Although looking at the Mechanicus specialist warlord trait, those new traits might not be that great. Once per game repair d6 instead of d3 wounds, works only on robots, seems meh.
Also pure guard can have 6 Warlords if I count that right. They get a bunch of specialist detachments.
Are Interceptors good? I kind of want more, I have 3 from the Dark Imperium box so they only came with the bolt option, not plasma.
You mean InterCESSORS? Not to be confused with the jump pack Inceptors. Or Grey Knight Interceptors. God GW is bad at this...
In general I think the consensus for Intercessors is meh. They're not that much more durable for their points (we'll see if CA changes it with -1pt), get wrecked by multidamage weapons, and don't really bring much firepower to the table because they can't take any special/heavy weapons.
Hellblasters (the plasma guys) are godly and will obliterate pretty much anything you point them at, but they have a problem with mobility and lack of transport (Repulsor is way too expensive to use as a delivery truck), so they can get easily focused down before they get to do much.
However, you put any of the Primaris guys in Deathwatch and they really start shining. With special issue ammo, suddenly Intercessor bolters start doing actual damage (2+ to wound, or stacking AP), you can give them special/heavy weapons in the form of mixed squads, and the problem of delivery is solved with a teleport stratagem.
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StragintDo Not GiftAlways DeclinesRegistered Userregular
Are Interceptors good? I kind of want more, I have 3 from the Dark Imperium box so they only came with the bolt option, not plasma.
You mean InterCESSORS? Not to be confused with the jump pack Inceptors. Or Grey Knight Interceptors. God GW is bad at this...
In general I think the consensus for Intercessors is meh. They're not that much more durable for their points (we'll see if CA changes it with -1pt), get wrecked by multidamage weapons, and don't really bring much firepower to the table because they can't take any special/heavy weapons.
Hellblasters (the plasma guys) are godly and will obliterate pretty much anything you point them at, but they have a problem with mobility and lack of transport (Repulsor is way too expensive to use as a delivery truck), so they can get easily focused down before they get to do much.
However, you put any of the Primaris guys in Deathwatch and they really start shining. With special issue ammo, suddenly Intercessor bolters start doing actual damage (2+ to wound, or stacking AP), you can give them special/heavy weapons in the form of mixed squads, and the problem of delivery is solved with a teleport stratagem.
No, I meant inceptors, the guys with the jump packs. Always thought it was interceptor.
My Intercessors and Hellblasters are good to go. Inceptors are the ones I can't decide one. I have no jump pack units besides my pound puppy and these Inceptors I got out of Dark imperium which only let me build them with the bolter option and not the plasma but I have no idea which is even better if I get more.
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PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
Although looking at the Mechanicus specialist warlord trait, those new traits might not be that great. Once per game repair d6 instead of d3 wounds, works only on robots, seems meh.
Also pure guard can have 6 Warlords if I count that right. They get a bunch of specialist detachments.
My initial response to this post was "but there's a three detachment limit?"... but I don't see anything indicating that a single detachment can't be several specialist detachments at once.
Expensive in CP but potentially hilarious, especially further down the line when more campaign books are out.
See, this is how planets get doomed to grimdark oblivion. Some lowly requisition-scribe in an administorum vault checks the wrong box because the deployment form says "Intercessors....Inceptors....Interceptors".
Bolter Inceptors are... okay. They're still pretty pricey for chaff killers, which isn't exactly a niche role. The plasma ones are overshadowed by Hellblasters. Their problem (and aggressors) is that gravis armour just gives +1 toughness, which isn't really much in 8th ed, but GW think it makes them diehards. They would be cool if they could drop down and stick around for a while, but they just aren't tough enough to survive past the drop.
BUT, like every other Primaris unit, they get good in Deathwatch. Then you can stick them in squads and now the whole squad can fallback and shoot, which is borderline mandatory. Bringing two heavybolters to the party is just extra spice in the stew.
That said, you could do worse then 3x Bolter Inceptors. They are still handy for dropping down and chewing up backfield squads. If you can, try to land them in cover and out of LoS from things that want to target them (multidamage)
McGibs on
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I can't link due to being at work but uhhh the first SoB preview is up.
That storm bolter stratagem is crazy good.
Yea, that stratagem is awesome and the Penitent Engines seem cool. Always attacks twice in each attack phases 5+ FNP, and re roll hit rolls when charging, charged, or heroic intervention.
PSN: Reaper_Stragint, Steam: DoublePitstoChesty
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
I play Sisters now and unless Penitent Engines get some changes to help them actually get into melee (likely, they were coyly hinting at further changes in the article), they'll still be bad.
It's the melee Dreadnought problem where you're lumberingly slow and only useful close in, but Penitent Engines are actually even more fragile than Dreadnoughts at T6 7W 4+ (and now 5+++), they just get shot off the board at your opponenet's leisure before they hit his lines.
I'm hoping to see an increase in their movement rate or advance + charge or charge on 3d6, lots of room for improvement here.
He primarily means the 3 CP strategem that makes an Act of Faith a 6 inch aura and presumably the warlord trait that adds 3 inches to that area.
Assuming the Shoot Twice AoF remains it'll be strong, but remember this is a short range army, the extra hassle of having multiple units within 12 inches of multiple good targets and simultaneously within 6-9 inches of a character seems like a strong balancing factor.
The only long ranged version of this would be Heavy Bolter Rets, since vehicles cannot perform Acts of Faith, and Heavy Bolters are ok but it's still far short of all the other units that can shoot twice with a strategem.
So someone got a copy of the new CA and the points are being leaked out. Mostly buffs for everyone. Its coming in pieces though so some things like guard cost are in the air.
For chaos some big ones:
Termis 33->28 a model still more than loyalist it seems
Raptors 17->15 a model
Chosen 16->14 a model
Maulerfiends to 120 points (132 with tendrils now)
Helturkeys to 120 points base with the claws+baleflamer down to 167
Special weapons are all down as well and combis. Which averages the termis out to almost a 7 point drop a model if you run combi-plasma.
I straight up don't understand GW's balancing philosophy at this point.
The dude is skipping pages, we probably only have half of the Guard changes. But yeah it seems all over the place. I am pretty sure you can run a CSM dark mechanicum theme now with maulerfiends, forgefiends, and warpsmiths for crazy cheap. They all went down like 20 points each.
I straight up don't understand GW's balancing philosophy at this point.
The dude is skipping pages, we probably only have half of the Guard changes. But yeah it seems all over the place. I am pretty sure you can run a CSM dark mechanicum theme now with maulerfiends, forgefiends, and warpsmiths for crazy cheap. They all went down like 20 points each.
I'm pretty sure all of the pages have been uploaded at this point, and I'm super disappointed to find that Dark Eldar literally got no changes and Harlequins had a single buff to what was already their most powerful pistol.
I straight up don't understand GW's balancing philosophy at this point.
The dude is skipping pages, we probably only have half of the Guard changes. But yeah it seems all over the place. I am pretty sure you can run a CSM dark mechanicum theme now with maulerfiends, forgefiends, and warpsmiths for crazy cheap. They all went down like 20 points each.
I'm pretty sure all of the pages have been uploaded at this point, and I'm super disappointed to find that Dark Eldar literally got no changes and Harlequins had a single buff to what was already their most powerful pistol.
Bizarre.
Now it comes down to the datasheets they say are in the book if you read the first page.
The fact guard are still 4 points a model and guard vets are 5 pts a model but cultist are now 5 pts a model is just bizarre to me.
It seems like what they’ve done is instead of increasing the price on undercosted models (talos, castellian etc) they just made everything else cheaper. Which is an odd choice but one I kind of understand.
It seems like what they’ve done is instead of increasing the price on undercosted models (talos, castellian etc) they just made everything else cheaper. Which is an odd choice but one I kind of understand.
I'd be happier about this policy if it didn't feel like they straight up forgot about my main faction.
It seems like what they’ve done is instead of increasing the price on undercosted models (talos, castellian etc) they just made everything else cheaper. Which is an odd choice but one I kind of understand.
I'd be happier about this policy if it didn't feel like they straight up forgot about my main faction.
It’s impossible for me to be unhappy because at 18” crisis suits with triple burst cannons are more efficient than firewarriors.
And what’s this I saved enough points to play a squad?
The craziest thing about the GK changes is that all the good units, GMDKs, Paladins, Apothecaries, all got much cheaper while all the bad units like Terminators were barely touched (2 point drop for Termiantors, 8 point drop for Paladins...?).
So whatever, I'll bite the bullet and make that IG CP farm like everyone else I guess, because for some reason I'm only allowed good HQs and Elites apparently?
As a guy who plays GKs and Sisters this Chapter Approved is looking really great for me, but I truly can't understand the designer decision making process at this point.
The Necron point changes seem pretty good. Maybe should have dropped Warriors a little more and the Vault increase wasn't necessary but overall I'm pretty happy I think.
Posts
Also pure guard can have 6 Warlords if I count that right. They get a bunch of specialist detachments.
You mean InterCESSORS? Not to be confused with the jump pack Inceptors. Or Grey Knight Interceptors. God GW is bad at this...
In general I think the consensus for Intercessors is meh. They're not that much more durable for their points (we'll see if CA changes it with -1pt), get wrecked by multidamage weapons, and don't really bring much firepower to the table because they can't take any special/heavy weapons.
Hellblasters (the plasma guys) are godly and will obliterate pretty much anything you point them at, but they have a problem with mobility and lack of transport (Repulsor is way too expensive to use as a delivery truck), so they can get easily focused down before they get to do much.
However, you put any of the Primaris guys in Deathwatch and they really start shining. With special issue ammo, suddenly Intercessor bolters start doing actual damage (2+ to wound, or stacking AP), you can give them special/heavy weapons in the form of mixed squads, and the problem of delivery is solved with a teleport stratagem.
No, I meant inceptors, the guys with the jump packs. Always thought it was interceptor.
My Intercessors and Hellblasters are good to go. Inceptors are the ones I can't decide one. I have no jump pack units besides my pound puppy and these Inceptors I got out of Dark imperium which only let me build them with the bolter option and not the plasma but I have no idea which is even better if I get more.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
My initial response to this post was "but there's a three detachment limit?"... but I don't see anything indicating that a single detachment can't be several specialist detachments at once.
Expensive in CP but potentially hilarious, especially further down the line when more campaign books are out.
That storm bolter stratagem is crazy good.
https://www.warhammer-community.com/2018/12/06/6th-dec-faction-focus-sisters-of-battlegw-homepage-post-1/
Bolter Inceptors are... okay. They're still pretty pricey for chaff killers, which isn't exactly a niche role. The plasma ones are overshadowed by Hellblasters. Their problem (and aggressors) is that gravis armour just gives +1 toughness, which isn't really much in 8th ed, but GW think it makes them diehards. They would be cool if they could drop down and stick around for a while, but they just aren't tough enough to survive past the drop.
BUT, like every other Primaris unit, they get good in Deathwatch. Then you can stick them in squads and now the whole squad can fallback and shoot, which is borderline mandatory. Bringing two heavybolters to the party is just extra spice in the stew.
That said, you could do worse then 3x Bolter Inceptors. They are still handy for dropping down and chewing up backfield squads. If you can, try to land them in cover and out of LoS from things that want to target them (multidamage)
Yea, that stratagem is awesome and the Penitent Engines seem cool. Always attacks twice in each attack phases 5+ FNP, and re roll hit rolls when charging, charged, or heroic intervention.
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
It's the melee Dreadnought problem where you're lumberingly slow and only useful close in, but Penitent Engines are actually even more fragile than Dreadnoughts at T6 7W 4+ (and now 5+++), they just get shot off the board at your opponenet's leisure before they hit his lines.
I'm hoping to see an increase in their movement rate or advance + charge or charge on 3d6, lots of room for improvement here.
Gamertag - Khraul
PSN - Razide6
Everything about the SoB is cool as hell.
It's criminal that they've been left to collect dust by GW for over 20 years. They're easily one of the most iconic factions in 40K.
And by can’t wait, I mean that seems busted.
Well are they going to stay around because It seems people are ditching them on ebay and other places with the thought they are gone.
Have you played SoB even from the index? With some okay faith rolls they can move, shoot, and burn down a chunk of your army before turn 1 starts.
One of our local players has a huge all metal sisters army, I play them a lot.
Wait, what warlord trait does that for them?
Assuming the Shoot Twice AoF remains it'll be strong, but remember this is a short range army, the extra hassle of having multiple units within 12 inches of multiple good targets and simultaneously within 6-9 inches of a character seems like a strong balancing factor.
The only long ranged version of this would be Heavy Bolter Rets, since vehicles cannot perform Acts of Faith, and Heavy Bolters are ok but it's still far short of all the other units that can shoot twice with a strategem.
For chaos some big ones:
Termis 33->28 a model still more than loyalist it seems
Raptors 17->15 a model
Chosen 16->14 a model
Maulerfiends to 120 points (132 with tendrils now)
Helturkeys to 120 points base with the claws+baleflamer down to 167
Special weapons are all down as well and combis. Which averages the termis out to almost a 7 point drop a model if you run combi-plasma.
Also Lucius is dirt cheap at 85 points.
https://imgur.com/user/Teepies/submitted
The leaks.
The dude is skipping pages, we probably only have half of the Guard changes. But yeah it seems all over the place. I am pretty sure you can run a CSM dark mechanicum theme now with maulerfiends, forgefiends, and warpsmiths for crazy cheap. They all went down like 20 points each.
I need to do the maths, but uh, I’m farily sure my current 2k list is like 1700 points now....
Even with the cultist nerf (adds 40 points to my list) my overall chaos list I think is down 100 points.
So I am thinking of adding Lucius.
I have to rebuild it to be sure.
I'm pretty sure all of the pages have been uploaded at this point, and I'm super disappointed to find that Dark Eldar literally got no changes and Harlequins had a single buff to what was already their most powerful pistol.
Bizarre.
My Thousand Sons had some pretty nice reductions as well.
The rumored increase to Guardsmen isn't there which is interesting.
Now it comes down to the datasheets they say are in the book if you read the first page.
The fact guard are still 4 points a model and guard vets are 5 pts a model but cultist are now 5 pts a model is just bizarre to me.
https://www.youtube.com/watch?v=Sur3qSX-a6k
I'd be happier about this policy if it didn't feel like they straight up forgot about my main faction.
It’s impossible for me to be unhappy because at 18” crisis suits with triple burst cannons are more efficient than firewarriors.
And what’s this I saved enough points to play a squad?
Guess I gotta build them now.
Gamertag - Khraul
PSN - Razide6
What is the point of being alive if you don't at least try to do something remarkable? ~ Mario Novak
I never fear death or dyin', I only fear never trying.
https://imgur.com/gallery/d8Ae4TN
Gamertag - Khraul
PSN - Razide6
So there is a possibility they are part of the new datasheets you read about on the points page.
All of them.
So whatever, I'll bite the bullet and make that IG CP farm like everyone else I guess, because for some reason I'm only allowed good HQs and Elites apparently?
As a guy who plays GKs and Sisters this Chapter Approved is looking really great for me, but I truly can't understand the designer decision making process at this point.
My Let's Play Channel: https://youtube.com/channel/UC2go70QLfwGq-hW4nvUqmog