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MessageSujet: Re: faq 40k 8ème   Ven 5 Mai - 15:53

je commence depuis quelques temps à être enthousiaste au sujet du nouveau 40k

Posted 05/05/2017

New Warhammer 40,000: Battle-forged Armies


Battle-forged armies will be familiar to Warhammer 40,000 players today – it basically means that all the models in your army are part of a Detachment or Formation.

That is still largely true in the new Warhammer 40,000, but with a few changes.

The biggest of which is… wait for it…<puff of smoke>

Formations are gone.

That’s right, no more Formations. But don’t panic!

If your army is built using Formations right now, you’re going to be fine. In their place are a dozen new game-wide Detachments that are available to all factions. These are flexible enough that all of your current forces can be fit into them to form a Battle-forged army. The advantage of these is that all factions now have an even playing field of list building mechanics, rather than some having loads and some having to stick with the trusty Combined Arms option for every game.

These detachments are made up of a combination of 9 unit types, which will look very familiar to anyone who has played Warhammer 40,000 in the past two decades. Some you’ll recognise from Space Marines company markings and the classic Combined Arms detachment of today, plus Lords of War, Fortifications and the new one – Flyers, now with their own slot.



These Detachments come with a few benefits and restrictions. The most common restriction is that all units in a single Detachment must share a faction keyword (Tyranid, Blood Angels or Imperium for example). The most common bonus is that, depending on how optimised your army is for the logistics of war, you’ll get Command Points to spend. We’ll cover exactly what these can do for you soon, but trust us when we say they are incredibly useful if used wisely, and you generally get more of them if your army is a well rounded and balanced force.

Here are a few examples:











These are just a taste of the options available.

Battle-forged armies can be used with or without points, and we fully expect gamers playing matched or narrative play games to use these in most situations as they tend to create effective armies on the tabletop that also fit the background and lore of the setting. Matched play actually has a few extra rules too, designed for competitive events, which organisers can choose to use when setting the rules for Battle-forged armies – limits on the number of separate Detachments is one example.

We’ll be back again tomorrow with more news from the new Warhammer 40,000.
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MessageSujet: Re: faq 40k 8ème   Ven 5 Mai - 21:43

So "formations" are gone, but GW is still going to replace them
conceptually with detachment and army specific benefits to filling out
detachments in a specific way. While not a specific example, the new space
marine codex might have a special detachment with a tactical squad
requirement in place of a normal troop requirement, or additional command
benefits if your battalion detachment has the structure of a codex
complaint company (6 tac, 2 dev, and so on)

The formation we know today is gone, but GW still loves the idea of giving
out command benefits to fluffy armies. There will still, for some special
occasions, be some cases of "bring these specific units and gain some new
special rules", but these will be incredibly flexable to build around, and
will feel more like a hybrid of a decurion/formation and a proper
detachment.

But all and all, the days of army building by formation are over. But the
ripple effects of the decurion will still be felt once a proper codex drops
and GW gives your army more fun tools to build your lists with.
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MessageSujet: Re: faq 40k 8ème   Dim 7 Mai - 16:40

Today we take a look at the biggest models in the game, and how they’re going to work in the new edition.

There are a few big changes here, though we covered some of them a little when we looked at profiles. Like the three units we’ve seen already, every model will be using the same profile system, so everything will have Wounds, Toughness, Strength, etc… This includes all vehicles.

We’ve also gotten rid of specific rules for Gargantuan Creatures and Super-heavy vehicles. Instead, these units will have a suitably impressive statline, but still play by the same rules as everyone else. This also means that those units that previously sat just shy of Super-heavy status, and missed out on bunch of special rules because of it, will now be appropriately killy and durable.





You’ll soon see that some of Warhammer 40,000’s biggest hitters have A LOT of Wounds, high Toughness and a good save. The biggest Tyranid monsters now have over a dozen wounds, where Imperial Knights have over 20!

This makes them almost infinitely survivable against small arms fire, but means that high-power weapons that can take chunks of wounds off at a time (lascannons, powerfists, battle cannons, etc) can take them down relatively quickly when brought to bear in force. Gone are the days of a lucky first-turn meltagun blowing up your Land Raider. (A squad of them will still ruin its day though…)

There are almost no weapons in the game now that can instantly kill these big guys, so there will be no shortcuts to dealing with them – you have to get your hands dirty and take those Wounds off.





This can make big models very powerful, but there is a counter mechanic in the rules. As these large, powerful models take damage, their combat effectiveness starts to degrade. The best way to show you this is with an example.

Here we have a Mork(or possibly Gork)anaut (as requested by Stacy from our Warhammer 40,000 Facebook page):





Whoa, so – with 18 Wounds at Toughness 8, this guy is a tough cookie to crack – able to wade through bolter fire untroubled and requiring a lot of heavy weapons shots to take down.

You can see, though, as it gets to the point of only having half its Wounds left, this walker starts to get less effective – it will move slower and its attacks will get more clumsy as servos are fused, and sensor arrays fail to register.

At 4 Wounds left, it’s all but crippled, though its shooting output will be undiminished – so it starts as a combat wrecking ball at the beginning of the battle, crashing through enemy lines, and ends up as more of a semi-mobile shooting fortress at the end of its life.

Different vehicles will be reduced in effectiveness in different ways too – some will get worse at shooting, some will slow down, and some some will become less effective in melee.

So, the big stuff sounds pretty scary!

We’ll be back tomorrow with some good news for the little guys, when we look at how infantry work, and how combined firepower can be used to topple even the mightiest foes.
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MessageSujet: Re: faq 40k 8ème   Dim 7 Mai - 18:09

Pompé sur AoS, c'est vraiment un bon truc.

Il me tarde de voir les pv des "gros" tyranides Razz
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MessageSujet: Re: faq 40k 8ème   Lun 8 Mai - 21:10

New Warhammer 40,000: Infantry


Yesterday, we looked at the biggest models in Warhammer 40,000, and how devastating they can be.

Today, we’re going to look at the little guys.

The new Warhammer 40,000 will give infantry a chance to shine. There is stuff you just can’t do very well with vehicles, bikes and walkers, like hold ruins, use cover effectively and swarm the battlefield in numbers to claim every objective.



One thing that is certainly going to help infantry out is the fact that everything can harm everything in the game. We’ve heard already that characteristics don’t cap at 10 anymore, so the old 10×10 strength vs toughness table was in for an update. In the new edition, there’s a simple but elegant system to find out what you need to wound:




So, you can see that while even the humble lasgun has a chance to take down the biggest foe, you’ll need a lot of small-arms fire to really threaten the big stuff. We’ve already seen the profiles of a Space Marine, a bolter, a lascannon and a Gorkanaut, and now we know all the steps to work out just how such a Shooting phase might go. Some quick maths tells us that we’d need over 500 bolters firing at that Gorkanaut to bring it down, whereas you’d need just over a dozen lascannons. So, while you might occasionally chip the odd wound off with bolters, lasguns or shootas, you might find that your standard infantry guns are better used elsewhere.

Not a problem though, because in the new Warhammer 40,000, models in a squad can fire at different targets. So, this means your Tactical Squad can have your boys with bolters deal with that onrushing Hormagaunt horde, while the flamer bathes a nearby Lictor in prometheum fire, and the squad’s krak missile takes an opportunistic potshot at that onrushing Carnifex – just as you always imagined they should!

Infantry is going to have a lot to offer a cunning general in this edition.

Tomorrow, we’ll take a look at how characters work, join us then.
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MessageSujet: Re: faq 40k 8ème   Mar 9 Mai - 19:21


via Warhammer Community
https://www.warhammer-community.com/2017/05/09/new-warhammer-40000-characters-may9gw-homepage-post-4/

Warhammer 40,000 is chock full of mighty heroes and powerful villains; from the humble Astra Millitarum officer to the Greater Daemons of Chaos, these Characters can profoundly affect the way their army’s troops work on the battlefield. For you gamers, using these Characters correctly can be the difference between victory and defeat.

The way Characters interact with the rest of your army changes fundamentally in this new edition.

Previously, Independent Characters would join units, and those units would benefit from the Character’s Leadership and certain special rules, while the unit offered protection from enemy fire. Broadly, this worked pretty well, but there was a tendency in more competitive games to see multiple Characters pooled into a single unit, resulting in an all-conquering unkillable mega-unit with a smorgasbord of special rules, a few psychic powers for good measure, and often, some very un-thematic pairings (we’re looking at you, Dark Angels and Space Wolves, running around in your Ravenwing/Thunderwolf units).

So here’s a big thing – Characters can’t join units anymore. The age of the -star is over.

Instead, you’ll tend to find that a lot of Characters will have an ability that affects nearby units with a certain Keyword within a radius of effect. For example, the mysterious Dark Eldar Character Drazhar lets you add 1 to the hit rolls of all friendly Incubi units that are within 6″ in the Fight phase, while the Kroot Shaper allows nearby Kroot to re-roll wound rolls of 1 and share his superior Leadership.



To counter the fact that these Characters cannot join units and “hide” from enemy fire, there is a rule in the Shooting phase that means you can’t target a Character unless they are the closest enemy model. This represents the difficulty in picking out individuals amidst the maelstrom of battle and applies to all Characters with a Wounds characteristic of 10 or less, including things that previously might not have benefited from any protection. For example, Roboute Guilliman, who has 9 Wounds, can now realistically advance in the centre of a disciplined Space Marines army, directing his troops while remaining relatively safe from incoming weapons fire. Really big heroes, like Magnus the Red, will still need to brave enemy fire, but with, in his case, over a dozen Wounds and a respectable invulnerable save, he holds his own just fine.



The final part of the Character ruleset is Heroic Intervention. This allows Characters near a combat to pile in and attack if the enemy comes close enough, even if they themselves aren’t charged (because your Chaplain’s not just gonna stand there and let your Assault Squad have all the fun now is he?)



These rules, together, mean that you’ll see Characters advancing in the midst of their armies surrounded by groups of units benefiting from their particular expertise – which looks great on the tabletop, reflects the background we all know of the 41st Millennium, and offers some interesting tactical challenges as players try to get the most from their army’s leaders while keeping them alive…

That’s your update for today.

Join us tomorrow when we look at a few more weapon profiles from the upcoming new edition.
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MessageSujet: Re: faq 40k 8ème   Mer 10 Mai - 8:56

Astra Militarum by one of the beta tester (Reece)

Important quote :


Wouldn’t it be awesome if some of those units you so rarely see like Scout Sentinels were suddenly not only good, but great? What if Bullgryns and Rough Riders were actually scary in combat? How about Heavy Weapon Squads that actually provide covering fire to the rest of your men instead of just acting as distractions for enemy units? I am here to tell you that all of these things are true in the new edition!

encouraging” presence of a nearby Commissar – which limits the losses of a bad Morale test – Astra Militarum are downright stalwart

Ratlings – with their sniper weapons allowing them to pick out and target Characters

Leman Russes, for example, have Toughness 8 and a 3+ save, so they won’t be slowing down until they’ve lost half of their 12 Wounds

Orders work automatically now and provide a variety of bonuses. You have 7 to choose from, but the one I want to discuss is ‘First Rank, Fire! Second Rank, Fire!’. This now makes a unit of Astra Militarum infantry treat their lasguns and hot-shot lasguns as Rapid Fire 2; that’s 4 shots per Guardsman at half range
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MessageSujet: Re: faq 40k 8ème   Mer 10 Mai - 15:58

Weapons !!!!!!


In the new Warhammer 40,000, twin-linked weapons instead get double the number of shots.



combi weapon : in the new Warhammer 40,000 you can either shoot both all the time, but at a -1 to hit modifier, or choose to just shoot one with no modifier




Whereas once these weapons would have used a template, in the new Warhammer 40,000, these are resolved much faster by just using a random number of shots



https://www.warhammer-community.com/2017/05/10/new-warhammer-40000-weapons-part-2-may10gw-homepage-post-4/
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 15:57

via Warhammer Community
https://www.warhammer-community.com/2017/05/11/new-warhammer-40000-datasheetsgw-homepage-post-4/

Currently, a lot of these rules will reference universal special rules, and you might need to do some digging to find a specific rule in the main rulebook – or just be really good at memorising a lot of rules.

Not for the new Warhammer 40,000 – universal special rules are out, and all the rules for a unit will appear on its datasheet. No more lugging a demi-library of books to every game night to ensure you have all the rules you need. Even the rules for weapons will be on there for the most common weapons the unit is likely to be equipped with. The best way to show you is with an example. We’ll be using the Rubric Marines Datasheet, as requested by Marco Tonino on our Warhammer 40,000 Facebook page.




Ok, lots going on in there, so let’s look at a few elements.

At the very top left, we have the Troop icon, which represents the unit’s battlefield role. In this instance, they are a Troops unit for a Thousand Sons force, though they can also be used as an Elite unit, in a wider Chaos Space Marines force (maybe belonging to a Sorcerer pledged to the Black Legion or a renegade warlord).

Next to that, we have Power Level, which we’ll look at in detail tomorrow, but for the moment, suffice to say that it is a quick and easy mechanism for balancing in less competitive narrative or open play games.


Then we have the unit profile. You can see the Rubric Marine is, perhaps unsurprisingly, quite similar to the Tactical Marine we’ve seen already. These guys are a little slower than their non-dust brothers, whereas the Sorcerer leading the unit is faster and a more deadly close combat fighter with his extra attack.

Wargear options are listed next, along with stats for their weapons. Most units have all their weapons on their datasheet, though some with a lot of options (Space Marine Tactical Squads, for example) will list only the most common.

Next we have Abilities. Universal special rules are out, so any time a unit acts differently to what its stats might indicate, the rules for how will be in here. The bulk of these rules will be written in full, but there might occasionally be an army-wide or very common rule for a given faction that isn’t (like the Death to the False Emperor rule you can see above). These will always be in that same publication, though, to make finding it easy.

After the special abilities and psychic powers are the keywords. There are two types of these.

The first, faction keywords, are what you use when selecting your detachments for a Battle-forged army, and often trigger in-game effects regarding what units gain benefits from certain Characters or can travel in specific Transports.

Other keywords are not involved in selecting an army, and usually have more general battlefield effects – for example, perhaps only Infantry can gain the full benefit of certain types of cover.

So, there are Datasheets and some juicy new Thousand Sons rules to speculate about.

We’ll be back tomorrow to look at points and power levels.
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 17:05

Pffff, 1 mois c'est long. J'en peux plus d'attendre...
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 17:17

clair ! la seule chose qui me console, c'est que ca me donne un mois de délai avant de claquer des thunes
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 18:23

lol!
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 19:57

Perso, je trouve AoS génial, donc un AOS40k me convient parfaitement ^^

Par contre, je sais rester calme et serein moi Razz
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 20:37

Partage avec nous tes techniques secrètes de sérénité, ô vénérable sensei !
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MessageSujet: Re: faq 40k 8ème   Jeu 11 Mai - 22:09

En même temps, on a pas le choix...^^
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MessageSujet: Re: faq 40k 8ème   Ven 12 Mai - 1:22



Eldar Highlights
Wouldn’t it be fun to see more of iconic units such as the Phoenix Lords and their Aspect Warriors? The Avatar of Khaine? Well, I am here to tell you that all of these units have their place on the tabletops of the new Warhammer 40,000.

Phoenix Lords, especially, will benefit from a nice 2+ armour save. They’ve all been re-pointed to make all of the choices appealing, and they are more well-rounded – not only tearing bloody swathes through enemy combatants but also boosting the abilities of friendly warriors nearby.

Asurman, specifically, is just fantastic, with the Sword of Asur able to deal mortal wounds and nearby friendly units benefiting from an invulnerable save!

You’ll recognise many of the same elements from your current army as well: high mobility with army-wide special rules such as Battle Focus, and of course the classic powers such as Guide, Doom and Fortune.

Striking Scorpions particularly are just vicious combatants that will strike fear into your opponent and disrupt their battle plans with the Masters of Stealth special rule and their Mandiblasters softening up enemy units at the beginning of the Fight phase by dishing out mortal wounds.

Howling Banshees get a new lease on life too. These girls are now faster than almost any other Infantry unit in the game, and nearly always get to go first in the Fight phase even if they didn’t charge.
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MessageSujet: Re: faq 40k 8ème   Ven 12 Mai - 9:56

Ils tartent dur les wraith guards Shocked
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MessageSujet: Re: faq 40k 8ème   Ven 12 Mai - 11:49

Je partage la calmitude et la sérénitude de Gondhir !

J'entend juger sur pièce quand ça sortiras, comme d'habitude, car évaluer cette nouvelle édition à partir de rumeurs et commentaires me parait un peu léger ( et quand je dis un peu... ).

Ainsi, si déception il doit y avoir, elle est moins douloureuse et, si bonne surprise il doit y avoir, elle est encore meilleure.

Et je ne vais pas bien entendu protester si par hasard l'Astra Militarum prenait un peu de peps...



Notre ami Bubu est quant à lui un frénétique pathologique dès lors qu'il s'agit de 40K... jocolor

Bubu, les rumeurs et les teasers ne font que renforcer ta souffrance de l'attente, mais courage Bubu, plus qu'une poignée de semaines à patienter ! Viens donc jouer un peu à AoS pour adoucir cette épreuve !



flower flower flower

HANS MULLER, qui apprends à jouer de la flute.
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MessageSujet: Re: faq 40k 8ème   Ven 12 Mai - 14:43

J'en profite pour peindre Very Happy

Sinon oui, je reste sur mon jeu fétiche. Aos ne me plaisant pas plus que ça au final.

Tant mieux que ce soit une béta de 40k v8 :p
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MessageSujet: Re: faq 40k 8ème   Sam 13 Mai - 22:08

via Warhammer Community
https://www.warhammer-community.com/2017/05/12/new-warhammer-40000-points-power-levels-may12gw-homepage-post-4/

Yesterday, we saw that Datasheets include something called a Power Level. This is a rough approximation of a unit’s relative effectiveness on the battlefield. These can be used to very quickly throw together two roughly equal forces to fight a battle. Or, in the case of some narrative and open play scenarios, will determine who takes what role in the game. For example, if you’re playing the “Ambush” mission, the side with the highest total Power Level for their army will always play the role of the attacker, where the smaller enemy force will need to escape the trap.





Power Levels are a great way to very quickly get a roughly balanced game organised and started, but they do not account for the various wargear options and upgrades a unit can have. For this level of granularity, you have points. These will be just as detailed as they are now, right down to points for individual weapon upgrades on every squad member. For example, a Tactical Marine Squad of five models is Power Level 5, but in a matched play game, each of those Tactical Marines would cost 13 points each, with upgrades ranging from a grav-pistol for the Sergeant at 7 pts, all the way up to multi-meltas at 27 pts. The full squad totals up at a similar number of points to what it costs today. With faster play times for most games, we’re expecting matched play games of a couple of hours to sit around the 2,000 points mark.



In matched play, your points will be capped across the whole game. So if you’re planning to summon units to the battlefield, you will need to set points aside to do this. You won’t need to specify what the points will be for though, so this does leave you with your options open and if during the game, you decide that what you really need is a fast combat unit instead of a durable objective holder, you’ll be able to summon the right tool for the job, points permitting. You will no longer be able to indefinitely replicate Daemon units, and instead, summoning will be used more as an alternative mechanism of deployment, much like deep striking or outflanking is today (both of which exist in their own forms in the new Warhammer 40,000 too).

The points for units don’t appear on the datasheet but will be elsewhere in the same book. This is because you don’t need them to play if you don’t want, which frees up room to include more rules for weapons on the datasheet. It also means that, in the future, points for units could change without invalidating existing books – so if one unit or weapon starts to dominate tournaments, or certain units don’t seem to be carrying their weight in competitive games, we can address the balance.
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MessageSujet: Re: faq 40k 8ème   Lun 15 Mai - 9:46

via Warhammer Community
https://www.warhammer-community.com/2017/05/14/new-warhammer-40000-stratagems-may14gw-homepage-post-4/

These represent your army’s commanders marshalling their forces and vital orders coming down from high command (that’s you!).



Any army that is Battle-forged can use Stratagems, and as we’ve established already, it’s very easy to make a Battle-forged army. If your army is Battle-forged by the current rules of Warhammer 40,000, it still can be in the new edition.

Battle-forged armies earn Command Points based on how efficient they are likely to be at the logistics of war. Armies with a balanced mix of unit types and plenty of troops will tend to have more to play with, and every army that is Battle-forged gets 3 Command Points to start with. Some units are such capable and experienced commanders that they give you additional Command Points just by including them. Bjorn the Fell-Handed, for example, the oldest living(ish) loyalist Space Marine, gets you an extra one just for showing up!



As the game plays on, you can use these Command Points to activate a variety of Stratagems. Many of these will be specific to certain missions or factions, but there are three that every army can use:



As you can see, these abilities are nothing to scoff at. That Tactical Re-roll can be used to ensure a critical high-damage attack wounds a key enemy unit. But at the same time, your opponent could just as easily use theirs to re-roll that critical armour save. Or maybe you want to keep ahold of them to make sure you make that vital charge next turn?

Are you expecting to lose half of your biggest Ork squad to a punishing Morale test after taking heavy casualties in the Shooting phase? Not anymore! Auto-pass for 2 CPs.

The Counter-offensive is pretty huge too, with the ability to interrupt your opponent’s battlefield-wide charge to strike ahead of some of their units. It works best, of course, if your units are tough in a fight and at least one of the enemy units is going first, but used correctly, this can swing a game.



In narrative and open play, most missions will include a few extra stratagems too, representing things like preliminary bombardments, proximity mines and silenced weapons.

In matched play, these Stratagems have the additional restriction that the same Stratagem cannot be used by the same player more than once during any single phase. So, if you use that Command Re-roll to pass an armour save in the Fight phase, you can’t then use that same Stratagem to re-roll a hit later in the phase.

So there you go: Stratagems.
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MessageSujet: Re: faq 40k 8ème   Mer 17 Mai - 19:53


via Warhammer Community
https://www.warhammer-community.com/2017/05/17/new-warhammer-40000-reserves-and-deep-striking-may17gw-homepage-post-4/

There are some pretty fundamental changes to how they work though. For a start, not every unit can be placed in reserve, so most of your army will usually deploy on the battlefield at the start of the game. This means that they will be contributing to the battle from turn one, but will also be a target for the enemy – so you’ll have to work out how to best utilise those early turns.



Quite a few units still have the option to join the game mid-battle though, and they use a variety of mystical or technological means to do so. While there are no longer universal special rules like Deep Strike or Outflank, many of these abilities will have common themes – so you can still expect units like Terminators to teleport down, Genestealer Cults units to ambush and Ork Kommandos to use their kunnin’ to sneak up on the foe.

As an example, let’s take a look at the special rule for a Trygon, a unit famed for its unusual method of deployment, tunneling up under the enemy army:




So we can see that this will be quite a powerful ability. Not only delivering the Trygon into the heart of the enemy force, but also an accompanying unit of Tyranids. And there’s nothing stopping them from charging this turn either! Though that 9″ distance to the enemy (which is common to a lot of units with similar abilities) will mean that the averages on the dice will be against you for that 2D6 charge distance. (You can always use your Command Re-roll of course…)



In matched play, there are a few additional restrictions to deployment methods like this, which you might imagine, can get very powerful very fast when used by multiple units across a single army. Matched play games use a special mission rule called Tactical Reserves.



This rule helps limit some of the more extreme cases of withholding reserves in competitive games. So, while it’s totally possible to have an all Deathwing Terminator army, for example, you can’t use the teleport rules on all of them in matched play. (Though we do think a narrative game where the entire Deathwing teleports in on the first turn to take a Chaos bastion would be pretty awesome.)



We’ll be back tomorrow with a bit more news on vehicles in the new Warhammer 40,000.
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MessageSujet: Re: faq 40k 8ème   Jeu 18 Mai - 9:44

Je vais pouvoir ressortir mes "gros" (larme à l'œil)
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MessageSujet: Re: faq 40k 8ème   Jeu 18 Mai - 16:01

New Warhammer 40,000: Vehicles


Today we take a look at how vehicles work in the new Warhammer 40,000.

The best way to show you some of the changes is with an example. Because we haven’t really seen anything from the Necron dynasties yet, we’re going to look at the Annihilation Barge, staple fire-support gun platform of the undying legions:



So this thing looks VERY different in the new Warhammer 40,000.

For a start, it’s using the same stats as everyone else, so armour values on the various facings are out, and instead, we have Toughness, Wounds and an Armour Save, making it more comparable in durability to other large monsters and massive beasts of the Warhammer 40,000 universe.

Also, it’s got Attacks and Strength! So it can fight (albeit inexpertly) in combat. This represents it literally ramming or smashing into enemy units.

Some dedicated combat vehicles (commonly what used to be Walkers), will have melee weapons too, like the classic Dreadnought power fist, but most vehicles will need to make do with crushing enemies under tracks or crumpling them beneath anti-gravitic engines. Generally, these attacks will have a poor to hit roll (5+ or 6+) but high strength – because if a Land Raider runs you over, you’ll feel it. There are exceptions of course – Ork vehicles can be kitted out with some pretty deadly close combat options, which now function just like any other specialist close combat weapon: get hit by a Deathroller, for example, and prepare to be a pancake.



Vehicles will be affected by all the other new rules we’ve talked about too, so they will be able to move as any other model would, including advancing. They shoot just like everyone else does, including (with a few exceptions) -1 to hit with heavy weapons if they move. They can even charge! which effectively replaces the Tank Shock rules, except ANY vehicle can do it and they then fight just like any other unit in the Fight phase.



Generally, you’ll find that vehicles still fill the same roles in your army as they always have, but without so many exceptions to the core rules of the game. You’ll find them to be very durable, probably more so than they are today, and best used in coordination with infantry and where their own specialisations can be used to full effect.
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MessageSujet: Re: faq 40k 8ème   Ven 19 Mai - 16:12

New Warhammer 40,000: Close Combat Weapons


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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