Thursday, 4 May 2017

8Th rumours

Now I don't usually do random posts, usually sticking to my twice weekly schedule, but this popped up on Faeit 212/natfka this morning and I thought that I would put my thoughts to it. Now, many of the things that pop up are questionable at best while others are pretty reliable, where this stands I dont know but it seems that its pretty questionable, but I guess we shall see how much is true and how much is wishful thinking.


- Assault 2d6”, multiple units - already revealed

- Split fire: any unit can target as many targets as they want - I hope not, its not going to simplify things. I can see this for certain units but not generally.

- Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction - I dont like being forced to target the closest unit, just because there closer doesn't mean they are the biggest threat. 

- Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one - thought that was the whole pointing invulnerable saves? But with the change in weapon strength profiles, going above 10, I can see some changes to invun saves.

- Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis - I would have thought they would have been armour modifiers, or ignoring negative modifiers

- Dodges, camos, etc are now to hit modifiers - makes sense, can shoot what you can't see.

- Characters cannot join units - I really hope not.

- Characters can only be targeted if nearest target or within 12” - whats the point in sniper rifles then? 

- Larger models are seldom characters, Gulliman is not for example - so what are they then? 

- Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance - sounds simple, but if you have to beat a roll' scatter will be small, less then 2d6 I guess.

- There are no mishaps anymore - silly and against the fluff, I think it was a good system

- Overwatch shooting against deep striking units within 9” at -1 BS - so not overwatch? Just a shooting attack, ala interceptor, bit for everyone? Could be good.

- Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead - happy with that, wasn't a fan of 'free' stuff, whatever the source.

- There are spells that replenish or add wounds to demon squads - to make up for loosing summoning I guess.

- Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon - is this CC or shooting? If CC it is just weird and wrong, its a vehicle, if its shooting, then its odd as most vehicles have more than one weapon.

- Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule - can't imagine that a vehicle would stay in combat if it can move away and shoot. It seems a little bit of an odd rule anyway.

- Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades - um, terrain affects armour in combat? What arethey now all fighting underwater? This sounds like crap. Not a fan.

- Assaulting units get +1 attack - yep, sounds about right.

- Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course - so it does or doesn't count? If it doesn't count why can't you move more than your movement value? Movement is movement in my book, regardless of which way your moving.

- Ranges are measured on the ground level from base or model to base or model, whichever is nearer - so measuring is still the same, good, measuring from model to model can get complicated and can easily be modeled to advantage.

- Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase - would have preferred an either/or situation. Sometimes you might want to charge and others just run .

- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors - ok, sounds like the chimeras lasgub arrays for everyone. In ok with this.

- No challenges - I liked challenges, it was always fun if not a little complicated. Would be a shame to loose them but can see why.

- Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first - hidden power fists? Must be missing something. Wound allocation sounds about right and would remove the annoying thing of going around allocating wounds 1 at a time to sell models to.keep them all alive longer.

- There are some precision weapons that let the firing player choose the wound allocation (always or on a 6) - sniper rifles maybe? Sounds the same as now.

- Units have always the same T and Save now. There are some models that have T- Sv - and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason - not really sure what this means, but doesn't sound to bad.

- Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy - sounds good,

- There are some models like Ghazghkull that have their own abilities that are triggered by command points - yep, can see this happening for lots of named characters.

- perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases - guess this is supposed to be warp. Thought that mortal wounds were unsavable? 

- Player can spend command points to choose who goes first instead of rolling, whoever spends more - not sure on this, sounds like a silly gimic 

- Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal - so the 18" is that the range inbetween armies, instead of the current 24? Seems like there pushing for combat, there are a lot of units that could pull off a t1 charge of it is.

- Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest - it would be nice to have some knowledge of when your reserves are coming in but I'm not sure on this setup, it seems to me to be too heavily against having reserves.

- Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one - sounds good, faster flyers will be harder to hit.

- Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts - Er, yeah, not sure on this at all. Flyers dont have to deal with rough ground and the like so shouldn't really have any modifiers. As for shorter range? WTF? That's just nonsense, why on earth would they have shorter ranges? Surely the would have longer ranges if anything. 

- Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things. - ok, this has to be nonsense, terrain should be key to movement. 

- There are no warzone rules in the core rules - not sure what this means.

- True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing - line goes through the terrain - so the same as it now then. Happy with that.

- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want. - sounds like its to stop a lot of tournament shenanigans, most people will prob just ignore this bit.


So there you go, time will tell how much is correct, but hopefully some of it is complete BS!