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Spamus Eatus
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Post  System Commander Thu May 29, 2014 1:44 pm

So.. seems like lots o f small changes here and there.. when we find them maybe compile here although i think we have them scattered a bit now.

Ive barely read anything.. but i was going through usr's. Did Feel no Pain change? I though when i read it the new desription said you dont get it against weapons that have the insta death rule. The old rule said it didnt work against attacks that caused instant death.. so double toughness. 

I dont have my 7th book with me.. so cant compare what the double str note says.. but did fnp get a tiny bit better or is it more or less the same?
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Post  judchic Thu May 29, 2014 2:29 pm

they dont get it. pg 36 top paragraph. any double your toughness hits gain the instant death rule.
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Post  System Commander Thu May 29, 2014 2:41 pm

Sounds god.. i thought they might have added into the double str section but couldnt check
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Post  judchic Thu May 29, 2014 4:07 pm

so Challenges.
any extra wounds caused by the challenge bleed over to the squad (kharn hitting a 5m squad will paste the squad).
also, challenges are no longer locked between the 2 in the challenge, whoever is outside the challenge can only allocate wounds to the challenge if there are no other models in the combat. so that daemon prince jumping into the terminators now has to deal with the other 4 guys who decided not to lean on their thunderhammers anymore.
personally i think those are both helpful to chaos again.
long live the 7th ed/7 points of chaos star edition!
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Post  System Commander Thu May 29, 2014 5:08 pm

I do like that big ol dudes cant jump into an assault with a character .. challenege and now those other poor suckers cant do anything. 

For berserkers.. especially ones with kharne.. its very important since that first round of combat needa that hatred boost.
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Post  judchic Thu May 29, 2014 5:49 pm

Ya it's a big buff for berserkers. Now the squad gets to jump in with the champ (so at least his loss is a bit more bearable lol...)
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Post  Lore Weaver Thu May 29, 2014 11:37 pm

Bring an unmarked sorcerer and invis them.
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Post  dusktiger Fri May 30, 2014 1:28 am

night fight is now only rolled if both players choose to want it in their game. its activated on a 4+, and gives every model on the table Stealth. there's no longer a min-max range, with it getting better with distance; nor is there a cap on your weapon ranges. night fighting = all models have +1 cover saves.
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Post  Rhaevyn Fri May 30, 2014 7:52 am

dusktiger wrote:night fight is now only rolled if both players choose to want it in their game.  its activated on a 4+, and gives every model on the table Stealth.  there's no longer a min-max range, with it getting better with distance; nor is there a cap on your weapon ranges.  night fighting = all models have +1 cover saves.

unless they already have stealth. looks like a necron nerf to me, mwahaha!
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Post  Lore Weaver Fri May 30, 2014 9:06 am

Jeremy and I played that all of the Den's forest bits counted as the "Twisted Copse" (we had a discussion on how to pronounce "Copse" too).

Dudes inside get the 5+ old school area terrain bonus (but only +1 to go to ground). Still a difference, dudes behind it didn't get a coversave if they weren't obscured. He lost 3 immortals, but they all stood back up, because why not. :-)
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Post  Matthew G Fri May 30, 2014 9:16 am

I played a game yesterday as well. Came to realize that there is a HUGE disadvantage to having your librarian inside a transport now. I was using Razorbacks, which as I understand it means the Librarian cannot cast any powers at all while inside as there are no firing points for him to witchfire out of.

Helldrake wasn't as terrifying either. Flamed a squad, but I made 3 of the 6 FNP rolls. I LOVE that it lost it's 360 flamer turret. Sure it flew through my stormraven, but only got 1 glance on it, but also made it so it couldn't fire the flamer either as it was facing away from everything. Had to hover mode to turn around on it's following turn. Yep. Totally agree with that nerf.
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Post  dusktiger Fri May 30, 2014 9:35 am

the apocalypse sized templates have changed again. now it shows we're back to the clover leaf for super barrages, instead of using the posable snake one. and now there isnt a 15" range on the mega blast; its down to 10". the flamer might have changed length too, but i dont have it and a ruler handy to double check.
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Post  Matthew G Fri May 30, 2014 10:27 am

Flyers can now choose to enter the game in hover mode, if they are capable of doing so.
IIRC used to have to zoom in, then change to hover the turn following. Helpful for armies that transport dudes, though makes the flyer that much more vulnerable.
Food for thought.
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Post  Lore Weaver Fri May 30, 2014 11:46 am

Matthew G wrote:Flyers can now choose to enter the game in hover mode, if they are capable of doing so.

That's huge! Storm Ravens love this... no more risking the dudes inside.
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Post  GingerBalls Fri May 30, 2014 12:11 pm

Lore Weaver wrote:
Matthew G wrote:Flyers can now choose to enter the game in hover mode, if they are capable of doing so.

That's huge!  Storm Ravens love this... no more risking the dudes inside.

There was a rumour about needing to be in hover mode for a full turn before the people inside can assault out of it. I read the rules and didn't find this but wondering if anyone else did?
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Post  Matthew G Fri May 30, 2014 12:40 pm

GingerBalls wrote:
Lore Weaver wrote:
Matthew G wrote:Flyers can now choose to enter the game in hover mode, if they are capable of doing so.

That's huge!  Storm Ravens love this... no more risking the dudes inside.

There was a rumour about needing to be in hover mode for a full turn before the people inside can assault out of it. I read the rules and didn't find this but wondering if anyone else did?

Well, you wont be able to assault from it the turn you arrive as you are still arriving from reserve. But. You can still move on in hover mode, disembark and get that 6" disembark move, then next turn go fly mode (edit: If it lives to the next turn... It's hovering after all) on the raven and then assault with your dudes if there's anyone in your charge range.
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Post  Aegwymourn Fri May 30, 2014 12:51 pm

Matthew G wrote:
GingerBalls wrote:
Lore Weaver wrote:
Matthew G wrote:Blah

Blah Blah
Blah Blah Blah

Well, you wont be able to assault from it the turn you arrive as you are still arriving from reserve. But. You can still move on in hover mode, disembark and get that 6" disembark move, then next turn go fly mode (edit: If it lives to the next turn... It's hovering after all) on the raven and then assault with your dudes if there's anyone in your charge range.

Well even staying inside for a turn is good, since you are not zooming you don't suffer the str 10 falling to earth hit. And the extra movement the following turn.

More options means more tactical decisions!  Smile 
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Post  System Commander Fri May 30, 2014 12:51 pm

More importantly.. that raven/vendetta comes on and plunks the dude in the perfect range for meltas/flamers/etc. You'll gave smaller space to work with in terms of hover movement and disembark.. but damn.. meltas and flamers coming in disembarking and firing in a turn is a lot of bad news.

I dont have any flying transports.. but for GK i love the idea of throwing some expendable acolytes with flamers into one. Dont think Id do it but i like the option.
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Post  judchic Sat May 31, 2014 4:51 pm

Ramming is different now. Used to be based on distance (I think?) and now it's half front armor (rounding up) plus a few modifiers. Had macho man rhino run down a razorback over 3 turns. Str 7 rams ftw!
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Post  Matthew G Sat May 31, 2014 5:33 pm

judchic wrote:Ramming is different now. Used to be based on distance (I think?) and now it's half front armor (rounding up) plus a few modifiers. Had macho man rhino run down a razorback over 3 turns. Str 7 rams ftw!

... It will get it's revenge one day....
On a side note: Drop Pods should have a ram attack they can do on the deepstrike.....
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Post  Spamus Eatus Sat May 31, 2014 6:16 pm

Fun trick I discovered for Zoanthropes, they have a lite version of the Tau-Shuffle! Move 6, fire off your warp blasts, then run D6. They get some much needed mobility this way
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Post  Lore Weaver Sat May 31, 2014 6:57 pm

Spamus Eatus wrote:Fun trick I discovered for Zoanthropes, they have a lite version of the Tau-Shuffle!  Move 6, fire off your warp blasts, then run D6.  They get some much needed mobility this way

Ahriman gets to fire off his inferno bolter now too, for much the same reason!
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Post  Aegwymourn Sun Jun 01, 2014 9:25 pm

One I noticed earlier today. Bikes cannot be pinned anymore.

Also being able to move first before psychic powers feels weird. Also not knowing if you are going to have your buffs up sometimes means you are going to be stuck hanging your boys out in the wind.
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Post  System Commander Sun Jun 01, 2014 9:39 pm

I noticed under terrain it said once you make a dangerous terrain test for one set of terrain, you dont have to make anymore for moving around or out of it.
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Post  Roland Sun Jun 01, 2014 9:53 pm

Related to terrain....

No area terrain, models must be 25% obscured to gain cover...

Except Citadel terrain models (|HAHAHAHA) all of which grant cover regardless of obscured......

Which is overridden by vehicles which must always have 25% covered...

In other words, just like last edition:)
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