/40kg/ - Warhammer 40,000 General

Legion Edition

>FAQ:
warhammer-community.com/2017/07/02/warhammer-40000-faq-now-available-july2gw-homepage-post-1/

>FW FAQ
warhammer-community.com/2017/07/09/forge-world-faq-july9gw-homepage-post-4/

>Designer's Commentary (FAQ 0.1)
17890-presscdn-0-51-pagely.netdna-ssl.com/wp-content/uploads/2017/06/Warhammer_40000_Designers_Commentary-ENG.pdf

>Latest news :
warhammer-community.com

>Rules and such. Use Readium on pc/iphone, lithium/kobo on android:

>Everything 8th edition in pdf(and epub), SW:A, WIP and BB are here too, no novels.
mega.nz/#F!64wmnBZR!rWcm37EkOOeToeueqhPjpA

>other MEGAs
mega.nz/#F!BxI1HSgI!0tKymKh9RZTzGpgIA5EyCg
mega.nz/#F!pFgm0RKR!J06C1gVYcjzNGsF8YNLsjQ
mega.nz/#F!9NchGZyZ!-V1LhJALxDp9Tw97WzEQGA

>WIP Math-hammer doc (chart user doing god's work)
docs.google.com/spreadsheets/d/1h0hk_IdJ7fivDEjMiIpKM5yMMB8HTm64lZHuKdLZCIU/edit?usp=sharing

Anyone want to see more psychic powers?

They're coming in the Codexes, patience.

They were cancer but yes I do.

8th has psykers?!

At first I was salty that Thousand Sons didn't get their own psychic tree but Death Guard did. Then I saw how objectively terrible the Tzeentch daemon powers are and I'm now very happy they get to use the good/mediocre Heretic Astartes tree instead.

I'd like to see psychic powers that cast on lower than a 7. Given that how weak most powers are compared to easily accessible auras for most armies I feel that they should get a massive power boost for being unreliable as fuck on top of being unique per army. Like, if aura's had to be cast on 2d6 against 7 and could be denied and were unique per army and couldn't be reattempted by a different dude it'd make sense. But no, entire armies get 4++ and Guide auras for pennies while casters have to beg for spells that are half as good and don't work half the time.

Anything I'm missing here?

With the Dark Eldar Court of the Archon am I able to take multipes of one type? 4 ssylths or 4 medusae, that kind of thing

>I'd like to see psychic powers that cast on lower than a 7.
>laughingtyranids.gif

much better than the mediocre simpsons one

No, but it has very expensive smite dispensers.

>full codexes are coming out

then what the heck is the point of the indexes

t. new guy thinking about getting into 40k but I don't understand this. there's an index and a codex? why? which one actually has the rules for the army you want to play?

yes, but only a combined total of 4 models before they start taking up slots.

>2001 points
how long does it take you to make these +1 point over lists?

Yes and no. I hope GW can add codex specific rules without breaking the game again.

psykers in 8th don't do broken shit like invisibility, but they are still very good. I wouldn't leave home without some unless you enjoying your elites being obliterated by smites.

Speaking from eldar, conceal is on 6.
And the runes of fate ones are cast by Farseers who can reroll any number of dice one of their powers, so getting 7s is pretty damn reliable.

and Guide lets you hit a unit 24" away, which is alot easier to do than keeping units within 6".
Getting more than 2 units within 6" isn't that easy if you are actually moving your models and play a lot of terrain.

They do what GW told everyone they would do.
Be a stopgap so that everyone can play day 1

>I hope GW can add codex specific rules without breaking the game again.
ehehehe

the indexes are a stop-gap so everyone can play right away

the codexes will have more detailed rules and stuff like relics

8th ed completely redid the rules so the old codices were completely incompatible, so the indices were intended as a hold over.

yeah. an actual computer to type your list on.

Indexes are the temporary stripped down rules to catch every army up to 8th edition from launch day because 8th changed so much it is not backwards compatible with older codexes.

Codexes are the real rules and will be replacing the rules in the indexes one army at a time over the next couple years.

You use the index until your army's codex comes out, then you use the newer updated rules in the Codex, which will also change points costs as they continue to balance things.

The indexes are there because 7th edition rules are 100% incompatible with 8th edition. Without them nobody would have been able to play the new edition, because right now nothing has a codex yet. Indexes serve the purpose of stop-gap solution untill every army has its own codex once again, which will take at least a year, probably more.

Are Wulfen really that bad now?

indexes have basic rules for each army, so that everybody is able to play immediately with the launch of 8th edition. Codexes have more in depth shit for your army, so once the codex for your army comes out, you won't need the index anymore. But, while the first codex is coming soon, they aren't all coming out at the same time. GW needs to finish them up, it will be at least a year, maybe more until they are all out.

Perfect, thanks user

They're not bad, they're just not broken anymore.

Do girls play at your store?

Why does every scrub on Veeky Forums think everything must be either OP or trash in some autistic binary without any in-between???

>Here comes the shitstorm again ...

Not saying there aren't powers that are easy to cast, I'm just arguing that the downside of psychic powers doesn't justify most of their costs and unreliability this edition.

Back in 5th you rolled against Ld. That made powers reliable when most casters had 9/10. This edition about 2/3rds of the spells in the game fail 43%+ of the time and the effects of most spells don't account for that. Like take the classic guide. 7+ so works 57% of the time. Okay you get rerolls to hit half the time on one unit of your choice. Or you get a chapter master who gives 1+ units rerolls to hit 100% of the time or better you'd assume the CM costs like 300 points based on the cost of a farseer but instead they're dirt cheap and good at more than just buffing shit to boot.

Yes, they play nids and they only come in with their husband.

They still hit like a wrecking ball, have 3++ and can use drop pods, they become very pricey like everything else but they'll still melt everything they touch.

>more
I missed the first ones, post them all

>want to buy grey knights
>but they're manlets now
ugh suffering

>bikespam

A lot of powers do things that cannot be done any other way. They offer unique buff and debuff tools and are all very useful, and you choose which ones you take at the start of the battle so you'll never be stuck with a dud power, they can be tailored to your opponents list.

The 8e psychic phase is probably my favorite one so far.

Because most them were tau players and since they are no longer godly powerful they are looking for the next broken that will allow to autowin without thinking too much

I'm the male only player and constantly get bullied because I play orks and they play wraith bikes eldars.

But that's the thing. You don't need 2+ units in range. just having 1 in range makes the effect better because it's automatic. Getting the benefit to 2+ units is just icing on the cake.
Your seer is going to be on escort duty for the squad he's buffing anyways so keeping in range with an aura is easy.

Runes of fate is a special ability unique to farseers and still doesn't guarantee powers go off. It also doesn't do squat for a Herald of Nurgle or any other casters.

you keep talking about guide and farseers.
Farseers reroll one die per psykic phase. You get off your powers reliably.

They are totally worth their points.
Conceal is amazing even at 6+, and I've had pretty good success using enhance drain even with it at 7+. Warlocks cost 30 pts.

Yep. Chaos player. She's damn good.

Is an all deathwing army viable?

As in nothing but terminators, knights, belial, a librarian and maybe a champion/ancient/apothecary

Also they are all 300lbs

listen to all the people who are actually playing the game with psykers.
Psykers are plenty strong this edition. The majority of support psykers see use, and are considered very powerful.

I saw one girl who played at the store prior to me bringing my two girlfriends into the hobby

So I guess that brings us up to 3 now

A large woman, mother of four, is one of the people who run the club

She plays nids/genestealer cult and high elves

If all you want is the hit buff, take an autarch.

Practically everything is viable now that everything can wound everything.

That's not even remotely true.

Wound rolls are a tiny slice of what makes things viable in this game.

Killed a dreadnought with Lasguns. Just saying.

Rawbutt Chiliman

Yep. A couple actually. Also, fuck that board and it's die-cocking gutters!

Which has nothing to do with what I was just talking about.

Hello friends, rules question

In the core rulebook on the movement part it says when reinforcements come into the battlefield *however they come in" counts as their movement and they can not move or advance. However the Swarmlord's Hive Commander ability allows a unit to move as if it were the movement phase.

Can the Swarmlord come out of reserve (or any tyranid unit) and use hive commander to get an easier charge? I know Warptime can, and it's worded the same as Hive Commander.

What army were you playing? Because in a typical 2k GK list + Knight, I'm averaging no more than 20 models. They seem great, but so did Dreadknights in 7th, but mine rarely ever lived past turn 3 and quite literally NEVER made their points back in all but 1 of the games I played in 7th.

Being able to do a wound or two doesn't mean lasguns are viable anti-tank weapons. There's a lot more viable now that there was, but it's not because "everything can wound everything".

But everything to do with what I was saying.

Yes. This is a combo people have been doing and talking about from day 1.

It's a little overrated though.

What sort of stereotypes/traits have you seen per faction? In real life of course, not forum shit.

Space Marines genuinely seem normy-est and functional adults, but draws some spastic meme shitters. Yiffs can be annoying in particular.
SoBs touch their models at night I'm pretty sure
Orks are cool, until they also get carried away with memes-especially when they try to hold conversations in "orkish"

Black Templars hate GW with a zealot's passion for not giving them a codex

It's not proof of anything. Viability is much more broad a discussion than "can this unit wound everything on the game on 6's"

Yeah my friends argue whether its legal I don't really care (I actually agree with the Tyranid player, the Tau player objects though) I just get tired of genestealers being so damn points effective.

hello warlocks for 37 points?

I own the Ryan Diaz daemonettes and I do touch my models at night.

yes, it can even use it on itself.

although the swarmlord does not have an innate reserve ability, so i assume you're talking about a narrative scenario with reserves

Well duh. But the question was, "is this viable?" to which the answer is yes, technically everything is viable. Stop being autistic and spudding out over specifics.

That's my problem too, I ran a melee knight and a dakka knight in my most recent game vs nidzilla. Melee knight krumped two carnifexes then just barely failed to kill the swarmlord in melee before dieing.

The Dakka knight killed 2 Mawlocs and got one shot by Old One Eye on the charge (left with 1 wound.) I feel like shelving my Imperial Knights due to this.

Had another game where turn 1 shooting I took a knight to 10 wounds with just 2 twin lascannons.

Chaos players are the most insufferable overall IRL.

The Tau guys I've met haven't been as bad as the internet makes them out to be but I'm sure the shitters exist somewhere.

Ork and IG players really do seem to be the most bro.

Tyranids really do attract the most females.

Regardless of stereotypes every army has its assholes and its chill guys (or girls).

If the Lieutenants and Captains give re-rolls, does it apply to themselves?

nothing stops a unit from moving more than once on a turn. they just need the correct abilities (like this one) that actually allow it to do so

Everything being able to wound everything does not make everything technically viable.

Came out of the tyranid drop pod. The thing that looks like a testicle.

All auras apply to the model the projects them as long as they fit the criteria of the buff.

So, after looking around a bit, is it just me, or does a Cannoness do a better job of being a Inquisitor, than the actual fucking inquisitor?

Cannonesses have better WS and BS, along with Power Armor, and a Invuln save of +4, along with being cheaper at 45 pnts base compared to a Inquisitor, who is 55 pnts, has worse BS, WS and Saves?

The Inq. Has a larger variety of weaponry, that is true. He can also Deny the Witch more effectively, and has access to Psychic powers. However, the Cannoness has Acts of Faith, which allow her to out perform the Inq. in move speed, damage output, and survival.

This isn't mentioning the fact that Cannonesses also out perform Space Marine Captains as well, but what ever.

>tau player trying to cheat against melee race now that the game is properly balanced
Never stops being glorious

Read the fucking rulebook, christ.

Yes

bring thousands of boyz a painboy a big mek and a warboss and watch them lose to gender superiority.

Even as an IG player I find other IG players a mixed bag. They're either way to personally invested in their army to the point of autism or they're pretty bro.

Literally, factually untrue. Do you even know what the word viable actually means? It sounds like you don't.

I kind of wish it didn't for the following scenario
>3 turns of rerolling 1s as the captain inspires his men to remember their training
>Suddenly, the captain rolls a 1.
>reroll it sir, just as you've inspired us too!
>I...I don't know how

>His aura of inspiration fades and the firing line breaks as his men realize their Captain is incompetent

>green fungus monsters that asexually reproduce via spores
>gender

It sounds like YOU don't.

>boyz

Ah, i see. I dont play nids, but i have the book here beside me. Yes that works and is legal to do- just get the ranges right and it works just fine.

Tyranids are all about moving fast unexpectedly- why would someone bitch about their flavor?

Viable: capable of working successfully; feasible.

Guess what. Sounds fucking feasible to me. Sounds like it worked fucking successfully to me. Sounds like it's fucking capable of working again.

I was playing a chaos daemons list. Chaos daemons are admittedly lacking in good AT choices this edition without splashing into CSM.

You're probably right about knights not having a lot of synergy with GK due to low model count but I know for a fact that they'll work well with whatever you end up buying to support them.

In general since a lot of people are talking up horde armies Knights might be better placed in the meta. More Hordes means more people taking a flamer over more melta. Less melta/AT means more opportunities for superheavies to shine.

People can only tune for one extreme at a time. If they try to do both they'll usually struggle against focused lists.

Tau Titan from a ... something-fish?

That's actually pretty cool

Do you?
vi·a·ble
ˈvīəb(ə)l/
adjective
adjective: viable

capable of working successfully; feasible

Everything being able to wound anything does not make every list capable of working successfully.

Yeah, you tend to have the mixed bags. Each factions has its own unique rotters.
Guard for example, muh HFY-ers and the people weirdly attached to Nazism and similar ideologies and aren't even subtle

They gotta call themselves something, and xirs is retarded.

95% of rules questions is retards who can't read I think.

Who said anything about it working successfully? I just said that it CAN work. Not that it will.

Killing a dreadnought doesn't make a list competitively viable. You're a fucking moron.

i think it's supposed to be an anger pooch from that robot video game.

Capable of working successfully is literally the definition of the word viable.

Again

I can see his frustration, getting the swarmlord a turn 1 charge is frustrating as Tau with their poopy melee. The Tau guy is pretty cool, he just mis interpreted the rules.

Less that more of a rules misinterpretation.

Also, I'm not even gonna touch upon how nerfed Jokaero got, now that they can only affect Ordos units, rather than any unit they are with. Meanwhile, Daemon hosts can fly 12", and than barf out Mortal wounds.