-Intercessors are very specific role, only one weapon type
-Possible other type of Primaris marines coming
-Indomitus crusade is the background of the new edition, Chaos primary threat
-Various chapters, Silent Sisterhood, and Primaris marines for crusade
-New chapters made entirely of Primaris marines
-Mission of crusade is to gift Primaris marine tech to all chapters
-Codex and non codex compliant chapters have access to Primaris marines
-Interesting thing will be how Chapters incorporate the Primaris marines, isolated groups or integrated
-Mark IX is "shrouded in mystery" as to what happened
-Mark X is a new class, they look forward to exploring the flexibility and new types of Primaris squads being released
-All encompassing Crusade; delivering Primaris tech, fighting off Chaos, driving back the Xenos threats
-18 month development from start of work on 8th to current stage, extensive playtesting
-Excited to see how the three ways of play expand and become specialized based on feedback as people try the systems
-Playtesting and refinements will continue past launch
-Exciting stuff for Open play, "super fun stuff"
-Army parity is covered via extensive playtesting and the ability to react to feedback and make changes and adjustments as needed
-The average citizen of the Imperium has no concept of Guilliman, upper echelons would be aware of him, but anything less he is myth
-Mars is origin of Primaris marines, tech will be able to be used on various planets for other chapters
-Combat is more devastating now, hit harder and cause more damage than previously
-Locking in combat is basically revolved around surrounding a unit so they can't escape
-Units are generally quicker now, ability to cross the board will be "terrifying" for shooting other
-Consolidate from combat to combat is in
-Combat units should be "just fine" against shooting
-Power fist is -1 to hit instead of going last
-Things like Lash Whip that can interrupt combat to make them go first
-Powers can be selected or rolled for
-Perils of the Warp is still in the game, will suffer damage in the form of mortal wounds
-No faction specific ways of building army
-Army specific stratagems will come out to reflect army specializations
-The 14 Force Org charts should cover every scenario
-Ways to unlock units not available on force org chart with command points
-Key words are important for unlocking traits
-Battleforged armies must be made of a single keyword ie "Imperium" as more general one and limits you to only a few of the stratagems shown
-The more specialized you get in the key words, the more stratagems you get access to for example "Imperium" for the basic 3, "Space Marines" for the next layer, "Space Wolves" for the next layer
-Matched play restriction of half in reserve can't be overriden by abilities
-All transports have a transport capacity, but aren't forced to one unit only
-Transports have different rules for different sized units, but no limit to number of units
-Can have a 10 man squad and 2 characters, or 12 characters
-Nearly all command squads have the ability to take wounds for a nearby character
-Another strategy is to surround the character with a unit
-Sniper rifles are going to be the character killers
-Grav weapons haven't been toned down as much as everything else has been toned up
-Attempted to eliminate auto choices, each gun with a specific place and purpose
-Matched play will still cover the complexity of list building, the keyword structure will unlock powerful combos
-Think it will be more rewarding in terms of finding the big combos
-Blast template weapons will do multi shots with big damage potential
-Invul saves are nearly same as now, are not affected by the AP of weapons
-Certain abilities, like power from pain, give them a "genuine second save" that happens after the damage
-MCs are very good in the new edition, Tyranid MCs have more wounds, are faster, and have a good save, wreck face in cc
-Wound allocation is defender decides, no longer from the front
-An all dreadnought army is possible
-Possible "new ideas" from Guilliman in regards to the Codex
-Some psychic powers will be updated, some totally new powers
-GW will be getting more heavily involved with the tournament scene, major events in North America and UK, and offering more support in terms of promotion
-Terminators will feel more like terminators on the table top
-Mortarion on the way
Kaptenen skrev:-Another strategy is to surround the character with a unit
Detta känns som det enda sättet att skydda en karktär från exempelvis en deep-strike enhet (som kan hamna bakam enheten och tillåter att de får skjuta direkt på karaktärern). Hoppa de har löst Moment fasen på ett bra sätt, exempelvis att karaktärer får flytta tillsamans med en enhet. Annas bir detta väldigt jobbigt, på gärnsen till ohållbart.
Ismeno skrev:Facings på fordon var inte en del av spelet från början. Good riddance tycker jag.
Träffområden (som det var när jag började spela i 2ed) var rätt kul, men också enormt tidskrävande. Och irriterande slumpmässigt
Perfekt träff bredvid pansarvagnen... lite som rollspelet 'Western'.
Jag håller med föregående talare, "Good riddance"
/Erik Kullberg (fd Johannesson)
"Att inte avsluta sina liknelser är som att bada med flodhästar..."
Spelar (men sällan): CSM (Black Legion), AM (Steel Legion), Craftworld (Saim-Hann), Grey Knights, Inquisition
Kaptenen skrev:-Another strategy is to surround the character with a unit
Detta känns som det enda sättet att skydda en karktär från exempelvis en deep-strike enhet (som kan hamna bakam enheten och tillåter att de får skjuta direkt på karaktärern). Hoppa de har löst Moment fasen på ett bra sätt, exempelvis att karaktärer får flytta tillsamans med en enhet. Annas bir detta väldigt jobbigt, på gärnsen till ohållbart.
Bubble wrapping har alltid varit ett skydd mot deepstrike. Skulle inte säga att det är det enda skyddet när dom skrev att command squads kan ta wounds , sen finns det transports..
-Wound allocation is defender decides, no longer from the front Detta är bland dom största förbättringarna för melee, framför allt horde units med dålig save som hade nästan omöjligt att nå ikapp motståndaren på grund av overwatch.
Även jag på sätt och vis gillade att killen som stod främst fick ta kulan (plasman, dödsspottarlarven, osv) så gör det återigen spelet rätt mycket smidigare om man kan plocka bort vem man vill. Inte så mycket pyssel i förflyttningsfasen.
"Shoot da choppy gits, chop da shooty gits"
S.O.R.K
Power sword bättre ap än power axe (-3 vs -2), power fists ger -1 på to hit istället för att slå sist, force weapons verkar ge d3 damage. Chainswords ger en extra attack med det svärdet. Reaper chainswords gör 6 i damage, inga tärningsslag.
Now I have become Forgeworld, the destroyer of wallets
T8, 24 wounds, 3+ och 5++ mot shooting. 12" move och 3+/3+ som alla blir sämre när de tappar wounds. De kan tydligen går ur närstrid och ändå skjuta samt att det står att de kan gå över infanteri.
Now I have become Forgeworld, the destroyer of wallets