AboutWarhammer 40k is a franchise created by Games Workshop, detailing the far future and the grim darkness it holds. The main attraction of 40k is the miniatures, but there are also many video games, board games, books, ect. That are all connected in the 40k universe. This subreddit for anything and everything related to Warhammer 40k Rules.Be respectful.DO NOT post point values for weapons and upgrades in your army lists, only the total point value of the unit. DO NOT post full rules quotes from the BRB or Codexs, as we do not want any attention from GW Legal.The Moderator symbol will be shown next to the mod's username only if it is an announcement so if you see it, you may want to check it out. Otherwise, we are all just people who enjoy the game.No political posts.feel free to message the Mods with any other ideas for ground rules, otherwise have fun!
Resources.Related Subreddits:.Army Specific Subreddits:.Memes and Other Silliness:.Other Specialist Games:.Warhammer40k Video Games:.Trade your minis:.Podcasts:.Warhammer 40k Discord. I'm a huge MWG fan - I bought one of their paid memberships back around Christmas, and use them as background noise while I paint. They're awesome - except that one guy they hired for the summer whose voice sounds like nails on a chalkboard - but the question of them and rules mistakes is an interesting one.They sometimes publish videos called 'Rules you got wrong', where they go through comments people leave about rules they mess up. The thing I find interesting is that, while they do genuinely make mistakes, as often as not it's the person leaving the comment who was wrong about how a rule works.This makes sense with 7th ed - it was a huge convoluted mess with a lot of strange rules interactions, and add in that the game's being scrutinized by thousands of viewers and rules are being remembered while playing and joking around with their opponent, I can't blame them for making mistakes.I'm hoping that 8th ed results in less of that. While it's the nature of the beast that they'll miss a lot of rules as they get used to the new system, I'd expect it to straighten itself out after a few weeks of play.But whenever someone criticizes them for missing a rule here and there, I wonder if that person would be confident in their own work being scrutinized by thousands of people who pitch mini-rage fits every time they see a typo or comma splice, or procedural error.At the end of the day, it's a group of guys playing with plastic space-mans.
It's fun, it's entertaining, and if a FAQ helps them keep it consistent for their viewers while 8th ed goes through birthing pains, I'm all for it.
What I’m going to present here is not the full down of all the major changes or codex errantas, as that’s a lot to cover.If you’d like to check out the full changes, head over to this link. You can find the individual Codex FAQs and Errantas via the same website.Anyway, so lets press on with the main changesSide note: I am not what one would call a rules specialist, competitive gamer or rules fanatic. I may very well get some of the following points wrong, of which I apologise for.
If you spot a mistake either comment at the bottom of the article or let me know via @SpruesandBrews on Twitter or Facebook.com/SpruesandBrews. These views are also my own, Matt may think differently!
Emergency DisembarkingThis one never really occurred to me, however now mentioned as one of the first points in the FAQ, I kind of get it.The general conscious was that some gamers would throw their transports forward, in the hope they’d get blown up, allowing the contents to be close to the enemy to declare a charge. That is one way of getting around the normal rules of disembarking prior to moving your transport. No more charging out of destroyed transports!To combat this, should your unit have to disembark a destroyed vehicle they would be unable to declare a charge. Lore wise this reflects the poor troops inside moving away all the debris.Dave’s Reaction: Good Change! Flying in the Charge Phaseotherwise known as slowing my Hive Tyrant down.So this rule turned a few heads when it became a thing. Whilst during the movement phase you could happily use any model with the Fly keyword to roam about at will, it was introduced last year that the same was not so during the Charge phase.Want to charge over that wall?
You’ve got to ensure you measure the height and take that into consideration for the length of the charge. That’s gonna cost you some inches. You get the general idea.
No charging over buildings for you my friendThis rule still stands, however what has changed is the ability to move over models. You can now charge over units, but not ‘ Buildings‘, thus getting around the fact that a building such as a Bastian is a ‘model’.Whilst I appreciate this change, I personally think a unit that can fly, such as the ever favourite winged Hive Tyrant, should be able to fly over a small piece of terrain to get into combat.
This thread will contain links to the current FAQs and related articles for Warhammer 40,000 8th edition. WARHAMMER 40,000 RULES FEEDBACK EMAIL [email protected] DESIGNERS' COMMENTARY & RELATED ARTICLES Warhammer 40,000 FAQS on Warhammer Community. The Future of FAQs with Warhammer 40,000 FAQ email address on Warhammer Community. This thread will contain links to the current FAQs and related articles for Warhammer 40,000 8th edition. WARHAMMER 40,000 RULES.
Flying over a building to get into combat, yeah, that’s a bit busted so happy that is still not allowed.Dave’s Reaction: Better, if still a little hmmm Aircraft ChangesDue to the Warhammer 40k rules of not being able to move within an inch of a model, GW have spotted a number of people are utlising flyers to block the movement of the enemy. This in a lore sense makes well, little sense, as the flyer will be up in the skies and not hugging the ground stopping your Guardians from moving between two buildings, for example.The keyword Aircraft is now a thing, and has been added to all flyers that have a minimum movement characteristic, such as the Corvus Blackstar. This means other units with the Fly keyword, such as say a Custodian Jetbike don’t gain the Aircraft keyword. Movement blocking aircraft are a thing of the past!If a model has the Aircraft keyword you can happily move within an inch of it, whilst also being able to move over the base as if it wasn’t there. Makes perfect sense to me.Dave’s Reaction: Great Change! Re-Setting Up ModelsNowadays theirs a fair amount of psychic powers or Stratagems that allow you to ‘re-deploy’ or move a unit from one side of the battle to the other.Games Workshop have clarified a few things in regards to this based on feedback, including any buffs that were affecting the unit, such as Weaver of Fates for example, would stay on the model should the unit be moved somewhere else.
They also clarified that any abilities that trigger when coupled with acting as reinforcements also come into effect. Those pesky, sneaky cultists!The wording on re-deploying, or re-setting up as reinforcements were used to stop people from thinking they could then move the models. If a unit is re-deployed using a relic, strat, power, etc, then it subsequently can not move as it has already ‘moved’.Dave’s Reaction: A good deal!Onto finalized match play rules. These are beta rules which are now locked in. Most have undergo some changes, so lets have a peak. Bolter DisciplineA very positive change for your run of the mill Marine bolters, this beta rule allowed you to fire at rapid fire if you hadn’t moved, whereas before it was only if you were within half range with your bolter weapon. Suddenly Intercessors that haven’t moved were firing twice at full range.
Talk about Dakka!What this rule also allowed was for Hurricane Bolters to fire twice on vehicles, even if they moved. Amazing for stuff like Storm Ravens, Land Raiders and co.Wellif you hadn’t taken advantage of this, then you have lost your chance. The rule has come into full effect, however now it does not affect vehicle mounted bolters. Dreadnoughts and Hellbrutes however can still partake in some serious shooting, as well as Centurions and Terminators.Another change only affects Deathwatch players. Due to those to play Deathwatch having special issue ammunition, should you use one of these you cannot also use the Bolter Discipline rule.
As a Deathwatch player at heart, this makes me a little sad, however it did seem pretty over powered. Should you choose not to fire special issue ammunition you can instead take advantage of the Bolter Discipline, so in certain situations this could still be useful. Bolter Discipline in it’s final formOh, and Adeptus Custodians and co, consider yourselves fully shot down.
Your not getting the Bolter Discipline. Not happening.Dave’s Reaction: Sorry Deathwatch fans! It was fun for you folks whilst it lasted! Still a great rule addition. Prepared PositionsI’ve not used this yet, however have had situations where I have been super tempted. This new universal stratagem was introduced last year and allows those commanding an army going second in the first battle round to ‘dig in’, giving you a nice cover save (should you not already be in cover).This rule is now also locked in, albeit with a slight change.
If you have a Fortifications or Aircraft keyword you don’t get the cover save for obvious, your either a building or your flying, reasons. Another new rule now fully in-playDave’s Reaction: Thumbs up right here! Tactical RestraintAnother new beta rule fully added to the roster of rules.Slight change, this also 100% affects those psychic powers which regen command points, and you cannot in anyway refund any CPs spent before the game begins, such as spending CPs during army building to add extra relics.Dave’s Reaction: A wondrous nod of approval Interim Balance ReviewsInstead of me going all in on this section, I’m going to quickly go over some of the key points.Imperial Knights have once again been hit hard by some changes. The ever popular Rotate Ion Shields strat has undergone a slight rules edit.
It now cannot be used to increase your invulnerable save to beyond 4+. No more 3+ inv saves on Knights!Mental Onslaught, a (annoying after facing Matt’s army) psychic power hailing from the latest Genestealer Cults Codex has undergone a slight change of ruling.
Now, regardless of modifiers, models with low leadership could prevent themselves from being instantly destroyed by rolling a 6.Operative Requisition Sanctioned, a neat new stratagem introduced in White Dwarf when the rules for Imperial Assassins were updated has now gone up a command point to the revised cost of two. Still a powerful strat that allows you at the start of a game to bring an assassin into your Imperium army without worrying about detachments and the like.Popular Craftworld Eldar psychic powers Jinx, Doom and Reveal can now only be used on Asuryani units, so no buffing your Dark Eldar allies!And finally to wrap up these balances the points costs on some of the weapon options on the Knight Castellans have changed. See below.What do you think of all the above changes? Have you noticed anything in the army errantas that has raised your eyebrow, or caused you to face palm? Let us know via the comments or on social media!We shall also be discussing these changes on the next podcast. Missed the last show?
Comments are closed.
|
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |