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Subject: Deathwatch and Harlequins Information / leaks rules

techsoldaten













Eye of Terror

Eye of Terror Ancient Chaos Terminator

I recently purchased a ton of Deathwatch models and have been holding off on building them until the Codex hits.



This is mostly because of confusion about the weapons options. I thought the Index entries were just typos, there's no way they could be this poorly equipped. Even putting together an army list was tough, they are very expensive for what they can carry.



Looking forward to seeing what's in the new Codex. I don't really want to go the Primaris route with them and hope there's a lot more to the army than what we saw in the Index.

Subject: Re:Deathwatch and Harlequins Information / leaks rules

Chikout











Longtime Dakkanaut

A couple of pics from the new white dwarf. Harlequins codex is up for preorder on May 12th. The webway gate is getting a week to itself on the 19th for some reason. £25 for the kit is a good price though.









This message was edited 3 times. Last update was at 2018/04/30 11:12:29

Subject: Deathwatch and Harlequins Information / leaks rules

H.B.M.C.















Versteckt in den Schatten deines Geistes.

Versteckt in den Schatten deines Geistes. Owns Whole Set of Skullz Techpriests

AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.



[EDIT]: Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it.







This message was edited 2 times. Last update was at 2018/04/30 11:18:36 Industrial Insanity - My Terrain Blog





Subject: Deathwatch and Harlequins Information / leaks rules

Nevelon













Upstate, New York

Upstate, New York Ultramarine Master with Gauntlets of Macragge

$40 for the gate is not bad. Tempting.



I hope GW pulls back from the no model, no rules thing. Deathwatch really is the worst example of this. Not holding my breath, but hope springs eternal (and is the first step on the road to disappointment)

Subject: Deathwatch and Harlequins Information / leaks rules

casvalremdeikun













Sioux Falls, SD

Sioux Falls, SD Chaplain with Hate to Spare

H.B.M.C. wrote:

AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.



[EDIT]: Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it.





AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it. No. Just like 99% of the terrain that has come out lately, it will have two of the same sprue. No. Just like 99% of the terrain that has come out lately, it will have two of the same sprue.

5250 pts

3850 pts

Deathwatch: 1500 pts

Imperial Knights: 375 pts

30K 2500 pts 5250 pts3850 ptsDeathwatch: 1500 ptsImperial Knights: 375 pts30K2500 pts

Subject: Deathwatch and Harlequins Information / leaks rules

the_scotsman











Shadowy Grot Kommittee Memba

Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.



To differentiate them from the wwp Stratagem I'm guessing they have a necron monolith-esque hop from one to the other ability.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games



-the_scotsman"



-ERJAK

Subject: Re:Deathwatch and Harlequins Information / leaks rules

NuhJuhKuh





Been Around the Block





€32.50?! Colour me (pleasantly) surprised! I mean, I've no way to transport one to games, but it's pretty darn cool nonetheless.



I have a theory though... that it's actually a precursor to an Exodites release that'll be announced at Warhammer Fest. In the fluff they're often fighting Knights Households... JUst a notion!

Subject: Deathwatch and Harlequins Information / leaks rules

Kanluwen















Right behind you.

Right behind you. Owns Whole Set of Skullz Techpriests

the_scotsman wrote:

Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.



To differentiate them from the wwp Stratagem I'm guessing they have a necron monolith-esque hop from one to the other ability. Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.To differentiate them from theStratagem I'm guessing they have a necron monolith-esque hop from one to the other ability.

Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portal before sides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets. Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portalsides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets.

Subject: Deathwatch and Harlequins Information / leaks rules

Geifer













Poisonous Tomb Scorpion

H.B.M.C. wrote:

AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.



[EDIT]: Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it.





AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it.



It reads "...wraith constructs [plural] standing sentinel on the outsides [plural] of the gate's arms [plural]" with a picture showing a gate with two arms.



Healthy cynicism is healthy and all that, but I think there might just be two spires in the box.





Automatically Appended Next Post:

Kanluwen wrote:

the_scotsman wrote:

Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.



To differentiate them from the wwp Stratagem I'm guessing they have a necron monolith-esque hop from one to the other ability. Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.To differentiate them from theStratagem I'm guessing they have a necron monolith-esque hop from one to the other ability.

Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portal before sides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets. Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portalsides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets.



Makes me wonder if the latest FAQ (and the associated shift in GW 's view) will have any impact on it. Before that I would have said that the Eldar player may place the portal anywhere on the table with no regard for how close enemy models are, and allow models to come through and charge as they please. Could be a different story now that first turn deep strike has been limited.



Or Eldar get favored treatment again and the gate isn't considered deep strike, so they get to break the game to their heart's content after all. It reads "...wraith constructs [plural] standing sentinel on the outsides [plural] of the gate's arms [plural]" with a picture showing a gate with two arms.Healthy cynicism is healthy and all that, but I think there might just be two spires in the box.Makes me wonder if the latest(and the associated shift in's view) will have any impact on it. Before that I would have said that the Eldar player may place the portal anywhere on the table with no regard for how close enemy models are, and allow models to come through and charge as they please. Could be a different story now that first turn deep strike has been limited.Or Eldar get favored treatment again and the gate isn't considered deep strike, so they get to break the game to their heart's content after all.

This message was edited 1 time. Last update was at 2018/04/30 12:00:26 Nehekhara lives! Sort of!

Subject: Deathwatch and Harlequins Information / leaks rules

Kdash





Longtime Dakkanaut









On a serious note though, it does look fantastic! Got to wait and see how useful it will be though!



As for the DW Lieutenant etc, i fully expect some kind of Primaris upgrade spure to be released, even if it hasn't been shown yet. In before there has been a bit of interpretive photography, and the webway portal is actually only as tall as a Dreadnought!On a serious note though, it does look fantastic! Got to wait and see how useful it will be though!As for theLieutenant etc, i fully expect some kind of Primaris upgrade spure to be released, even if it hasn't been shown yet.

Subject: Deathwatch and Harlequins Information / leaks rules

the_scotsman











Shadowy Grot Kommittee Memba

Geifer wrote:

H.B.M.C. wrote:

AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.



[EDIT]: Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it.





AUD$70 for the Wraithgate? That's got to be a typo. It's clearly missing the second zero.Wait a second. The Wraithgate kit gets you one spire, right? So you'd need two to do what they do in the picture? Right? Or is my cynicism getting the better of it.



It reads "...wraith constructs [plural] standing sentinel on the outsides [plural] of the gate's arms [plural]" with a picture showing a gate with two arms.



Healthy cynicism is healthy and all that, but I think there might just be two spires in the box.





Automatically Appended Next Post:

Kanluwen wrote:

the_scotsman wrote:

Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.



To differentiate them from the wwp Stratagem I'm guessing they have a necron monolith-esque hop from one to the other ability. Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.To differentiate them from theStratagem I'm guessing they have a necron monolith-esque hop from one to the other ability.

Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portal before sides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets. Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portalsides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets.



Makes me wonder if the latest FAQ (and the associated shift in GW 's view) will have any impact on it. Before that I would have said that the Eldar player may place the portal anywhere on the table with no regard for how close enemy models are, and allow models to come through and charge as they please. Could be a different story now that first turn deep strike has been limited.



Or Eldar get favored treatment again and the gate isn't considered deep strike, so they get to break the game to their heart's content after all. It reads "...wraith constructs [plural] standing sentinel on the outsides [plural] of the gate's arms [plural]" with a picture showing a gate with two arms.Healthy cynicism is healthy and all that, but I think there might just be two spires in the box.Makes me wonder if the latest(and the associated shift in's view) will have any impact on it. Before that I would have said that the Eldar player may place the portal anywhere on the table with no regard for how close enemy models are, and allow models to come through and charge as they please. Could be a different story now that first turn deep strike has been limited.Or Eldar get favored treatment again and the gate isn't considered deep strike, so they get to break the game to their heart's content after all.



Or, they make the rules pretty similar to the feculent Gnarlmaw: you buy them with points, set them down on the table while terrain is being set up (I.e. before you know where your deployment edge is going to be) and again this is pure speculation, I don't have rumors, but I'm guessing they allow you to warp a unit or units from inside one gate to inside another you have down on the table.



So gamewise, they wouldn't interact with the new beta rule, just like Orks with Da Jump and GK with GOI don't (because you'd be starting the models on the table and walking them through the portal) and they'd probably end up pointswise somewhat less expensive than sticking your army in transports, because you'd be much more exposed to shooting and you'd have fixed points you could transport between.



Personally, I wouldn't be too concerned about Harlequins getting access to turn 1 charges more easily. It's already laughably easy for them to do so. Twilight Pathways grants a unit of harlequins 16"+ 4D6 " charge threat range, Solitaire Blitz grants the solitaire 12"+5D6" charge threat range, and the skyweavers have 22"+ 2D6 " threat range. They can already charge straight across the board turn 1 and get to enemy units in melee. Or, they make the rules pretty similar to the feculent Gnarlmaw: you buy them with points, set them down on the table while terrain is being set up (I.e. before you know where your deployment edge is going to be) and again this is pure speculation, I don't have rumors, but I'm guessing they allow you to warp a unit or units from inside one gate to inside another you have down on the table.So gamewise, they wouldn't interact with the new beta rule, just like Orks with Da Jump andwithdon't (because you'd be starting the models on the table and walking them through the portal) and they'd probably end up pointswise somewhat less expensive than sticking your army in transports, because you'd be much more exposed to shooting and you'd have fixed points you could transport between.Personally, I wouldn't be too concerned about Harlequins getting access to turn 1 charges more easily. It's already laughably easy for them to do so. Twilight Pathways grants a unit of harlequins 16"+" charge threat range, Solitaire Blitz grants the solitaire 12"+5D6" charge threat range, and the skyweavers have 22"+" threat range. They can already charge straight across the board turn 1 and get to enemy units in melee.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games



-the_scotsman"



-ERJAK

Subject: Deathwatch and Harlequins Information / leaks rules

Kanluwen















Right behind you.

Right behind you. Owns Whole Set of Skullz Techpriests

Geifer wrote:



Kanluwen wrote:

the_scotsman wrote:

Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.



To differentiate them from the wwp Stratagem I'm guessing they have a necron monolith-esque hop from one to the other ability. Great to hear on the price of the portal. Especially considering that they'll almost certainly try to buff up sales volume by making them only useful if you buy 2+.To differentiate them from theStratagem I'm guessing they have a necron monolith-esque hop from one to the other ability.

Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portal before sides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets. Honestly, I'd take it a step further. Given the new bit for Deep Strike rules, I could see you being able to deploy the Webway Portalsides are picked. It'd let Eldar deep strike in without concern in T1 outside of their deployment zone, but man does it make them juicy targets.



Makes me wonder if the latest FAQ (and the associated shift in GW 's view) will have any impact on it. Before that I would have said that the Eldar player may place the portal anywhere on the table with no regard for how close enemy models are, and allow models to come through and charge as they please. Could be a different story now that first turn deep strike has been limited.



Or Eldar get favored treatment again and the gate isn't considered deep strike, so they get to break the game to their heart's content after all. Makes me wonder if the latest(and the associated shift in's view) will have any impact on it. Before that I would have said that the Eldar player may place the portal anywhere on the table with no regard for how close enemy models are, and allow models to come through and charge as they please. Could be a different story now that first turn deep strike has been limited.Or Eldar get favored treatment again and the gate isn't considered deep strike, so they get to break the game to their heart's content after all.

I wouldn't say it really becomes "favored" treatment. If a Webway Gate uses the same rules as Deep Strike(9" away from an enemy, etc)--then you can still deny them it even if they can Deep Strike outside of their Deployment Zone.





Automatically Appended Next Post:

the_scotsman wrote:



Or, they make the rules pretty similar to the feculent Gnarlmaw: you buy them with points, set them down on the table while terrain is being set up (I.e. before you know where your deployment edge is going to be) and again this is pure speculation, I don't have rumors, but I'm guessing they allow you to warp a unit or units from inside one gate to inside another you have down on the table.



So gamewise, they wouldn't interact with the new beta rule, just like Orks with Da Jump and GK with GOI don't (because you'd be starting the models on the table and walking them through the portal) and they'd probably end up pointswise somewhat less expensive than sticking your army in transports, because you'd be much more exposed to shooting and you'd have fixed points you could transport between.



Personally, I wouldn't be too concerned about Harlequins getting access to turn 1 charges more easily. It's already laughably easy for them to do so. Twilight Pathways grants a unit of harlequins 16"+ 4D6 " charge threat range, Solitaire Blitz grants the solitaire 12"+5D6" charge threat range, and the skyweavers have 22"+ 2D6 " threat range. They can already charge straight across the board turn 1 and get to enemy units in melee. Or, they make the rules pretty similar to the feculent Gnarlmaw: you buy them with points, set them down on the table while terrain is being set up (I.e. before you know where your deployment edge is going to be) and again this is pure speculation, I don't have rumors, but I'm guessing they allow you to warp a unit or units from inside one gate to inside another you have down on the table.So gamewise, they wouldn't interact with the new beta rule, just like Orks with Da Jump andwithdon't (because you'd be starting the models on the table and walking them through the portal) and they'd probably end up pointswise somewhat less expensive than sticking your army in transports, because you'd be much more exposed to shooting and you'd have fixed points you could transport between.Personally, I wouldn't be too concerned about Harlequins getting access to turn 1 charges more easily. It's already laughably easy for them to do so. Twilight Pathways grants a unit of harlequins 16"+" charge threat range, Solitaire Blitz grants the solitaire 12"+5D6" charge threat range, and the skyweavers have 22"+" threat range. They can already charge straight across the board turn 1 and get to enemy units in melee.

I don't think this is meant to be Harlequins only. If it were, I feel like it would be preordering the same week as their book(apparently the 12th?). I wouldn't say it really becomes "favored" treatment. If a Webway Gate uses the same rules as Deep Strike(9" away from an enemy, etc)--then you can still deny them it even if they can Deep Strike outside of their Deployment Zone.I don't think this is meant to be Harlequins only. If it were, I feel like it would be preordering the same week as their book(apparently the 12th?).

This message was edited 1 time. Last update was at 2018/04/30 12:34:13

Subject: Deathwatch and Harlequins Information / leaks rules

rollawaythestone













South Florida

South Florida Rampaging Carnifex

WOw that price point is fantastic! I was worried that it'd be in the hundreds range given how large it is!

Subject: Deathwatch and Harlequins Information / leaks rules

Galas







Grim Dark Angels Interrogator-Chaplain



Vigo. Spain.



Yeah 32,50€ for something as big, even if its relatively small in footprint, is a very big and pleasant surprise.

Crimson Devil wrote:



Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation. Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.

ERJAK wrote:

Forcing a 40k player to keep playing 7th is basically a hate crime. Forcing a 40k player to keep playing 7th is basically a hate crime.



Subject: Deathwatch and Harlequins Information / leaks rules

Nightlord1987







Oozing Plague Marine Terminator





Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop.





Subject: Deathwatch and Harlequins Information / leaks rules

Aren73











Regular Dakkanaut

Going by the price and number of pages...I doubt Harlequins will get anything more than in the index, other than the usual artefacts, strategems etc.



I was hoping that they'd be able to field one or two more units from craftworlds but I guess it's just the dudes we have now.



At least the models are nice.

Subject: Deathwatch and Harlequins Information / leaks rules

Galef













Dallas area, TX

Dallas area, TX Powerful Phoenix Lord

Nightlord1987 wrote:

Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop.



Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop. Which might still be ok if the WWG has a specific rule that functions like Disembarking, rather than deploying from Tactical reserves.

And honestly, at ~120pts, it as to allow units to exit turn 1 outside the deployment zone, as otherwise it is a waste of points entirely.



Beautiful model though. Definitely getting it.



- Which might still be ok if the WWG has a specific rule that functions like Disembarking, rather than deploying from Tactical reserves.And honestly, at ~120pts, it as to allow units to exit turn 1 outside the deployment zone, as otherwise it is a waste of points entirely.Beautiful model though. Definitely getting it.

Subject: Deathwatch and Harlequins Information / leaks rules

dan2026







Dakka Veteran





Bummer that boring Deathwatch is coming before cool Clowns.

Ah well.

Subject: Deathwatch and Harlequins Information / leaks rules

Kanluwen















Right behind you.

Right behind you. Owns Whole Set of Skullz Techpriests

Galef wrote:

Nightlord1987 wrote:

Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop.



Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop. Which might still be ok if the WWG has a specific rule that functions like Disembarking, rather than deploying from Tactical reserves.

And honestly, at ~120pts, it as to allow units to exit turn 1 outside the deployment zone, as otherwise it is a waste of points entirely.



Beautiful model though. Definitely getting it.



- Which might still be ok if the WWG has a specific rule that functions like Disembarking, rather than deploying from Tactical reserves.And honestly, at ~120pts, it as to allow units to exit turn 1 outside the deployment zone, as otherwise it is a waste of points entirely.Beautiful model though. Definitely getting it.

And what if it allows for you to reinforce losses to a unit?



I can think of a few scenarios where it might not allow you to "exit turn 1 outside the deployment zone" but still be amazeballs. And what if it allows for you to reinforce losses to a unit?I can think of a few scenarios where it might not allow you to "exit turn 1 outside the deployment zone" but still be amazeballs.

Subject: Deathwatch and Harlequins Information / leaks rules

Geifer













Poisonous Tomb Scorpion

dan2026 wrote:

Bummer that boring Deathwatch is coming before cool Clowns.

Ah well. Bummer that boring Deathwatch is coming before cool Clowns.Ah well.



Missed opportunity to double down on the alliteration and call them dull Deathwatch.



It's only a week longer for the clown show to arrive, though. Missed opportunity to double down on the alliteration and call them dull Deathwatch.It's only a week longer for the clown show to arrive, though.

Nehekhara lives! Sort of!

Subject: Deathwatch and Harlequins Information / leaks rules

the_scotsman











Shadowy Grot Kommittee Memba

Hmm. Being able to portal around your deployment zone doesn't sound great, and reinforcements in your zone doesn't sound amazing either considering the short range of almost all aeldari units. Here's hoping it's not just for Dank Reapers to be even more op .



Something that could be used to establish board control without transports would be 100% my hope for the portal. Across all aeldari factions you see a theme similar to the marine problem where you want your iconic, gorgeous models on the table as little as possible because they're hiding in transports and have a 2s lifespan outside of them.



I play Harlequins for crazy clowns doing backflips dammit, not Venomspam 2: Venoms Join The Circus.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games



-the_scotsman"



-ERJAK

Subject: Re:Deathwatch and Harlequins Information / leaks rules

zend







Regular Dakkanaut





H.B.M.C. wrote:

zend wrote:

Deathwatch - 32 unit options, 22 if you remove the Primaris crap, not counting ForgeWorld



World Eaters - 39 options, not counting Forgeworld



Emperor's Children - 43 options, not counting ForgeWorld



Thousand Sons - 26 options, no ForgeWorld



Death Guard - 37 options, no ForgeWorld Deathwatch - 32 unit options, 22 if you remove the Primaris crap, not counting ForgeWorldWorld Eaters - 39 options, not counting ForgeworldEmperor's Children - 43 options, not counting ForgeWorldThousand Sons - 26 options, no ForgeWorldDeath Guard - 37 options, no ForgeWorld







Do I need to keep re-posting this until you people get it?



This is the issue we're talking about.



Do I need to keep re-posting this until you people get it?This is the issue we're talking about.



Re read my post and my previous one, I'm on your side.



Deathwatch's options should not be as restricted as it is. My post was questioning the claim that the Cult Legions are even more restricted. Re read my post and my previous one, I'm on your side.Deathwatch's options should not be as restricted as it is. My post was questioning the claim that the Cult Legions are even more restricted.

Subject: Deathwatch and Harlequins Information / leaks rules

Galef













Dallas area, TX

Dallas area, TX Powerful Phoenix Lord

Kanluwen wrote:

Spoiler: Galef wrote:

Nightlord1987 wrote:

Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop.



Gnarlmaws and all fortifications are set up and placed just like any other unit in your army, in your deployment zone and count as a drop. Which might still be ok if the WWG has a specific rule that functions like Disembarking, rather than deploying from Tactical reserves.

And honestly, at ~120pts, it as to allow units to exit turn 1 outside the deployment zone, as otherwise it is a waste of points entirely.



Beautiful model though. Definitely getting it.



- Which might still be ok if the WWG has a specific rule that functions like Disembarking, rather than deploying from Tactical reserves.And honestly, at ~120pts, it as to allow units to exit turn 1 outside the deployment zone, as otherwise it is a waste of points entirely.Beautiful model though. Definitely getting it.

And what if it allows for you to reinforce losses to a unit?



I can think of a few scenarios where it might not allow you to "exit turn 1 outside the deployment zone" but still be amazeballs. And what if it allows for you to reinforce losses to a unit?I can think of a few scenarios where it might not allow you to "exit turn 1 outside the deployment zone" but still be amazeballs.

You still have to pay points for those Reinforcements and thus not be able to use them in the first turn. Not very amazeballs, no matter how the rule works.

Also keep in mind that the gate looks like it can be destroyed, so not being able to use it effectively in the first turn risks not being able to use it AT ALL.



- You still have to pay points for those Reinforcements and thus not be able to use them in the first turn. Not very amazeballs, no matter how the rule works.Also keep in mind that the gate looks like it can be destroyed, so not being able to use it effectively in the first turn risks not being able to use itALL.

Subject: Re:Deathwatch and Harlequins Information / leaks rules

_Ness







Poxed Plague Monk





Spoiler:

did any1 mention this yet? did any1 mention this yet?

6k 6k

3k 1k 6k6k3k1k

Subject: Deathwatch and Harlequins Information / leaks rules

BrookM

[MOD]















Cozy cockpit of an Imperial Knight

Cozy cockpit of an Imperial Knight Decrepit Dakkanaut

English version is not online as of typing this post.

My Imperial Guard Crusade force plog



Featuring tanks, (not) Mordians and the odd greenskin.



Be ash and cinder forevermore!

Subject: Deathwatch and Harlequins Information / leaks rules

Geifer













Poisonous Tomb Scorpion

BrookM wrote:

English version is not online as of typing this post. English version is not online as of typing this post.



Re-roll wound rolls of 1 against the following battelfield roles:



Troops

Assault

Elite

Heavy Support and Lord of War

HQ

Flyer



Tactics are meant to allow adaptation of some sort.



Special ammo is supposed to make your Intercessors even deadlier.



That Marine is also never going to be able to fit that magazine into the bolter. Bodes ill for the codex. Re-roll wound rolls of 1 against the following battelfield roles:TroopsAssaultEliteHeavy Support and Lord of WarFlyerTactics are meant to allow adaptation of some sort.Special ammo is supposed to make your Intercessors even deadlier.That Marine is also never going to be able to fit that magazine into the bolter. Bodes ill for the codex.

This message was edited 1 time. Last update was at 2018/04/30 16:51:17 Nehekhara lives! Sort of!

Subject: Deathwatch and Harlequins Information / leaks rules

_Ness







Poxed Plague Monk





wound rolls of 1 on one of the following roles:

Troops

Assault

Elite

Heavy Support and Lord of War

HQ

Flyer

6k 6k

3k 1k 6k6k3k1k

Subject: Deathwatch and Harlequins Information / leaks rules

the_scotsman











Shadowy Grot Kommittee Memba

hmm.



I can't help but wonder whether anyone at GW ever knew what they wanted to do with Deathwatch marines.



To me, at least, with my limited marine-based attention span, I thought Deatwatch were at the very least nifty because their shtick was "Specialized marines." It was a commando team where every guy was his own unique character and has his own signature gear, or fighting style, or whatever.



and with the kits, that *seemed* to be the way GW was approaching it. But in 7th they made the bizarre step of making the Kill Team, their signature unit, be a unit of specialized, individual units that you had to smash together into a single bizarre unit that just did not function together in any way.



It would seem like the way to go with deathwatch would be THE EXACT OPPOSITE of that - offset their low numbers by making them the ultimate MSU space marine army, with their operatives being more like bad ass individuals rather than regimented squads. Maybe make their terminators and bikers minimum unit size 1, their vets and jump pack marines be minimum unit size 3.



But instead, we have the opposite: The least flexible, weird and clunkiest hordes of dudes with non-synergizing weaponry, shackled together by invisible chains of unit coherency, forced to fight and move together despite having totally different roles in the team.



And now we're going to shove in Primaris Marines, who make the regular guys look super-customizable, and we're going to make sure any Deathwatch buffs get applied to the faceless clone troopers of the Primaris as well. Any improvements that work well on Primaris Marines will work terribly on hyper-customized, specialist Deathwatch with varied wargear.

"I can't believe all these tryhard WAACs out there just care about winning all the time when it's supposed to be a game for fun!!!!!!! Also here's my 27 page essay on why marines are OP and Orkz should get a bunch of OP rules so I can win more games



-the_scotsman"



-ERJAK

Subject: Deathwatch and Harlequins Information / leaks rules

pm713





Fixture of Dakka





Almost as if Games Workshop just did it for a quick cash grab with no solid plan.

tremere47-fear leads to anger, anger leads to hate, hate, leads to triple riptide spam

Subject: Deathwatch and Harlequins Information / leaks rules

_Ness







Poxed Plague Monk





well we dont know anything yet.

but a cc &ranged mixed unit, moving together and splitting right before charging seems pretty neat & fluffy.



and the availability of 3 primaris marines for 12€ and the various starter-sets makes them a cheap army.



i hope i can go for a primaris only dw -detach