Warhammer 40k

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While I could live with having to roll reanimation per wound rather than per model, the fact is we're going back to 2E version where you check once and that's it. No more reanimating some guy in turn 4 who got smoked in turn 1.

Maybe it's to speed the game along, but it still looks like Necrons are losing out here particularly in terms of army flavor.

Ok, too me a while to understand this as I'm still rather new to the rules.

So the trade off is that higher wound models have a harder time reanimating(did they reanimate to full wounds previously?) and if they don't reanimate in the shooting/fighting action they were slain, they can't reanimate in a future trigger. For this you need to wipe a unit in a single attack to prevent reanimation, rather than having you're entire turn of attacks to prevent.

I can see why that can be seen as a straight nerf. I'd think it's a plus since most of the games I see Necron squads are always tried to be wiped as a unit and reanimation protocols only activates if the unit happens to survive.

As it stands now it seems like instead of a heal mechanic, it's a very weak Disgusting Resilience that doesn't trigger if the unit receives lethal, if a model receives less wounds than it takes to kill, and only if it passed all of its invuln rolls at the same time (kinda).

I'd still say it's kind of a push, especially until we see the rest of the codex and what if any unit/stratagems modify it.
 
Attack on Behemat

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It could literally just be that they are switching which units get living metal and which units are under reanimation protocols. So we dont actually know if the reanimation protocols are a real nerf, or just actual balancing.
 
It could literally just be that they are switching which units get living metal and which units are under reanimation protocols. So we dont actually know if the reanimation protocols are a real nerf, or just actual balancing.

I'd be really interested in a statistically analysis of how many units actually get to be rezzed with this vs the old way in tournament play. Maybe having to have fire concentrated until a unit was completely wiped is the better than your opponent being happy with what didn't stand back up after an attack and spreading their fire around more, but I think a lot more Warriors/Immortals/Flayed Ones are going to get to stand back up with this new rule even if overall it's weaker.
 
I thought Chaos Warriors were the Space marine stand-ins for Fantasy? Though I know what you mean however Stormcasts Eternals themselves are turning cynical as the more they die the more they lose themselves. I see you mention Soul Wars thats the book that converted me on AoS too I swear Josh Reynolds carried AoS lore on his fuckin back. AoS also has Armageddon rules but I never seen a match of it I know the battletomes have special 2k+ point battalions that are used though.

Were they played by anyone and everyone? To the point where it's all just Chaos vs. Chaos matches because nobody has even a hint of creative difference within them to play a different race? Because that's more what I was referring to in my comment about SM/Stormcast, and in my experience there wasn't an overwhelming majority of people playing Empire.

As for the Stormcast themselves, I personally don't care about how they're progressively turning into edgelords. That piece of fluff is only going to matter when it has an actual payoff, and to me that's either going to be through a massive schism in the Stormcast Eternals or from some falling to Chaos/an opposite faction/whatever. Leaving it on, "I feel dead inside" is just moot; it's like wiping out an entire army only to say that the terrible weakness you hide is that you can't read.

Josh Reynolds is a good writer, and I think part of the benefit of Soul Wars is that it imposed more order on AoS. The base product was very free-range with its story, but Soul Wars gave more identifiable dimensions so that it felt like you were playing within an established story rather than being in a giant sandbox. Fantasy benefitted from those restrictions too - you knew what the race you were picking up was like, all their major battles, where they came from and their general goals. I just hope that in time the setting maintains it's from and uncompromising nature, and doesn't turn into something that gets a Saturday morning cartoon to accompany it.
 
Were they played by anyone and everyone? To the point where it's all just Chaos vs. Chaos matches because nobody has even a hint of creative difference within them to play a different race? Because that's more what I was referring to in my comment about SM/Stormcast, and in my experience there wasn't an overwhelming majority of people playing Empire.

As for the Stormcast themselves, I personally don't care about how they're progressively turning into edgelords. That piece of fluff is only going to matter when it has an actual payoff, and to me that's either going to be through a massive schism in the Stormcast Eternals or from some falling to Chaos/an opposite faction/whatever. Leaving it on, "I feel dead inside" is just moot; it's like wiping out an entire army only to say that the terrible weakness you hide is that you can't read.

Josh Reynolds is a good writer, and I think part of the benefit of Soul Wars is that it imposed more order on AoS. The base product was very free-range with its story, but Soul Wars gave more identifiable dimensions so that it felt like you were playing within an established story rather than being in a giant sandbox. Fantasy benefitted from those restrictions too - you knew what the race you were picking up was like, all their major battles, where they came from and their general goals. I just hope that in time the setting maintains it's from and uncompromising nature, and doesn't turn into something that gets a Saturday morning cartoon to accompany it.

I wouldn’t say Stormcasts are played on a tier space marines are currently.
 
How long does it usually take for GW to restock things like books? I wanted to preorder the Infantrymans handbook but by the time I tried to look it up it was sold out
 

Thoughts on the royal guy that doesn't talk? I don't play necrons but he seems more on the underwhelming side than anything. Probably's gonna be a point sink too.
Hard to say; the article says he has more rules they're not sharing.

Those annihilator beams are murderous against vehicles if you can connect. Str 12 AP-4 means that vehicle's probably going to take a wound on a 3+, and won't be able to save against it. Six damage won't kill most vehicles outright, but they WILL notice.

The Phaerons give the Silent King the ability to reroll ranged attacks and melee to-wound rolls. Not bad, but six inch range means you're gonna be right up there with your boys.

The article isn't specific as to whether that statline represents the Silent King himself, or his flying, uh, whatever-the-fuck-it-is. 16 wounds, though, means he can't be bubblewrapped in a layer of warriors or scarabs, which strikes me as a bad idea. His Sceptre is nice -- like a staff of light on steroids.

Obeisance Generators mean any melee scrums are tilted toward the Silent King and his escorts, as they'll ALWAYS get to attack first.

And of course the Silent King can Deny The Witch. That's kinda amusing. :)

Voice of the Triarch lets you swap in a command protocol (we still don't have all the data on those yet), so I guess that's something.
 
I finally purchased the last thing from Forge World on my army building list: the Contemptor Plasma Cannon.
Though, a family member of mine wants the Alpha Legion Headhunter Upgrade Kit for their birthday.
Just when I thought I was done, they pull me right back in. LOL!
 
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Well, they'll be in the BA codex anyhow. And they are 2 wounds now!

also I’m not sure primaris will get specific death company stuff. Couldn’t you paint various things in DC colors and they get rules for it?
 
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