GK and Tyranid FAQs dropped. Grey Knights is very basic with just a slight change to Psychic Channelling while the Tyranid FAQ has a few more tidbits. Most importantly, they did not answer the Overrun / Adrenaline Surge question. Otherwise, a few clarifications such as adding Hive Fleet to Spores and confirming multiple movements in a phase. Oddly, they say Onslaught does not overrule Metabolic Overdrive but also do not mention Opportunistic Advance. Frustrating. Lictor Pheromone Trail ends up being obsolete as they clarify that wherever you set up the unit that is where the unit must come in. Likely an oversight (particularly given to actually put anything in as reinforcements, they have to be put in a locale!?) but standard rules looping conundrums for GW. If this remains that way, Lictors are largely useless though the Deathleaper still has interesting qualities…
Once again, Games Workshop has released very quick FAQs with actual rule changes which are nice to see. I am slightly frustrated at this point that there remain lots of questions which need clarification due to their usual rules writing (particularly Forge World) that we are twiddling our thumbs over. Cannot have everything!
Anyway, two key changes in these FAQs.
Some important things from the new FAQs – the first is GW is responding to the competitive environment; expect a full post on this (still) in the near future.
Essentially the Stormraven spam has been made obsolete or quite easy to defeat if you can drop the few characters it has on the ground. A much better reaction than the kneejerk *ban flyer wing*. I’m not a fan of the kneejerks atm.
In the Tau section they also confirmed that units can in fact impact each other with their shooting re markerlights, so I was wrong on that interpretation.
As I read through and find more, I’ll post them but also comment below.
Games Workshop has dropped it’s first FAQ. A couple of good changes and a couple of stupid ones. I’ll try and go through them in order of the books.
Main Rulebook –
Some clarifications on cover, the big one for non-infantry behind you need to be “on” a terrain piece and then 50% obscured from the direction of the shooter to gain cover. This is a good change – a nice combination of the strong restrictions for cover but also making a crowded battlefield (and things without bases like hills and warehouses) more useful. Still hard to get cover but not a case of being able to see 1% of a vehicle and it getting no cover.
Here is a complete text format of the updated FAQs – discuss in comments below.
Page 27 – The Psychic Phase, Witchfire
Add the following sentence after the fourth sentence of the first paragraph:
‘However, some witchfire powers do not have a weapon profile (such as the Telepathy power, Psychic Shriek); where this is the case, no To Hit roll is required – the attack hits automatically.’
Immobilised skimmers don’t get Jink.
Characters without infiltrate cannot join units and vice versa (was it that hard to write GW?).
Both of those are big enough to warrant a post all for themselves – some other little tidbits and clarifications otherwise.
That’s not a startling or revolutionary statement; that’s a generally-accepted fact at this point. Even the most hardline of “play it like it is” folks out there have largely come to terms with the fact that the game, straight from the box, is not really playable. There are lots of solutions floating around or varying viability- some are just minor tweaks, some are major rewrites, but most all of them look to contain a couple major problems, namely the units with 2+ rerollable saves and Str D weapons (in particular those from Lords of War.) Compounding this problem is the fact that Games Workshop has not released an update to its FAQs in over a year and counting, nor do they seem likely to do so in the near future. There are issues that have been standing for months or years now and there are new issues that have very little consensus on how to handle them.
So, at the risk of becoming one more point in a vast array of proposed solutions, here are the FAQs and changes that my group will be using. Perhaps you and yours may find them helpful as well.
And why my Platoon Command Squad is now 2pts more expensive.
Following some requests from the Chatbox, here’s a quick look at the ‘Kill Zone’ shooting rules, what they do, what Gameworkshop wanted them to do, and why they don’t quite do it.
Gamesworkshop have released an update for the iPad version of the Necron codex that finally clarifies the rules for what happens to the transported unit when a Night Scythe is destroyed.
“If the Night Scythe is destroyed, the embarked unit suffers no damage and is not allowed to disembark, but instead enters Reserves (when they arrive, they cannot Deep Strike).
This is good news because this has been a point of contention amongst players and has caused more than its fair share of debates on forums, so even if the answer isn’t your preferred one please appreciate its new clarity.