>vague blur instead of an arm
Oh greenmarine, you need to learn how to fucking draw.
Warhammer 40k General /40kg/
I prefer the latter because the former leads to “First Turn Wins”. That is, whoever gets the alpha strike off first gets an irreconcilable advantage.
>Each Invocation of Elements Power Is Now Once Per Battle
Are you kidding me with this?
Necron codex leak looks boring as fuck.
I long for the day someone makes an alternating activation system that works for wargames, and 40k adopts it.
Had that happen to me in detroit. Car broke down and managed to pull into a gas station on the way to harpos and once we got out of the car the drug dealers decended on us like in the pic
I hear chess has one.
>quick, killy games with strong turn 1 alpha strikes?
Hell no.
There's cheaper systems with much faster deployment if I wanted to have 1 hour games.
>Russ is returning - old man Russ, looks a bit like Odin - and he will POSSIBLY have 2 forms like Morathi
Anyone have that image of 'what we want, what we're getting' viking/furry russ, because it looks like we're getting both
In some ways, it got a little less balanced. Tau infantry is much closer to horde prices and that's dope. They weren't great, but now you can field a lot of them, and some of the sept traits really help out with that.
On the other hand, you had situational abilities like the Ethereal's buff bubble, granting an optional bonus on each turn. It was nice, but situational, and Ethereals were much less useful in combat than, say, a Space Marine captain. However, ethereals went up in cost, while each of their aura abilities can only affect units once per battle now, making them more expensive and even less useful.
A unit of two Tau drones, taken as wargear, still confer full victory points on death, which means taking fluffy lists with drone support (not drone spam) makes almost every unit in the codex worth twice as many victory points for killing.
Three other factions get a better army-wide stealth trait, and two others get a better army-wide cover bonus.
The codex has a unique keyword, JET PACK, in both the index and codex that costs extra points to optionally confer on some HQs, but that still has zero effect: It doesn't trigger stratagems, wargear, powers, or even transport limitations. Does literally nothing.
Tau's elite anti-tank options do less per point, per wound, and per model than horde tank options.
The guy who wrote the codex admitted to not playing or understanding the army.
No matter how many riptides got shoved up your ass last edition, Tau has legitimate reasons to feel a little over nerfed this edition.