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Warhammer 40,000 |OT| In the Grim Darkness of the Community Forum There Is Only War

zookeep

Neo Member
Wasn't the original Horus story that it was an unnamed imperial guardsman who shot at Horus that created the chink in his armour that the emperor used to end him? And then it was changed to Sanguinus and his fight with him?

Maybe they just go back to that version?

I think you might be referring to Ollanius Pius – the story is a bit mixed and has had a ton of retcons but basically he stood between Horus and the Big E while he was on his back still thinking of how he could save his Fav son from Chaos.

Horus basically smashed this lone guards man to atoms and Emps knew that his son was lost, as such he spanked him so hard it shattered his soul.

As far as I am aware the dent was always made by Sanguinius at the cost of his life.

Edit - yer the above
 
There are two duels I'm familiar with.

One was Horus going toe to toe with The Emperor until he managed to find a weakness in his armor caused by Sanguinus just before. Horus briefly comes to his senses before his death.

The other was The Emperor holding back against Horus until a guardsman wandered into the bridge and Horus killed him immediately with a devastating glare. The Emperor took this as a sign that Horus was too far gone and killed him on the spot using his own Psyker capabilities.

I personally like the first version I read. Really plays up what the favor of the Chaos gods can do compared to the God-Emperor of Mankind.

Yeeeeeah, the guardsman thing may be what I am thinking the Crimson Fists role was. Your version sounds super familiar.
 
Chink in the armour was a bit of fluff they added later as a rumour of what happened, but the very earliest story I can remember from Lost and the Damned book had the Emperor blast Horus to dust with psychic energy so no chink needed. Details keep changing but one constant has always been a dead Sanguinius. Changing that would be a big retcon.
 

Maledict

Member
Chink in the armour was a bit of fluff they added later as a rumour of what happened, but the very earliest story I can remember from Lost and the Damned book had the Emperor blast Horus to dust with psychic energy so no chink needed. Details keep changing but one constant has always been a dead Sanguinius. Changing that would be a big retcon.

Yep, it's been so many years since I had my copies of those books :-(. That's what I was thinking of.

Sanguinus not being dead when the emperor gets there is a huge change, and far bigger than the blurring of history we've seen before. Maybe Sanguinus drank the emperor's blood to survive as has been in torpor ever since (with the emperor/ malakad's agreement).

if we're going full blown crazy. One thing that will be tricky to manage is the fact that Sanguinus trait was nobility - he was the most like the emperor in terms of his noble bearing, and a pure and righteous leader. Turning him into a tortured vampire character would be a push, althougnfits the stereotype I guess.
 

cntr

Banned
No way they're going to have Sanguinus not die against Horus. If he's coming back, it'll be via something like the Sanguinor or someone surviving the Black Rage like Chaplain Lemartes, not by retconning his death.
 

Leunam

Member
Noble but tortured would be a fantastic fit thematically for Blood Angels.

Also, this means a potential rematch between Sanguinus and Kabaanda. Pretty sure he was just banished like Angron was on Armageddon, not dead, just delayed.
 
Vehicles: https://www.warhammer-community.com/2017/05/18/new-warhammer-40000-vehicles-may18gw-homepage-post-4/
The best way to show you some of the changes is with an example. Because we haven’t really seen anything from the Necron dynasties yet, we’re going to look at the Annihilation Barge, staple fire-support gun platform of the undying legions:

New40kVehiclesBargeProfile.jpg


So this thing looks VERY different in the new Warhammer 40,000.

For a start, it’s using the same stats as everyone else, so armour values on the various facings are out, and instead, we have Toughness, Wounds and an Armour Save, making it more comparable in durability to other large monsters and massive beasts of the Warhammer 40,000 universe.

Also, it’s got Attacks and Strength! So it can fight (albeit inexpertly) in combat. This represents it literally ramming or smashing into enemy units.

Some dedicated combat vehicles (commonly what used to be Walkers), will have melee weapons too, like the classic Dreadnought power fist, but most vehicles will need to make do with crushing enemies under tracks or crumpling them beneath anti-gravitic engines. Generally, these attacks will have a poor to hit roll (5+ or 6+) but high strength – because if a Land Raider runs you over, you’ll feel it. There are exceptions of course – Ork vehicles can be kitted out with some pretty deadly close combat options, which now function just like any other specialist close combat weapon: get hit by a Deathroller, for example, and prepare to be a pancake.

Vehicles will be affected by all the other new rules we’ve talked about too, so they will be able to move as any other model would, including advancing. They shoot just like everyone else does, including (with a few exceptions) -1 to hit with heavy weapons if they move. They can even charge! which effectively replaces the Tank Shock rules, except ANY vehicle can do it and they then fight just like any other unit in the Fight phase.

Generally, you’ll find that vehicles still fill the same roles in your army as they always have, but without so many exceptions to the core rules of the game. You’ll find them to be very durable, probably more so than they are today, and best used in coordination with infantry and where their own specialisations can be used to full effect.
 

cntr

Banned
remember those stages in Street Fighter where you beat up a car?

e: wait, doesn't this mean "drive me closer, i want to hit them with my sword" is now something you can actually do?
 

Ohnonono

Member
If we get Sanguinius coming back the pretty much decides my SM faction for the foreseeable future. The position of being in a cutoff xenos infested warp-hell is too much fun to pass up. Also red is super easy to paint IMO.
 
Orks and Nids are seeming more and more fun to play in 8th.

orks charge into a line of enemies and cause truckus

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If we get Sanguinius coming back the pretty much decides my SM faction for the foreseeable future. The position of being in a cutoff xenos infested warp-hell is too much fun to pass up. Also red is super easy to paint IMO.

the only thing I can think of is this: THere are reports of ANgels of flame in the warp that fight deamons. He could come back as a warp entity similar to a greater deamon of Khorne, but a Greater Deamon of the emperor.

or, as his sons die (whom have fallen to the black rage) and bleed out around his tomb. The blood goes into the tomb and some how resurrects him, befitting of Vampire lore. But Imagine Sanguinis, but a Black Rage sanguinis
 

Tacitus_

Member
The Lion himself is not currently part of any storylines, so I don't think he would be brought out to play right now. The current fiction is around Ultras, Blood Angels, and Space Wolves. If they are releasing another Primarch, and that pic is a hint, then all signs point to Sanguinius. I would think Russ might return before the Lion too.

Dark Angels played a big part in the War zone: Fenris campaign and Cypher showed up in Rise of the Primarch with what might be the Lion Sword.

And this was his armour before the Emperor found him
7TpRTkf.jpg


That said, it's probably not Lion. I don't think that they'll reveal the next Primarch before Mortarion is out.
 
Orks and Nids are seeming more and more fun to play in 8th.

orks charge into a line of enemies and cause truckus

------------------------------------------


the only thing I can think of is this: THere are reports of ANgels of flame in the warp that fight deamons. He could come back as a warp entity similar to a greater deamon of Khorne, but a Greater Deamon of the emperor.

or, as his sons die (whom have fallen to the black rage) and bleed out around his tomb. The blood goes into the tomb and some how resurrects him, befitting of Vampire lore. But Imagine Sanguinis, but a Black Rage sanguinis

That sounds pretty sweet actually.

I also like the idea of the Space Wolves and Dark Angels kissing and making up. Bury that millennial old hatchet and become true bros for the common good!
 

Tacitus_

Member
I missed the update btw on a cypher / did someone confirm we now know what his plan is?

He wanted to see the Emperor, but Guilliman ordered him jailed at the doors to the Throneroom. Custodes jailed him in a super safe jail and he escaped almost immediately.

That sounds pretty sweet actually.

I also like the idea of the Space Wolves and Dark Angels kissing and making up. Bury that millennial old hatchet and become true bros for the common good!

Yeah... the DA bombarded the Fenris system to shit, that grudge ain't going anywhere.
 
made a quick size comparison

The striped helmed Primaris marine is a commander and is larger than the other primaris models

Helms and shoulder pads are the same size and interchangeable

Y5A2qrl.jpg


and from the Face book QNA

What is a primaris space marine?
new generation of space marines. Blended primarch, custodes, and space marine geneseed. Bigger more powerful, but more specialized when compared to tactical squads. The entire primaris squad is all trained in the weapons.

Ultimate Founding...
New Primaris Marine Chapters! + they will be other existing Space Marine Chapters. Even existing Space Marines can be adapted and made into Primaris Space Marines.

What is Mark X Armor and what happened to Mark VIIII?
Mark X of Armor is new but didnt give a lot of information about it.
Mark VIIII is a mystery.
 

Fou-Lu

Member
I am absolutely loving vehicles fighting in combat and Ork vehicles being able to boost their melee capabilities. Takes me back to Battlefleet Gothic where my only goal of every game was to ram things.
 
I am absolutely loving vehicles fighting in combat and Ork vehicles being able to boost their melee capabilities. Takes me back to Battlefleet Gothic where my only goal of every game was to ram things.

Makes me want to start an Ork army, lol. Played a lot of Gorkamorka back in the day.
 
I just got a start collecting box with Space Wolves, and recently started with Tyranids too. Good timing with a new edition I hope its easy to learn as a beginner.

Hope I can make a Tyranid squad mainly with big monsters, I remember from when I was young and played fantasy WH how dreadful painting ranknfile troups were. I aint up for 100x gaunts lol
 
I kinda wanna go tyranid next edition if their rules dont suck

I want old one eye ramming into vehicles
.OH MAN JUST RAMMING INTO SHIT ALL DAY

FEARING THE SPEHSS MAREENS

DIGGIN TUNNELS

CHARGING

.AAAH
 

Leunam

Member
I'm kind of tempted to do the same but the cult of Ryza calls to me and I need to finish those guys.

I'd run a whole army of Raveners and other slithery types if I could.
 

Tacitus_

Member
Once a traitor, always a traitor.

Well, every populated planet and military installation was being attacked by a shitload of daemons and/or Thousand Sons and they had seen the Wulfen in action. Funnily enough, it was the Iron Hands captain that wanted to Exterminatus the hardest.
 

Enosh

Member
Well, every populated planet and military installation was being attacked by a shitload of daemons and/or Thousand Sons and they had seen the Wulfen in action. Funnily enough, it was the Iron Hands captain that wanted to Exterminatus the hardest.
Iron Hands have been massive dicks to everyone since Istvaan (and especially to Salamanders and Raven Guard who they see as betraying Manus by not charging at the enemy when he did) although i think they have kinda mellowed out recently
 

Fou-Lu

Member
Power weapons are kind of odd. The weapons better at getting through armour have lower AP. I overall like where they are going with things though and I am a big fan of new chainswords.
 

cntr

Banned
The new rules are shaping up really nice, dang. Chainswords finally becoming the infantry killers the fluff portrays them as.
 

Bradach

Member
So my unit of 5 dark angel veterans that have 2 attacks each. If they all have chainswords and charge they'll get 10+5 (charge)+ 5 (chainswords) attacks in the first round!? And only 15 each turn thereafter?
Plus they'll shoot with their pistols in the shooting phase too!
Am I reading that right?
 
Imperial Knights: https://www.warhammer-community.com/2017/05/19/warhammer-40000-faction-focus-imperial-knights/

Imperial Knights currently play as an all or nothing army. What I mean by this is that they either totally overwhelm their opponent with high armour, powerful weapons and devastating melee… or they get crushed by an army that has the specific tools to deal with them. This is largely due to the game mechanics of the way Warhammer 40,000 plays. Many weapons cannot hurt a Knight at all, while some devastate them, such as Destroyer weapons or large numbers of melta weapons. This creates very swingy, often short, games that can leave one or both players feeling a bit flat.

In the new edition, this dynamic changes quite a bit. As everything can hurt everything else, a player in a game vs an Imperial Knight army will never feel entirely helpless. While firing a grot blaster at a Knight is highly unlikely to do anything, it just might. However, to compensate for this increased vulnerability, the Imperial Knights have been given a LOT of wounds. And by a lot, I mean 24! They’re also Toughness 8 with a 3+ save. They’re quite literally twice as durable as a Leman Russ which is itself a difficult unit to take down. Add in the inclusion of a 5+ invulnerable save against shooting – regardless of which direction the shots are fired from, thanks to their ion shield – and you’ve got a resoundingly resilient unit.

40kFFKnightssProfile.jpg


But it’s not all about defence. Imperial Knights pack absolutely blistering firepower, too. The thermal cannon is utterly lethal now. Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range, will leave many targets as nothing more than smoking craters with a single volley. If that weren’t enough, the cannon gets D6 shots vs units with 5 or more models. I think you can start to see how useful Command Points can be when using weapons like this, maximising the effect they can have at just the right time.

Another big change is how Stomps work. Previously, Stomps simply removed models entirely from the game on the roll of a 6. While this was useful for dealing with some problematic character-laden units which were hyper-durable, it could create gameplay situations which were not very satisfying for players when their favorite model was unceremoniously stomped into oblivion with no saves!

Now called Titanic Feet, these are still fearsome weapons, but do not simply remove models from play. And if kicking and stomping models isn’t enough, you’ve always got your trusty reaper chainsword or thunderstrike gauntlet to fall back on, both of which do an automatic 6 damage per successful attack. Ouch. The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9″ to do D3 mortal wounds on a 4+. Splat!

Knights will be a unit that cannot be ignored, and if you’re fighting against them, you will need to plan to deal with them when writing your list. While tough, they are not invincible and, in melee particularly, they can find themselves to be somewhat more vulnerable. The canny Knights general will need to be wary of enemy models with multiple D6 damage melee attacks such as Trygons, which can severely damage or destroy Knights in a single lucky round of combat.

Knights players will also be happy to know they are no longer so easily bogged down by large cannon fodder units. In the new Warhammer 40,000, they can simply walk over Infantry models and leave combat while still being able to fire their weapons. They are fearsome units, indeed.

Though you don’t often see large numbers of Knights in a single army, those few are easily the match for many armies, and thanks to the new Super-Heavy Detachment, you’ll still be able to field them all on their own if that’s how you roll.

40kFFKnightsDetachment.jpg


Awesome!
 

Hyams

Member
So my unit of 5 dark angel veterans that have 2 attacks each. If they all have chainswords and charge they'll get 10+5 (charge)+ 5 (chainswords) attacks in the first round!? And only 15 each turn thereafter?
Plus they'll shoot with their pistols in the shooting phase too!
Am I reading that right?

They haven't said that charging gives +1 attack on first turn, which means it probably doesn't. Striking first is probably enough of an award for charging.

I would imagine duel wielding gun and close combat weapon will still give +1 attack (although that too hasn't been confirmed yet). If so, your 5 models would get their 2 base attacks +1 for duel wielding +1 for chainsword special rule = 4 attacks each, or 20 in total.
 

Tacitus_

Member
They haven't said that charging gives +1 attack on first turn, which means it probably doesn't. Striking first is probably enough of an award for charging.

I would imagine duel wielding gun and close combat weapon will still give +1 attack (although that too hasn't been confirmed yet). If so, your 5 models would get their 2 base attacks +1 for duel wielding +1 for chainsword special rule = 4 attacks each, or 20 in total.

You can shoot your pistol in close combat so it might not grant that extra attack.
 
Stronghold Assault: https://www.warhammer-community.com...0-stronghold-assault-may20gw-homepage-post-4/
In the new Warhammer 40,000, there are advanced rules to help represent these types of games. These games are quite different from a standard game in a few regards: for a start, players take on opposing roles. In a matched play game, both players will be trying to achieve the same thing, but in Stronghold Assault, the defender is trying to hold his own territory against a numerically superior attacking force, so there are different objectives for each side. This is represented both in the way the battlefield is set up and with mission-special rules. There are new Stratagems for example, and they are different for attackers and defenders:

New40kStrongholdStratagems.jpg


These Stratagems will be very handy, but you will have to spend those precious Command Points to use them, which means you’ll have fewer for re-rolls, counter offensives and insane bravery.

Stronghold Assault will also include rules for things like Demolitions, Strongpoint Defences and capturing (or destroying) buildings.

Speaking of buildings, these are a big part of Stronghold Assault too, and some, like the Fortress of Redemption, can also show up in other games of Warhammer 40,000 as part of a player’s army. These fortified structures use the same profile system as everyone else in Warhammer 40,000, though as you’d expect, they (usually) don’t move. Generally, dedicated battlefield structures will be Toughness 10, have over a dozen wounds and a 3+ save, so they take some considerable effort to completely destroy, as you might imagine!
 

Hex

Banned
I keep wanting to sell all of my armies, but when I go in my closet and look at them I get that "my children" feeling and "god these are badass"
 

Leunam

Member
I actually offloaded a bunch of Stormcast Eternals stuff today and put that towards Ad Mech. Thought about Blood Angels or Imperial Fists too but that can wait.
 

Hex

Banned
I actually offloaded a bunch of Stormcast Eternals stuff today and put that towards Ad Mech. Thought about Blood Angels or Imperial Fists too but that can wait.

Seems like a good play.
I have a bunch of old Vamp Counts stuff but just can't get into AOS.
I will say though that Sylvaneth has some of the sexiest models and the new faction with the air ships looks so much fun.
 

Fou-Lu

Member
I am looking to sell off a bunch of minis soon. I'll use the cash to start a new 40k army if I like 8th enough. Otherwise I will probably just buy a bunch of minis I think look cool to paint.
 
Transports: https://www.warhammer-community.com...mer-40000-transports-may21gw-homepage-post-4/
In the new Warhammer 40,000, Transports are almost universally, better: they are more durable, faster, many are better at shooting, and all have fewer limitations on the units disembarking from them. For example, a unit disembarking from a Transport is no longer prevented from charging that turn.

Units now disembark at the start of the Movement phase, before the Transport moves, but can then move, shoot and fight normally in that turn. This opens up loads of tactical options for both shooting and combat themed armies, especially now that multiple units can share a single Transport up to its capacity.

For a combat army, this will mean you will need to get your Transports where you need them in the previous turn for maximum effect. One tactic we’ve seen used to good effect already is to then use the Transport to charge in alongside the unit into combat!

We’ve seen already that vehicles can charge and fight in melee like all other models, and while they might not be the kings of close combat, they are generally pretty durable and can soak up the firepower of enemy units in overwatch before their potentially more fragile passengers make it in. This is particularly handy with units like Wyches, Ork Boyz and Harlequins, to whom overwatch fire can prove especially deadly.

Here’s an example, of one such Transport: the Harlequin Starweaver.

New40kTransportsStarweaverCrop.jpg


You can see already that this it is likely to be considerably more durable than it is today, and the skill of the Harlequin pilots even makes it not too shabby in a fight. This being open-topped too, the passengers in it can shoot normally even after that huge 16″ move, and still shoot pistols into units that are in combat with their Transport in their own Shooting phase!

It doesn’t all go Transports’ way though. Being inside an exploding vehicle is still bad news. Models inside a wrecked Transport will now die on the roll of a 1. This isn’t so bad for units like Orks and Guardsmen, who were used to taking a few casualties when losing their Transport, but is going to hurt a bit more for elite units, so be sure to put valuable units in your most durable Transports, like Land Raiders and Battlewagons.
 
Tyranids: https://www.warhammer-community.com/2017/05/21/warhammer-40000-faction-focus-tyranids/
I’d be remiss if I didn’t start out with my all time favourite Tyranid unit: the Swarmlord. He is an absolute beast now, as he should be! With a Toughness value of 6, 12 Wounds, a 3+ save and a 5+ invulnerable save (increased to a 4+ invulnerable save in melee) he is not easily taken down. This can be further enhanced by casting Catalyst on him (and did I mention he’s a potent Psyker, too?) to give him a 5+ save vs Wounds suffered.

40kFFTyranidsSwarmlord.jpg


But it’s not just defence, oh no, Mr. Swarmlord brings the pain in combat as well. With a base of Strength of 7, 8 attacks, hitting on a 2+, with an AP value of -3 and D6 damage a pop, the Swarmlord can lay low even Titanic units in a single round of combat. Truly a fearsome adversary.

However, his ability that I have found to be most useful is Hive Commander, which allows a friendly unit to move in the Shooting phase. This is incredibly powerful for the sudden added mobility. For Hormagants, with their blisteringly quick Movement of 8″, this means a potential 16″ move before attempting a charge. Or he could simply use it on himself and move up to 18″…

That’s just one combo out of dozens, too!

Genestealers, who are the iconic Tyranid unit in my eyes, are absolutely lethal. Not only are they incredibly fast with an 8″ Move themselves, they can also charge after advancing. With their shiny new 5+ invulnerable save, they’re also hardy, and I often cast Catalyst on them too, because I am a mean, mean man.

But to really crank the power up to 11 with Genestealers, take them in units of 10 or more to trigger their Flurry of Claws special rule, bumping them up to 4 Attacks each. Combo this with the Broodlord (who is also, utterly deadly in melee) to also give them a +1 to hit in the Fight phase. That means a full unit of 20 has 80 Attacks hitting on a 2+. With their Rending Claws – which bump up to AP -4 on a 6 to wound – very few units in the game can withstand a full strength Genestealer charge!

There’s so much to be happy about as a Tyranid player it is hard to cover it all. But we have a few more tidbits for you all before we close this article.

For one, due to the changes in the way damage works, medium sized Tyranids are much more enjoyable to play. A Tyranid Warrior with 3 Wounds and a Toughness value of 4 is so much more durable than he was, that it’s incredible. I’ve been using them as midfield Synapse providers who are both good with close range shooting and in melee.

And Synapse, hmm, what type of benefit does that provide? Nothing less than immunity to morale for friendly Tyranids units within range. Bring on the hordes of little gribblies!

And lastly, just because I can’t help myself: I think Pyrovores may be one of the most improved units in the new edition, and a unit of them in a Tyrannocyte has won me many a game!
 
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