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New rules and changes for us


angrom

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Hey evryone,

 

So it seems that storm shields have changed.

Now it is 4++ save and +1 to normal saves.

Also storm bolters seems to be 3 pts now

 

A vet with storm shield and storm bolter will be a strict minimum of 20 pts

and will have 4++  2+ save.

Is this changing something for you?

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The storm shield specifically is interesting. It's stronger against AP0 attacks, always a 3+ save at AP-1 stuff and the invul kicks in at AP-2 (and beyond). For the Vets it technically goes after the weight of fire weakness we had in 8th, but AP-1 is slowly seemingly becoming the new standard. Now termies are interesting. They already had a 2+ save and any AP-1 still keeps it at a 2+ save if they have a storm shield. And I wouldn't immediately jump to overpowered, as the thunder hammer/storm shield combo was always pretty expensive. Could be interesting in a kill team geared for close combat.

 

It probably won't change much for me until I get some games in. I need to see the interactions of blast weapons and some of the new mechanics.

 

 

Some other things I picked up on from other people (outside of warhammer articles):

- rerolls were specifically spelled out (hit, wound, dmg, saving, psychic, deny); so if celestine or G-man die, you cannot reroll the "resurrect" save

- DW Frag Cannons are blast weapons

- You cannot fall back and use psychic tests/actions

- Engagement range is half an inch instead of an inch?

- Specialist detachments (Vanguard, outrider, spearhead) will always cost 3CP, no refund ability

- Heroic intervention units CAN be targeted by units that charged

- Pistols can target any unit in engagement range, not just closest model

- Combi-weapons dropped in price a little

- Primaris Chaplain on a bike?!

- Twin Las and Twin Assault cannon cost the same now

- Plasma explodes on an unmodified 1

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Another change that’s important for us is that once you choose a model to allocate saves to in a phase they must continue to make saves. So if you have one las cannon target your SB/SS squad, SS saves it and then they hit you with mass lasgun fire the SS model must continue to make saves. This makes the change to SS more palatable since they’ll be a general protection against both low and high AP fire. It also means I won’t be taking terminators as ablative wounds but instead as hard counter hitters in melee as well as auto morale pass since it’s slightly more dangerous to our mid sized units.

 

There’s rumors that flamer type weapons will get to overwatch from any distance, which could be amazing for frag cannons, especially with their blast keyword (although they could be an exception to this rule as well?).

 

My vet squad is shaping up to be 4-5 SB/SS, a few frag cannons and a couple of melta fist terminators who now get removed last. Interested to see if vanguard vets still bring something to squads. I’d just started putting together a cool one using plasma moritat bits so I’ll be a bit bummed if he’s useless.

 

Fortis kill teams look as strong as ever. Our intercessors were generally best off with autobolt rifles and they no longer cost an additional point so that’s a plus. Aggressors went up, but they needed to. Eradicators completely outclass hellblasters for now, assuming they can be taken in mixed squads I think we’ll see a lot of these.

 

Plasma inceptors on the other hand dropped 9 points and look like amazing weapons for both anti tank and anti marine since they get max shots against units of 6-10. This is a bit of a double edged sword however because this seems like the most efficient weapon against our own fortis kill teams as well. The change to plasma overheat also gets rid of the safe plasma chaplain litany + beacon Angelis combo I envisioned but also gives more flexibility to just deep strike with a captain.

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I think also that some outriders with special ammunitions and bladeguards teleporting with our baecon angelis and charging thanks to bike chaplain with

all our improve to wounds strats and reroll can be quite devastating.

I think 9th will allow deathwatch to be a lot more aggressive and not just some space marines Tau.

I really hope that deathwatch will have access to all the new goodness.

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  • 3 weeks later...

Another change that’s important for us is that once you choose a model to allocate saves to in a phase they must continue to make saves. So if you have one las cannon target your SB/SS squad, SS saves it and then they hit you with mass lasgun fire the SS model must continue to make saves. This makes the change to SS more palatable since they’ll be a general protection against both low and high AP fire. It also means I won’t be taking terminators as ablative wounds but instead as hard counter hitters in melee as well as auto morale pass since it’s slightly more dangerous to our mid sized units.

There’s rumors that flamer type weapons will get to overwatch from any distance, which could be amazing for frag cannons, especially with their blast keyword (although they could be an exception to this rule as well?).

My vet squad is shaping up to be 4-5 SB/SS, a few frag cannons and a couple of melta fist terminators who now get removed last. Interested to see if vanguard vets still bring something to squads. I’d just started putting together a cool one using plasma moritat bits so I’ll be a bit bummed if he’s useless.

Fortis kill teams look as strong as ever. Our intercessors were generally best off with autobolt rifles and they no longer cost an additional point so that’s a plus. Aggressors went up, but they needed to. Eradicators completely outclass hellblasters for now, assuming they can be taken in mixed squads I think we’ll see a lot of these.

Plasma inceptors on the other hand dropped 9 points and look like amazing weapons for both anti tank and anti marine since they get max shots against units of 6-10. This is a bit of a double edged sword however because this seems like the most efficient weapon against our own fortis kill teams as well. The change to plasma overheat also gets rid of the safe plasma chaplain litany + beacon Angelis combo I envisioned but also gives more flexibility to just deep strike with a captain.

It's good to see another DW player using melta fists but have we had it confirmed they are staying yet?

It's one of those weapons they GW doesn't make a kit for outside of the single one in kill team for a named model so wasn't sure if it would end up being retired.

Going to be a hard Eddition though as we have all the toys now, just at increased costs so we are going to have to be very numbers minded.

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I suspect we’ll keep the combo for at least as long as they are making kill team Cassius, since although Garran Branatar is named in the box he’s still just a generic terminator.

 

I’ve been wrong before though, see my quoted post for the flamer rumor I’d read about lol. I do think DW vet teams in a Corvus will have some play despite their cost in 9E.

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