The Return of the Space Marine Captain, Primaris Inceptors and Hellblasters

A Space Marine Captain with 6 (SIX!) wounds, Toughness 5 and a 3+/4++ save leads today’s charge, followed by another source of the apparently rare Mortal Wounds. Read on for today’s preview as more units of the Emperor’s Finest are revealed.

We’ve already seen the stats for the Intercessors, but they are just one of the new units. Today we take a look at a couple more.

Let’s start with the leader, the Captain in Gravis armour.

Space Marine Captains should be amongst the most feared warriors in the galaxy, but a lot of the time today, they are looked down on compared to other characters that can bring more utility to an army.

Not anymore! Read more »

8th edition 40k – mini-preview Orks

Waaaaaaagh! The army that never speaks to me. Let’s see what their mini preview includes:

  • Mega Nobz have a 2+ save and 3 Wounds (come on Crisis Suits, get 3 wounds too please!);
  • No more challenges in melee;
  • Bip Choppa is S User+2; -1AP and 2 damage;
  • Choppa gives +1A;
  • Warboss can ignore Morale effects by removing D3 models instead if within 3″;
  • Nobz squads can roll a D6 for each nearby Ork that tries to flee and saves them on a roll of 6;
  • Mob Rule! allows a unit of Orks to use a leadership value equal to their unit size or leadership value of a nearby Ork unit;
  • Painboy gives infantry and bike units a 6+ FNP save;
  • Big Mek with KFF still gives nearby Ork units a 5++;
  • Warboss’ WAAAAGH allows all Ork units within 6″ to charge after Advancing;
  • ‘Ere We Go allows Orks to re-roll failed charge rolls;
  • Weirdboy has a power that allows a unit within 6″ to teleport anywhere on the tabletop within 9″ of the enemy.

Read more »

New Mission: Only War

The first of the new 8th Edition missions has been released -and it contains at least one surprise: the battle lasts only five turns. Combined with what appears to be a more brutal combat and shooting phases, if 5 round missions are the new norm it would go some way towards explaining why the games are now expected to take less time.

Deployment alternates unit by unit (possibly to the advantage of armies with cheap unit ‘drops’). It is probably important to note that this mission is for armies based on Power Ratings, rather than points; for the fans of points matches, the single most important part of this entire sneak preview may in reality be the following two sentences, rather than details of the mission that was released:

“And of course, we have matched play. A lot of these missions will be familiar to players today. You still have your six Eternal War and six Maelstrom of War missions, but with a few tweaks since their last outing. One big change is we now have six deployment maps, rather than the three of today. “ Read more »

Hellforged Leviathan Dreadnought: Complete Datasheet

Today’s news from Warhammer Community includes the datasheet for Forgeworld’s Hellforged Leviathan Dreadnought. This follows the same pattern as standard 40k datasheets, with a simple stat line with several elements that degrade as damage is done to the model: Move, Weapon Skill and Ballistic Skill.

This is one tough dread to kill though – 14 Wounds, Toughness 8 and a 2+ Save make it a good example of why degrading models could make a more fun, slightly less frustrating game for its unfortunate opponents.

We still don’t have the all-important points costs of the new models, but for comparison:

  • 3 Power = 3 MV71 Sniper Drones (T’au)
  • 5 Power = Starweaver (Eldar)
  • 6 Power = 1 Intercessor Sergeant and 4 Intercessors
  • 8 Power = 1 Aspiring Sorcerer and 4 Rubric Marines
  • 15 Power = The Swarmlord (Tyrannid)
  • 16 Power = Hellforged Leviathan Dreadnought
  • 23 Power = Knight Errant
    Read more »

8th edition 40k – leaked Rules Pages

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8th edition 40k – mini-preview Death Guard

I will say first off, these new Nurgle models are gorgeous. If there’s one thing GW does well, it’s make pretty models. Ok, summary time.

  • They keep Feel No Pain (Disgustingly Resilient) which is no longer ignored via Instant Death;
  • Plague Marines are Troops in a Death Guard Detachment;
  • Plague Marines are Toughness 5 and re-roll wounds of 1 in combat;
  • Blight Launcher (new weapon) is S6 AP-2; RNG 24″; Assault 2, D3 damage;
  • Poxwalkers are six points and Troops for a Death Guard Detachment and ignore the Morale Phase;
  • Poxwalkers can add more models to their unit when they successfully kill enemy infantry;
  • Typhus increases the Strength and Toughness of nearby Poxwalkers by 1;
  • Miasma of Pestilence – psychic power which causes opponent’s To Hit rolls to be reduced by 1.

Read more »

40K Propaganda Claims: ‘8th Edition Coming June 3rd’

From Warhammer-community:

Warhammer 40,000: Coming June 3rd

June 3rd – mark your calendars folks, because that’s the day you’ll be able to pre-order your copy of the new edition of Warhammer 40,000. You’ll then be among the first to get your hands on it come release day on June 17th.

 

Incredible stuff! Here in the Warhammer Community Team, we think that the models alone make this the best Warhammer 40,000 box set ever made. Discussion has already begun about who’s buying two sets in order to bulk out their forces and, as is a time-honoured tradition, there are plenty of pledges of swapsies as the team vie to gain either more Space Marines or Death Guard.

And yet, Dark Imperium is really just the beginning. The launch lineup for the new edition of Warhammer 40,000 is the most extensive we’ve had for any game we’ve ever released. So brace yourself, and let’s dive on in! Read more »

Space Marines in 8th Edition – Stratagems and Primaris Space Marines

Blessings to you, Citizen! Today, we look at how Stratagems and the new Primaris Marines are going to affect our favourite Emperor’s Avenging Angels, the Space Marines!

The revelation that every Battle-forged army starts the game with 3 Command Points is a bit of a relief: as I had discussed previously, Marine armies will likely have more difficulty than say Imperial Guard to fill out the requirements of the bigger Detachments that give out more Command Points (given the higher individual cost of our units). Therefore, having 3 CPs to start with lessens the impact of that inescapable fact.

I wonder who will bring bonus CPs aside from Bjorn? I’d bet Dante for the Blood Angels will, but for Marines? Perhaps Calgar and/or Sicarius, but not sure who else.

Read more »

Explosives / Templates in 8th Edition – aka the Battlecannon Debate

We’ve had a few discussions around this topic already and while the final verdict won’t occur for several weeks (or months) now, we probably have most of the information to start dissecting the changes in template and blast weapons (now called Explosives and … well nothing). First let’s look at what we know:

  • Physical blast and template markers are no longer in the game;
  • Templates still automatically hit and do D6 wounds to a unit within X”;
  • Templates no longer ignore cover;
  • Some templates have different ranges (we know a normal flamer is 8″ and a pistol is 6″ so heavier weapons might be 10″/12″/etc.);
  • Blasts have been replaced with DX hits (we’ve only seen D6 so far for both a large blast and small blast);
  • Stronger weapons (such as the Battlecannon) do DX wounds;

Read more »

8th Edition 40k – mini-preview Tyranids

Summary:

  • Synapse allows you to ignore the Morale phase;
  • Swarmlord is base 9″ move, T6, W12, S8, A7, Sv3+/5++ (4++ in melee) with 2+/3+ to hit in melee / shooting;
  • Swarmlord has three levels, losing 2″ move, 1S, 1A at 4-6 wounds and a further at 1-3 wounds;
  • Swarmlord attacks are Ap-3 and D6 damage;
  • Catalyst still provides FNP (ignores wounds on a 5+);
  • Hive Commander (which the Swarmlord has) allows one unit to move again during the shooting phase;
  • Genestealers still have Rending (-4AP on a to wound of 6) and have a 5++;
  • Genestealers gain +1 attack if they are in a unit of 10+;
  • Broodlord gives Genestealers +1 to hit and they are 3+ to hit base;
  • Genestealers can charge after advancing;
  • Hormagaunts and Genestealers have an 8″ move;
  • Tyranid Warriors remain T4, W3.

Read more »

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