Die Zukunft von 40k

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Hanskrampf
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Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Di 25. Apr 2017, 23:21

Einheitenprofile:
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Schade, nachdem sie angekündigt hatten dass Stats über 10 hinausgehen, dachte ich schon man würde mehr Differenzen zwischen Einheiten schaffen. Aber Space Marines gammeln weiterhin mit Widerstand 4 und einem Leben dahin. Immerhin Terminatoren haben inzwischen zwei Leben.

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Ghazkull
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Re: Die Zukunft von 40k

Beitragvon Ghazkull » Mi 26. Apr 2017, 08:05

Ich gehe davon aus, dass man die Stats über 10 hinaus für die großen Dinger (Bloodthirster, Land Raider usw.) benutzt.
WAAAAGH! - Warum kompliziert wenn's auch einfach geht?

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Martin
Beiträge: 136
Registriert: Mo 18. Jul 2016, 07:39
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Re: Die Zukunft von 40k

Beitragvon Martin » Mi 26. Apr 2017, 20:08

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Die ersten Waffenprofile sind online.

Sehr interessant!
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

--- The Planet broke before the Guard did ---

CADIA STANDS !!!

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Martin
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Re: Die Zukunft von 40k

Beitragvon Martin » Do 27. Apr 2017, 16:40

Infos zur Bewegungsphase sind raus !!!
Movement has always been key to Warhammer 40,000 – positioning your units for optimum arcs of fire, advancing to claim objectives or just plain-old charging across the battlefield into combat!

Movement in the new edition will be very familiar to players of the game today, but the rules team have taken the opportunity to improve a few elements.

In the new edition, every model has its own Movement characteristic. This means that, rather than every model moving 6″ unless specified otherwise – things like Terminators will advance slowly and inexorably, while Harlequins leap and bound, and bikes and speeders zip across the battlefield.

Some units will have a minimum move too – this mostly applies to flyers, who can’t stop. Again, this is much like the rules today, but every flyer will have their own minimum and maximum move value, to represent the fact that swift fighters will naturally be quicker than a lumbering bomber.

Running has been rolled into the Movement phase now, too. You can “Advance” when you move by rolling a dice and adding the result to your Movement to go a bit faster at the expense of shooting.

This applies to all models – infantry, vehicles, bikes – everyone. By including this roll as part of your move, the game speeds up, as you no longer have to move models in both the Movement and Shooting phases.

Other than that, the movement rules are pretty much what you’d expect today – no moving though enemy models, unless you can fly over them, and no walking through solid walls – logical stuff.



Oh, there was one last thing.

If you’re in combat at the start of your turn, you can Fall Back by moving away from the enemy. You’ll lose the ability to advance, shoot or charge that turn, and crucially, enemies will be able to shoot at you! This does, however, open up a vast range of tactical options for armies like the Astra Militarum, who will now be able to effectively deploy in firing lines, with each row falling back from any assaults in good order (if they survived) while the unit behind them fires at the attackers. It goes both ways though – if you have a dedicated assault unit that specializes in killing infantry (like Warp Talons) your opponent will find it much harder to pin them down in combat with heavily armoured units for the entire game.

That’s a big change!
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

--- The Planet broke before the Guard did ---

CADIA STANDS !!!

zayles
Beiträge: 265
Registriert: Di 28. Jan 2014, 22:06

Re: Die Zukunft von 40k

Beitragvon zayles » Do 27. Apr 2017, 17:07

Das ist definitiv krass du kannst harte Nahkampfeinheiten also nicht mehr einige Runden halten wenn sie das nicht wollen auf der anderen Seite kann man seine guten Beschusseinheiten aus einem Nahkampf nehmen wenn man das will

Gute Änderung für Tau ärgerlich für Sachen die im Nahkampf sein wollen xd
Tyraniden: 10000 Pkte
Tau: 5000 Pkte
Space Wolves: 3500 Pkte

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Hanskrampf
Beiträge: 554
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Fr 28. Apr 2017, 08:49

Es geistert ein Vorbestelltermin für den 3. Juni und Release am 17. Juni durch das Internet. Die Quelle ist allerdings unbekannt.

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Ghazkull
Beiträge: 455
Registriert: Mi 30. Jul 2014, 16:08

Re: Die Zukunft von 40k

Beitragvon Ghazkull » Fr 28. Apr 2017, 08:53

Wird´s wieder ein "limited Release"? :S
WAAAAGH! - Warum kompliziert wenn's auch einfach geht?

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der_nerd
Beiträge: 280
Registriert: So 19. Jan 2014, 17:57
Wohnort: Geretsried

Re: Die Zukunft von 40k

Beitragvon der_nerd » Fr 28. Apr 2017, 13:27

Ich hab gelesen, dass das Regelbuch ein limited Print sein soll. Danach solls angeblich die zwölf Seiten Grundregeln noch gedruckt in den GW Läden und in diversen Büchern geben und die kompletten Regeln, angeblich, nur noch digital. Ich persönlich glaub das aber nicht.

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Martin
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Registriert: Mo 18. Jul 2016, 07:39
Wohnort: Wolfratshausen

Re: Die Zukunft von 40k

Beitragvon Martin » Fr 28. Apr 2017, 16:14

Psychic Phase, komplett neu. Echt interessant

In the new system, the Psychic phase has been re-worked from the ground up.

Each time you pick a psyker, you can cast as many spells as their datasheet states (which would previously be the same as their Mastery Level) and there’s a simpler, two-dice mechanic for casting, you just need to beat the warp charge value. The more potent the power, the harder it will be to cast.



Enemy psykers will then have a chance to block these powers if they are within 24″, and again, the mastery of the psyker will dictate how often they can block a power each turn.

The new system is much more scalable – meaning that the phase works well at any size of game, with any number of psykers running around.

Perils of the Warp is still there of course. It wouldn’t be Warhammer 40,000 without the chance of accidentally having your mind eaten by a Daemon and your soul sucked into the psychic oblivion of the Warp while your body exploded in a multifaceted explosion of etheric ichor…

Every faction will have its own psychic lore with a range of thematic powers. In addition, every psyker knows the Smite power:

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Mortal Wounds are a new mechanic too – these cannot be saved by any means and punch straight through thick armour and even invulnerable saves! Ouch.

That’s the basics on the Psychic phase.
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

--- The Planet broke before the Guard did ---

CADIA STANDS !!!

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Martin
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Registriert: Mo 18. Jul 2016, 07:39
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Re: Die Zukunft von 40k

Beitragvon Martin » So 30. Apr 2017, 20:22

Schussphase

It’s a big one today folks, as we take a closer look at the Shooting phase.

This phase will be very familiar to anyone who plays today, but there have been a few tweaks and improvements to the rules.

We’ve already seen the profiles of our miniatures, so we know that we’ll be hitting on a fixed Ballistic Skill (a bit like you do now) and we’ve also seen a little about how weapons work – multiple damage from powerful weapons, and armour save modifiers, for example. Today, we look at some of the other rules of the phase.

When you select a unit to shoot, much like today, they can all fire their weapons at the enemy. You can’t shoot, however, if you Advanced this turn, or if you fell back from combat. (See our movement article for details on these.)



You also can’t shoot if there is an enemy with 1″ of you. The exception to this rule is pistols. Models with these hand-held firearms can shoot at the closest enemy target in the Shooting phase, even if they themselves are locked in combat! This is going to make characters with pistols <cough-Cypher-cough> incredibly deadly up-close.

When picking a target, you won’t be able to shoot enemies that are in combat with other units, much like the current edition. However, you can fall back from combat in your Movement phase, allowing other units to fire at your opponent at the expense of your own actions this turn. Expect to see cunning generals deploying their armies in waves to take full advantage of this.

Heavy weapons are worth talking about too. These no longer snap fire if you move, and instead they have a flat -1 to hit modifier for moving units. This applies to all models with heavy weapons, vehicles included. There are a few other factors that affect hit rolls too – smoke launchers on a vehicle, for example, have the same effect of -1 to hit.



The last big change we’re going over today is cover. Currently, cover saves give a blanket save to all units, and one that only comes into effect if the shot would otherwise ignore their armour. In the new Warhammer 40,000, cover is a bonus to your armour save. Critically, this ability often only applies to certain types of unit. For example, only Infantry gain the bonus of cover from a crater.

This interaction works quite nicely with the modifiers to armour saves of certain guns, and means that when someone is trying to hide behind a wall or barricade, if your weapon has a high enough armour penetration, you can shoot them through a wall!

There are also a few weapons that ignore this bonus cover to armour effect – such as those wielded by Chaos Noise Marines and a Leman Russ’ nova cannon.

There you have it – a few of the changes you can look forward to in the Shooting phase.
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

--- The Planet broke before the Guard did ---

CADIA STANDS !!!


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