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Iuchiban wrote:

Iuchiban:

 

Specifically, do Daemons have a formation of Psykers that get to cast on 2+, similar to Librarius Conclave or the like?

 

No but there are new specific artefacts for each God. And 3 new Psyker Disciplings for each God, with 7 powers each. And new god-specific warlord traits

Then I will patiently wait for those
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Note: From now on, translations of names may not be very accurate:

 

Let's start with Khorne:

 

A'rgath,king of swords: +1S, AP3, Specialist weapon, when fighting in a challenge always hits with 2+. 15 points

 

Lifetaker : AP2, Specialist weapong, 6 to wound are Instant Death, for every model killed, unit suffers 1D3 hits S3, AP4. 15 points

 

Crimson Crown; All Khorne Daemons at 8" get +1A. 40 points

 

Skullcutter: AP2, Specialist weapon, 6 to hit are SD.30 points (THAT ONE IS DAMN GOOD).

 

Khartoth, the blood thirsty: +1S, AP3, If a model suffers an unsaved wound remove it from the game. At the beginning of the model controller's turn roll a D6. With 4+ the model comes back to play via Deep strike, at 12" or less from the point it was removed from game.

 

Armour of something: 3+ Armour save, Adamantium will, -1S to when attacking its bearer.

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Legendary great pack bonuses , requirments restrictions if you can

 

Thnx

Greatpack:

- For every unit in the formation roll a D6 at the beginning of the game. Add +2 to the roll for the troop units that have an IC joined. For every 6+, that unit gets flanking. Additionally, if a the leader is a Wolf Lord, a single unit in Reserves can enter the battlefield automatically instead of rolling.

 

Reroll warlord trait

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OK, let's go with a couple of good ones:

 

WYRDSTORM RUNEPRIESTS

2-5 Runepriests

Harness Warp Charges with 3+ when using Tempestas discipline.

Every turn choose a Rune Priest of the formation. That one gets the following power:

 

- Livinstorm (WC3)

24", S7, AP- Assault 2D6, Shock (For every 6 you get +2 hits). Add +1D6 attacks to the power for every Runepriest in the formation beyond the 1st.

 

 

 

THE BLACKMANES

Ragnar Blackmane or Wolf Guard Battle Leader

1 unit of Wolf guard, Terminators or Thunderwolves

3-5 units of Blood Claws, Skyclaws or Swiftclaws

0-1 Lukas

4-6 Grey Hunters, Land Speeders

1-2 Long Fangs

1 Wolf scouts

0-2 Lone Wolves

 

Units disembarking from a Drop Pod get Fearless and FnP6+ that turn.

If Ragnar is on the battlefield, all "Claw" units reroll to hit in combat

All unit that normally can purchase a Drop Pod, can get it for free. Have to pay the upgrades. All Drop Pods of this formation enter the battlefield in turn 1.

 

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Iuchiban can we get info on the rest of the relics for the rest of the patron gods?

and what is the rules for the 4 DP formation?

DP Formation:

4 DP

Every deamon must be aligned with a different God.

They get following accumulative benefits depending on how many models remain on the battlefield.

4 models: +1T

3 models: +1S

2 models: Reroll 1's to hit

1 model: No benefit

 

If your warlord is one of the DP, then all of them get the same warlord trait.

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Let's go with Tzeetch:

 

Artefacts:

 

Paradox: AP4, Combat, Once per turn you can, after rolling for a psychic power turn the dices around. So, for example a roll of 1, 3 and 5, becomes 2, 4 and 6. 25 points

 

Unending grimorie: Bearer knows all the powers of the change discipline. 35 points

 

Scourge of souls: Combat, Fleshbane, AP is equal to the I of the target. Against vehicles is AP1. 15 points

 

Oracle disc: Disc of Tzeenth. At the beginning of your turn choose a unit in Reserves. That unit enters the game automatically. 35 points.

 

"Unable to translate": Bearer gets 3++ save, Every time bearer suffers a wound must take a Ld test. If failed is removed from game. 25 points.

 

Eternal staff. Combat, AP4, soulblaze or Template, S5, AP3 Soulblaze. 20 points

 

Psychic powers:

 

Primaris: Same a codex Daemons

1. Same as 1-2 from Daemon codex

2. Same as 3-4 from Daemon codex

3. Nova. S1D6, AP4, Assault 2D6 Ignore cover, warp flames

4. Invocation, 12", with 2 WC creates a Exalted Flamer of Tzeentch, with 3WC invoke 3 flamers of tzeentch or 1 burning chariot.

5. Same as 5-6 from Daemon codex.

6. Witch fire. 18". SD, AP1, Assault 1

 

 

Automatically Appended Next Post:

 

Those are the good ones? Lol . Tempestas in 3+. I need to get a Dozent New runepriests ...

I really think that the new power is very good. 3D6 or 4D6 S7 shots with the shock rule are not bad at all.

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Iuchiban, can you tell what the Wulfen Murderpack does? Wulfen are pretty powerful already but their only weakness is their lack of movement. Lets see if the formation resolves that.

Wulfen murderpack:

2-5 units of Wulfen

Add +1 to the curse of the wulfen roll for every unit on the battlefield.

There is a 7+ result.

- Hunt: Affected units can move twice this turn. (THAT ONE IS GOOD)

- Kill: Affected units get +1A

 

The Wulfen units that get an additional attack for every 6 to hit in combat

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Legendary great pack bonuses , requirments restrictions if you can

 

Thnx

Greatpack:

- For every unit in the formation roll a D6 at the beginning of the game. Add +2 to the roll for the troop units that have an IC joined. For every 6+, that unit gets flanking. Additionally, if a the leader is a Wolf Lord, a single unit in Reserves can enter the battlefield automatically instead of rolling.

 

Reroll warlord trait

 

Ugh. Randomly Outflanking is garbage. Totally not worth giving up Obsec for. There's a reason no one ever uses The Wolves Unleashed as it is.

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Ugh. Randomly Outflanking is garbage. Totally not worth giving up Obsec for. There's a reason no one ever uses The Wolves Unleashed as it is.

That's what bugs me most about all these cool formations they come up with,I would have to add in a CAD to get objsec onto the field.The Blackmanes and the Wulfen Murderpack look like they would possibly have some synergy together,one being the first turn to the face thing and the other making haste across the board to the front line..but no objsec is total suck.

Why does GW have to continually doink melee based 40k armies...

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Except for the SM/DA one, which has more ObSec than anything else, ever :P

 

Actually, a couple of them (Blood Host, Hunter Contingent, and Decurion, at least) do have benefits that are potentially worth trading ObSec for if you build around them. But trading it away for some random effect that I may not get on anything useful, and absolutely can't rely on is terrible. You can't even take more than one IC in the Greatpack, so the fact that Troops with an IC attached get to Outflank on a 4+ doesn't even give any reliability.

 

Another thing that bugs me about them is that none of the Decurion Class Detachments so far have a Fortification option. For some it makes sense, but for others, it's just idiotic.

 

So frustrating, because there are some great ideas in these, and a bunch of them come so close, but then there's one fatal flaw somewhere that leaves them way below par.

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Spear of Russ:
1-3 Iron priests
1-3 Units of: Predators, Whirlwinds or Vindicators
1-3 Units of Land Raiders of any type

One vehicle at 6" of one of the Iron Priests gets one of the following rules: Tank Hunter, Monster hunter, Precision shots, Preferred enemy
All vehicles get the Power of the Machine Spirit rule if at 12" of one Land Raider

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Dude. Just run like 5 Axe/Shield Dreads across the field with that Formation, rotating them back as they take damage. Not actually good as such, but it'd be awesome.

 

The Brotherhood is pretty restricted compared to the SM version, but still looks like it could be fun. Harnessing on 3+, you only need like 6 dice to have pretty good odds of getting 3 WC off, and that's potentially a lot of S7 firepower.

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new GW video for the book came out. some things i noticed with the power of the pause button


Iron Priest has 2 wounds with no mount but increased to 75pts base
pistol is 20pts
new hellfrost hammer is only 5pt upgrade
can still take mount

Ulrik stays what looks like the same

Krom can now re-roll failed saves within 3" of an obj
his eye also allows him to re-roll wounds

the wolfkin auxillary formation gives the whole thing monster hunter and outflank
and you can combine all units into one big unit if you have more then 20 it gives +1 attack to the unit

you may also bring in a unit that is already outflanking from the side closest to them without rolling.


that is all i could get as the pause would not work for me while it was sliding the pictures in.

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BONUS (ONE REAL GOOD FORMATION)
The Ironwolves formation:
1 Wolf Lord or Battle leader.
0-1 Wolf Guard or Termintors
2-3 Blood Claws
2-4 Grey Hunters Land Speeders
1-2 Long Fangs
0-1 Wolf Scouts
0-2 Lone Wolfs

Restrictions: The formation have to include enough dedicated transport to embark all non-vehicle model.

Special Rules:
Units of of this detachment may disembark from transport moving up to 12"
Vehicles may move additional 6" when moving flat out.-
Vehicles of this formation may get all upgrades they want for free (weapons and wargear)

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