fluger Posted May 7, 2014 Report Share Posted May 7, 2014 I mean...sure... But it still is a lousy mechanic. And, BrainFireBob. Yes. The advantage of 40k was always I could just go anywhere and pickup a game without much problems. Now? Now I have to maybe call ahead and find out what people think is ok to play with? Well, the truth is, I now pretty much am a garage/porch gamer and my tournament days, while still out there, are more for seeing friends than being competitive. I'm ok with this, but at the same time, I get bummed out about the directions GW has taken for a good while now. 2 Link to comment Share on other sites More sharing options...
pretre Posted May 7, 2014 Report Share Posted May 7, 2014 I suspect that Unbound vs Battle Forged will probably help a bit with the pick up game issues. Link to comment Share on other sites More sharing options...
pretre Posted May 7, 2014 Report Share Posted May 7, 2014 I'm curious how the psychic phase is going to work for those armies without any options for psykers ie Necrons, Tau, Dark Eldar... How does Fantasy work for armies without magic? Link to comment Share on other sites More sharing options...
PourSpelur Posted May 7, 2014 Report Share Posted May 7, 2014 Great, now I have to go home and change my shorts... I just pee'd a little after reading this;) Link to comment Share on other sites More sharing options...
pretre Posted May 7, 2014 Report Share Posted May 7, 2014 Great, now I have to go home and change my shorts... I just pee'd a little after reading this;) This is a job for Emergency Pants! 3 Link to comment Share on other sites More sharing options...
PourSpelur Posted May 7, 2014 Report Share Posted May 7, 2014 You laugh but I do have a full change of clothes for both me and my son in the trunk of my car;) 2 Link to comment Share on other sites More sharing options...
pretre Posted May 7, 2014 Report Share Posted May 7, 2014 You laugh but I do have a full change of clothes for both me and my son in the trunk of my car;) So why do you have to go home? 1 Link to comment Share on other sites More sharing options...
BrainFireBob Posted May 7, 2014 Report Share Posted May 7, 2014 Granted, the objective cards sound interesting, depending on what's in them. "Kill the enemy HQ in a close combat challenge" favors Chaos but somewhat cheats Tau. Hoping they use a Ticket to Ride style mechanic- draw 3, choose 1 or 2. Link to comment Share on other sites More sharing options...
TW_Haines Posted May 7, 2014 Report Share Posted May 7, 2014 has anyone heard if the supplemental codex's will be in with the normal games or will iron hands and emperor fists all play out of the sm codex? Link to comment Share on other sites More sharing options...
Hobbitron Posted May 7, 2014 Report Share Posted May 7, 2014 How does Fantasy work for armies without magic? You generate dice no matter what during your magic phase. They are just set aside and left unused. It'll likely be the same for 40k. It stated you get 1d6 + 1 dice, and THEN add psyker mastery levels. So you'd only ever get the base 1d6 + 1. Edit for more info: As another note to that, unless there are army specific restrictions that I'm not aware of, there is no army without access to magic. There is a magic item that can be purchased from the main rulebook which makes any character (due to points, I believe it must be a Lord, but can't recall) into a caster. In a similar sense, there is no army in 40k with no access to psykers. You might have to take them as an ally, but they are there. In Fantasy even if you can't cast magic, you can still use the dice generated from the magic phase to dispel any remains in play effects (think blessings and maledictions). So, this might be an indication of a move towards being able to dispel blessings/maledictions. Link to comment Share on other sites More sharing options...
fluger Posted May 7, 2014 Report Share Posted May 7, 2014 One thing I hope happens is that jump packs lose the bulky rule. Thereby making Ravenguard CT useful! Link to comment Share on other sites More sharing options...
sergentzimm Posted May 7, 2014 Report Share Posted May 7, 2014 I would expect armies with no psychers to get some special rules, kind of like dwarves. 1 Link to comment Share on other sites More sharing options...
PourSpelur Posted May 7, 2014 Report Share Posted May 7, 2014 One thing I hope happens is that jump packs lose the bulky rule. Thereby making Ravenguard CT useful! Making a full jump army competitive-ish would really make me want to build some Doom Eagles;( Link to comment Share on other sites More sharing options...
pretre Posted May 7, 2014 Report Share Posted May 7, 2014 Thanks, Hobbitron! Link to comment Share on other sites More sharing options...
fluger Posted May 7, 2014 Report Share Posted May 7, 2014 Making a full jump army competitive-ish would really make me want to build some Doom Eagles;( Well, it would be scouts plus jumpers and then stormtalons. That's the dream, but alas, the rules suck, so I'm not going to spend the dough on it. Link to comment Share on other sites More sharing options...
VonVilkee Posted May 7, 2014 Report Share Posted May 7, 2014 This sounds precariously close to the 8th edition fantasy magic powers that turn a mage into a dragon or chimera or whatever. :( Those were stupid and this would be stupid. But now I'm even happier that I'm kickstarting creature caster! Yay more daemon uses. https://www.kickstarter.com/projects/jeremyglen/creature-caster-first-wave 1 Link to comment Share on other sites More sharing options...
Lord Hanaur Posted May 7, 2014 Report Share Posted May 7, 2014 The main rulebook isn't likely to override the codex entries that say "bulky" etc... ironically i somehow ended up with 10 Chaos Blood Letters for no apparent reason, and could now use them if I was so inclined. But thats probably just too wierd for my blood unless its my Chaos Space marine army doing it Link to comment Share on other sites More sharing options...
pretre Posted May 7, 2014 Report Share Posted May 7, 2014 The main rulebook isn't likely to override the codex entries that say "bulky" etc... New Edition rulebooks have certainly overridden codex entries before. :) Link to comment Share on other sites More sharing options...
fluger Posted May 7, 2014 Report Share Posted May 7, 2014 The main rulebook isn't likely to override the codex entries that say "bulky" etc... IIRC, no where in the SM dex does it say that a Jump Pack Infantry is bulky. Link to comment Share on other sites More sharing options...
WestRider Posted May 7, 2014 Report Share Posted May 7, 2014 IIRC, no where in the SM dex does it say that a Jump Pack Infantry is bulky. That's correct. It's a function of the Jump Unit Rules in the BRB. Link to comment Share on other sites More sharing options...
fluger Posted May 7, 2014 Report Share Posted May 7, 2014 That's what I thought (don't have dex on me), so a BRB change could fix the dex's stupid issues. Link to comment Share on other sites More sharing options...
Lord Hanaur Posted May 7, 2014 Report Share Posted May 7, 2014 Well the Space marine Codex would be a LOT more awesome for my Raven guard if they did get rid of the Bulky thing and just said "Jump packs cant board transports." 1 Link to comment Share on other sites More sharing options...
PumpkinHead Posted May 7, 2014 Report Share Posted May 7, 2014 oohhh, I have on old random metal bloodthirster a friend gave me, would be pretty sweet to watch a bloodthirster pop out of a Blood Angel librarian. :) 2 Link to comment Share on other sites More sharing options...
scottshoemaker Posted May 8, 2014 Report Share Posted May 8, 2014 This whole thing isn't new. Non chaos armies with daemons was a mechanic for missions in the old Daemonhunters codex from 4th. I just reread this in old WhiteDwarf while taking an especially long dump. 2 Link to comment Share on other sites More sharing options...
doc Posted May 8, 2014 Report Share Posted May 8, 2014 weren't those bound daemons - ie daemonhosts? 1 Link to comment Share on other sites More sharing options...
Recommended Posts