Well, I've seen exactly two datasheets for orks and I'm sold on this edition.
Ork boys are now S4, Nobz are S5, and if you have 20+ boyz in a squad you swing an extra attack each.
Tankbustas now have twin rokkit-pistols as a weapon option (Andrew! The time has come for gunslinging cowboy-ork conversions!) and the Tankhamma is now a suicide weapon causing an immediate D3 mortal wounds if you land a hit with it but killing the wielder. Also, bomb squigs get to be real models with a single use BS5 shooting attack (themselves).
Only downside is 'ard boyz appear to be gone, but that's ok as the major reason i relied on 'ard boyz (striking last in melee, vehicles blowing up half the unit of non-ard boyz on average) is also gone.
*** 8th Edition 40k Transition Thread ***
- MrScotty
- Officer
- Posts: 1547
- Joined: Sun Dec 18, 2016 10:55 am
- Name: Scott Mechler
- Experience Level: Advanced
- Play Style: Casual+Competitive
- Armies: All of Them
Re: *** 8th Edition 40k Transition Thread ***
Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
- Eisenfresser
- Member
- Posts: 406
- Joined: Tue Dec 20, 2016 12:18 pm
- Name: Steven Hirsch
- Experience Level: Intermediate
- Play Style: Casual
- Armies: IG Tanks
Re: *** 8th Edition 40k Transition Thread ***
Well, that is exciting Scott.
And the bonus Attack for big mobs is a great way to encourage proper Orkyness.
And the bonus Attack for big mobs is a great way to encourage proper Orkyness.
Game preferences:
+1 to going first roll if you finish deploying first
All terrain is "statuary"
No First Blood - it's basically a bonus VP for going first
Current Beta rules
Army
4,500 points of Imperial Guard
2,800 of tanks alone
+1 to going first roll if you finish deploying first
All terrain is "statuary"
No First Blood - it's basically a bonus VP for going first
Current Beta rules
Army
4,500 points of Imperial Guard
2,800 of tanks alone
- The cosmic serpent
- Posts: 481
- Joined: Mon Dec 19, 2016 10:37 am
- Name: Keith
- Experience Level: Intermediate
- Play Style: Casual
- Armies: Eldar (CWE, DE, H), GK, Crons, Tau, AL
- Location: Chelmsford MA
Re: *** 8th Edition 40k Transition Thread ***
A lot of the dumps are being posted on Reddit. Most of the Grey Knight stuff is posted. Draigo is now HQ and definitely mean. Storm bolters are rapid fire 2 24", so 4 shots at 12". Cleansing flame got the nerf bat. GoI still exists. DK hammers are arguably better than the sword now. Paladins are 5 wounds each now. Lots of fun stuff but lack of ranged anti armor especially in this edition will still make them hard to play alone.
- The Last Acton Hero
- Posts: 236
- Joined: Mon Dec 19, 2016 10:11 am
- Name: Thomas E
- Experience Level: Intermediate
- Play Style: Casual
- Armies: Salamander Space Marines
Re: *** 8th Edition 40k Transition Thread ***
https://www.reddit.com/r/Warhammer40k/c ... antry_only
Poor drop pods, a gillion points, no dreads, NO HITTING PEOPLE WITH DOORS!
Pretty happy I went razorbacks with my gladius, gonna have all that pew-pew. That said I'm pretty sure I won't be able to fit 11 in a well rounded list anymore either.
Poor drop pods, a gillion points, no dreads, NO HITTING PEOPLE WITH DOORS!
Pretty happy I went razorbacks with my gladius, gonna have all that pew-pew. That said I'm pretty sure I won't be able to fit 11 in a well rounded list anymore either.
- The Last Acton Hero
- Posts: 236
- Joined: Mon Dec 19, 2016 10:11 am
- Name: Thomas E
- Experience Level: Intermediate
- Play Style: Casual
- Armies: Salamander Space Marines
- Terminator_X
- Posts: 236
- Joined: Sun Dec 18, 2016 10:03 pm
- Name: Alex
- Experience Level: Novice
- Play Style: Casual
- Armies: Imperial Guard
Re: *** 8th Edition 40k Transition Thread ***
No that leak is incomplete I can't find my vendettas anywhere in there.


- wnbrice
- Posts: 91
- Joined: Sat Mar 18, 2017 2:24 pm
- Name: William Brice
- Experience Level: Experienced
- Play Style: Casual+Competitive
- Armies: Imperium/Blackshields
Re: *** 8th Edition 40k Transition Thread ***
I am losing my shit, deathwatch kill teams are AWESOME. Exactly what I would have expected them to be. Lost native deep strike but teleport homers!!
- Memento
- Posts: 983
- Joined: Wed Dec 14, 2016 12:42 pm
- Name: Anthony
- Experience Level: Experienced
- Play Style: Casual+Competitive
- Armies: Thousand Sons, Daemons, Ultramarines
Re: *** 8th Edition 40k Transition Thread ***
Okay all.
Now that the rules are leaked (almost?) in their entirety, I'm going to lock this thread. From here on out, please post specific discussions in their relevant sections in the forums.
Now that the rules are leaked (almost?) in their entirety, I'm going to lock this thread. From here on out, please post specific discussions in their relevant sections in the forums.
- MrScotty
- Officer
- Posts: 1547
- Joined: Sun Dec 18, 2016 10:55 am
- Name: Scott Mechler
- Experience Level: Advanced
- Play Style: Casual+Competitive
- Armies: All of Them
Re: *** 8th Edition 40k Transition Thread ***
Well I'm going through and checking up on everybody -
Orks look to be fine. Got some needed rules simplifications and some needed buffs. Loving the weirdboy, will definitely be adding an "All-HQ" detachment to my army to fit everybody in. With my Trukk boy army I'll have a ton of command points to play with, pretty happy about that. Shoota boyz in trukks are going to be pretty powerful, and the wacky specialist units I love are now appropriately wacky and specialized.
Dark Eldar similarly appear to be fine. Our biggest gain will be the colossal points reduction on specialist melee gear and character sergeants. Most of the melee gear got cut in cost by 2/3 to 4/5ths, and sarges are now free rather than 10pts across the board. Really excited in particular about my Hellions. Biggest gripe is how restrictive building a detachment made up of only <wych cult> or <Kabal> units will be, as so many of the specialists like Scourges or beast packs don't have a subfaction tag. What the heck GW the beastmasters work for the arenas and appear in fluff only in the arenas, why are they not part of the wych cult but the wych cult can own a freakin' fighter jet? Ah well, minor gripe. Vehicles are a good deal pricier but far more durable and good lord do our shooty units have themselves a threat range now. Pretty easy to get your splinterboat into double tapping range with a 14" move.
Harlequins look pretty brutal. 8" move across the board, always able to advance and charge, 4 attacks base, and their specialist weapons make them at least S4. All characters are now W5, and everyone's got a 4++ standard. The troupe master is also now an HQ Independent character, hooray! Best weapons seem to be Caresses, Embraces, and Fusion pistols, the only big loser I can see is the Neuro Disruptor. Why you would ever consider one of those over a fusion pistol, I have absolutely no idea. 1 point more gets you 5 less S, D3 less damage (or only 1 damage vs vehicles), no melta rule, 6" of extra range and 1 worse AP. Fusion pistols all day every day I guess! Harlequins kisses also seem a little strangely priced at 14 points, I'm unconvinced that D3 damage will be that useful on a S4 AP-1 weapon.
GSC look about the same, no surprise there. Some nerfs to the Acolyte level troops, that surprises nobody, Neophytes are pretty much identical to before, vehicles are more expensive. Pretty standard 7th-8th transition.
Thousand Sons - wow. Talk about a 180 turn around, these guys are an awesome elite army now. They love the new, beefier Rhinos, and their new durability especially with Ahriman nearby means theyll actually last when they pop out of their transports and ruin somebody's day. A very simple, but really effective, army. I like it a lot.
Guard - lots of stuff to digest still, Guard has changed in structure a lot. losing infantry platoons but gaining the ability to drop conscript squads as troop choices may become the standard way to field guard. With Orders being what they are, I think it might be worthwhile to issue an order to a vet squad in position to open up, maybe a full conscript blob, and maybe a heavy weapon squad, but I'm not seeing a situation where a 30-point platoon commander finds it worthwhile to issue orders to a 40-point infantry squad. They are troops choices, I suppose, and it may be worthwhile just to gain command points to spam the heck out of a bunch of infantry squads, but it seems to me that a big conscript squad with a Commissar nearby is 100% what you want if you want to field lasguns. Chimeras now being a hefty investment for an admittedly pretty beastly tank, I'm expecting we'll see them be the norm for Ogryn close combat squads and armed to the teeth command squads but rarely if ever worth taking for a piddly little infantry squads. Leman Russes seem alright? plasmacutioner seems really potent combined with tank orders to turn him into an elite-mulching machine, Punisher looks to be as badass as ever, but the battlecannon variants...I'm going to have to see them in action, I'm not sure how you make your points back with them.
All in all - very pleased with the level of balance I"m seeing overall. A few real weird choices to be sure, but overall the level of parity between my armies is closer than I think it's ever been, and the level of options I see open to me is at its highest point.
Orks look to be fine. Got some needed rules simplifications and some needed buffs. Loving the weirdboy, will definitely be adding an "All-HQ" detachment to my army to fit everybody in. With my Trukk boy army I'll have a ton of command points to play with, pretty happy about that. Shoota boyz in trukks are going to be pretty powerful, and the wacky specialist units I love are now appropriately wacky and specialized.
Dark Eldar similarly appear to be fine. Our biggest gain will be the colossal points reduction on specialist melee gear and character sergeants. Most of the melee gear got cut in cost by 2/3 to 4/5ths, and sarges are now free rather than 10pts across the board. Really excited in particular about my Hellions. Biggest gripe is how restrictive building a detachment made up of only <wych cult> or <Kabal> units will be, as so many of the specialists like Scourges or beast packs don't have a subfaction tag. What the heck GW the beastmasters work for the arenas and appear in fluff only in the arenas, why are they not part of the wych cult but the wych cult can own a freakin' fighter jet? Ah well, minor gripe. Vehicles are a good deal pricier but far more durable and good lord do our shooty units have themselves a threat range now. Pretty easy to get your splinterboat into double tapping range with a 14" move.
Harlequins look pretty brutal. 8" move across the board, always able to advance and charge, 4 attacks base, and their specialist weapons make them at least S4. All characters are now W5, and everyone's got a 4++ standard. The troupe master is also now an HQ Independent character, hooray! Best weapons seem to be Caresses, Embraces, and Fusion pistols, the only big loser I can see is the Neuro Disruptor. Why you would ever consider one of those over a fusion pistol, I have absolutely no idea. 1 point more gets you 5 less S, D3 less damage (or only 1 damage vs vehicles), no melta rule, 6" of extra range and 1 worse AP. Fusion pistols all day every day I guess! Harlequins kisses also seem a little strangely priced at 14 points, I'm unconvinced that D3 damage will be that useful on a S4 AP-1 weapon.
GSC look about the same, no surprise there. Some nerfs to the Acolyte level troops, that surprises nobody, Neophytes are pretty much identical to before, vehicles are more expensive. Pretty standard 7th-8th transition.
Thousand Sons - wow. Talk about a 180 turn around, these guys are an awesome elite army now. They love the new, beefier Rhinos, and their new durability especially with Ahriman nearby means theyll actually last when they pop out of their transports and ruin somebody's day. A very simple, but really effective, army. I like it a lot.
Guard - lots of stuff to digest still, Guard has changed in structure a lot. losing infantry platoons but gaining the ability to drop conscript squads as troop choices may become the standard way to field guard. With Orders being what they are, I think it might be worthwhile to issue an order to a vet squad in position to open up, maybe a full conscript blob, and maybe a heavy weapon squad, but I'm not seeing a situation where a 30-point platoon commander finds it worthwhile to issue orders to a 40-point infantry squad. They are troops choices, I suppose, and it may be worthwhile just to gain command points to spam the heck out of a bunch of infantry squads, but it seems to me that a big conscript squad with a Commissar nearby is 100% what you want if you want to field lasguns. Chimeras now being a hefty investment for an admittedly pretty beastly tank, I'm expecting we'll see them be the norm for Ogryn close combat squads and armed to the teeth command squads but rarely if ever worth taking for a piddly little infantry squads. Leman Russes seem alright? plasmacutioner seems really potent combined with tank orders to turn him into an elite-mulching machine, Punisher looks to be as badass as ever, but the battlecannon variants...I'm going to have to see them in action, I'm not sure how you make your points back with them.
All in all - very pleased with the level of balance I"m seeing overall. A few real weird choices to be sure, but overall the level of parity between my armies is closer than I think it's ever been, and the level of options I see open to me is at its highest point.
Game Preferences:
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!
A model may assault upper levels of terrain if they charge far enough to climb them
All current beta rules in effect unless opponent prefers otherwise
I love setting up custom, fluffy scenarios, PM me!