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Post by MarkM on Apr 24, 2017 11:02:14 GMT
I thought I'd start a separate thread from the news and rumours as this topic could completely take that over. So what are the predictions? Well they won't be destroying the world. I think it will become a much simpler ruleset more in line with AOS (but probably not quite as simplified). I'm thinking an evolving story line as per the AoS style. This will allow them to role out new Miniatures for existing ranges. They stated all models are useable with the new edition but they did the same with whfb and AoS but then phased some of them out. With an evolving story line they may end up 'squatting' some elements... I'm actually hoping for an AoS style unit/vehicle datacard, with bulked up wound values as opposed to armour. The 'formations' work fairly similarly in both systems so I would expect them to draw other elements closer. In my 'just having tried 40k for the first time in the last few years' mindset, I found the rules bloated (it didn't help that the same 'named' rules in 40k operated differently to some in the fantasy setting, which didn't allow a smooth transition). So any form of simplification for me is welcomed and will make me give it another try. One of the draws for Kings of War was I didn't have to learn another huge ruleset.
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Post by MarkM on Apr 25, 2017 20:59:32 GMT
Bit more on unit profiles from the warhammer community site and some examples. Looks like the ws & bs rolls are fixed (e.g. 3+ for marines) but can be impacted by modifiers (perhaps cover). Initiative stat has gone. They indicated that chargers attack first (cant remember if in 40k you can fight in an opponents turn and haven't seen anything to say how subsequent rounds of combat will work in the new edition). www.warhammer-community.com/2017/04/25/warhammer-40000-unit-profiles/
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Post by Victualler on Apr 25, 2017 22:29:30 GMT
Sounds more like AOS with every bit of news.
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Post by MarkM on Apr 27, 2017 17:01:01 GMT
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Paulg
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Post by Paulg on Apr 27, 2017 18:18:29 GMT
I have to admit that the details that GW have released so far do appear to be a real effort to streamline the game and possibly bring back the fun
It will of course depend on what the entire package offers but so far I am quite impressed
The fun looks like it may be on the way back and the old troopers (you know who you are) may be dusting off their toys
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Paulg
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Post by Paulg on Apr 27, 2017 18:21:41 GMT
Sorry forgot to say a thank you to markm for putting the details on the forum
Keep it up
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Post by MarkM on Apr 28, 2017 12:09:59 GMT
No probs on the details. I'm not an old trooper but tried it and struggled to get into it. I agree with your comments and am getting excited to give it another go.
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Post by Victualler on Apr 28, 2017 17:43:33 GMT
No mention yet of the two rules I struggle with in AOS. The double turn, & shooting into combat. The fallback rules looks similar to retreat in AOS.
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Post by MarkM on Apr 29, 2017 9:22:34 GMT
Latest post is about the psychic phase (note: I'll probably get the names wrong below as I'm used to fantasy not 40k, so default to those terms). It looks like each race has their own spells with one spell (smite) available to all. Psykers can cast a number of spells each turn equal to their level. Each spell has a cast value and you roll 2D6 to try and cast it (Smite is 5+ cast). If you have a friendly psyker within 24" you get to try and block the spell (doesn't say how). You can still suffer perils of the warp. Some spells also cause more damage depending on the cast roll (smite normally causes D3 mortal wounds but if you get a cast of 10 or above it is D6 wound). It is interesting that they have adopted the AOS mortal wound mechanics. Wounds from Smite have no armour or Invulnerability saves allowed. I wonder if previous D weapons might cause mortal wounds instead? www.warhammer-community.com/2017/04/28/new-warhammer-40000-psychic-phase/
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Paulg
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Post by Paulg on Apr 29, 2017 11:31:06 GMT
Mark
You could well be right about mortal wounds replacing D weapons as they have now gone. From a personal view I hope grav weapons have also gone !
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Post by MarkM on Apr 30, 2017 18:50:21 GMT
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Paulg
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Post by Paulg on Apr 30, 2017 20:37:07 GMT
Some interesting comments today. Heavy weapons are more of an option now as they no longer snap fire if they move but just a -1 to hit modifier. The other big change announced is cover saves, there is no longer a seperate roll but cover increases your armour save. Also not everything gets the benefit of the same cover example given is only infantry get the benefit if in a crater.
Very interesting changes so far
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Post by Victualler on May 1, 2017 21:11:14 GMT
And no shooting into combat except pistols.
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Paulg
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Post by Paulg on May 1, 2017 22:03:32 GMT
It's the charge phase that's covered today the phase is very similar to how it works now. You can select any unit within 12″ as the target of your charge, and your units will move towards them I think this is a shame with units now having their specific move distance (marines 6" terminators 5" etc ) I would of preferred the charge to be your move distance plus a d6
What isn't mentioned is if you fail your charge do you move the distance thrown looks like will have to wait for the published rules for this
Enemy units still have a chance to hit the charging unit with overwatch, provided that they are not already in combat. Just as in the current edition, overwatch is a hit on a flat 6
In the current rules you need to reach base contact. In the new edition, though, you only need to come within 1″ of an enemy, which in practice means that compared to the current charge range, you get an extra inch.
You also can’t move within 1″ of an enemy you didn’t declare as the target of your charge, so if you want to engage multiple units, you’ll need to brave the overwatch fire of all of them. Overwatch can also be fired multiple times per phase 😳😳 but as soon as the unit is engaged, they will no longer be able to fire back.
Not a great number of changes
Tomorrow is the fight phase basic rules, to improve close combat armies I would like to see units be able to move, advance ( new term for running )which is now carried out in the movement phase and then charge. Will it happen I doubt it but we will see
cheers
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Paulg
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Post by Paulg on May 2, 2017 20:42:13 GMT
Well ! Today saw GW give some brief details on the "fight phase" and these are the biggest changes yet to the current rules probably best if people check themselves at the link below Some brief examples are mentioned below but as before these are subject to the full rules which I suspect will tweak them depending on the troops fighting Dedicated hand to hand troops to wound on a 2+/3+ Some hand to hand weapons deal multiple wounds some weapons cut through armour and would appear to allow no saves But as I said best if people read the article themselves to draw their own conclusions www.warhammer-community.com/2017/05/02/new-warhammer-40000-fight-phase-may2gw-homepage-post-4/
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Paulg
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Post by Paulg on May 3, 2017 20:00:56 GMT
It's morale today and more big changes
It only happens once per player turn, at the end of all your other phases. The mechanics are simple – any units that suffered casualties (GW have confirmed this means models not casualties from multi wound models ) in a turn must take a Morale test at the end of it. You just roll a D6, add the number of models from the unit that have been lost and if the number is bigger than the unit’s Leadership, the unit loses the difference in additional models.
That’s it! No units falling back, no regroup tests all gone that is it ! They have confirmed things can adjust the result of the test but no great details again were have to wait for the full rules
single model units do not need to make any morale tests as they can't lose any models. However what we do know is that leadership values will be changing as your bog standard space marine is now 7 instead of 8 if this trend is across all troops then imperial guard could be a 5 or 6
with the new morale rules added to the potentially much bloodier fight phase you could easily see a 10 man squad down to 1 or 2 models in a turn or even wiped out. I don't think fights will last too long. Tar pits may be a thing of the past which is good as far as I am concerned.
All in all a considerable streamlining of the morale phase
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Post by Victualler on May 4, 2017 16:30:58 GMT
That game mechanic sounds awfully familiar.
In AOS the combats does go on a bit, due to all the buffing & re rolls etc to the leadership/bravery.
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Paulg
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Post by Paulg on May 4, 2017 17:27:31 GMT
That game mechanic sounds awfully familiar. In AOS the combats does go on a bit, due to all the buffing & re rolls etc to the leadership/bravery. No doubt the 40k full rules may well have similar buffs All the details released so far have been quite high level with no great detail I suspect we will not know much more until the rules drop
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Paulg
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Post by Paulg on May 4, 2017 17:35:52 GMT
No rules updates today just some details on how the story/fluff has moved on under the new rules
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Post by MarkM on May 4, 2017 19:20:26 GMT
thanks Paul, i'd been a bit manic so hadn't had time to update the thread
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