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 faq 40k 8ème

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yul

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MessageSujet: Re: faq 40k 8ème   Ven 19 Mai - 20:17

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



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

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



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

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



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



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

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

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



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

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



There’s a lot more to say about this army but for today, that is all we have time left for. We hope you are as excited to put your Knights on the table as we ar
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MessageSujet: Re: faq 40k 8ème   Sam 20 Mai - 16:57

New Warhammer 40,000: Stronghold Assault


Battles in the far future are seldom fought across an even battlefield.

The new Warhammer 40,000 includes rules for a variety of different game modes, which can be layered over the top of the core game rules. These make for great narrative battles, either stand-alone or as part of a campaign.

Today, we take a look at one of these: Stronghold Assault.

All across the 41st Millennium, there are fortresses, keeps, and strong points that hold vital strategic value. They inevitably become the scenes of battles, as attacking forces seek to wrestle control of these fortifications from entrenched defenders.

Warhammer 40,000 history is full of epic sieges, heroic last stands against impossible odds, and the fall of great citadels: the defence of Helsreach, the Battle of the Fang, and of course, the siege of the Emperor’s Palace come to mind. These battles can often make for some of the most enjoyable and memorable cinematic games.



In the new Warhammer 40,000, there are advanced rules to help represent these types of games. These games are quite different from a standard game in a few regards: for a start, players take on opposing roles. In a matched play game, both players will be trying to achieve the same thing, but in Stronghold Assault, the defender is trying to hold his own territory against a numerically superior attacking force, so there are different objectives for each side. This is represented both in the way the battlefield is set up and with mission-special rules. There are new Stratagems for example, and they are different for attackers and defenders:



These Stratagems will be very handy, but you will have to spend those precious Command Points to use them, which means you’ll have fewer for re-rolls, counter offensives and insane bravery.

Stronghold Assault will also include rules for things like Demolitions, Strongpoint Defences and capturing (or destroying) buildings.

Speaking of buildings, these are a big part of Stronghold Assault too, and some, like the Fortress of Redemption, can also show up in other games of Warhammer 40,000 as part of a player’s army. These fortified structures use the same profile system as everyone else in Warhammer 40,000, though as you’d expect, they (usually) don’t move. Generally, dedicated battlefield structures will be Toughness 10, have over a dozen wounds and a 3+ save, so they take some considerable effort to completely destroy, as you might imagine!



Games like these offer a really cool alternative to a standard game of Warhammer 40,000, especially if the narrative side of the setting appeals to you.

We’ll be back tomorrow to tell you a bit about how transports work in the new Warhammer 40,000.
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MessageSujet: Re: faq 40k 8ème   Dim 21 Mai - 17:14

New Warhammer 40,000: Transports


Lock your safety harness and keep your hands and feet inside the vehicle, folks – today we’re looking at Transports.

Loads of you have been asking on our Warhammer 40,000 facebook page for a few more details on this, so we’ll see what we can do to answer your questions.

Transports have some pretty fundamental changes in the new Warhammer 40,000. Previously, they were a bit of a mixed bag, and while usually quite a good tool to keep your troops alive and get them across the battlefield, a lot of the time, their main purpose ended up being just to soak up the first volley of enemy heavy weapon shots meant for the squad inside.



In the new Warhammer 40,000, Transports are almost universally, better: they are more durable, faster, many are better at shooting, and all have fewer limitations on the units disembarking from them. For example, a unit disembarking from a Transport is no longer prevented from charging that turn.

Units now disembark at the start of the Movement phase, before the Transport moves, but can then move, shoot and fight normally in that turn. This opens up loads of tactical options for both shooting and combat themed armies, especially now that multiple units can share a single Transport up to its capacity.



For a combat army, this will mean you will need to get your Transports where you need them in the previous turn for maximum effect. One tactic we’ve seen used to good effect already is to then use the Transport to charge in alongside the unit into combat!

We’ve seen already that vehicles can charge and fight in melee like all other models, and while they might not be the kings of close combat, they are generally pretty durable and can soak up the firepower of enemy units in overwatch before their potentially more fragile passengers make it in. This is particularly handy with units like Wyches, Ork Boyz and Harlequins, to whom overwatch fire can prove especially deadly.

Here’s an example, of one such Transport: the Harlequin Starweaver.



You can see already that this it is likely to be considerably more durable than it is today, and the skill of the Harlequin pilots even makes it not too shabby in a fight. This being open-topped too, the passengers in it can shoot normally even after that huge 16″ move, and still shoot pistols into units that are in combat with their Transport in their own Shooting phase!

It doesn’t all go Transports’ way though. Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1. This isn’t so bad for units like Orks and Guardsmen, who were used to taking a few casualties when losing their Transport, but is going to hurt a bit more for elite units, so be sure to put valuable units in your most durable Transports, like Land Raiders and Battlewagons.

So, lots to take in there – expect a lot of Transports to play a much bigger part in the new edition.

We’ll be back on Monday to kick off the week with some news from Ultramar.
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MessageSujet: Re: faq 40k 8ème   Dim 21 Mai - 17:20

pour guillaume:

Warhammer 40,000 Faction Focus: Tyranids
Faction Focus returns with Reece telling us all about Tyranids.

Reece helps runs some of the biggest independent Warhammer 40,000 events in the world, including the Las Vegas Open and the recently announced Southern California Open. Like Frankie, he’s also been part of the playtest team for the new edition of Warhammer 40,000, putting in hundreds of hours to make sure this new edition will be great for all you gamers out there (Thanks Reece!).

He knows what he’s talking about when it comes to Warhammer 40,000, so let’s see what he has so say…



Reece: Tyranids have been a part of the fabric of the Warhammer 40,000 universe for decades. For me, I loved them from the first time I saw a Genestealer model* many moons ago. Reading the fantastic stories about them in the books and imagining the overwhelming power they brought to bear was incredible and really brought them to life for me. They scour entire galaxies of life, absorbing it all and using it to create even more and deadlier Tyranid bioweapons. The terror they inspire is primal: the fear of being eaten!

On the tabletop, Tyranids have had their ups and downs. Their most recent iteration has struggled to keep pace with some of the more powerful armies, and for many Tyranids players, the Winged Hive Tyrant with dual devourers has been the unit carrying all the weight of the faction on his back (its wings must be pretty tired!). I am here to tell you, that all of that changes in the new edition.



I’d be remiss if I didn’t start out with my all time favourite Tyranid unit: the Swarmlord. He is an absolute beast now, as he should be! With a Toughness value of 6, 12 Wounds, a 3+ save and a 5+ invulnerable save (increased to a 4+ invulnerable save in melee) he is not easily taken down. This can be further enhanced by casting Catalyst on him (and did I mention he’s a potent Psyker, too?) to give him a 5+ save vs Wounds suffered.



But it’s not just defence, oh no, Mr. Swarmlord brings the pain in combat as well. With a base of Strength of 8, 7 Attacks, hitting on a 2+, with an AP value of -3 and D6 damage a pop, the Swarmlord can lay low even Titanic units in a single round of combat. Truly a fearsome adversary.

However, his ability that I have found to be most useful is Hive Commander, which allows a friendly unit to move in the Shooting phase. This is incredibly powerful for the sudden added mobility. For Hormagants, with their blisteringly quick Movement of 8″, this means a potential 16″ move before attempting a charge. Or he could simply use it on himself and move up to 18″…



That’s just one combo out of dozens, too!

Genestealers, who are the iconic Tyranid unit in my eyes, are absolutely lethal. Not only are they incredibly fast with an 8″ Move themselves, they can also charge after advancing. With their shiny new 5+ invulnerable save, they’re also hardy, and I often cast Catalyst on them too, because I am a mean, mean man.

But to really crank the power up to 11 with Genestealers, take them in units of 10 or more to trigger their Flurry of Claws special rule, bumping them up to 4 Attacks each. Combo this with the Broodlord (who is also, utterly deadly in melee) to also give them a +1 to hit in the Fight phase. That means a full unit of 20 has 80 Attacks hitting on a 2+. With their Rending Claws – which bump up to AP -4 on a 6 to wound – very few units in the game can withstand a full strength Genestealer charge!



There’s so much to be happy about as a Tyranid player it is hard to cover it all. But we have a few more tidbits for you all before we close this article.

For one, due to the changes in the way damage works, medium sized Tyranids are much more enjoyable to play. A Tyranid Warrior with 3 Wounds and a Toughness value of 4 is so much more durable than he was, that it’s incredible. I’ve been using them as midfield Synapse providers who are both good with close range shooting and in melee.

And Synapse, hmm, what type of benefit does that provide? Nothing less than immunity to morale for friendly Tyranids units within range. Bring on the hordes of little gribblies!



And lastly, just because I can’t help myself: I think Pyrovores may be one of the most improved units in the new edition, and a unit of them in a Tyrannocyte has won me many a game!

*Probably of Ymgarl
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MessageSujet: Re: faq 40k 8ème   Dim 21 Mai - 19:09

Il joue pas khorne bloodmachin Guigui ?
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MessageSujet: Re: faq 40k 8ème   Lun 22 Mai - 10:03

je sens que je vais pleurer de joie Smile
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MessageSujet: Re: faq 40k 8ème   Lun 22 Mai - 11:40

Le maître des essaims à l'air de défoncer épais. À voir si il sera plus résilient qu'avant. Je vais finir de me le peindre tiens!
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MessageSujet: Re: faq 40k 8ème   Lun 22 Mai - 11:42

J'ai 80 stealers en stock, s'ils déboitent, je vais vendre du rêve ^^
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MessageSujet: Re: faq 40k 8ème   Lun 22 Mai - 12:04

on t'appellera le boulanger parce que tu vas vendre des pains, surtout
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MessageSujet: Re: faq 40k 8ème   Mar 23 Mai - 12:09


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MessageSujet: Re: faq 40k 8ème   Jeu 25 Mai - 18:25

New Warhammer 40,000: Missions


Missions are still a big part of the new Warhammer 40,000.

Experienced players will often tell you that it’s just as important to play the mission as to obliterate your enemy to secure victory, and that’s just as true now.

There are a lot of missions in the new Warhammer 40,000 book, which will give players hundreds of hours of variety.

The most basic mission, Only War, is flexible enough for any style of game. This mission works with armies of any size (though two that have comparable total power levels work best). This mission will be available as part of the free rules in the Warhammer 40,000 Battle Primer and, of course, in the new book itself.



You can see that the mission is simple to set up, and the varying objective types still make it a variable game that will have a lot of replayability.

For you veteran players out there, you may be looking for something a bit more in depth. Fear not, for you will have plenty of options.

There are three open play missions that give a bit more variety to your games: Annihilation, Hold at All Costs and Death or Glory – each an archetypal mission fit for any collection.

Narrative play brings more options still, and the rules for these missions are a bit more in-depth. There are six of these in the book: Meat Grinder, Ambush, Patrol, Blitz, Sabotage and Rescue. Each comes with not just new mission rules, but three new Stratagems for the Attacker and three for the Defender, making these games quite distinct from a traditional game. Here are a few examples from the Sabotage mission:



And of course, we have matched play. A lot of these missions will be familiar to players today. You still have your six Eternal War and six Maelstrom of War missions, but with a few tweaks since their last outing. One big change is we now have six deployment maps, rather than the three of today. Players of a certain vintage might recognise some of these from even older editions.



As well as some changes to the missions and maps, we also have changes to the objectives, particularly in Maelstrom of War. The objective deck has been re-done from the ground up while keeping the feel of that type of game, with its constantly changing and updated orders.

The biggest change in Maelstrom of War, though, might be this little addition: a new Stratagem that any army can use.



How often would this have come in handy in the past when fate dealt you a poor hand?

We’re back tomorrow with a look a look at some more stats for Primaris Space Marines.
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MessageSujet: Re: faq 40k 8ème   Ven 26 Mai - 21:36



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MessageSujet: Re: faq 40k 8ème   Ven 26 Mai - 21:39





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MessageSujet: Re: faq 40k 8ème   Ven 26 Mai - 21:58








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MessageSujet: Re: faq 40k 8ème   Jeu 1 Juin - 16:51

New Warhammer 40,000: Battlezones
Battlezones are a new addition to the latest edition of Warhammer 40,000.

Across the many worlds of the far future, battles are fought in all sorts of deadly and exotic environments – in the depth of space, in impenetrable jungles, beneath battling starships, in the quagmire of an artillery-pounded trench network, in the heart of an etheric storm – the list goes on. Some of Warhammer 40,000’s most iconic battle have taken place in some very unusual environments. Battlezones allow you to bring these to your tabletop.



Effectively, these are special rules that can be layered over the top of any other game to represent an unusual environment. The upcoming Warhammer 40,000 book covers three of these. Night Fight, Psychic Maelstrom, and Fire and Fury. To get an idea of how these interact with the game, here’s an example, Fire and Fury – rules for battling as all hell rains down around you.



You can see that these rules will alter the way you play and position your forces, which not only gives you a new tactical challenge but is just incredibly cinematic. Picture a Black Templar assault on an Ork Rock as meteors rain down around them, or a mass regiment of Cadian Shock Troopers and the Black Legion battling over a ravaged world as their fleets battle for supremacy above. You can’t say that isn’t cool.

What’s really elegant about these is that they can be used in any mission, giving massive replayability to the (not inconsiderable number of) missions in your main Warhammer 40,000 book.



Narrative players are going to have a ball with these. Imagine running a map campaign where every location has its own Battlezone, or where players have the choice to attack at night, or with fleet support, or whatever else you can think of.

While certainly created with narrative play in mind, there’s nothing stopping this being used for other games – even matched play. If you’re looking to add just a little extra flavour to your matched play event, for example, maybe every table could have its own Battlezone rules, or maybe the first game of the day kicks off with a Night Fight game?

It’s your hobby – go nuts.
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