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post #631 of 646 (permalink) Old 06-12-17, 12:50 PM
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Since it hits at the end of the week I think the 'rumours' are pretty much done.

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post #632 of 646 (permalink) Old 06-12-17, 02:37 PM
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Add to that basically everything has been leaked. Maybe there will be Faction Focus articles for the remaining Imperium armies that we already know all the rules for...?

I have heard rumours that all armies will have Codex books by Christmas but damn that's a hell of a release schedule.

Unfortunately Canada got rid of the penny and now my two cents rounds down to zero, so...take it for what you will.

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post #633 of 646 (permalink) Old 06-12-17, 03:41 PM
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Originally Posted by ntaw View Post
Add to that basically everything has been leaked. Maybe there will be Faction Focus articles for the remaining Imperium armies that we already know all the rules for...?

I have heard rumours that all armies will have Codex books by Christmas but damn that's a hell of a release schedule.
I hope they maintain the index books on the side. I realy realy hope so.
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post #634 of 646 (permalink) Old 06-12-17, 04:35 PM
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The contents of the Index books will be slowly invalidated as Codex books are released. GW has announced a once a year Chapter Approved book (first one around December this year), I think that a portion at least of it will be set aside to address rules and point changes as this edition evolves.
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post #635 of 646 (permalink) Old 06-12-17, 05:11 PM
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Forge World Index: Xenos Preview
Last week, we had a look at some of the new rules for the Forge World miniatures covered in Imperial Armour Index: Space Marines and Imperial Armour Index: Chaos.

Today we take a look at some units from Imperial Armour Index: Xenos.

We’ll start off with a Tyranid, one of the most popular Forge World additions to the hive fleet forces in the last edition due to both its durability, synapse and protective gas-cloud aura – the Malanthrope. We can see from the range of useful abilities this guy has, he’ll likely still be seen in many forces.


Next up, the Ork Meka-Dread. With the increase in vehicle durability, and the deadliness of combat, Ork Dread-based armies become a very viable option, and this bruiser is the guy you want at the front of the charge:


Our final preview is of the XV109 Y’vahra Battlesuit. This highly mobile cousin of the Riptide dishes out just as much devastating firepower as he did last edition, so you’ll still see plenty of these advanced Battlesuits on the battlefield.


All these of these units, as well as the full Tyranid, T’au Empire, Ork, Aeldari and Necron ranges of Forge World models are covered in the upcoming Imperial Armour Index: Xenos, available soon and designed to be used with the new edition of Warhammer 40,000.
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post #636 of 646 (permalink) Old 06-12-17, 05:12 PM
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That'd be a bit better than the way it was. Now even if your codec somehow manages to not get updated for 5-10 years (DE and sisters) a yearly or biannually chapter approved with updates overall is a good move.
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post #637 of 646 (permalink) Old 06-12-17, 06:31 PM
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Worth looking at just to get a closer look at the sprue.

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post #638 of 646 (permalink) Old 06-13-17, 07:56 PM
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Warhammer 40,000 Faction Focus: Adeptus Mechanicus

These cybernetic warriors are known for their cold logic, colder hearts and esoteric weaponry. Their armies have typically been seen in the War Convocation formation, formed around an Imperial Knight and a variety of different units and loads of “free” wargear. They’re a powerful army and remain so in the new Warhammer 40,000. The forces of the Adeptus Mechanicus will have armies of Robots, cyborgs, warrior priests of the machine god and Belisarius Cawl himself.

So, first off, let’s talk about Belisarius Cawl. He is one of the most detailed and characterful models Games Workshop has ever made and looks amazing on the tabletop. His rules are equally impressive. He gives friendly Martian units within 6″ a re-roll to hit in the Shooting phase, similar to a Space Marine Chapter Master.



He also lets you add or subtract 1 when you roll on the Canticle chart every turn which is incredible. He’s no slouch in shooting either with a gun that can potentially do 18 damage! Any big ticket unit will come to fear Cawl. Overall, he is one of the most solid HQ’s in the new Warhammer 40,000 and will be leading many Martian Adeptus Mechanicus armies.



Next, we have a unit that wasn’t used much in the previous edition: the Electro Priests. Both the close combat and shooting versions are solid choices now with impressive damage output. The shooting version (Corpuscarii) gives you mass amounts of shots that explode on a 6+ to hit. And be aware that if you can get a +1 to hit, you get the bonus hits on the roll of a 5 or 6 – especially if you’re standing next to a Character that lets you re-roll hits.



The Fulgurite, or close combat flavour of Electro-Priest can do mortal wounds on the wound roll of a 6+, which is tremendously powerful. Both units have a 5+ invulnerable save and an additional 5+ “Feel no Pain” style save for every wound they take. They are an excellent backfield protection unit that come in at a reasonable price point.

Wait – I mentioned cyborgs, didn’t I? Well, let’s talk about the Ironstrider Ballistarii. These models have a 6+ invulnerable save, 6 Wounds and Toughness 6, which makes them tough targets to take down. The main reason to take these models, though, is their fire power. You can take them in a unit of 1-6, and each can be armed with a Twin Cognis autocannon, which is 4 shots at Strength 7 AP -1 and 2 Damage. Or my personal favourite, the Twin Cognis Lascannon, which is two shots at Strength 9 AP -3 and D6 Damage. The melee version, the Dragoons, are also fantastic with exploding 6’s to hit on their weapons and a high movement. But the key for either flavour of these guys is they are very points efficient. You will see many of them in Adeptus Mechanicus armies.

Lastly, let’s talk about the Kastelan Robots. These models are monsters and can shoot twice or swing twice in close combat or even get +1 to their saves due to their suite of special abilities. They are Toughness 7, 6 Wounds a piece and are quick with an 8″ move. The Kastelan fists are +4 Strength, -3 AP and do 3 Damage with each swing meaning you do not want to find yourself engaging in fisticuffs with these guys. They can also be equipped with Heavy Phosphor Blasters which, when shot twice, will put a ton of damage down the field. These robots are great at taking mid table and holding it for the entire game, fending off enemy units.



The Adeptus Mechanicus are a great army in new Warhammer 40,000 and are not only very fun to play but also to play against. Now replace those weak fleshy parts of your body and prepare to give homage to the Omnissiah!


EDIT: Just had a look at the GW store. It looks like they've rolled the skitarri into the AdMech page, which makes sense. I never agreed with them being split into separate armies.

Last edited by Khorne's Fist; 06-13-17 at 08:14 PM.
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post #639 of 646 (permalink) Old 06-13-17, 08:42 PM
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Quote:
Originally Posted by Khorne's Fist View Post
EDIT: Just had a look at the GW store. It looks like they've rolled the skitarri into the AdMech page, which makes sense. I never agreed with them being split into separate armies.
This is thing that makes me happy. It's about time they put those together.
Honestly, I thought they'd have done it sooner but I'll take it.

Also, looking forward to getting my greedy hands on the new edition in 4 days. It's the first chance I've had to play at all in months. It's like an itch you can't scratch.
Hmm?
I think I should have that bit of organics replaced. Cuts down on itching.

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post #640 of 646 (permalink) Old 06-14-17, 04:38 PM
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https://www.warhammer-community.com/...space-marines/

Warhammer 40,000 Faction Focus: Non-Codex Space Marines


With the release of the brand new Warhammer 40,000 this weekend, Reece visits the Space Marine Chapters who take the principles of the Codex Astartes somewhat less seriously than some of their brothers.



Reece: Today we’re going to explore the savage Space Wolves, furious Blood Angels and taciturn Dark Angels as well as touch on some of what to expect with Grey Knights and Deathwatch. We’ve got a lot to go over, so let’s get to it!
The Adeptus Astartes are the iconic faction in the grim darkness of the 41st Millennium. For many players, they are the first thing that comes to mind when one thinks about Warhammer 40,000. But there are more than just the Chapters of Space Marines who largely follow the Codex Astartes, there are many non-codex Chapters, too. Some of which are renowned for not only their independent natures but also their accomplishments in battle.
I have always had a soft spot in my heart for the First Legion; the Dark Angels. My first miniature was a Dark Angels Captain from way back when. The Dark Angels have had a long and storied history in the lore but a bumpy ride in terms of their performance on the tabletop. They’ve often struggled to find their niche when compared to Chapters like Blood Angels and Space Wolves, who are fairly easily defined in comparison to Codex Chapters and have often been top contenders.




Dark Angels in new Warhammer 40,000 are simply exceptional. They have so many tools, so many different ways to play effectively, that the Dark Angels player’s biggest problem will be choosing which of his units to use! Azrael, Chapter Master of the Dark Angels, is hands down one of my favourite characters in the game now. He’s got a plethora of tools with his only shortcoming being his relatively slow speed – but even that is easily mitigated by using a Transport vehicle. What he provides though, is fantastic. He gives Dark Angels models within 6″ a 4+ invulnerable save which by itself is incredible. But on top of that, as with other Chapter Masters, he gives a ‘re-roll misses’ aura that works in the Shooting and Fight phases for friendly Dark Angels. Additionally, he grants you a bonus Command Point and packs an almighty wallop in both shooting and melee.



He is just one of many character options available to the Dark Angels player as well. Dark Angels also have a host of specialised units to choose from. Deathwing Knights are one of my favourite melee units available to any Space Marines Chapter, and Black Knights as ever, will strike fear into your opponent with their vicious Plasma Talons and Corvus Hammers.



Similarly, Blood Angels distinguish themselves through their unique units and special rules. What I love about Blood Angels is the wide variety of auras they can overlap on units to take them from good to great. For example, Death Company who begin with base 2 Attacks, and gain 1 on the charge, can get another Attack using the Blood Angels psychic power Unleash Rage for a total of 4. On top of that, a Sanguinary Priest can give them +1 Strength with his aura. Astorath provides further bonuses with an aura that lets them ignore morale, and provides re-rolls to hit in the Fight phase. But wait, there’s more! The Sanguinor can give them another Attack with his aura…wow. You can end up with Death Company boasting 5 Attacks each on the charge, re-rolling hits at Strength 5. Give them Power Swords and nearly nothing in the game will survive a full strength charge from them. A truly scary unit.




Space Wolves have options galore but I am immediately drawn to their exceptional troops. Both Grey Hunters and Blood Claws provide great utility. Grey Hunters have the unique ability to take a boltgun, bolt pistol and chainsword for every model, making them very flexible. They can take 2 special weapons in a 10-man squad (in addition to a plasma pistol on another Grey Hunter) and a combi-weapon on the Pack Leader, meaning they also pack a punch at range. The Wolf Standard lets you re-roll 1’s when you advance or charge for greater speed and, if you want, hey, you can put the Pack Leader in Terminator armour, too!



Blood Claws are similarly fantastic and make your choice to fill Troops slots a tough one. While they cannot take a boltgun, they do come standard with a chainsword and bolt pistol and can be taken in squads of up to 15 to really maximise the oomph of your bonus auras. They also get +1 Attack on the charge while still retaining a 3+ to hit in melee – they deliver a lot of punishment for a low price tag. A Wolf Priest who grants re-rolls to hit in melee and a Leadership boost goes exceptionally well with these hotheaded warriors.



There is still so much to talk about but we’re running out of space. I will give you a little information on the Deathwatch and Grey Knights, though. The Deathwatch remain a force all about customisation and flexibility. Their Special Issue Ammunition lets them take down xenos scum of any variety.



Grey Knights have incredible damage output. Nearly all of them are Psykers, able to deal mortal wounds, and pack around double the firepower of a standard Space Marine. In melee, they wield deadly Force weapons which can cut down even the foulest of enemies.



Unfortunately, that is all of our time for this article. Hopefully, the information provided piqued your interest in these non-Codex Chapters as they are all characterful and tremendously enjoyable to play.
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