Showing posts with label 7th. Show all posts
Showing posts with label 7th. Show all posts

Thursday, 22 May 2014

Biggest change in 7th.....

It took a while for this to sink in, even then I had to re read it quite a few times.

  After all the internet pre release moaning about unbound armies, which lets face it it will be discussed first and if you dont want to play unbound you dont.  But this one has really gone under the rader.

  Basically, FOC is under detachments, but you can have as many detachments in your Primary detachment as you want.  FOC is still there in that 2 hq's 6 troops 3 FA Elite HS etc but as long as you meet the minimum requirement for FOC you can have mutliples.

  Lets have a example

Primary detachment Choas Space Marines

Detachment 1

Sorcerer, 65pts Warlord

10 Cultists 50pts
10 Cultists 50pts

Heldrake 170pts
Heldrake 170pts
Heldrake 170pts

Detachment 2

Sorcerer, 65pts

10 Cultists 50pts
10 Cultists 50pts

Heldrake 170pts
Heldrake 170pts
Heldrake 170pts

Detachment 3

Sorcerer, 65pts

10 Cultists 50pts
10 Cultists 50pts

Heldrake 170pts
Heldrake 170pts

Total, 1840


So under your primary you have 3 detachments, but you are using 3 FOC's, which is in the rules for Battle forged armies, who will care about unbound or not.  This is 3 sorcerers, 6 units of cultists and 8 heldrakes..... Yes vector strike has been nerfed but this is mainly for a example of what spam 7th ed can bring, this is the total opposite spectrum of balance.

  Extending that further, you can have as many allies as you want, So you can have a guard blob with Dante, Celestine, Tiggy, Dragio and their min troops requirements and still have a few hundred pts to spend, hero hammer!.



  I have spoken to someone else with the book and they agree they read it the same way I do as I was frankly in disblief at it.  I have spoken to two TO's and by the sounds they will restrict their GT's to one FOC in primary and only one Ally.


New 7th Ed. Psychic phase

So, Psychic phase, something close to my heart as I tend to run psychic heavy armies.  Now there has been a massive change in the way psychic powers are manifested in 40k, no longer are we doing the ld test on 2d6 to get a power off, it is now following the route of Fantasy.

So basically it is all about how many psykers you have on the table, these contribute towards your Warp Charge pool.

Lets take a nice simple situation of a Mastery lvl 3 Librarian versus a Mastery level 2 Librarian.

Player A with the lvl 3 gets 3 dice then he rolls a d6 and adds that many dice to his Warp charge pool, Player B gets 2 dice from his lvl 2, and also adds the amount of dice from the result of the d6 player A rolled.

So lets say he rolled a 3, player A ends up with 6 dice, player B with 5 dice.

Take the perspective of Player A, these 6 dice are his Warp Charge pool. Assuming he rolled on Biomancy at the start of the game getting Iron Arm, Warp Speed and Endurance (he will also auto get Smite, more on this later).


So Iron Arm, Warp Speed, Smite are all warp charge 1 powers, Endurance is warp charge 2.  So what you need to do in order to cast a psychic power is use your warp charge dice in order to meet the warp charge value on the power you want to use, so if I want to cast Iron arm I need to get 1 successful warp charge from my dice, how you get succesful warp charges is by rolling a 4+.

I want to cast Iron arm... it is plausible I would roll 3 dice to get at least 1 4+ to be able to cast it, if I want to cast Endurance being warp charge 2 I would need to get at least 2 4+ to make the power work.

  The odds on these working is here......