Moderator: Skevan




new info from b&c(russ):I have seen the new Marine Codex the command tanks are not in it. Tac Squads can take Grav, All dreadnoughts now have 4 base attacks. Only LOW is Calgar. No master of the Forge but Techmarines can take Conversion Beamers. Iron Hand Chapter Tactics now add +1 to feel no pain. Raven Guard lost Scout but now get Shrouded turn 1 and +1 to roll for Night fight. Most others stay similar. Any other questions i'll try my best to answer.
Sallies get 4+ FNP against flame weapons and preroll to wound with them. Scars can no longer scout land raiders. Templars can't take Librarians and get rage if they take damage from shooting the previous turn or overwatch. Bolter Drill can use special ammo now. Tac Doctrine lets tac squads reroll all hits in shooting and assault.
Formations looked ok nothing amazing. The termi one can DS from turn 1. No assault marine formation. Bike are troops if you take any HQ on a bike, no need to be five man now. Temis squads of both kinds got a 5 point drop but TH SS cost the same as before after buying the upgrade for them. Centurions are pretty much the same. Ultras get the 3 doctrines other chapters can use the tac one once a game if they take the decurian which is call Gladius Strike force.
no change in relics
Templars get counter attack too after getting shot. Other armies only get the tac doc if they take the extra expensive formations. The docs look a lot better Ultras probably have the best chapter tactics still. Twin links grav centurions in pods seems scary. Chapter Master is now an upgrade for a captain.
Basically they all allow to reroll ones for either shooting or assault depending on which one it is. Tacs reroll everything for the tac doc. Assault marines and assault centurions reroll all hits in combat for assault. Devs and Dev centurions reroll shooting to hit for theirs.
More from B&C-Templars get counter attack too after getting shot.
-Other armies (not UM) only get the tac doc if they take the extra expensive formations.
-The docs look a lot better Ultras probably have the best chapter tactics still.Twin links grav centurions in pods seems scarey.
-Chapter Master is now an upgrade for a captain.
And regarding doctrines
Basically they all allow to reroll ones for either shooting or assault depending on which one it is. Tacs reroll everything for the tac doc. Assault marines and assault centurions reroll all hits in combat for assault. Devs and Dev centurions reroll shooting to hit for theirs.
[User comment, not from B&C source Russ] So,from what i understand of it,the UM trait IS the doctrines,one use each as in the old codex.If an UM army uses the formations that enables other chapters use the doctrines,they get more uses instead.
The best formation from what I saw is strike force ultra. Can arrive turn 1 get +1 shot if ds or +1 a if assault from a vehicle.
All vehicles can squadron you get bonus if you take 3. Whirlwinds get shred and pinning. Preds get monster and tank hunter.
Again,B&C
-Honour Guard are still there can be in units of 10 and can take raiders as transport.
-There is a Raider formation.
-Both anti air tanks got better, the stalker can fire twice at 2 targets or can be twin linked.
-Signum no change.
-Vanguard can reroll charge distance,1 or both dice,and ignore disordered charge.
-Most Character stayed the same,
-Emperor's Champion got a buff always s6 ap2 now.
-Telion is now a HQ.He is an IC.
-So is Cronos,he has 2 wounds and can join a unit if his tank is destroyed.
-Techmarines all have 2 wounds now.
-TFC can be taken in squadrons, if you have 3 you get +1 BS.
Same source as above
-Calgar can pick his Warlord Trait from the marine list the best one being FNP.
- Shrike and any jump unit he joins can infiltrate.
-Vulcan master crafts melt weapons.
-Khan gives scout to bikes rhinos and razors.
-No Iron Hand character.
-Lysander has 4 wounds and Eternal warrior still and Fist or Dorn is +6S. Fist is still unwieldy.
-Kantor makes Sternguards objective secured
-Helbrecth gives all units Hatred and Fleet once per game.
-Sicarius lets you effect reserves and give one tac squad a usr.
-Kahn, Sicarius and Him still only ap3.
-Honour Guard and Command Squads are Elites now you don't need characters to take them.
-All termis are 5 cheaper TH SS upgrade is 5 points more.
-You can take a librarian formation where one librarian can know any of the powers the others have if they don't cast and warp charges are on 3+
Ok, let's go:
The basic "Decurión" is the Demi battle company:
- 1 Captain or Chaplain
- 0-1 Command squad
- 3 Tactical squads
- 1 Assault squad, Bike squad, Attack bike squad, Land speeder squad or Assault Cents.
- 1 Devastator squad or Dev Cent squad.
- 0-1 Dreadnought of any type.
This formation may use any battle doctrines once per battle
If you take 2 Demi-Companies, you get a full Company. (First company with a Captain and the second with a Chaplain). If done so, any unit that is able to purchase a Rhino, Razorback or Drop Pod, may do so without any additional cost.
Termins are now 175 points (Both types), altough hammer and shied cost +10 points
Devastator, for +5 points, may once per game, reroll to hit. Grav cannons + amp cost 35 points.
Chapter master upgrade is not one per army.
No Land Raider Squadrons, but one Formation (3 Land Raiders of any type). They reroll to wound vs Gargantuan Creatures and to penétrate vs Superhevies. If they are at 6" of any other Raider of the formation, they ignore any result on the damage chart but destroyed.
To get the benefit of the tank squadrons you need 3 of them. You lose the benefit if you lose a tank.
Some more from Iuchiban:
Calgar (275) may choose his warlord trait from the codex.
They are:
- Warlord gains Fear. Test is done with 3D6.
- Warlord and his unit get Furious Charge
- Warlord has FnP
- Every shooting phase pick a unit at max 12". Shooting weapons of this unit get the Rending SR
- Any unit in the same Detachment may use Warlord's Ld
- Any unit at 12" reroll Ld tests (Moral, Pinning, Fear)
His army may use one additional doctrine, once per game.
BTW doctrines are cumulative. If you have an Ultramarines detachment, using a DemiCompany and Calgar, you may use the same doctrine 3 times during the battle.
Tigurius (165). Pretty much the same.
Let's go with the formations:
Demi-Company (See above)
Anti-Air Defence Force
- 1 unit of Hunters
- 1 unit of Stalkers
Benefits:
- If one Hunter hits a flyer with the main weapon, all Stalkers in the unit get +1BS when firing at this flyer.
Restrictions:
- Unit of Stalkers: Mínimum 2
1st Company Task Force
- 3-5 Units from:
Termis
Assault Termis
Sternguard Veterans
Vanguard Veterans
Benefits:
- Fear
- Fearless
- At the beginning of the game, pick an enemy unit. Units in this formation have Preferred Enemy against the picked unit
- Enemy units get -2 to L, if they are a 12" of a mínimum of 3 units of this formation
Restrictions: None
Strilke Force Ultra
- 1 Captain
- 2 Termi squads
- 2 Assault Termi squads
- 1 Venerable Dreadnoght
- 1 Stormraven
- 1 LR Crusader or Redeemer
Benefits:
- All units stay in Reserve. Start rolling on your turn 1.
- After coming from reserves, or disembarking, shooting weapons of the Termi squads get +1 shoot (For Example, Assault Cannon becomes Heavy 5)
- When disembarking from a transport, assault Termi units get +1A.
Restrictions:
Captain must have Terminator Armour
All units must enter via DS, unless embarked in a Transport.
Reclusiam Command Squad
- 1 Chaplain
- 1 Command Squad
Benefits:
- All units at 6" benefit from the Fanatic SR, not only the Chaplain unit
Restrictions:
- Unit must purchase a Razorback. Chaplain may not leave the command squad.
10th Company Task Force
- 3-5 units of:
Scout Squad
Scout Bike
0-1 Telion
Benefits:
- Precisión shots during first turn
- If the unit has not the Stealth SR, they get it until the move, shoot, charge, etc.
Restrictions:
- Scout bikes must purchase the mines.
Storm Wing
- 1 Stormraven
- 2 Stormtalons
Benefits:
- Make only a reserve roll for the whole unit
- Stormraven gets the Strafin Run SR, if at least a Talon is alive.
Restrictions:
None
Centurión Siege Breaker Cohort
- 2-4 Assault Cent squads
- 1 Ironclad
Benefits:
- If they destroy a Transport, unit inside the 2D6 S6 AP4 hits, Ignore cover.
- Reroll to penétrate vs buildings
Restrictions:
None
Land Raider Spearhead
- 3 Raiders of any type.
Benefits:
- See previous posts
Restrictions:
None
Librarius Conclave
3-5 Librarians
Benefits:
- Pick one Librarian, This guy knows all the powers of any Lib of the formation at 12". Those Libs may not cast powers this turn. Picked Lib harness warp charges with 3+ if one Lib is at 12" or less. If 2 Libs at 12" or less, harnessing is with 2+.
Restrictions:
None
Armoure Task Force
- 1 Techmarine
- 0-3 TFC
- 3-5 Units of
Vindicators
Predators
Whirlwinds
- 0-1 Chronus
Benefits:
- Ignore crew shaken and stunned if at 6" of a Techmarine or a Techmarine gunner
- Thechmarine and Techmarine gunner get +1 to Ominissiah rolls (repair vehicles)
Suppression Force
- 1 Whirlwind unit
- 1 Landspeeder unit
Benefits:
- One landspeeder may pick an enemy unit at 12". Whirlwinds reroll to hit vs this unit. If the picked unit is out of range of the whirlwinds, the may fire ignoring it.
Restrictions:
None
Buff, that was a big one ....
FORGE WORLD BULLETIN 63
(...)
I didn’t spend my entire week in Warhammer World though, much as I’d like to! On a recent wander through the Forge World Studio I saw something pretty exciting, a Knight sworn to the powers of Chaos. I hear it’ll be ready for production soon!
A Chaos Knight Paladin ready to serve the Dark Gods.
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