pretty sure LoS is still on a 4+ for normal chars as before, gotta slow down when reading the new rules guys!


From the book, P 100:
*To make a LoS attempt, roll a D6

*On a roll or 3 or less, the LoS attempt fails

*On a roll of a 4+, the closest model to the character takes the wound... etc
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Post  judchic Sun May 25, 2014 6:18 pm

and its still 2+ for independent characters
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Post  dusktiger Sun May 25, 2014 11:03 pm

dont read your rule book unless your taking a shit; that way you'll read through more leisurely, and not miss stuff with how they tend to write things in passive tense sentences.  Laughing
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