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Post by haywiregrenade on May 22, 2014 8:11:39 GMT
Grey knights cannot summon daemons. Daemons cannot use the sanctic powers. Summoned units are scoring unless specifically stated not to Perils is now more random. Basically a 1 is bad, but a 6 is a buff! D weapon hits can be saved by cover or inv unless they roll a 6 to wound/damage. Vehicle damage 1-3 is shaken - fire snap only, 4 is stunned- no move but snap fire, 5 is weapon, 6 is immob, 7+ is explodes.
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Post by Farseer Kyladras on May 22, 2014 8:19:33 GMT
Wow looking good but they missed the opportunity to make snap fire more `realistic` (yes it's a game but, you know...) by making it BS-2 or similar, so Orks snao firing are just as effective as uber elite units with BS5, 6 or higher- a bit silly really. Looking forward to getting the rulebook myself, no idea when I'll be able to pick it up now my weekend plans involve mother in law sitting and not gaming with my friends FK
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Post by Geifer on May 22, 2014 8:40:23 GMT
Thanks for the info, HWG. D weapon hits can be saved by cover or inv unless they roll a 6 to wound/damage. Does that also mean special abilities like feel no pain and reanimation protocols work against results other than 6? Wow looking good but they missed the opportunity to make snap fire more `realistic` (yes it's a game but, you know...) by making it BS-2 or similar, so Orks snao firing are just as effective as uber elite units with BS5, 6 or higher- a bit silly really. True, but on the other hand without introducing a mechanic like in Fantasy where a 7+ to hit is represented by hiting on 6 and then another roll of 4+, you still get an unfair system. Everyone needs to be able to hit to represent lucky hits through volume of fire, but while Marines and such benefit, a BS3 Guardsman then shoots as well as an Ork if you apply an across the board -2 modifier. That's not ideal either. The good thing about retaining BS1 on snap fire is that the current codices are balanced around it. This way at least the lighter flyers and assault troops aren't degraded by elite armies improving their snap shots.
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Post by Lord Draconiroth on May 22, 2014 9:12:53 GMT
Got my rule book...no more rumour mongering for me How did you manage that one? Also the psychic part of the game has had a massive overhaul! I personally, didn't think it was that broken...
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Post by Manus on May 22, 2014 10:23:04 GMT
Having only played a few games in 6ed. the more I read about 7ed the more I'm looking forward to gaming. Sounds like they are personalizing the game/armies heaps, lots of cool little twists. Game on
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Post by Geifer on May 22, 2014 11:43:13 GMT
Also the psychic part of the game has had a massive overhaul! I personally, didn't think it was that broken... It may be better to think of it as not being distinct enough before. Psychic powers weren't really a reflection of the nature of the warp since 3rd ed and more like any old piece of equipment with an "on" button. Boring, predictable, with hardly any chance of failure. Wargear already does that, you don't need psychic powers to do the exact same thing.
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Post by haywiregrenade on May 22, 2014 16:30:57 GMT
Oh another noticed point is that there is no more area terrain. Ruins give 4+ cover Battlefield debris gives cover of various types and bonuses for going to ground. Intervening models gives cover Everything else requires 25% obscured.
No more toes of MCs or Riptides in a wood gaining cover and rightly so.
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