Die Zukunft von 40k

In diesem Bereich könnt ihr über Regel diskutieren.
Benutzeravatar
Hanskrampf
Beiträge: 514
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » So 30. Apr 2017, 20:45

Das klingt mal gut, gefällt mir. Die Änderung mit Deckung war dringend nötig.

Benutzeravatar
Martin
Beiträge: 128
Registriert: Mo 18. Jul 2016, 07:39
Wohnort: Wolfratshausen

Re: Die Zukunft von 40k

Beitragvon Martin » Mo 1. Mai 2017, 16:32

CHARGE

Charging in Warhammer 40,000 is how you get your units into close combat to use all those awesome looking exotic combat weapons to hack, slash and otherwise obliterate enemy units.



The basic mechanics of this phase are very similar to how they work now. You can select any unit within 12″ as the target of your charge, and your units will move towards them 2D6″.

Enemy units still have a chance to hit the charging unit with overwatch, provided that they are not already in combat. Just as in the current edition, overwatch is a hit on a flat 6 – all pretty familiar so far.

In the current Warhammer 40,000, you need to reach base contact. In the new edition, though, you only need to come within 1″ of an enemy, which in practice means that compared to the current charge range, you get an extra inch.

You also can’t move within 1″ of an enemy you didn’t declare as the target of your charge, so if you want to engage multiple units, you’ll need to brave the overwatch fire of all of them. Overwatch can also be fired multiple times per phase, but as soon as the unit is engaged, they will no longer be able to fire back.



So, the Charge phase keeps most of its current mechanics, with only minor amends.
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

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

CADIA STANDS !!!

Benutzeravatar
Martin
Beiträge: 128
Registriert: Mo 18. Jul 2016, 07:39
Wohnort: Wolfratshausen

Re: Die Zukunft von 40k

Beitragvon Martin » Di 2. Mai 2017, 17:35

Combat

Let’s get down to the best phase – combat (unless you’re a Fire Warrior…sorry).

This is part of the new Warhammer 40,000 with some of the biggest changes. We’ve already seen in our article on unit profiles that Initiative has gone. Instead, the priority for striking is based on the previous phase, with those units that completed a charge swinging first.

There’s a definite emphasis on making charging into combat effective – these units have gotten all the way across the battlefield, they’ve braved enemy fire and overwatch, and now they’ve finally made it into combat – they will at the very least get to swing.

Units that activate gain a free 3″ move towards the closest enemy. This can be used to get within 1″ of other enemy units, if you’re cunning, dragging more foes into the melee and preventing them from shooting next turn, even if you didn’t charge them directly (giving them no chance to overwatch). Enemy gun lines will need to be careful about how they position their supporting units, so as to avoid getting dragged into the fight too.



Following chargers, players take it in turns to activate units across the board to fight – this can get quite tactical, as both players need to choose the combats where dealing maximum damage will be important to them, while trying to limit enemy retaliation on their valuable or fragile models.

There are a few units that can interrupt this sequence to attack out of turn too – Tyranids with lash whips and Slaaneshi Daemons, for example – and it can also be influenced by Stratagems (more on these soon) if your army is Battle-forged, all of which add a nuanced level of tactical depth to the phase.



Players will have much more influence over the outcome of combat now, rather than purely the stats of the models involved, both in their own and in the opponent’s turns (though we still wouldn’t expect Guardsmen to triumph over a unit of Khorne Berzerkers any time soon – fix bayonets!).

Another thing we have seen is that hit rolls are now fixed. This has the effect of making dedicated combat units generally hit on a 3+, while models representing the most competent warriors of the 41st Millennium (Guilliman, the Swarmlord, Ghazghkull Thraka, to name but a few) will now hit on 2+!



Close combat weapons (which we’ll look at in more detail in future) also gain new rules – some will slice through armour easily, while others will hit with enough force to cause deal multiple wounds that can cripple or kill even powerful enemy models.

Across the board, these changes lead to combats that are more deadly than ever. Generals who successfully coordinate a battlefield-wide charge will be rewarded with a phase of utter carnage, while their opponent will have to work hard to minimise taking damage, and carefully consider their retaliatory options.

Expect combats to be hard-fought, bloody, and tactical – just as they should be.
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

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

CADIA STANDS !!!

Benutzeravatar
Hanskrampf
Beiträge: 514
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Di 2. Mai 2017, 18:15

Auch sehr ähnlich wie AoS :thumbup: (außer die Priorität vom Charge)

Benutzeravatar
Hanskrampf
Beiträge: 514
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Mi 3. Mai 2017, 16:24

Infos zu Moral sind da, ich kopier es mal nicht rüber - komplett identisch mit AoS Battleshock.

Benutzeravatar
Hanskrampf
Beiträge: 514
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Mo 8. Mai 2017, 17:36

Bild

YAY! Das sieht mal gut aus.

Und außerdem:
Not a problem though, because in the new Warhammer 40,000, models in a squad can fire at different targets.


Endlich lohnen sich mal Trupps mit gemischten Waffen.

Benutzeravatar
Martin
Beiträge: 128
Registriert: Mo 18. Jul 2016, 07:39
Wohnort: Wolfratshausen

Re: Die Zukunft von 40k

Beitragvon Martin » Di 9. Mai 2017, 19:16

Charactermodelle

Warhammer 40,000 is chock full of mighty heroes and powerful villains; from the humble Astra Millitarum officer to the Greater Daemons of Chaos, these Characters can profoundly affect the way their army’s troops work on the battlefield. For you gamers, using these Characters correctly can be the difference between victory and defeat.

The way Characters interact with the rest of your army changes fundamentally in this new edition.

Previously, Independent Characters would join units, and those units would benefit from the Character’s Leadership and certain special rules, while the unit offered protection from enemy fire. Broadly, this worked pretty well, but there was a tendency in more competitive games to see multiple Characters pooled into a single unit, resulting in an all-conquering unkillable mega-unit with a smorgasbord of special rules, a few psychic powers for good measure, and often, some very un-thematic pairings (we’re looking at you, Dark Angels and Space Wolves, running around in your Ravenwing/Thunderwolf units).

So here’s a big thing – Characters can’t join units anymore. The age of the <add prefix>-star is over.

Instead, you’ll tend to find that a lot of Characters will have an ability that affects nearby units with a certain Keyword within a radius of effect. For example, the mysterious Dark Eldar Character Drazhar lets you add 1 to the hit rolls of all friendly Incubi units that are within 6″ in the Fight phase, while the Kroot Shaper allows nearby Kroot to re-roll wound rolls of 1 and share his superior Leadership.


To counter the fact that these Characters cannot join units and “hide” from enemy fire, there is a rule in the Shooting phase that means you can’t target a Character unless they are the closest enemy model. This represents the difficulty in picking out individuals amidst the maelstrom of battle and applies to all Characters with a Wounds characteristic of 10 or less, including things that previously might not have benefited from any protection. For example, Roboute Guilliman, who has 9 Wounds, can now realistically advance in the centre of a disciplined Space Marines army, directing his troops while remaining relatively safe from incoming weapons fire. Really big heroes, like Magnus the Red, will still need to brave enemy fire, but with, in his case, over a dozen Wounds and a respectable invulnerable save, he holds his own just fine.



The final part of the Character ruleset is Heroic Intervention. This allows Characters near a combat to pile in and attack if the enemy comes close enough, even if they themselves aren’t charged (because your Chaplain’s not just gonna stand there and let your Assault Squad have all the fun now is he?)



These rules, together, mean that you’ll see Characters advancing in the midst of their armies surrounded by groups of units benefiting from their particular expertise – which looks great on the tabletop, reflects the background we all know of the 41st Millennium, and offers some interesting tactical challenges as players try to get the most from their army’s leaders while keeping them alive…
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

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

CADIA STANDS !!!

Benutzeravatar
Martin
Beiträge: 128
Registriert: Mo 18. Jul 2016, 07:39
Wohnort: Wolfratshausen

Re: Die Zukunft von 40k

Beitragvon Martin » Di 9. Mai 2017, 19:23

Astra Militarum Einführungsartikel

Listen up, Guardsmen! Reecius here to talk to you about the Astra Militarum in the new version of Warhammer 40,000. If your heart beats to the rhythm of boots marching and you love the smell of promethium in the morning, then this article is for you.

The Astra Militarum have a long and storied history. They’re comprised of the nameless, faceless billions of brave souls that take up arms in defence of the Imperium. You have to love the idea of a human having the guts to go toe-to-toe with the myriad horrors the 41st Millennium has to offer, armed only with a trusty lasgun and faith in the Emperor.



Currently, Astra Militarum forces often take to the field with big, sprawling infantry platoons sporting numerous attached Characters to give them bonuses or, at the other end of the scale, as largely mobilised tank armies firing massive guns and obliterating the enemy. This combination of hordes of men and powerful machines is a distinctive aspect of the Astra Militarum playstyle.

However, at the moment, they don’t always play on the tabletop the way they’re represented in the background. Wouldn’t it be awesome if some of those units you so rarely see like Scout Sentinels were suddenly not only good, but great? What if Bullgryns and Rough Riders were actually scary in combat? How about Heavy Weapon Squads that actually provide covering fire to the rest of your men instead of just acting as distractions for enemy units? I am here to tell you that all of these things are true in the new edition!



And the hype train just rolls on! Veterans now are truly seasoned warriors that–while no Adeptus Astartes–are soldiers to be respected. Your squads will no longer pop out of their Chimera, shoot one thing, and then die or run away immediately after the enemy returns fire. Nope, now, with the added “encouraging” presence of a nearby Commissar – which limits the losses of a bad Morale test – Astra Militarum are downright stalwart. Even Ratlings – with their sniper weapons allowing them to pick out and target Characters – will now be reaping a tally on your enemy’s leaders in the name of the Emperor!



But it’s not all about the ground pounders. The tanks of the Imperium have had a rough go of it in the current version of the Warhammer 40,000 ruleset, prone to getting destroyed in one shot or ingloriously throwing a tread going over a bush. But no longer. The tanks are back and better than ever. Leman Russes, for example, have Toughness 8 and a 3+ save, so they won’t be slowing down until they’ve lost half of their 12 Wounds. The tanks of the Imperial Guard will definitely be making their mark on battlefields across the Imperium.



There’s so much more to say! Those of you who are long time Astra Militarum players, like me, are going to be thrilled with what is coming. Models you haven’t used in ages, or perhaps those you’ve had your eye on for years, will now be shining stars in your collection.



But here’s one last little tidbit for you, as no conversation about the Guard would be complete without mentioning Orders. One of the Astra Militarum’s most well-known rules mechanics, Orders work automatically now and provide a variety of bonuses. You have 7 to choose from, but the one I want to discuss is ‘First Rank, Fire! Second Rank, Fire!’. This now makes a unit of Astra Militarum infantry treat their lasguns and hot-shot lasguns as Rapid Fire 2; that’s 4 shots per Guardsman at half range! Combined with the fact that every weapon has a chance to hit any target, the much-derided lasgun can now be the deadly laser weapon the Emperor’s armies need.

That’ll be all! Dismissed.
Astra Militarum - 10.000+ Punkte
Warhound Titan - 2000 Punkte

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

CADIA STANDS !!!

Benutzeravatar
Hanskrampf
Beiträge: 514
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Mi 10. Mai 2017, 16:52

Waffen Teil 2

https://www.warhammer-community.com/201 ... ge-post-4/

Today, we’re taking a look at a few of the simple rules changes in the new rules for weapons, but ones that have some pretty cool in-game effects.
Twin-linked Weapons

If you play Warhammer 40,000 today, you’ll know that there are a lot of twin-linked weapons about. These let you re-roll to hit dice, making them generally quite reliable, but potentially no more deadly than a single weapon. In the new Warhammer 40,000, twin-linked weapons instead get double the number of shots.

This is a massive boost to a lot of units. Many vehicles, in particular, are going to be kicking out ruinous amounts of firepower – your Land Raider, for example, almost doubles in effectiveness. With its twin heavy bolters and now utterly lethal godhammer pattern lascannons, it becomes, quite rightly, one of the most powerful models in the game.

Orks as well, renowned for their habit of twin-linking for “more dakka”, gain a lot of bullets from this change. Just think about the number of shots those Waaagh!-planes will be firing now!


Combi-weapons

Another type of weapon that is changing is the combi-weapon. While in the current edition you can only shoot the “specialist” portion of the gun once, in the new Warhammer 40,000 you can either shoot both all the time, but at a -1 to hit modifier, or choose to just shoot one with no modifier. This is a pretty awesome boost in power for a lot of elite units like Chaos Terminators, Sternguard and Meganobz – no longer just one-hit-wonders with those shooting attacks.


Explosives

Warhammer 40,000 has no shortage of things that go ‘boom’. Whereas once these weapons would have used a template, in the new Warhammer 40,000, these are resolved much faster by just using a random number of shots. This represents either how many warriors are caught in the explosion, or how direct the hit is on a larger single-model target. Otherwise, these work exactly as any other shooting.

Explosives tend to work pretty well now against both numerous infantry and large individual models, but not as well against either dedicated anti-infantry or anti-tank weapons.

Benutzeravatar
Hanskrampf
Beiträge: 514
Registriert: Do 30. Jan 2014, 14:25
Wohnort: Penzberg

Re: Die Zukunft von 40k

Beitragvon Hanskrampf » Do 11. Mai 2017, 16:03

Datasheet Vorschau

Bild

Sehr ähnlich zu AoS Warscrolls, USR werden aber nicht ausgeschrieben. Power Level sind die Punktkosten, auch hier wird wie in AoS in "Blöcken" gekauft. 5 Marines für +6 Punkte (unabhängig von tatsächlich verwender Anzahl). Auch sämtliche Upgrades sind kostenfrei. Ich gehe davon aus, dass es sich hier um das "einfache" Punktesystem handelt, es wurde ja bereits erwähnt, dass es zwei Punktesystem geben wird.


Zurück zu „Regeln "Fragen & Antworten"“

Wer ist online?

Mitglieder in diesem Forum: 0 Mitglieder und 2 Gäste