Warhammer 40,000 7th Edition. New rules discussion thread.

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job
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by job » Mon May 26, 2014 4:40 am

YellowStreak wrote:So what is the deal with the unrestricted army lists/allies?

If I wanted to make a Genestealer cult with real 'stealers (from Tyranids), Brood Brothers and vehicles (Imperial Guard), Hybrids (maybe using Ork stats for example), and a Magus (Imperial Psyker?) would it be kosher?

Excuse the ignorance if this has been mentioned elsewhere, I really haven't been bothered reading all the rumors, etc.
Now that's a good use of the new book if I may say! :) Go for it but expect fire and death as recompense!
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by Primarch » Mon May 26, 2014 6:36 am

YellowStreak wrote:So what is the deal with the unrestricted army lists/allies?

If I wanted to make a Genestealer cult with real 'stealers (from Tyranids), Brood Brothers and vehicles (Imperial Guard), Hybrids (maybe using Ork stats for example), and a Magus (Imperial Psyker?) would it be kosher?

Excuse the ignorance if this has been mentioned elsewhere, I really haven't been bothered reading all the rumors, etc.
Yes and no.
Yes you could do it, but you'd be penalised because Nids and IG are not allies. You could take them both, but you couldn't deploy either force within 12" of each other and you start having issues when they move within 6" of each other. Any army can now ally with any other army, there are very few battle brother options now and a lot more Come the Apocalypse which is the same as Desperate Allies plus the 12" gap during deployment.

You could achieve the same result with the bound or unbound armies. The unbound simply allows you to throw the FOC out the window and take minis regardless of HQ/Fast Attack restrictions.

Honestly, given the sheer number of slots in the FOC, especially when you can ally with yourself and take dataslates as well, you'd really need to be pushing things for the unbound rules to be worth taking. (I guess you can ignore the minimum troop requirements???)

As for taking a Genestealer Cult, the same option in 6th (and 5th, 4th etc) of just asking your opponent if it's cool is still valid in 7th.
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by ashmie » Mon May 26, 2014 12:03 pm

I am tempted to buy the 3 volume new rulebook but I'm going to have to finish reading the fluff of the 6th first.
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by Konrad » Mon May 26, 2014 2:04 pm

YellowStreak wrote:So what is the deal with the unrestricted army lists/allies?

If I wanted to make a Genestealer cult with real 'stealers (from Tyranids), Brood Brothers and vehicles (Imperial Guard), Hybrids (maybe using Ork stats for example), and a Magus (Imperial Psyker?) would it be kosher?

Excuse the ignorance if this has been mentioned elsewhere, I really haven't been bothered reading all the rumors, etc.
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by me_in_japan » Mon May 26, 2014 3:14 pm

Agreed. The rules can go hang. Genestealer cults are cool. They're in!
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by Miguelsan » Tue May 27, 2014 1:34 am

May I say that I decided totally to ignore whatever is in 7th ed? I think it's not worth the effort (money and time) to go over new rules that barely fix 6th and will add a whole new universe of contradictions, badly written rules, loopholes... that will never be fixed or FAQed in the current GW's state of (corporate) mind.

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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by Primarch » Tue May 27, 2014 3:30 am

Miguelsan wrote:May I say that I decided totally to ignore whatever is in 7th ed? I think it's not worth the effort (money and time) to go over new rules that barely fix 6th and will add a whole new universe of contradictions, badly written rules, loopholes... that will never be fixed or FAQed in the current GW's state of (corporate) mind.

M.
But then how will you catch up when 8th comes out next summer and then 9th the week after that? :o
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by Konrad » Tue May 27, 2014 7:44 am

Primarch wrote:
Miguelsan wrote:May I say that I decided totally to ignore whatever is in 7th ed? I think it's not worth the effort (money and time) to go over new rules that barely fix 6th and will add a whole new universe of contradictions, badly written rules, loopholes... that will never be fixed or FAQed in the current GW's state of (corporate) mind.

M.
But then how will you catch up when 8th comes out next summer and then 9th the week after that? :o
He won't. He'll be playing Warzone. :lol:
I'm not sure if I'll even get a 40K rulebook this time around. I hardly play anymore. Just too much stuff to keep track of.
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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by kojibear » Wed May 28, 2014 11:32 pm

The new rule set make vehicles scoring and smash and vector strikes against ground targets are one hit a turn. This is sad for the monsters of the world. Also you can no longer swoop and charge, only glide. Likewise, the psychic phase has been rightly remolded but has the potential to be frustrating. The Tyranids Codex gave us Shadow in the Warp (-2 to leadership) which now only really affects the enemy psyker when they roll for perils. Also, one of the Tyranids main anti tank, Zoanthropes, are psykers, which means using them will be a little trickier now with the increased chance of deny the witch being successful and with perils being very perilous ;)

It is fairly moot unless the nid's opponent will be fielding a mech list, with a lot of AV13 and AV14. But this could be a big challenge for tyranids. I guess that is why GW emphasises 40k is a game to be discussed by players prior to playing to ensure a fun and fulfilling game for both.

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Re: Warhammer 40,000 7th Edition. New rules discussion threa

Post by Primarch » Wed May 28, 2014 11:52 pm

kojibear wrote:The new rule set make vehicles scoring and smash and vector strikes against ground targets are one hit a turn. This is sad for the monsters of the world. Also you can no longer swoop and charge, only glide. Likewise, the psychic phase has been rightly remolded but has the potential to be frustrating. The Tyranids Codex gave us Shadow in the Warp (-2 to leadership) which now only really affects the enemy psyker when they roll for perils. Also, one of the Tyranids main anti tank, Zoanthropes, are psykers, which means using them will be a little trickier now with the increased chance of deny the witch being successful and with perils being very perilous ;)

It is fairly moot unless the nid's opponent will be fielding a mech list, with a lot of AV13 and AV14. But this could be a big challenge for tyranids. I guess that is why GW emphasises 40k is a game to be discussed by players prior to playing to ensure a fun and fulfilling game for both.
Deny the Witch will be more difficult for your opponent unless you are playing a psyker heavy opponent. With Broodlords, Tyrants, Tervigons, Thropes and so forth you should have d6 + 7-8 dice for your psychic phase needing 4+ to pass. Unless you are targeting psychic vehicles or the opponent has a psychic hood in range, they need to roll 6's to cancel the power. Unlike last edition where they need to roll just one dice and get a 6, now they need to equal the number of successes you rolled.
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