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Post by MarkM on May 8, 2017 18:51:47 GMT
Battle forged armies
The biggest news from this post is that formations have been scrapped. Instead it appears that everything is in detachments of different sizes. With my 40k 'noobie' eye they all look similar to the previous CAD. These choice of options in it are all the same (HQ, Troop, elite etc.) with the exception that flyers now have their own section. The different size detachments will give you access to different numbers of army choices and give differing command points' www.warhammer-community.com/2017/05/05/new-warhammer-40000-battle-forged-armiesgw-homepage-post-4/Large Models
All models will now have the same profiles, there are no longer super heavies etc. They will just have more toughness/wounds etc. (Knights will have over 20 wounds for example). The large models will operate similar to those in AoS, in so far as, when they take a certain amount of damage, certain stats will fall. A Gorkanaut will lose Move + WS + Attacks when it falls under a certain number of wounds (in a sliding scale). www.warhammer-community.com/2017/05/07/new-warhammer-40000-big-stuff-may7gw-homepage-post-4/Infantry
The biggest change here is the 'to wound' system. It has been changed to: Strength is 2 x more than enemy toughness = wound on 2+ Strength is more than enemy toughness = wound on 3+ Strength is the same as enemy toughness = wound on 4+ Strength is less than enemy toughness = wound on 5+ Strength is half (or less) than enemy toughness = wound on 6+ Pretty straight forward. The other change is that your squads can now split fire, so for marines, the bolters can target the enemy infantry, they heavy weapon can fire at the tank heading their way and the flamer can fire into the sneaky enemy in cover nearby! www.warhammer-community.com/2017/05/08/17794gw-homepage-post-4/
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Paulg
Junior Member
Posts: 84 Likes: 6
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Post by Paulg on May 9, 2017 20:34:35 GMT
Characters
Today it's characters the big news is that they can no longer join units. Hooray no more Death Stars these rules get better by the minute. Also they can only be targarted for shooting if they are the nearest unit.
Am really looking forward to 8th edition the fun should be back
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Post by MarkM on May 10, 2017 20:05:06 GMT
Weapons - Part 2
A few updates around weapons today. Twin linked weapons now double their attacks rather than re-rolling to hit. So Twin linked heavy bolters have 6 attacks at 36" range at Str 5 and AP 1. A Twin linked lascannon has 2, 48", Str 9, AP 3 hits causing D6 damage each. So a standard landraider could cause 24 wounds on a single target! The specialist part of Combi weapons are no longer one use. Instead a model can fire one or other of the weapons or can fire both together at one target but at -1 to hit (again i'm assuming you roll just once rather than once for each part of the weapon). Explosive weapons no longer use templates and instead use random attacks. So using their example, a battle cannon has a range of 72", D6 attacks at Str 8, -2 AP and D3 wounds per hit. Not sure if the D3 wounds is against a single model or applied against the unit. I'm guessing the latter, which means it could cause between 1 and 18 wounds. www.warhammer-community.com/2017/05/10/new-warhammer-40000-weapons-part-2-may10gw-homepage-post-4/
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Post by MarkM on May 17, 2017 10:05:33 GMT
Primaris Marines A new edition of 40k wouldn't be complete without a new Space Marine boost (and subsequent model release). This comes in the form of Primaris Marines. Similar stats to a normal marine but with 2 wounds and 2 attacks base. They come with bolt pistols and a bolt rifle only (you can't upgrade weapons in the squad). The rifle has a 30" range, is Str 4 and has an additional -1 AP stat. They have said other versions are on route though. www.warhammer-community.com/2017/05/15/primaris-space-marines-gaming-may15gw-homepage-post-4/
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Post by MarkM on May 18, 2017 15:49:24 GMT
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Post by MarkM on May 18, 2017 16:00:39 GMT
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Post by MarkM on May 24, 2017 17:13:05 GMT
Release date. Pre-orders from 3rd June, with release on 27th June. New box with primaris marines and death guard (+ rulebook etc.) Marines = 2 squads of bolt rifle, 1 of what looks like a plasma rifle and 1 with duel assault bolt pistols and jump packs. + standard, 2 lieutenants (sergeants but higher rank as primaris marines probably) and a captain with new armour (and hat off it looks good). There will be 5 index (codexes) at launch. 1 marine, 1 other imperial, 1 Chaos, 2 xenos (tyranid, Orc, genestealers, tau in one, everything else in the other). Not sure if primaris Marine and death guard will be in these books or just in thebox www.warhammer-community.com/2017/05/23/warhammer-40000-launch-date-announced-may22gw-homepage-post-1/
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Post by Deleted on Jun 20, 2017 11:22:54 GMT
Having played my first game of 8th yesterday, I've posted the following thoughts on our Facebook group but for those of you not on FB, I'll post here too:
Initial thoughts as follows.... I like it.
The alternate deployment works well and the mechanism for giving first player advantage to the player who finished deploying first is clever. It will lead to some interesting thoughts on army choice and how to bid for the first turn (possibly open to drop pod abuse though). Movement makes more sense now and will support the fluff of each army well. I think learning to deal with differing movement values within your army will be a challenge but can create some great ways to trap and feint.
The psychic phase is now much more efficient although not being able to deny the witch without a psyker of your own is a bit harsh.
Shooting is better although cover is a bit weird. The biggest change for me is not being able to one shot a vehicle. Taking down even a light vehicle will need a couple of dedicated anti tank shooters, so that one meltagun in your tactical squad is no longer going to do much good against a leman russ. Split fire and not having to charge the squad you shot at are positive moves, and work well with the weakened anti-tank fire - a couple of tactical squads could spread their bolt gun fire across enemy infantry whilst their special weapons double up on a specific target.
The charge and assault phases look open to some clever tactical play / abuse to lock in units that you didn't charge, forcing them to fall back next turn and limiting their usefulness. I think this might be FAQd soon.
There were a few surprises whilst playing - like finding out that rhinos no longer have fire points, and being able to choose which models in your unit take damage, and I suspect that a few more play-throughs will chuck out some more.
The rules across each faction seem quite balanced too. Tim used Tau against my Space Wolves and at no point did I get the urge to rage quit, which is a first for me in a game against them. Hopefully this can be maintained as the updates Codex books are released.
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Post by chrisc on Nov 13, 2018 13:52:24 GMT
So after a year or so of having 8th edition what do people think?
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Paulg
Junior Member
Posts: 84 Likes: 6
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Post by Paulg on Nov 14, 2018 20:55:47 GMT
much more fun to play and SO much simpler personally I feel all armies are playable but of course some are stronger than others.
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Paulg
Junior Member
Posts: 84 Likes: 6
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Post by Paulg on Nov 14, 2018 20:58:50 GMT
Forgot to say, I think older players who may have drifted away from the game may be pleasantly surprised were they to dig out their toys and give it a go
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