40K Online

Main => General 40k => Topic started by: The GrimSqueaker on November 17, 2017, 04:35:54 PM

Title: W40K FAQs
Post by: The GrimSqueaker on November 17, 2017, 04:35:54 PM
Where may I find them?
The FAQs and questions are currently located here: FAQs - Warhammer Community (https://www.warhammer-community.com/faqs/)

How often are they updated?
Usually not long after a Codex has been released, say two-three weeks then whenever a significant whoops is discovered.

Great, may I post within this thread when a new FAQ is released to alert others while gaining great glory for myself, my family, and my nation?
Of course, feel free. However, better to discuss how a particular FAQ works within the appropriate army board to get the better more focused brain trust.

Why isn't this thread on the sticky list?
No-one reads those.

Why am I typing in bold?
Because you're a terrible person who will never know the company of others.
Title: Re: W40K FAQs
Post by: Grand Master Lomandalis on November 17, 2017, 04:37:52 PM
Why isn't this thread on the sticky list?
No-one reads those.
But if it is stickied, then we can just link and be done with it.
Title: Re: W40K FAQs
Post by: The GrimSqueaker on November 17, 2017, 04:41:21 PM
See, the only way I realised you'd replied was because this wasn't a sticky thread. As new FAQs are released the thread will bop up and down like a happy puppy presented with an arse flavoured tennis ball.
Title: Re: W40K FAQs
Post by: Irisado on November 18, 2017, 05:05:24 AM
Until they stop releasing FAQs, or there is a long gap between releases, at which point it will need to be stickied, otherwise I will bet all the beverages in your fridge that someone will still start a new topic because they didn't scroll down the page to see this one ;).
Title: Re: W40K FAQs
Post by: The GrimSqueaker on November 18, 2017, 02:08:11 PM
Your lack of faith in our fine, fine, members is disturbing. However, if such an infraction does occur, we all know who to turn to.

(https://i.imgur.com/yZfEk7e.jpg)
Title: Re: W40K FAQs
Post by: The GrimSqueaker on December 4, 2017, 10:57:16 PM
Tyranids and Grey Knights, you've been selected for correction. You know where to go.
Title: Re: W40K FAQs
Post by: The GrimSqueaker on December 15, 2017, 01:49:11 PM
They're going for a new strategy.
1 - Errata a few weeks after a codex drop like now.
2 - Six monthly big lad FAQs
3 - Annual Chapter Approved release.

More importantly to you lot:
Quote
To make this is super-easy, we’ve created an email inbox just for Warhammer 40,000 rules related feedback.

40KFAQ@gwplc.com

They're also proposing to change how Smite works.

Longer form here:
The Future of FAQs and Chapter Approved - Warhammer Community (https://www.warhammer-community.com/2017/12/15/the-future-of-faqs-and-chapter-approved-dec-15gw-homepage-post-2/)
Title: Re: W40K FAQs
Post by: Lord of Winter and War on December 15, 2017, 02:26:13 PM
The two beta changes are great. They shouldn't be beta changes, as they fix a lot of abusive army builds.
Title: Re: W40K FAQs
Post by: Irisado on December 15, 2017, 02:40:47 PM
Putting a structure in place is a very good idea and is going to help to alleviate the problems of not being able to appraised of all the updates, so I like what I'm seeing in this regard.  In addition, the new e-mail address is a very interesting development, although I have a feeling that they may come to regret it, depending on the quality of some of the suggestions that they are sent ;).
Title: Re: W40K FAQs
Post by: The GrimSqueaker on December 15, 2017, 02:45:38 PM
Such as 20+ page manifestos going into before unforeseen detail and analysis why something should be 2+ rather than 3+ and how the game as a whole suffers greatly because of it? No one would do such a thing.

If they are going to reply to emails I hope they publicly publish them on the community page or Facebook else we get into the age old "GW told me that I'm right!" arguments with no proof or consistency.
Title: Re: W40K FAQs
Post by: Irisado on December 15, 2017, 05:58:58 PM
That or at least publish the generic question that was asked, so that the answer has some kind of valid context.  Proof and consistency will be essential for this to work, I agree.

The other point which still remains unclear in my mind is whether they are going to update the core online rules to reflect changes made in Chapter Approved, or whether these rules will only be available in Chapter Approved.  I'm guessing that it's going to be the latter, but I would like to be mistaken.
Title: Re: W40K FAQs
Post by: Grand Master Lomandalis on December 15, 2017, 07:03:06 PM
The two beta changes are great. They shouldn't be beta changes, as they fix a lot of abusive army builds.
I'm already hearing complaints about the proposed changes to smite from the "non-competitive players in the area.

It's kinda funny actually.
Title: Re: W40K FAQs
Post by: Blazinghand on December 15, 2017, 07:13:31 PM
The two beta changes are great. They shouldn't be beta changes, as they fix a lot of abusive army builds.
I'm already hearing complaints about the proposed changes to smite from the "non-competitive players in the area.

It's kinda funny actually.

I like the smite change that is proposed because it doesn't affect most players who use smite once or maybe twice per round but does affect smite spam. My group has decided we'll start using these rules immediately as house rules until they are in effect. I do wonder about how some smites which are supposed to be weak and common and are therefore nerfed (like Warlock Destructor) fit into this.
Title: Re: W40K FAQs
Post by: Partninja on December 15, 2017, 09:22:12 PM
They're still casting smite sadly so they're affected. My warlocks are busy casting other powers anyway.
Title: Re: W40K FAQs
Post by: Blazinghand on December 15, 2017, 09:39:47 PM
They're still casting smite sadly so they're affected. My warlocks are busy casting other powers anyway.

Yeah, as it so happens Warlock Smite is already really bad so I have only cast it 2 or 3 times across over a dozen games. So probably not an issue for me.
Title: Re: W40K FAQs
Post by: The GrimSqueaker on January 17, 2018, 04:30:46 PM
Blood Angels, Dark Angels, and Space Marines have all recently been updated.
Title: Re: W40K FAQs
Post by: The GrimSqueaker on January 25, 2018, 06:38:31 PM
Chaos Daemons, Chaos Marines, and Death Guard - come on down for corrections.
FAQs - Warhammer Community (https://www.warhammer-community.com/faqs/)
Title: Re: W40K FAQs
Post by: The GrimSqueaker on February 13, 2018, 11:38:35 AM
Codex: Adeptus Custodes time. Also forgeworld preliminary rules.
Title: Re: W40K FAQs
Post by: The GrimSqueaker on February 20, 2018, 10:57:46 PM
Thousand Sons, you know the drill.
Title: Fall FAQ out
Post by: Lord of Winter and War on September 28, 2018, 05:27:17 PM
The big fall FAQ(s) are out. Be sure to check out the codex specific FAQ's, as well as core book FAQ and Errata's for all the changes.

FAQs - Warhammer Community (https://www.warhammer-community.com/faqs/)


Most notable changes.

1) No deepstrike turn 1 at all. Strategems which allowed reserve deployment turn 1 (like which Ravenguard and Alpha legion have), are changed to a free move before the game begins instead.

Quote
TACTICAL RESERVES

Instead of being set up on the battlefield during Deployment, many units have the ability to be set up on teleportariums, in high orbit, in ambush, etc., in order to arrive on the battlefield mid-game as reinforcements. When setting up your army during Deployment for a matched play game, at least half the total number of units in your army must be set up on the battlefield, and the combined points value of all the units you set up on the battlefield during Deployment (including those that are embarked within Transports that are set up on the battlefield) must be at least half of your army’s total points value, even if every unit in your army has an ability that would allow them to be set up elsewhere.

Furthermore, in matched play games, units that are not placed on the battlefield during deployment in order to arrive on the battle mid-game as reinforcements cannot arrive on the battlefield during the first battle round.
Finally, any unit that has not arrived on the battlefield by the end of the third battle round in a matched play game counts as having been destroyed.

2) You can only gain 1 CP per turn, so CP farm is gone (thank goodness). If you have an artifact, or warlord trait, which lets you gain more than 1 CP at once (like Harlequins Twilight Warlord Trait), you get all those CP, but the ability only works once per turn.

Quote
There are several Warlord Traits, Relics and abilities that give you a chance to gain or refund Command Points when you or your opponent either use a Stratagem or spend Command Points to use a Stratagem. In matched play games, each player can only gain or have refunded a total of one Command Point per battle round as the result of such rules, regardless of the source.

This does not apply to the Moment Shackle or the Seven-fold Chant abilities, or to or the Player of the Twilight Warlord Trait – in these cases, the ability/Warlord Trait can refund or gain the player more than 1 Command Point if the Stratagem used cost 2 or more Command Points to use, but once any Command Points have been gained as a result of the rule neither it, nor any similar rule, can be used to gain any more Command Points until the next battle round. Also note that this does not apply to Command Points that are gained or refunded as specifically instructed on Stratagems (e.g. Feeder Tendrils, Agents of Vect, etc.).


3) Units which can fly, or have fly-like abilities, can only use that ability in the movement phase. Units can no longer ignore models and terrain when charging.

4) Psychic Focus, Battle Brothers, and Targeting Characters are no longer Beta Rules, t1 deepstrike still is, with the new changes.

5) New Beta Rule strategem for players going second.

Quote
PREPARED POSITIONS
Stratagem 2CP
Use this Stratagem at the start of the first battle round, before the first turn begins. Until the end of the first turn, all units from your army that are wholly within your Deployment Zone, other than Titanic units, receive the benefit of cover, even while they are not entirely on or in a terrain feature. A unit that is already receiving the benefit of cover gains no additional benefit from this Stratagem.

6) a number of Strategems had their CP cost increased, to make them harder to pull off as often.


Quote
Codex: Chaos Daemons, page 126 – Warp Surge Change the rules text of this Stratagem to read: ‘Use this Stratagem at the start of any phase. Select a unit of Daemons from your army; until the end of the phase, you cannot re-roll saving throws for this unit, but its invulnerable save is improved by 1 (to a maximum of 4+).’
The following Stratagems appear to be too effective. As a result, we are increasing their Command Point cost by 1 each. These changes appear in the respective errata documents, but are shown below for convenience.
Codex: Blood Angels, Page 136 – Upon Wings of Fire Change the Command Point cost of this Stratagem to 2CP.
Codex: Imperial Knights, Page 109 – Oathbreaker Guidance System Change the Command Point cost of this Stratagem to 3CP.
Codex: Imperial Knights, Page 111 – Order of Companions Change the Command Point cost of this Stratagem to 3CP.
Codex: Imperial Knights, Page 111 – Our Darkest Hour Change the Command Point cost of this Stratagem to 3CP.
Codex: Drukhari, Page 120 – Agents of Vect Change the Command Point cost of this Stratagem to 4CP.
Note also that the Agents of Vect Stratagem has received an errata. This change appears in the Codex: Drukhari errata document, but is shown below for convenience.
Codex: Drukhari, Page 120 – Agents of Vect Change the final sentence of this Stratagem to read: ‘This Stratagem cannot be used if there are no Kabal of the Black Heart units from your army on the battlefield, and cannot be used to affect Stratagems used ‘before the battle’ or ‘during deployment’.’


These are pretty much the biggest changes. In my opionion, I think they are all healthy changes to the game. CP battery and the strategems which made a lot of Imperial armies super powerful are addressed, as well as Vect, which is probably the strongest strategem in the game.

The new Beta rule for going second helps prevent Alpha Strikes, which the game needs too. Overall, I am very happy with this!

What do yo folks think?




Title: Re: Fall FAQ out
Post by: Blazinghand on September 28, 2018, 06:12:00 PM
I like the gentle hand GW used here to deal with the battery problem rather than, say, outlawing soup entirely. My Harlequin allies would have been sad! Though, they're sad about the charge phase flip belt nerf too.

I like that strategems got a CP increase instead of being removed. Some of them are pretty cool to have in the game, so this could balance them.
Title: Re: W40K FAQs
Post by: Lord of Winter and War on September 29, 2018, 07:53:10 PM
I don't think the change to fly effects Harlequins too much, as they are fast enough anyway.

I'm very happy with how they handled the issues as well. I guess the points changes in chapter approved will change things too!

I'm looking forward to getting my Harlequins back on the table. Mostly to abuse the suit of hidden knives and make people punch themselves a lot ha ha.
Title: Re: W40K FAQs
Post by: Fenris on October 5, 2018, 02:31:44 AM
I think most of these changes are fine, that new stratagem will alleviate some of the first turn shooting, but 2 CP is still a hefty price unless your have a lot of scouts on the table.
I wonder if striking scorpions will be a nasty counter towards this stratagem though, as they hit things in cover better than otherwise.
Title: Re: W40K FAQs
Post by: Lord of Winter and War on October 5, 2018, 07:18:11 AM
I think most of these changes are fine, that new stratagem will alleviate some of the first turn shooting, but 2 CP is still a hefty price unless your have a lot of scouts on the table.
I wonder if striking scorpions will be a nasty counter towards this stratagem though, as they hit things in cover better than otherwise.

Not sure how you'll get the striking scorpions Into combat turn 1, with the restrictions on turn 1 reserve deployment. But, it is a nice help for going second, which in a shooting game can be a bit of a death sentence.
Title: Re: W40K FAQs
Post by: Fenris on October 5, 2018, 08:29:59 AM
@Killersquid: Deploy scorpions normally and cast quicken on them. A nearby Avatar will help.
Even if you can't reach combat they can still shoot hitting on 2+ after running.

If you go second you can still give them cover in the open (by the new stratagem), so just put them in the fray as cannon fodder.
Title: Re: W40K FAQs
Post by: The GrimSqueaker on April 29, 2019, 01:39:49 PM
You know the drill - biannual FAQ release for everything has occurred.
FAQs - Warhammer Community (https://www.warhammer-community.com/faqs/)
Title: Re: W40K FAQs
Post by: Wyddr on April 29, 2019, 02:40:49 PM
I dislike that reserves are only coming in on the second turn or later now. That just slows down the game, in my opinion.

It's also irritating because it does nothing to stop Orks from using Da Jump to do it first turn, whereas everybody else is left out in the cold. Booo!

Also, taking Bolter Discipline away from the Deathwatch is mean.  >:(

Come to think of it, I can't think of a tweak in this whole update that I actually like or that works to any of my armies' advantage. So that sucks.
Title: Re: W40K FAQs
Post by: Lord of Winter and War on April 29, 2019, 03:02:26 PM
I am really happy with the faq. Everything looks good to me.

The only thing I am sad about is that my solitaire can't blitz and advance in the same turn, but makes sense, it was a gray area.

Deathwatch get Bolter drill, just not with special issue ammo. It's pretty gross when you combine those two rules.
Title: Re: W40K FAQs
Post by: Wyddr on April 29, 2019, 03:36:12 PM
Deathwatch get Bolter drill, just not with special issue ammo. It's pretty gross when you combine those two rules.

Fair enough, but I don't think it was overpowered with SIA, and for the following reasons:

1) Veteran Kill Teams (i.e. anything not Primaris) are really, really hurting and need every boost they can get.

2) Primaris Kill Teams just switch over to Auto Bolt Rifles for barely any cost, so all we're really doing is knocking 6" of range off and giving the occasional ork an armor save.

I just don't see any particular reason to make *any* Marine faction weaker. It's bad enough out there for marines as it is and Deathwatch are among the only ones *playable.* Seems pointlessly punitive.
Title: Re: W40K FAQs
Post by: Lord of Winter and War on April 29, 2019, 03:40:23 PM
They probably just intend the rule to be for just normal bolters to make it consistent.

Who knows, might change again later.

I'm pretty surprised to see castellan get a points increase before chapter approved, but I'm all for it.

I'm glad they fixed flying units charging, aircraft blocking movement, and folks taking more that three daemon princes.

Preventing non-craftworlders benifiting from jinx, reveal, and doom are also welcome changes.

Title: Re: W40K FAQs
Post by: Wyddr on April 29, 2019, 03:42:21 PM
They probably just intend the rule to be for just normal bolters to make it consistent.

Who knows, might change again later.

I'm pretty surprised to see castellan get a points increase before chapter approved, but I'm all for it.

I'm glad they fixed flying units charging, aircraft blocking movement, and folks taking more that three daemon princes.

Preventing non-craftworlders benifiting from jinx, reveal, and doom are also welcome changes.

Ah, yes--the changes to flying units and eldar stuff was all good, but I wasn't paying much attention to all of that, to be fair, as it hardly ever comes up.

Now, if only there were some way to prevent flyers from *instantly dying*, that'd be nice.
Title: Re: W40K FAQs
Post by: Fenris on May 4, 2019, 03:36:32 AM
Seems ok, running Aeldari soup is now even harder with the nerf to psychic powers. I guess the 7th ed complaints about Ynnari has finally reached GW.

I think "reveal" could have been left alone or at least have it's range increased while at it, there is noone using that power anyway.

Nice to get backed up for "quicken" the hawks, although those grenades are still useless, "smite" is still better even in the best of circumstances.
It's still nice to have something after double advancing the banshees.