Take a look at the units stats for the upcoming 9th ed 40k box set, courtesy of the Warhammer-community team!
Witness five rounds of new-edition combat with the units from Indomitus. This is how it’s going to work: we’ll take a look at the stats, size them up, and you’ll get a chance to pick your favourites before the dice start rolling.
Round 1
First up is a squad fight – a match-up between the Infantry on both sides of the Indomitus boxed set. Both units are made up of formidable killers, with very different skill sets. Let’s see what happens when the brutal close-range hitting power of the Assault Intercessors crashes against the deadly weaponry of a large unit of implacable Necron Warriors.
It’s chainswords versus gauss flayers – find out who emerges victorious over on Twitch.
Round 2
Our next bout is a classic mismatch of size versus numbers. Outriders combine the formidable skill and resilience of Primaris Space Marines with the speed and versatility of combat bikes, offering a massive threat range and the ability to hit their foe where they’re weakest.
Against the roaring bikes of the Outriders, a lone Scarab isn’t much of a threat. In numbers though, the peril magnifies. As a swarm of living metal and sharp edges, they flood the battlefield with chittering legs and eerie green flashes of energy, dismantling all who stand in their way.
This bout is all beetles and bikes – who will take home the glory? Find out on Twitch!
Round 3
The Ancients versus really, really, really ancients are squaring up for our third bout. For the Space Marines, we have fighters from the First Company, armed with the finest weapons and armour a Chapter can provide! The Bladeguard Veterans are warriors with few peers anywhere in the galaxy.
Skorpekh Destroyers, like their towering lords, are metal horrors driven by a maniacal hatred of the living. Surging forward on their powerfully limbed bodies and equipped with heavy bladed weapons, they ‘live’ only to rend and dismember their foes.
With the Plasmacyte and Bladeguard Ancient in their respective corners, both units are ready to fight even harder!
Is a Xenos or Imperial victory in store? Get your eyeballs over to the Twitch stream to find out!
Round 4
The fights are heating up! In our penultimate bout, we have the new Captain in the blue corner. The commander of the Space Marines in the Indomitus boxed set, this close combat heavyweight boasts premium abilities in both offence and defence. He’s also got the stats to back the kit he carries.
In the glowing green corner is the reaper of souls, the undying sovereign of slaughter: the Necron Overlord. With a hyperphase glaive that cuts through armour like… errr.. a hyperphase sword only glaive-ier, and wrapped a Living Metal body that can take a licking and keep on ticking, he’s eight hundred pounds* of immortal fury!
Will the venerated hero of the Space Marines prevail, or be laid low by the logic and precision of an infernal murder machine?
And now it’s time for the main event of the afternoon…
Round 5
In this round, the Space Marines put forward the all-new bringer of vengeance, the Judiciar. Despite adhering to a vow of silence, a Judiciar’s stats and wargear send a loud and clear message: you’re not immortal any more tin-boy!
In a rare turn of events, the Space Marine is the underdog in this fight – behold the multilimbed behemoth that is the Skorpekh Lord! This towering new Necron is a nightmare given form, with skittering legs, whirling blades, and a massive gun to boot.
Both of these Characters are able to dish out tremendous amounts of pain up close. Will the Skorpekh Lord’s enmitic annihilator make the difference? Ring the bell!
Now that you know the lineup, watch the show on Twitch to see if you picked the winners for each round!
You’ve got just one more week to go before you can pre-order the greatest boxed set we’ve ever made: Indomitus. Be sure to set your reminders for the 11th of July and secure your copy – they’re only available while stocks last!
* An office poll concluded that no one knows how much Necrons weigh. So we guessed.
And remember, Frontline Gaming sells gaming products at a discount, every day in their webcart!
They’re holding onto that RP rework pretty hard, eh?
Skorpekh Lord seems pretty disappointing on paper at least. The gun is: 6 -1 1. Really? For the big bad of the trailer? His melee weapon is WORSE than the one his tripod lackies have. Why? (yes, I know he has better stats so his melee stats with the weapon is better, it’s still really stupid).
The Plasmacyte’s ability is hilariously risky. Tripod boys are 40pts a model, and on a 1 (that you can’t re-roll) one of them dies. I dnno about that one…
That Overlord rework though. Going pretty close to auto-take status.
Ofc the codex might change everything.
I am rather more concerned with Custodes and Terminators and such getting an effective 2++ RAW with the new Storm Shield rules.
Hope they have that on their radar from the Loot It strat interaction and FAQ accordingly.
I dnno, it’s a pretty good way to exile idiots from the community.
GW in 8th: 2++ are a no no
GW in 9th: 3++ are also not good for the game
Idiots: DOES THAT MEAN 2++ IS FINE NOW?
Also:
3+ needs 4 AP to crack fully
2+ needs 5 AP to crack fully
1+ needs 6 AP to– OH WAIT IT’S SUDDENLY IMPOSSIBLE.
Makes sense.
Also it doesn’t matter because GW said that current storm shields don’t change until codex.
The more frustrating thing is, we’ve been through it already with Orks.
There’s a reason that virtually nothing ever in 8th Edition changed the save characteristic.
Hahaha, solid
Surprise surprise they rolled all of these fights off camera and you would never guess that it was SOOOOO close in all the fights!!!
I guess they didn’t want another Stompa showing. 😛
The Scarabs totally beat the Outriders, trust us guys. Also Eradicators? What are those?
Yeah totally rolled 18 6’s out of 48 dice a probably of 0.03%. and at 0 AP the bikes failed most of their saves! Crazy right?! One of those you had to have seen it to believe it.
But just trust us it happened. 😀
Like is this stream targeted at 8 year olds? A 10 year old just getting into the game in my group commented that those rolls are impossible man!
So I don’t get it, not one person thought that the this was a real showing. I mean just grab some dice and do it yourself and you see that it is very very one sided.
I feel sorry for the people putting this on and trying to act surprised. The acting is below B level but I do feel for them as they have no choice.
I don’t understand all the confusion regarding the change to Storm Shields. It says “improve the bearer’s save characteristic by 1”. Only the armour save is a “save characteristic”, not the invulnerable save, which is an ability. I think the intention was obviously not to improve the invulnerable save.
But that is exactly the problem.
It doesn’t improve the invul, but you get the same net benefit, if not better, because a modified roll of 1 still succeeds (even if an unmodified roll of 1 doesn’t), while (a modified) 1 is still the bottom limit for modifiers (and excess modifiers are lost).
That is WHY everything in 8th Edition (with the exception of the quickly FAQed Ork strat) modifies the dice roll for your save (e.g. Bullgryn Shields, Cover, Protect/Jinx) and none of those rules modify the save characteristic.
Is there ever a situation when you get a modified save of 1+ that will still not fail on a natural roll of a 1? I think people are just trying to create a problem for a one in a million case.
It’s stupid, but it’s how it works — the precedent via FAQ is clear. If you have a 1+ save, you only fail it on unmodified 1s (per the “save rolls of 1 always fail” stipulation) because any AP modifies the roll, and rolls cannot be modified to less than 1 — so for example if the 1+ save gets hit with an AP-3 attack and rolls a 3 (which you’d think would fail since you’d be saving on 4s usually), it gets modified to 0, which gets modified to 1, which passes because it’s a 1+ save. Therefore, it works like a 2++ regardless of how nonsensical it is.
A natural 1 will always fail. That is not the issue.
But a modified 1 (i.e. rolling a natural 2, but being modified down to a 1) will not fail, if you have an actual save characteristic of 1+.
I.e. a Bullgryn has a 4+ armour save characteristic. No rule (currently) in the game can change that, though there are plenty of rules that change your roll of the dice, including his own shield, cover, the AP of the weapon being shot at the Bullgryn, debuffs like Jinx, etc..
If the net result (i.e. the modified roll of the dice after adding and substracting all relevant modifiers) comes out a 1-3, the Bullgryn’s save has failed. If it comes out a 4-6, the Bullgryn’s safe has failed.
As per the FAQ, no amount of modifiers can modify a dice roll lower than a (modified) 1, which is not an issue though, as a Bullgryn only has (after all modifiers) a 4+ safe. If said Bullgryn is shot by a -20 AP weapon, the negative modifier will cap out at a modified 1, but the save fails.
A Terminator with the Stormshield rule, if they were to get it, or Meganobz after the Loot It Strat pre-FAQ had a 1+ save.
If they get shot by a -20 AP weapon and roll a 2, after adding and substracting all modifiers, caps out at a modified 1 (it’s not a natural 1, as the save was still rolled at a 2), which succeeds as the Terminator has a 1+ save characteristic (!) and a modified 1 succeeds.
Is that intended? Obviously not.
But ITC tournaments, LVO, NOVA, etc.. have long played to the RAW and against blatantly obvious intend, notably allowing Quicken/Warptime after Deepstrike in the 2018 finals, etc.. And tournament players have long argued that people should play RAW, because the “intend” is theoretically unknown.
So to flip now that seems fairly hypocritical, now that more well-known community faces are (more publicly) on the playtesting team and you can’t just (only) blame “bad GW rules-writers that don’t know their shit”.
But yes. If the new stormshield rules are rolled out as in the preview to all units with 9th Ed. (not if they only change Stormshields with new 9th Ed. Codexes) without a FAQ to how the rule is written for Bladeguard Veterans, than a lot of stuff will have a rule that gives them an effective rule that behaves, for all intents and purposes, like an unmodifiable 2++.
Stormshield Terminators, Custodes with Stormshield, Smash Captains with Stormshield and Artificer Armour, etc., etc.., etc.,
Less relevant for Matched Play, an Imperial Knight with the 2+ Armour Relic and a +1 to the save characteristic Crusade ability would also end up being a Knight with an “effective 2++”.
This type of trying to push the game to the breaking limit is why we are getting rules that read like a tax code, rather than clear text.
So glad that they are removing narrative missions and maelstrom missions. Can’t have the game getting too fun!
I find your comment nonsensical, because “the rule that read like a tax code” is pretty much the best thing one would say of a rule book.
It’s way funner that way, because you don’t lose time and energy arguing on intent and on how it work. Do you *really* like arguing on rules ? Even if you do, do you think it’s what warhammer should be about ?
(of course, *actual* tax codes read more like very badly done rulebook and have problem even bigger than any edition of warhammer, but that’s another problem)
I didn’t actually find that you argued over the rules that much in 8th edition. Anyone trying to argue the difference between adding to the die roll and characteristic, just to get an unkillable model is just trying to break the rules, and certainly not trying to have fun with a game.
But how do you determine something is “not trying to have fun” and not “playing as they understand the rules” ? It’s extremely subjective. What if someone think it’s an awesome way to represent how unkillable is a grey knight terminator ? It’s probably fine to have on your warlord, but how many character with 2++ is too much ?
I prefer to play than to have a 20 minute session about what is “fair” before every games.
I’ve played in a doubles tournament where I spend 60% of every game arguing about rules…
Of course it is, and always has been.
But how is that different to some WAAC sociopaths arguing NOVA judges into allowing 0″ charges for their Smash Captains after deepstriking onto a ruin-roof or unsporting LVO 2018 finalists with their eyes on the ITC trophy instead of the good of the game fast-talking incompetent LVO judges into allowing quicken after deepstriking their Shining Spears?
It’s always been that way.
People absolutely will try to break the “obvious” rules at the expense of common sense and fun and basic morals if you give them even a millimetre.
Wow, people who enjoy plastic soldiers wrong are sociopaths, huh? What a brave hill to die on.
The charge thing is not comparable.
Removing vertical distance from charges allowed 0″ charges and it was an faq change.
HOWEVER, in 9th it’s still kind of a thing in another scenario:
if you are above ground floor, it’s harder to charge you than if you were somewhere above, due to the 5″ vertical engagement range. So if you’re running away with a shooting unit from a close combat unit, climbing a ruin is basically giving +4 to charge for the enemy.
Same goes for quicken after DS. It definitely was not obvious how it should’ve worked before they FAQd it.
With saves it is just stupid. Why would a 2+ save, which can be affected by all sorts of AP, getting an increase by 1 cause it to become what’s effectively a 2++. Obviously that’s not what they meant and it’ll get FAQd.