Archive for the ‘Rules’ Category

Space Marines in 8th Edition – Weapons Part 2

Ladies and gentlemen, good day! In this instalment, we will look at the effect the new weapons rules revealed by GW will have on Space Marine armies.

First off, twin-linked weapons have been completely reworked, and in a way that is more beneficial for Marines (and other high BS armies) than for those not endowed with high marksmanship. This is simple math: the old rule to twin-linked resulted in 33% more hits for a weapon fired by a BS4 model, whereas a BS2 model (like say, an Ork) would see a whopping 66% increase in hits with a twin-linked weapon. Now, both will get twice as many hits, which is a boost to both low and high BS armies, but more so for the latter than the former.

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Space Marines in 8th Edition – Large Models, Infantry and Characters

Greetings, citizens! In this article, we will look at how Space Marines are affected by the changes to large models, infantry and characters.

So there’s not a lot of info for us to talk about in the Large Models reveal. We already knew Damage tables were going to be a thing. The question is: which of our models will get them, and which won’t. Smart money is that Land Raiders will, but the rest is up for debate. Dreadnoughts and Guilliman didn’t seem to have them (though this may have been simple subterfuge on GW’s part), so it makes me wonder whether Rhino-hulled vehicles will or won’t. I’m guessing that Rhinos and Razorbacks (and Whirlwinds?) may not, and Preds + Vindis may. Read more »

Space Marines in 8th Edition – Battle-forged Armies

How do you do, fellow kids? In this article, we will look at how Marines will interact with Battle-forged armies in 8th edition.

So… Formations are gone. Ouch. While I am personally happy to see them go, it is undeniable that losing one of the most powerful Formations in the game – the Battle Demi-Company – is going to hurt our competitiveness. Granted, the thing was just broken when fielded as part of a Gladius Strike Force-enabled full Battle Company, so we shouldn’t complain too much. Nevertheless, those of us who could steamroll through the less competitive armies/builds of 7th are likely going to have to adjust to being scared of Orks, Tyranids and Imperial Guard again (assuming the playtesters and the design team did a good job of balancing things). Read more »

Space Marines in 8th Edition – Charge, Fight and Morale Phases

Welcome back! In this instalment, we will look at how our Space Marine armies will be affected by the changes to the Charge, Fight and Morale phases.

So the basic mechanics for Charging remain pretty much the same. A minor but helpful (for us, at least) change is that you can fire Overwatch for as long as your unit is not locked in CC. This will punish armies that try multiple long charges against our primarily-shooty army. The fact that you only have to be within 1 inch of an enemy model to lock it in CC is mostly going to be a hindrance for Marines (again, primarily shooty army and all that), but the silver lining is that our slow foot assault units like Assault Terminators, Honour Guard, CC Scouts and Assault Centurions will have a bit of an easier time reaching combat (though in the case of the Termies (and also likely the Centurions), it’s a wash given they lost an inch of movement).

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Space Marines in 8th Edition – Movement and Psychic Phases

Hi again! In this short installment, we will look at the Movement and Psychic phases together.

The Movement phase has mostly remained unchanged. You do Run (now called Advance) in this phase now, which will prove slightly detrimental at times in terms of tactical options (but given the huge time-saver this is, I am immensely happy it’s happening regardless). The big news about Movement is this: you can now move out of combat during your Movement phase! This carries some hefty penalties, but can (likely) be salutary for some armies. Space Marines – being a mostly shooty army – will likely benefit immensely from this change: no longer will your Tactical Squads be stuck flailing uselessly at vastly superior assault units for turns on end, preventing your other shooty units from blasting apart those same assault units that are devastating their brethren. Ergo, this is a pretty clear win for Marines in my book.

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Space Marines in 8th Edition – Unit Profiles

Hello (again, to some of you)! It’s good to be back! With this post, I will be starting a series on Space Marines in 8th Edition. I played Marines competitively during all of 7th and had good success using the Gladius Strike Force, so I am definitely looking forward to knowing how my force will have to change as the game changes.

First off, let’s look at Unit Profiles.

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New Eldar… UPDATED 19/4/2015

I know, I still haven’t been around much. Sorry. Everytime I check in though there appears to be a new book… It’s Eldar this time, let’s see what the rumors say.

I’ll put my thoughts in later. Those new jetbikes look amazing though – took them years to get out but well worth it. Hope too many people didn’t giddy up on jetbikes before…

The verdict awaits…

Line for formatting 🙂

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Mistake Mondays: Time and Time Again Edition

BJ2 Oo A4
It’s time once again for everyone’s favorite installment of the series at probably at least a few of you remember: Mistake Mondays! With special guest stars Strength D attacks! Necrons! Recent FAQs! And much, much more!
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40k FAQs – Updated

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.

New 40k FAQs

Tau – changed such that Ignores Cover form Markerlights is unit specific rather than weapon specific (and by changed I mean they answered a question in this way)

Space Wolves / Black Legion – nothing… thank you for making me look GW :).

Imperial Knights – clarified movement through terrain

Daemons – added attacks for Bloodletter Crews. You’re still not using the skull cannon anytime soon.

Dark Eldar – nothing loaded…

 

Not much all in all folks, sorry!

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