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post #211 of 646 (permalink) Old 05-10-17, 03:04 PM
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Boltguns aren't getting an armor modifier, no - that was in Weapons. Armor modifiers seem to have been kept in check pretty well, with even the LasCANNON getting no better than a -3. So Orks, Guardsmen and Dark Eldar will finally get some benefit from their saves, and a Terminator is going to be a bitch and a half to down (and will even ignore 1/3rd of Lascannon shots, and on 1d6 damage still has a 1 in 6 chance of living through failing THAT).

So @Khorne's Fist 's tank will take 20 shots, take 3.33 wound on average and fail to save 1.11. That's firmly in "scratching the paint" territory. On average, it's going to take 432 shots from the Guardsmen, so 10.8 turns to kill the thing... And I reckon it'll be shooting back rather more effectively.
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post #212 of 646 (permalink) Old 05-10-17, 03:39 PM
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Today's article covering more weapon profiles:

Quote:
Today, we’re taking a look at a few of the simple rules changes in the new rules for weapons, but ones that have some pretty cool in-game effects.

Twin-linked Weapons
If you play Warhammer 40,000 today, you’ll know that there are a lot of twin-linked weapons about. These let you re-roll to hit dice, making them generally quite reliable, but potentially no more deadly than a single weapon. In the new Warhammer 40,000, twin-linked weapons instead get double the number of shots at half range.

This is a massive boost to a lot of units. Many vehicles, in particular, are going to be kicking out ruinous amounts of firepower – your Land Raider, for example, almost doubles in effectiveness. With its twin heavy bolters and now utterly lethal godhammer pattern lascannons, it becomes, quite rightly, one of the most powerful models in the game.



Orks as well, renowned for their habit of twin-linking for “more dakka”, gain a lot of bullets from this change. Just think about the number of shots those Waaagh!-planes will be firing now!



Combi-weapons
Another type of weapon that is changing is the combi-weapon. While in the current edition you can only shoot the “specialist” portion of the gun once, in the new Warhammer 40,000 you can either shoot both all the time, but at a -1 to hit modifier, or choose to just shoot one with no modifier. This is a pretty awesome boost in power for a lot of elite units like Chaos Terminators, Sternguard and Meganobz – no longer just one-hit-wonders with those shooting attacks.



Explosives
Warhammer 40,000 has no shortage of things that go ‘boom’. Whereas once these weapons would have used a template, in the new Warhammer 40,000, these are resolved much faster by just using a random number of shots. This represents either how many warriors are caught in the explosion, or how direct the hit is on a larger single-model target. Otherwise, these work exactly as any other shooting.



Explosives tend to work pretty well now against both numerous infantry and large individual models, but not as well against either dedicated anti-infantry or anti-tank weapons.



We’ll be back tomorrow, with some news on how Datasheets work.
Really liking the new twin-linked and combi-weapon rules! My Baal Predators are quite pleased.
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post #213 of 646 (permalink) Old 05-10-17, 04:03 PM
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Very curious as to how poison weapons are going to play out. Don't think they have said yet

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post #214 of 646 (permalink) Old 05-10-17, 04:06 PM
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This would have been nice to see last week when I was putting together my squad of Fallen. I went with two plasma guns in the squad, but combiplasmas would have definitely been a better option in the new edition. I assume points cost will change accordingly.
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post #215 of 646 (permalink) Old 05-10-17, 04:39 PM
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Quote:
Originally Posted by Khorne's Fist View Post
This would have been nice to see last week when I was putting together my squad of Fallen. I went with two plasma guns in the squad, but combiplasmas would have definitely been a better option in the new edition. I assume points cost will change accordingly.
If they keep it like AoS the squad options are just "whatever comes out of the box" and you just pay per tranches of MODELS fielded. IIRC (since i stopped playing that game): you pay 100 pts for 10 imperial militiamen. If you give them shields, banner, musician, champion...its only a model limitation. If you own it, you can field it.
I presume it will be the same in Newhammer 40k.
Maybe they will set some limitations, like "the squad can have 1 special weapon and 1 heavy weapon every ten model". something like that.
Since the direction looks to be Aosifiyng the game, i guess this will be the approach.

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post #216 of 646 (permalink) Old 05-10-17, 04:47 PM
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WOAH!

The Twin-Linked Heavy bolter is 6 shots? and is 12 shots within 18!? HOLY CRAP!!!!! (therefore a regular heavy bolter is 6 shots?)

Heavy Bolters might have just become my favorite thing for guardsmen.

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post #217 of 646 (permalink) Old 05-10-17, 05:03 PM
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PSA: the article has been edited to say that twin-linked weapons are a flat double shots. No more mention of the half range clause.

Quote:
If you play Warhammer 40,000 today, you’ll know that there are a lot of twin-linked weapons about. These let you re-roll to hit dice, making them generally quite reliable, but potentially no more deadly than a single weapon. In the new Warhammer 40,000, twin-linked weapons instead get double the number of shots.
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Last edited by ntaw; 05-10-17 at 05:12 PM.
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post #218 of 646 (permalink) Old 05-10-17, 05:18 PM
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I like what their doing here.
Twin-linking doing double the amount of shots feels more on theme than just rerolling. I understood the idea behind the reroll but this just makes more direct sense.
Combi-weapons are more than one load blown and done now? Awesome! I will totally take that -1 and fire my combi-plasma all over the place.
Explosive weapons are fine. Its simple math that moves the game along. Nothing special to add, so no problem there.
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post #219 of 646 (permalink) Old 05-10-17, 05:57 PM
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Quote:
Originally Posted by neferhet View Post
If they keep it like AoS the squad options are just "whatever comes out of the box" and you just pay per tranches of MODELS fielded. IIRC (since i stopped playing that game): you pay 100 pts for 10 imperial militiamen. If you give them shields, banner, musician, champion...its only a model limitation. If you own it, you can field it.
I presume it will be the same in Newhammer 40k.
Maybe they will set some limitations, like "the squad can have 1 special weapon and 1 heavy weapon every ten model". something like that.
Since the direction looks to be Aosifiyng the game, i guess this will be the approach.
Units like Fallen, Deathwatch and Wolfguard have way too many options to be that blasť with selection limits. They have said there'll be a proper points system in place, so they seem to have learned from the nerd rage that followed the AoS release.
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post #220 of 646 (permalink) Old 05-10-17, 09:07 PM
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There will be both an AOS-like system (presumably for 'at a glance and quick' games) and an actual proper points cost which I suspect will be the only one anyone ever cares about.
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