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With the frequency of these little drops appearing to increase a little, I wouldn't be surprised if one of the next three was the actual release.
 

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Something I'll note is that I think we're out of expected releases for the month. I have no idea what will be coming up on pre-order this saturday.
 

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Something I'll note is that I think we're out of expected releases for the month. I have no idea what will be coming up on pre-order this saturday.
Rumor mill has it for June 3rd but I'm not going to complain if it's sooner. Gonna be watching the GW site closely for the next few weeks.

Selecting Psychic Power – Pick them or roll?
Match play – you can choose or roll
Open / Narrative play – optional
You get to CHOOSE: Random or pick
This subject concerned me for a while as I'd just gotten Magnus and the start of a Thousand Sons detatchment. I was worried the Psychic powers would be like in AoS, set to the character. Now I feel better that it won't be. It looks like the character will have Smite or something similar as an attack power and then get to pick their real powers.
Good.
 
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I'm really looking forward to this - regardless of good or bad. Kind of like a plaster, I just want to rip it off and get it over with.
Quoted for truth. Also, 7th edition games were taking so much time to play we (my group) almost stopped playing...we'll see in June!!
 

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Let’s take a look at some close combat weapons, shall we?

We’ve seen already that shooting weapons in the new Warhammer 40,000 use a Strength, AP, Damage system, and melee kit is much the same. The main differences being that there is no range on them, and a lot of them will use the user’s Strength as their basis.

Let’s look at some examples – we’ll start with the classic power weapon lineup.



In the current edition of Warhammer 40,000, the axe is the go-to weapon for a lot of folks. Players gladly took the unwieldy rule in exchange for AP2 and a bonus to Strength. Now, the obvious choice is far from obvious, as they clearly all have their uses. That sword, for example, is looking pretty deadly against most things, with the AP-3 helping it against every type of foe. Even with no bonus to Strength, using the new wounding chart shows that a Strength 4 Space Marine is wounding everything up to Toughness 7 on 5s (which is good, because a lot of our models have swords).

Even the humble chainsword gets a boost. No longer just a standard combat weapon, the iconic combat weapon wielded by the Adeptus Astartes and many other forces, now gives its bearer more attacks in combat. Perfect for grinding through hordes of low armoured troops, the chainsword now functions on the battlefield how it always has in your head. This change also helps differentiate dedicated combat troops from those just wielding improvised or side-arm weapons.



We can see that all of the above still only do 1 Damage, meaning that while they can chip wounds off bigger stuff, they are primarily infantry killers.

What about some anti-armour stuff though? Check out the power fist:



At the cost of being more cumbersome to swing, it’s dishing out multiple damage with every hit, and at a Strength that will find it easy to wound anything in the game.

Another high damage option is Force weapons. Take a Grey Knight squad of any sort: every guy in there has a blade that, as well as having all the benefits of the equivalent Power weapon, also dishes out D3 damage on every wound! Those guys are going to be phenomenal up-close killers, as they should be.

D3 Damage is good, but if you really want to kill something, try the reaper chainsword. This deals a flat 6 Damage to whatever it wounds. That’s enough to carve a Chaos Lord in half, and a couple of hits will wreck most small and medium vehicles in a single Fight phase.



Make no mistake, when facing a dedicated melee unit, stuff is going to die in combat really, really fast.
 

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The reaper is the knight one. If you click on the text in the original post it directs you to the knight kit store page

Sent from my XT1650 using Tapatalk
 

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Warhammer 40,000 Faction Focus: Imperial Knights​
Faction Focus returns today with Reese telling all about Imperial Knights!



Imperial Knights stride the battlefield like colossi raining down destruction on the enemies of the Emperor with powerful weapons and stalwart defence. How will these mechanical behemoths play in the new Warhammer 40,000?

The Questor Imperialis, or Imperial Knights, are Knights in more than just name. They live their lives by chivalric codes and pledge fealty to their High Kings and the Emperor. Through the Throne Mechanicum, these nobles bond with their mighty Knights and enter into battle for the honour of their household.

Imperial Knights currently play as an all or nothing army. What I mean by this is that they either totally overwhelm their opponent with high armour, powerful weapons and devastating melee… or they get crushed by an army that has the specific tools to deal with them. This is largely due to the game mechanics of the way Warhammer 40,000 plays. Many weapons cannot hurt a Knight at all, while some devastate them, such as Destroyer weapons or large numbers of melta weapons. This creates very swingy, often short, games that can leave one or both players feeling a bit flat.

In the new edition, this dynamic changes quite a bit. As everything can hurt everything else, a player in a game vs an Imperial Knight army will never feel entirely helpless. While firing a grot blaster at a Knight is highly unlikely to do anything, it just might. However, to compensate for this increased vulnerability, the Imperial Knights have been given a LOT of wounds. And by a lot, I mean 24! They’re also Toughness 8 with a 3+ save. They’re quite literally twice as durable as a Leman Russ which is itself a difficult unit to take down. Add in the inclusion of a 5+ invulnerable save against shooting – regardless of which direction the shots are fired from, thanks to their ion shield – and you’ve got a resoundingly resilient unit.



But it’s not all about defence. Imperial Knights pack absolutely blistering firepower, too. The thermal cannon is utterly lethal now. Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range, will leave many targets as nothing more than smoking craters with a single volley. If that weren’t enough, the cannon gets D6 shots vs units with 5 or more models. I think you can start to see how useful Command Points can be when using weapons like this, maximising the effect they can have at just the right time.

Another big change is how Stomps work. Previously, Stomps simply removed models entirely from the game on the roll of a 6. While this was useful for dealing with some problematic character-laden units which were hyper-durable, it could create gameplay situations which were not very satisfying for players when their favorite model was unceremoniously stomped into oblivion with no saves!

Now called Titanic Feet, these are still fearsome weapons, but do not simply remove models from play. And if kicking and stomping models isn’t enough, you’ve always got your trusty reaper chainsword or thunderstrike gauntlet to fall back on, both of which do an automatic 6 damage per successful attack. Ouch. The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9″ to do D3 mortal wounds on a 4+. Splat!

Knights will be a unit that cannot be ignored, and if you’re fighting against them, you will need to plan to deal with them when writing your list. While tough, they are not invincible and, in melee particularly, they can find themselves to be somewhat more vulnerable. The canny Knights general will need to be wary of enemy models with multiple D6 damage melee attacks such as Trygons, which can severely damage or destroy Knights in a single lucky round of combat.

Knights players will also be happy to know they are no longer so easily bogged down by large cannon fodder units. In the new Warhammer 40,000, they can simply walk over Infantry models and leave combat while still being able to fire their weapons. They are fearsome units, indeed.

Though you don’t often see large numbers of Knights in a single army, those few are easily the match for many armies, and thanks to the new Super-Heavy Detachment, you’ll still be able to field them all on their own if that’s how you roll.



There’s a lot more to say about this army but for today, that is all we have time left for. We hope you are as excited to put your Knights on the table as we are!
 

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In the new edition, this dynamic changes quite a bit. As everything can hurt everything else, a player in a game vs an Imperial Knight army will never feel entirely helpless. While firing a grot blaster at a Knight is highly unlikely to do anything, it just might. However, to compensate for this increased vulnerability, the Imperial Knights have been given a LOT of wounds. And by a lot, I mean 24! They’re also Toughness 8 with a 3+ save. They’re quite literally twice as durable as a Leman Russ which is itself a difficult unit to take down. Add in the inclusion of a 5+ invulnerable save against shooting – regardless of which direction the shots are fired from, thanks to their ion shield – and you’ve got a resoundingly resilient unit.
DAMN! That's awesome.

But it’s not all about defence. Imperial Knights pack absolutely blistering firepower, too. The thermal cannon is utterly lethal now. Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range, will leave many targets as nothing more than smoking craters with a single volley. If that weren’t enough, the cannon gets D6 shots vs units with 5 or more models. I think you can start to see how useful Command Points can be when using weapons like this, maximising the effect they can have at just the right time.
HOLY F*&K!

Another big change is how Stomps work. Previously, Stomps simply removed models entirely from the game on the roll of a 6. While this was useful for dealing with some problematic character-laden units which were hyper-durable, it could create gameplay situations which were not very satisfying for players when their favorite model was unceremoniously stomped into oblivion with no saves! Now called Titanic Feet, these are still fearsome weapons, but do not simply remove models from play. And if kicking and stomping models isn’t enough, you’ve always got your trusty reaper chainsword or thunderstrike gauntlet to fall back on, both of which do an automatic 6 damage per successful attack. Ouch. The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9″ to do D3 mortal wounds on a 4+. Splat!
Ohh yeah...

Knights players will also be happy to know they are no longer so easily bogged down by large cannon fodder units. In the new Warhammer 40,000, they can simply walk over Infantry models and leave combat while still being able to fire their weapons. They are fearsome units, indeed.


LotN
 

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DAMN! That's awesome.


HOLY F*&K!


Ohh yeah...



https://www.youtube.com/watch?v=b4SXpOFQ9T8


LotN
This sums up my thoughts perfectly.
Well, now I really want at least two more Knights. Well, on to the ol' Christmas wishlist those are going, probably the only way that is happening in the near future. *sigh*

Damn GW what did my wallet ever do to you? You just keep sucking the life from it.
 

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Also, on the melee weapons, they've made them all delicious choices. Especially the chainsword. It's no longer the "I don't have enough points for other things" weapon. It's a good choice. Hell, I wonder if two weapons in melee gives an extra attack? (I may have forgotten if that was mentioned, if it was.) Then two chainswords would then go up to 4 attacks, plus any others for the character.
Just picturing the Assault Squads and Chaos Raptors jumping in with lots of chainswords. So, good.
 

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Also, on the melee weapons, they've made them all delicious choices. Especially the chainsword. It's no longer the "I don't have enough points for other things" weapon. It's a good choice. Hell, I wonder if two weapons in melee gives an extra attack? (I may have forgotten if that was mentioned, if it was.) Then two chainswords would then go up to 4 attacks, plus any others for the character.
Just picturing the Assault Squads and Chaos Raptors jumping in with lots of chainswords. So, good.
One can wonder how absurd chainaxes gets in the hands of khornate berserkers now..
 

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One can wonder how absurd chainaxes gets in the hands of khornate berserkers now..
All I want to say to that is some sort of malicious giggle noise, that I'm not sure of how to type.
 
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