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 faq 40k 8ème

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yul

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MessageSujet: faq 40k 8ème   Lun 24 Avr - 18:01

Live sur GW TV en cours (je copie colle un forum) :   - Les tanks perdent leur blindage, remplacer par l'endurance. Ils perdront des caracs avec les dommages (tableau différent pour chaque véhicule)

- L'unité qui charge attaque en premier (avec quelques particularité)

- Oblication du battle forge pour les 2 façons

- Poursuite du système des Points de Commandements introduit dans GS III (relancer un dès, lancer une contre-charge) qui seront limités à 1 utilisation par phase de jeu

- Fin des gabarits

Pierrick
- Les extensions seront toujours valides (surtout pour les narratives games) et seront mis a jour + des nouveaux supplements a venir

- Toutes les unites seront revues - probablement la plus balanced des editions (Riptides pas OP)

- General Handbook pour 40k avec feedback de la communaute pour son equilibrage

- Nouvelles regles digitales mais version papier dispo aussi

- App pour 40k pour faire ses listes dispo mais pas a la sortie de la V8

- Rulespack pour tournoi ne sera pas via GW mais ce sera plus facile (les plus grand TOs ont ete solicite pour les playtest - donc ca devrait aider)

- Toutes les unites devraient etre jouable (enfin ils esperent)

- Nouvelles regles pour toutes les unites existantes

Ongoing Updates for the Live 40k QnA- Now Complete



I will be updating this as I listen in, with a full wrap up later on for all that I miss the first time around.


Starting here.
Movement is definitely in

Vehicles do not have armor values. Vehicles have a damage table that reduces their stats as they take damage.

Different Armies will keep their playstyles

Still a d6 system

They are trying to speed up a game of 40k, 1500pt game in 90minutes now.

Narrative with 3 ways to play with connections for shadow wars, campaigns etc. City fighting etc.

All models will receive rules in the new edition, including vehicles and scenery

Command Points: If you fill your force org chart you gain command points. There are 14 force org charts. You can spend command points to interrupt game play. You may only use one per phase. Thematic armies will get more command points.


Templates are going away

A lot of playtesting has gone on. Reese and Frankie from Las Vegas Open, and Mike from Nova have done tons of the playtesting.

Everyone will get their new rules day 1. 5 books, will have the rules for all the armies at a very low price point.

Codexes will come out with new additional thematic updates at a future update

Expansions like cities of death, planet strike, will be brought up to speed.

Every unit has been playtested and has been balanced. This will be the most robust and balanced edition of 40k. there wont be any broken units like riptides

There will be an annual update book "like the Generals Handbook"

They want the game to evolve the game with community feedback.

Yes there will be an army builder app, but its not ready yet.

There are not specific tournament rules, but there are guidelines for organizers.

They are pushing the thematic battle between the Imperium and Chaos, so they are focusing on it.

All the factions and models will be represented in the new edition

2 different ways to play with point values.
Power Level: narrative play- gives you values for squads regardless of what they are equipped with
Matched Play: Full points with upgrades like normal detail

All current armies will be in the new edition.

Any new factions Coming: Yes

Monstrous Creatures will also lose stats like vehicles.

Everything can hurt everything.... lasguns hurting tanks was mentioned

No stat is capped at 10

Bigger weapons do more damage.

Allied forces will still be available. Cross army bonuses will be limited now, meaning that a space marine army will give bonuses to other adeptus astartes models.

Still has an allied chart.

Deathstars were called loopholes in the rules.

Keywords structure for the game for rules.

There are Benefits to sticking to a single faction like command points.

There was a little oversight on the new galaxy map, so no many places were not destroyed.

the term "8th" was mentioned

Forgeworld rules will be available in the same way.

Storyline will continue forward for the next few years, but with no radical changes to storyline.


If you just bought a codex or rulebook.... The customer service team will be handing out vouchers within 8 weeks of the announcement to cover the cost of the rulebook.
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MessageSujet: Re: faq 40k 8ème   Lun 24 Avr - 18:23

Hello everyone !!

Setting up the post for the stream starting in 11 min

Other option is going to the FB page : https://www.facebook.com/WarhammerTVteam

- Vehicles are now like in AoS.

- Will armies keep their playstyle? Well, they could plan them now from scrap, and hope that reflects better how they work in fluff, etc. But yeah, playstyle should feel the same.

- Horus Heresy will be done later. It's on the to do list!

- 1500 points game will be roughly 90 minutes.

- Old supplements like city fight will find a new home in 8th.

- Every model, scenery, monster, vehicle - they are all in. They all have rules.

- Command points are in. Your army has to be battleforged - FOC's are in. 14 different ones.

- You can spend these points for stuff like interrupt charging, re-roll dice, etc. Lot's of cool stuff!

-They are super valuable, super tactical, once they are gone, they are gona, but they can change a game.

- There will be a interactive forum for feedback, FAQ's, etc.

- Codices in the future will get faction specific command points.

- There will be new codices aswell as new books for all the factions.

- It's almost impossible to not find a FOC you can use for your army - there are lots of them in the basic rules already!

- Templates are going away. Template free system is the future.

-Most balanced 40k version ever ! lot of play tester ! EVERY UNITS should be useable and viable

-40K general handbook 1 per years for points change and evolving the game

-free rules : Digital + printed version (free) for launch in store (gw+independant)

-No tournament pack for now

-Goal was : Make a game that works for the 3 way to play, (freeplay, narrative, matched)

-Chaos is back on screen as a prime player in the galaxy

-2.5 years of dev

-listened to as much feedback they could. They really try to listen !

-2 sets of points value
1) narrative play : power point, simpler system.
2) Matched play : full granularity you pay for each thing you add (models, weapons)

-New faction at launch ! (could be new race)

-big Monster works like vehicule (aos style)

-stats are not caped to 10.

-Size of game supported :
Matched play : 1k to much bigger
Narrative : 1k to the sky !

-allied force : abilities will be linked to keywords so death-star are nerfed. (much more in controls of synergy)

-Force chart : allow allied force easily

-Keywords Driven system ! (aos like)

-Close combat should be viable again ! Charging is a big benefit now (striking first). (yay orcs)

-Benefit for sticking to one faction : More units from the same faction generate more command points by filling a bigger force chart. min maxing the smallest force chart generate 0 command point. hence balancing fluff and min/max.

-Forge world : points and rules aviable the same way gw regular stuff.

-1 news each day until release !

-VOUCHER for 40k rules book/codex bought 8 weeks before the announcements.
i mean : if you bought a codex/rulebooks 8 weeks before the announcements of the v8 you get a voucher (same value as the codex)

/cheers.
bob.

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MessageSujet: Re: faq 40k 8ème   Lun 24 Avr - 18:54

Putain 1500 pts 90' la partie ça va rallonger le jeu...

Avant tu tirais les sorts et tu savais qui avait gagné environ 30' en 1850 lol!
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MessageSujet: Re: faq 40k 8ème   Mar 25 Avr - 11:18

Tu as joué à 40k ces dernières années toi?

Laughing Laughing Laughing Laughing
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MessageSujet: Re: faq 40k 8ème   Mar 25 Avr - 12:26

via Warhammer Community
https://www.warhammer-community.com/2017/04/24/new-warhammer-40000-three-ways-to-play/


Open play is the most flexible system – where you can use any models you like in a game to achieve any sort of objective you like. You can play archetypal scenarios like raids, ambushes or desperate last-stands with “What If” themes, set up races between vehicles, or even use the classic “who would win in a fight between…” as a catalyst for a game with undeniable appeal.

Narrative play is just what it sounds like – fighting battles based on stories from the far future, whether from campaign books, Black Library novels or legends of your own creation. Perhaps they even form part of an ongoing campaign, or are set in the notorious war zones of the 41st Millennium, such as Armageddon, Cadia, Fenris, Baal… the list goes on. Playing games that tell part of a larger story is what narrative play is all about.

Matched play is the final type of play-style. This system will be very familiar to those of you who play Warhammer 40,000 regularly now. Like the game today, it is based around one of two mission tables of 6 possible battles – either Eternal War, or Maelstrom of War, though the missions briefs have all been updated a little.

Your armies for matched play games will always be Battle-forged (more on that in future) and use points values to help ensure a balanced game. Rules and points for every single model in the game are being realigned for the new edition – so expect to see many units that might have been absent from competitive play make a welcome return. Army selection is still quite open though, and if you have a Battle-forged army for the current edition of Warhammer 40,000, you’ll be able to build a Battle-forged army for the new edition as well.

Matched play also has a few extra rules that impact the game itself, mostly to do with things like deploying reserves, summoning or generating reinforcements, using psychic powers and limiting how often you can use your army’s Stratagems (more on those soon).


The matched play section also has some recommendations for event organisers: things like how much time certain sizes of game will take to play and what size board they would typically be played on – for example, a game of 1,000-2,000 points takes just over 2 hours and will be played on a 6’x4′ board.
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MessageSujet: Re: faq 40k 8ème   Mar 25 Avr - 15:07

nouvelle édition de 40k dans deux mois donc:

"Hey folks,

As Andy mentioned on tonight’s Warhammer 40,000 Live Q&A over on Facebook, our Customer Service teams are all set to give you vouchers for any codexes or Warhammer 40,000 rulebooks you’ve bought in the last 8 weeks.

So, if you’ve just bought a codex for a new army, or the rules for Warhammer 40,000 itself, in the weeks before the new edition was announced last Saturday, we’ll send you a voucher for the cost of your book. Usually, we’d do this for up to 4 weeks before the update was announced, but as we’re so excited about the new edition of Warhammer 40,000, we’ll be extending this to 8 weeks (8 weeks for the 8th edition!). And of course, you can keep your book(s).

You can claim a voucher no matter where you bought your codex and/or rulebook, as long as you have your proof of purchase and it’s dated between the 25th of February 2017 and the 22nd of April 2017.

We have a few different Customer Service teams, each helping a different part of the world. Find the email address for your local Customer Service team here:

games-workshop.com/Contact-Us"

Quite nice from them Smile

Regards,
Lady Atia
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MessageSujet: Re: faq 40k 8ème   Mar 25 Avr - 19:19





New Profiles
Thumb neo40knarrativeplaycontent
"Today is a big one guys – we’re talking about how profiles are going to work in the new edition.

The profiles for the current version of the game have been a part of Warhammer 40,000 for over a decade now, and for the most part they worked pretty well, though there were always a few anomalies or things that didn’t work quite as you’d expect.

In the new edition, the rules team were keen to have the profile work harder – to better distinguish between the different units so that, for example, Eldar will run faster than Guardsmen, and Hormagaunts run faster than both.

One big change is vehicles. These now use the same profile system as everyone else. As you’ll see though, their stat lines are much above what you might expect from a standard infantry trooper. Wounds, for example, are not capped at 10, so don’t be surprised if you see larger vehicles like Land Raiders and Imperial Knights with dozens of wounds.

This means that there is no differentiation between monsters and vehicles, so you now have a standard system to compare between, for example, a Carnifex vs a Dreadnought. Speaking of Carnifexes, large monsters like them also have a lot more wounds now. There are also no Super Heavy Vehicle rules, as such. With the stats going above 10, the system is now an increasing scale, which means models that previously fell just shy of super-heavy status, the Gorkanaut for example, can now punch at the appropriate weight, and become much more survivable."

Adeptus Astartes
Thumb space marines
"Take a day to digest all that, and we’ll be back tomorrow with some info on the weapon stat lines you’ll be using in the new edition."

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MessageSujet: Re: faq 40k 8ème   Mar 25 Avr - 23:04

Pas dans 2 mois.

Le remboursement se fait sur les achats depuis mi février.

Tu comprends bien que les gars vont pas acheter des dex à partir de maintenant sachant qu'ils sont obsolètes sous peu pour se les faire rembourser...
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 2:11

ha oui j'ai lu un peu vite, c'est logique
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 2:13

A few small info :

-Melee is by activation (like aos) So Charger hit first then each side activate a unit to attack.
(I am not sure it needed the extra strike first after charge rule with the alternate activation from AOS. But do they have the 3" pile in move ?)

-Flyer rules are on the unit having them,so different flying rules are entirely possible.
(I like it !)

-Legion and chapter traits are still there.

-Guard will have platoon (and by extension command and comms).

-Cover is like AOS

-No D weapon

-No shooting in/out melee

-Digital and phyisical book (A LOT are printed so no shortage)

-WW exclusive commands tanks are getting rules.

-Chaos and Imperium are similar to grand alliance book but xenos are more granular.

That's all

(Source is Pete twitter : GeekjockPete)
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 7:03

bounce bounce bounce bounce bounce
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 10:29

Le dreadnought à 8pv, de suite, ce n'est plus la même histoire !

J'ai plein de dread à la maison ^^

Une petite Aosisation quand même là non? Laughing
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 10:36

Totalement.

Aos est un bon jeu. Autant piocher les bonnes idées.

Néanmoins, j'avais peur d'un trop gros rapprochement entre les 2 systèmes, mais non. 40k gardera ses spécificités. Tant mieux.
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 10:52

Oui, cela pourrait même me réconcilier avec le jeu (sa plus le fait que j'ai une telle collection qu'il faudra bien que j'en fasse un truc ^^ )
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 15:52

https://17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/04/New40kWeaponProfiles.jpg


Dernière édition par bubu le Jeu 27 Avr - 19:08, édité 2 fois
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MessageSujet: Re: faq 40k 8ème   Mer 26 Avr - 16:48


Let’s take a look at three classic examples: the iconic boltgun, flamer and lascannon:

Damage is a big change. This stats effectively lets a single hit deliver multiple wounds to one model. So, as we can see, the bolter does a single would per hit, and so is optimised for shooting models that have a single wound themselves, whereas the lascannon, one of the most powerful man-portable weapons in the game, kicks out D6 damage, allowing it to blast chunks off large vehicles and monsters and kill light vehicles and characters in a single hit. Against something like Guardsmen or Orks though, this formidable damage output will be wasted.




The AP system is changing too. Rather than a binary yes/no on saves, the new Warhammer 40,000 uses modifiers – the lascannon will punch easily through power armour, while the bolter and flamer are, again, best deployed against less durable, more numerous targets.

Lastly, you can see that the flamer no longer uses a template. However, when in range, it causes D6 hits that do not have to roll to hit, and this applies even against units of a single model – this can be devastating, especially when used in large numbers , trust us when we say we may be entering the age of the flamer as the go-to special weapon of infantry squads the galaxy over – let the galaxy burn!

The rules team behind the new game have taken the opportunity to rebalance a lot of the weapons in the game, and with the new armour modifier system and removal of the cap of 10 on Strength values, we’ve made sure that every weapon has its use on the battlefields of the 41st Millennium. D weapons, for example, are gone, and instead there is a scalable Strength and damage that matches the effectiveness you’d expect from every weapon.
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MessageSujet: Re: faq 40k 8ème   Jeu 27 Avr - 18:24

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 modes 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!
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MessageSujet: Re: faq 40k 8ème   Jeu 27 Avr - 19:09

J'ai corrigé le soucis. Yul, tu peux continuer sur ce sujet.
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MessageSujet: Re: faq 40k 8ème   Ven 28 Avr - 15:27


Previously, each of your psykers would generate warp charge for your pool. This worked pretty well in most games, but in very psyker-heavy armies, it often meant that some psykers sat around not doing a whole bunch, while one or two mega-psykers (we’re looking at you, Magnus – you big warp charge hog) had all the fun.

In the new system, the Psychic phase has been re-worked from the ground up.

Each time you pick a psyker, you can cast as many spells as their datasheet states (which would previously be the same as their Mastery Level) and there’s a simpler, two-dice mechanic for casting, you just need to beat the warp charge value. The more potent the power, the harder it will be to cast.

Enemy psykers will then have a chance to block these powers if they are within 24″, and again, the mastery of the psyker will dictate how often they can block a power each turn.

The new system is much more scalable – meaning that the phase works well at any size of game, with any number of psykers running around.

Perils of the Warp is still there of course. It wouldn’t be Warhammer 40,000 without the chance of accidentally having your mind eaten by a Daemon and your soul sucked into the psychic oblivion of the Warp while your body exploded in a multifaceted explosion of etheric ichor…

Every faction will have its own psychic lore with a range of thematic powers. In addition, every psyker knows the Smite power:

Mortal Wounds are a new mechanic too – these cannot be saved by any means and punch straight through thick armour and even invulnerable saves! Ouch.

That’s the basics on the Psychic phase.

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MessageSujet: Re: faq 40k 8ème   Ven 28 Avr - 17:11

Day one any beyond:

June 10th launch, they’re going to drip feed us rumors for the rest of May. Expect to see full Space Marine datasheets sometime around the end of next week, with a couple of fluff pieces talking about how the galaxy got ripped in half and how all the marines got taller.

For those of you who are saving your pennies, here’s what the launch schedule looked like so far.

About 1-2 weeks beforehand all 7th edition exclusive products are being pulled from stores for good. Codex’s, Rulebooks, Dark Vengeance, not the new campaign books such as Gathering Storm sense those are still fluff pieces, but expect those to become much harder to find.

Than on day 1: 5 new, free soft cover/PDFs launch with all the core 8th edition rules.

They are:
The Rules: Containing your prophesized 12 pages of core rules, plus outlines for open play and the 14 universal FoC, ranging from 1 HQ and 1 Troop choice 1 command point allies to massive 20+ slot charts that grants a fist full of command. The new force org charts are pitched as a great way customize your army, one of them is a big guns esqu 1 troop/HQ 5+ Heavy support, but really they’re just designed to scale command points to game size.

A few of the wilder ones, such as the aforementioned big guns list, have restrictions and special rules that might sway player one way or the other in terms of army composition, but the more well-rounded ones grant the most command points (which are such a big deal. I cannot stress this enough, proper use of command points can make or break strategies), and the real meat and potato special rules granting armies are going to be built from the FoC structures found in your army codex, once they bring those back.

The free PDF version of the following books will be sectioned up amongst
faction lines, but the paper ones are going to be the mashups listed below.

Armies of the Imperium: Exactly what it says on the cover, a splash of lore
and datasheets for every imperial unit in the game.

Armies of chaos: The spiky version of the above.

Armies of Xenos: Split up among proper faction lines (Eldar, Tau, Necron, Nids), and containing datasheets and rules for the rest.

A galaxy in flames: Art and fluff book. Brings everyone up to speed on the setting, pushing the story forward by a few weeks and setting up the opening of a AoS style narrative campaign.
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MessageSujet: Re: faq 40k 8ème   Dim 30 Avr - 22:21

via Warhammer Community
https://www.warhammer-community.com/2017/04/30/new-40k-shooting-phase-apr30gw-homepage-post-4/

This phase will be very familiar to anyone who plays today, but there have been a few tweaks and improvements to the rules.

We’ve already seen the profiles of our miniatures, so we know that we’ll be hitting on a fixed Ballistic Skill (a bit like you do now) and we’ve also seen a little about how weapons work – multiple damage from powerful weapons, and armour save modifiers, for example. Today, we look at some of the other rules of the phase.

When you select a unit to shoot, much like today, they can all fire their weapons at the enemy. You can’t shoot, however, if you Advanced this turn, or if you fell back from combat. (See our movement article for details on these.)



You also can’t shoot if there is an enemy with 1″ of you. The exception to this rule is pistols. Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat! This is going to make characters with pistols incredibly deadly up-close.

When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition. However, you can fall back from combat in your Movement phase, allowing other units to fire at your opponent at the expense of your own actions this turn. Expect to see cunning generals deploying their armies in waves to take full advantage of this.

Heavy weapons are worth talking about too. These no longer snap fire if you move, and instead they have a flat -1 to hit modifier for moving units. This applies to all models with heavy weapons, vehicles included. There are a few other factors that affect hit rolls too – smoke launchers on a vehicle, for example, have the same effect of -1 to hit.


The last big change we’re going over today is cover. Currently, cover saves give a blanket save to all units, and one that only comes into effect if the shot would otherwise ignore their armour. In the new Warhammer 40,000, cover is a bonus to your armour save. Critically, this ability often only applies to certain types of unit. For example, only Infantry gain the bonus of cover from a crater.

This interaction works quite nicely with the modifiers to armour saves of certain guns, and means that when someone is trying to hide behind a wall or barricade, if your weapon has a high enough armour penetration, you can shoot them through a wall!

There are also a few weapons that ignore this bonus cover to armour effect – such as those wielded by Chaos Noise Marines and a Leman Russ’ nova cannon.

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MessageSujet: Re: faq 40k 8ème   Lun 1 Mai - 18:13

Hello again !!

It's charge phase day !!

Charging in Warhammer 40,000 is how you get your units into close combat to use all those awesome looking exotic combat weapons to hack, slash and otherwise obliterate enemy units.

The basic mechanics of this phase are very similar to how they work now. You can select any unit with 12″ as the target of your charge, and your units will move towards them 2D6″.

Enemy units still have a chance to hit the charging unit with overwatch, provided that they are not already in combat. Just as in the current edition, overwatch is a hit on a flat 6 – all pretty familiar so far.

In the current Warhammer 40,000, you need to reach base contact. In the new edition, though, you only need to come within 1″ of an enemy, which in practice means that compared to the current charge range, you get an extra inch.

You also can’t move within 1″ of an enemy you didn’t declare as the target of your charge, so if you want to engage multiple units, you’ll need to brave the overwatch fire of all of them. Overwatch can also be fired multiple times per phase, but as soon as the unit is engaged, they will no longer be able to fire back.

So, the Charge phase keeps most of its current mechanics, with only minor amends.

https://www.warhammer-community.com/2017/05/01/new-warhammer-40000-charge-phasegw-homepage-post-4/

PS : I noticed a certain habit of negativity/bashing/insult in 40k post. Stay positive or try another website.
You have been warned and the Inquisition is watching .
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MessageSujet: Re: faq 40k 8ème   Mar 2 Mai - 17:56

via Warhammer Community
https://www.warhammer-community.com/2017/05/02/new-warhammer-40000-fight-phase-may2gw-homepage-post-4/

This is part of the new Warhammer 40,000 with some of the biggest changes. We’ve already seen in our article on unit profiles that Initiative has gone. Instead, the priority for striking is based on the previous phase, with those units that completed a charge swinging first.

There’s a definite emphasis on making charging into combat effective – these units have gotten all the way across the battlefield, they’ve braved enemy fire and overwatch, and now they’ve finally made it into combat – they will at the very least get to swing.

Units that activate gain a free 3″ move towards the closest enemy. This can be used to get within 1″ of other enemy units, if you’re cunning, dragging more foes into the melee and preventing them from shooting next turn, even if you didn’t charge them directly (giving them no chance to overwatch). Enemy gun lines will need to be careful about how they position their supporting units, so as to avoid getting dragged into the fight too.

Following chargers, players take it in turns to activate units across the board to fight – this can get quite tactical, as both players need to choose the combats where dealing maximum damage will be important to them, while trying to limit enemy retaliation on their valuable or fragile models.

There are a few units that can interrupt this sequence to attack out of turn too – Tyranids with lash whips and Slaaneshi Daemons, for example – and it can also be influenced by Stratagems (more on these soon) if your army is Battle-forged, all of which add a nuanced level of tactical depth to the phase.

Players will have much more influence over the outcome of combat now, rather than purely the stats of the models involved, both in their own and in the opponent’s turns (though we still wouldn’t expect Guardsmen to triumph over a unit of Khorne Berzerkers any time soon – fix bayonets!).

Another thing we have seen is that hit rolls are now fixed. This has the effect of making dedicated combat units generally hit on a 3+, while models representing the most competent warriors of the 41st Millennium (Guilliman, the Swarmlord, Ghazghkull Thraka, to name but a few) will now hit on 2+!

Close combat weapons (which we’ll look at in more detail in future) also gain new rules – some will slice through armour easily, while others will hit with enough force to cause deal multiple wounds that can cripple or kill even powerful enemy models.

Across the board, these changes lead to combats that are more deadly than ever. Generals who successfully coordinate a battlefield-wide charge will be rewarded with a phase of utter carnage, while their opponent will have to work hard to minimise taking damage, and carefully consider their retaliatory options.

Expect combats to be hard-fought, bloody, and tactical – just as they should be.

We’ll be back tomorrow with some new details on morale – and after we’ve seen the damage that shooting, psychic powers and combat can do – can you blame anyone for running away?
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MessageSujet: Re: faq 40k 8ème   Mer 3 Mai - 16:33


via Warhammer Community
https://www.warhammer-community.com/2017/05/03/new-warhammer-40000-morale/

In the 41st Millennium, morale plays a vital role.

Battles can be won and lost by the brave actions of a few stubborn defenders, or defeat caused by the panicked flight of key elements of an enemy force.

Morale has always been a part of Warhammer 40,000. In the past edition though, it did often seem that in a lot of games it could be largely ignored – so many units were immune to its various effects. Where it did apply though, you had to take a lot of tests – it was conceivable that a unit might have to take over half a dozen Leadership tests in a turn, which had the effect of bogging down the game.

The new Morale phase is simple, and only happens once per player turn, at the end of all your other phases. It will apply to almost every unit, and represents warriors fleeing the battlefield, dying from the psychic feedback shockwaves of their allies, or retreating with injured or fallen brethren. There will be very few units indeed that will not feel its effects.

The mechanics are simple – any units that suffered casualties in a turn must take a Morale test at the end of it. You just roll a D6, add the number of models from the unit that have been slain, and if the number is bigger than the unit’s Leadership, the unit loses the difference in additional models.

That’s it! No units falling back, no regroup tests – all that is gone.

You can see straight away, this will be pretty brutal and mean units that suffer high casualties in a turn stand to lose a lot more come the Morale phase if they roll poorly. Conversely, single-model units (like many vehicles) won’t have to test; as they are units of one, there are no other models in their squad to lose.

There are a few things that can help you out in this phase. A Chaos Dark Apostle, for example, allows all nearby units from the same Legion to use his Leadership. Or, you can use some units to make your opponent’s tests more difficult – the Hemlock Wraithfighter, as an example, decreases the Leadership of enemy units by 1 if they are within 12″ (which equates to one additional lost model on every failed test).

So, that’s morale.

We’ve run through all the phases of the game now. Tomorrow, we’ll take a look at some new background and lore in the new Warhammer 40,000, and then on Friday, we’ll take a look at Battle-forged armies.
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MessageSujet: Re: faq 40k 8ème   Jeu 4 Mai - 13:58

- Assault 2d6”, multiple units
- Split fire: any unit can target as many targets as they want
- Normally the unit don’t have to target the nearest unit, but there are lots of abilities that have this restriction
- Invulnerable saves simply ignore armour penetration up to the given value. They are not that common, wave serpents and Canoptek wraiths have one
- Most power fields, etc. are separate saves that are taken in addition to other saves just like FnP of today, they may or may not ignore mortal wounds on a case by case basis
- Dodges, camos, etc are now to hit modifiers
- Characters cannot join units
- Characters can only be targeted if nearest target or within 12”
- Larger models are seldom characters, Gulliman is not for example
- Deepstriking units can be placed anywhere. Every unit with deep strike has a value. Have to beat it to land on target, otherwise opposing player can move unit the rolled distance
- There are no mishaps anymore
- Overwatch shooting against deep striking units within 9” at -1 BS
- Summoning is not a psychic ability anymore, normal deep striking with psyker as homing beacon instead
- There are spells that replenish or add wounds to demon squads
- Most vehicles have a single attack with high S, but no AP, some have considerably more like the battle waggon
- Vehicles and units fighting against vehicles usually can fall back without penalty, they cannot move in the charge phase when they have moved or shot in the same turn. Most walkers don’t have this rule
- Terrain enhances armour in assault phase for the defender, or both in consecutive turns, is negated by grenades
- Assaulting units get +1 attack
- Vertical movement does not count against the allowance but a model cannot go higher than the movement value in a given phase. Lots of exceptions for jumping, flying, etc. of course
Ranges are measured on the ground level from base or model to base or model, whichever is nearer
- Units are deployed within 3” of a transport, cannot move, but can charge in the charge phase
- No more firing from a transport, though some vehicles, especially open topped ones have extra firing points weapons if they transport enough (and sometimes eligible) models. But they use their own BS and the kind of weapon is fixed. For example Raiders have 5 fire point splinter rifles, but only if they transport kabalite warriors
- No challenges
- Hidden power fists viable again, wound allocation by owning player, any model in squad, but wounded ones first
- There are some precision weapons that let the firing player choose the wound allocation (always or on a 6)
- Units have always the same T and Save now. There are some models that have T- Sv - and adapt like drones and grots, most of the other combined units have matchings stats now, Black templar neophytes have a 3+ now, for whatever reason
- Command points allow to reroll saves, hits, wounding or charge distance, reroll any single dice throw, negate all terrain in 12” of one of your models, alter the attack sequence, boost psychic block rolls, allow additional reserves and allow units to get another charge phase after wiping out an enemy
- There are some models like Ghazghkull that have their own abilities that are triggered by command points
- perils of the war: snake eyes on the test, d6 on table, d3 mortal wounds and losing a spell are the worst cases
- Player can spend command points to choose who goes first instead of rolling, whoever spends more
- Matched games have a fixed number of turns, 5 or 6 rounds depending on mission, 18” is starting range and turn 1 charges are completely legal
- Reserves are not random, except for rounding: second turn half the units are deployed, third turn half of the remaining, fourth turn rest
- Flyers have an individual to hit modifier, mostly -2 or -3, a 6 is always a hit as usual, depends on the flying mode for flyers that have more than one
- Flyers are affected by heavy weapon malus, but most flyer weapons are assault,
flyer weapons have often a shorter range and a different name, but are otherwise identical to their ground counterparts
- Terrain does not influence movement distance per se. Some citadel terrain pieces half the movement or do other things.
- There are no warzone rules in the core rules
- True line of sight is used to establish line of sight to a model, but otherwise models count in or out of cover depending if they are in a piece of terrain or if they are touching it and the firing - line goes through the terrain
- In matched play, models have a fixed base size specified in the General’s Handbook. In the two other game types, they can use any base they want
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