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It seems they decided, after debating the concerns I'm sure, to cut all templates. I don't know if this will turn out to be good or bad until the rules hit and people are playing. As it sits now, they could have kept the flamer template and dropped the others, and that would be fine.

I can understand the thought behind dropping the template here. There would be time wasted while the flamer template was being positioned. The 8" D6 hits would speed things up and keep the game moving. Keeping things moving is important to a lt of games. Hell, pacing is important in every type of game.

I'm truly curious about their claim of a 1500 point game taking about 2 hours. It's been awhile since I've gotten to play but I remember those taking closer to 4 hours, 3 maybe if you both know the rules well and nothing has to be looked up.
 

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Random wounds inflicted has always been a problem to me. i shoot you with a lascannon and its all good until i start rolling ones. Then its a glorified bolter.
In AoS i simply stopped using cannons and artillery in general for this very reason. 1d6 wounds means that you will cause 1-2 wounds A LOT of times in a game. and since cannons are not cheap, well... i'd rather be on the fence of instant death :grin:
Quick fix:
D3 wounds become 2
D6 wounds become D3+2
GW people are not mathematicians, clearly. (nor do i, but i play the game...unlike them it seems >:))

Also, d6 hits from flamers... cool. until you start rolling snake eyes against a horde of bunched up cultists. (see quick fix above)
Just like AoS however, positioning become useless, outmanouvering become useless, hitting alternative facings in vehicles become useless. Wh40k was never a game of true tactics but still...there were some cool mechanics to use and gain an edge with cunning manouvres. Like in AoS, it's going away, in favour of a more direct approach. We will see. I will be waiting more stuff. Also, fuck GW for inalidating lots of codices. Now i understand why they chucked in our throat so many codices in such small time: they needed to do it before it was too late! :mad:
 
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I'm beginning to think there should be a 2 tier system for 40k. Tier 2 a simple quick and easy way to play for novices and kids up to 12. Then tier 1, Warhammer 40k tactical, a game that involves strategy and forethought.

To be honest, now that you don't have to worry about troop spacing and vehicle facing, rather than stream lining the game, makes it a bit lazy. Now I KNOW IT'S A FANTASY GAME, however as a tabletop WARGAME, there should be some REAL WORLD SYSTEMS, poor spacing and maneuvering should be penalised.

Now I'm quite biased on this because I'm ex military like lots of other Heretics and owe my life literally to good spacing and the fact that am too pretty to shoot at with conviction! READ FOLLOWING IN TRUMP VOICE "it's true, it's true, he is so pretty, the Taliban couldn't kill him, couldn't do it, total losers! Our military -the best in the world by the way- no problem shooting pretty people, very good at it, so true!"
 

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I think the movement and chargers attack first will still make it a don't fuck up game. I am curious at what they will do with psychic. It also looks like the have fixed the issue of non power armour units against ignores cover weapons.

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I think the movement and chargers attack first will still make it a don't fuck up game. I am curious at what they will do with psychic. It also looks like the have fixed the issue of non power armour units against ignores cover weapons.

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Very true, and with heavy weapons doling out multiple damage points you would have to very careful with your armour/monstrous creature, a devastator squad with x4 las cannons putting out anything from 4-24 damage points will still soften anyones cough, so yeah I should really think before I type. Details, details, the devil is the details, can't wait to find out more
 

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Movement has always been key to Warhammer 40,000 – positioning your units for optimum arcs of fire, advancing to claim objectives or just plain-old charging across the battlefield into combat!

Movement in the new edition will be very familiar to players of the game today, but the rules team have taken the opportunity to improve a few elements.

In the new edition, every model has its own Movement characteristic. This means that, rather than every model moving 6″ unless specified otherwise – things like Terminators will advance slowly and inexorably, while Harlequins leap and bound, and bikes and speeders zip across the battlefield.

Some units will have a minimum move too – this mostly applies to flyers, who can’t stop. Again, this is much like the rules today, but every flyer will have their own minimum and maximum move value, to represent the fact that swift fighters will naturally be quicker than a lumbering bomber.

Running has been rolled into the Movement phase now, too. You can “Advance” when you move by rolling a dice and adding the result to your Movement to go a bit faster at the expense of shooting.

This applies to all models – infantry, vehicles, bikes – everyone. By including this roll as part of your move, the game speeds up, as you no longer have to move models in both the Movement and Shooting phases.

Other than that, the movement rules are pretty much what you’d expect today – no moving though enemy models, unless you can fly over them, and no walking through solid walls – logical stuff.

Oh, there was one last thing.

If you’re in combat at the start of your turn, you can Fall Back by moving away from the enemy. You’ll lose the ability to advance, shoot or charge that turn, and crucially, enemies will be able to shoot at you! This does, however, open up a vast range of tactical options for armies like the Astra Militarum, who will now be able to effectively deploy in firing lines, with each row falling back from any assaults in good order (if they survived) while the unit behind them fires at the attackers. It goes both ways though – if you have a dedicated assault unit that specializes in killing infantry (like Warp Talons) your opponent will find it much harder to pin them down in combat with heavily armoured units for the entire game.

That’s a big change!

We’ll let that rattle around your brain for a day, and we’ll be back tomorrow with news about the Psychic phase.
 

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Oh, there was one last thing...
 

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Don't like the running rule, rolling a dice for random extra inches is poo to be honest, running should be either double the movement distance or movement plus half
 

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Don't like the running rule, rolling a dice for random extra inches is poo to be honest, running should be either double the movement distance or movement plus half
It's definitely a hold over that seems to be a part of a lot of wargames. Like its traditional to have that random extra on a charge. Your idea would make sense. Expanding on it a bit, double normally and half again over difficult terrain. That's what I'd like to see. Makes charging a more predictable option.
 

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I read.... somewhere, that this is dropping early June with a starter set including the Death Guard vs Space Marines.

Not sure how credible the source was considering I can't even recall it.
 

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Don't like the running rule, rolling a dice for random extra inches is poo to be honest, running should be either double the movement distance or movement plus half
You are aware that running has been in the game for a little while now right? The biggest difference now is that instead of being something you declare in the shooting phase, its declared in the movement phase. Otherwise its always been a die roll for extra movement at the cost of shooting (unless your Eldar and using battle focus.)
 

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I read.... somewhere, that this is dropping early June with a starter set including the Death Guard vs Space Marines.

Not sure how credible the source was considering I can't even recall it.
3th of June (pre-order) to be precise and the content of starter should be indeed DG vs UM (with new rescaled marines)
 

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You are aware that running has been in the game for a little while now right? The biggest difference now is that instead of being something you declare in the shooting phase, its declared in the movement phase. Otherwise its always been a die roll for extra movement at the cost of shooting (unless your Eldar and using battle focus.)
Running existed in 2nd edition 40k and earlier editions of fantasy precisely as some movement. Troops running (or marching the fantasy equivalent) would double their move distance at the cost of shooting that turn.

It was a good mechanic. Much better than the "roll a die" method.
 

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You are aware that running has been in the game for a little while now right? The biggest difference now is that instead of being something you declare in the shooting phase, its declared in the movement phase. Otherwise its always been a die roll for extra movement at the cost of shooting (unless your Eldar and using battle focus.)

Oh very aware pal, I'm just still annoyed by it, and like a Dwarf I can hold a grudge over something small:p. I think the random nature of it though is just a poor game mechanic
 

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I would hazard a guess that it is to help reduce 1st turn pile ins by quick armies. They can't do much to make the board size bigger at this point. I assume Calvary and other quick options are going to still be around 12 inches. If they​ had a flat move like your talking it would easily lead to 1st turn munching of units before the other side could even get a turn.

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Running existed in 2nd edition 40k and earlier editions of fantasy precisely as some movement. Troops running (or marching the fantasy equivalent) would double their move distance at the cost of shooting that turn.

It was a good mechanic. Much better than the "roll a die" method.
I remember the days of 7th ed Fantasy, and the group of gamers who played it precisely because they loved how predictable the game was. Fucked if I know why. Things like movement and charging were a given and the whole thing became a game of glorified chess as both players tried to get their regiments into the right spot to take each other out. Magic dice were a fixed amount and people would tailor their lists to know exactly how many dice they'd have and know in advance which lores and spells they'd use over the course of the game. Rolling dice became little more than a formality, and three out of five games could be predicted after deployment.

Adding more random elements to the game took away that predictability, forced players to rethink strategies and have contingency plans, and this is where the bulk of WHF players in my circle quit the hobby.

40k going to random charge distance and random psychic powers resulted in much the same thing. A bunch of people fretting and complaining that their once unbeatable army had been hit with the nerfs and they couldn't play anymore. Of course what they really meant was they couldn't auto win anymore, so naturally that meant the game had turned to utter shite.

I love the extra elements of randomization specifically because it destroys that kind of playing.
 
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