thanks :)
Yeah totally.They haven't always been on the ball with condemning the Imperium and like Redcrayon says it's pretty bad timing considering the crime series (though admittingly that blurb does imply that theres nuance to it).
But, they are also one of a small few companies that actually have come out and said "This matters, if you don't like it, fuck off!" and havn't been afraid to upset their market. You will not be missed is a real strong statement.
I used to work for them too, agree entirely. Before the lore and a narrative direction was really set, permanently leaving the Imperium, Eldar etc at '1 minute to midnight', the original Rogue Trader was more of an RPG background setting for skirmish games than a focus on big heroes and big villains and big moments between them as their schemes reaching fruition. A lot of the background was on the moreI like that statement, the last sentence is a great message.
Tabletop brings people together cause we share a common interest. When I was working for Games Workshop I got to know so many people and it was always great to see people of different age, ethnic and interest groups come together and enjoy this hobby together.
On a completely different note:
I kinda miss the old days of 40k (pre 3rd editon) the cheesyness and all those over the top metal and 80 action movie Artworks were so much fun.
It feels after that when everything got moar Grimdark we are now at a point where everything is so fucked and so Edgy and so over the top :(
Yeah. Another of the more recent lore developments I really like is kinda linked to that- the Custodes really despising Astartes for their loyalty to each other over the Emperor and, by extension, the Imperium. Like that recent PA story, "Consequences".I think that's one reason why people enjoy Necromunda so much. It's narrative is closer to the people and their daily struggle in this harsh universe.
It's also one of the reasons I enjoy the Heresy so much more. Between all of the actions those demigods are doing, you also see a lot of the universe from the eyes of a normal human, experiencing the horrors of war. Space Marines are less the cold blooded warriors simply fighting for the greater goal of human surviving, they fight for the people that surround them, from bonds and share their pains.
That scene in one of the early books, when Horus was wounded and the Lunar Wolves just shoved their way through the crowds was so intense cause everyone was affected, it was just not some "sacrifice that had to be made", there were consequences to it.
Fuck ya. Warhammer.
Racists can get a visit from the Inquisition
What a cool model!
first dude done, defintely room for improvement but i will be happy to put her on the tabletop
This week they said they will focus on Monsters, Tanks, and Blast Weapons. I do not think they are talking individual factions any time soonWe expecting anything interesting from the Warhammer Daily stuff? Wondering about the icons on each day, want tau deets ;__;
so, whats taken out of the left hand side of the image?
so, whats taken out of the left hand side of the image?
I feel like there are supposed to be another primarch and enemy dueling on that side
Notice the difference? Only Infantry models subtract 1 from their hit rolls when firing Heavy weapons after moving, meaning your Vehicles and Monsters will no longer be affected (nor will Bikes or any other form of non-Infantry units, for that matter). That means your biggest and best units will be free to take the fight to the foe with extreme prejudice!
As lots have said GW forgot to put the humour in the last couple of years.The Ravenwing is tumescent.
Also, did not know that people really don't see the joke of the Imperium of Man. Nice to see all the triggered real fascists outing themselves.
I, for one, want to salute to all my Land Speeders and Attack Bikes, that will be returning from the deeps of my shelves.
Oh, that's a good point. It'll probably be balanced out a bit by the comparative increase in difficulty in fielding those non-Infantry units.I wonder how this plays out with the universal points increase.
Oh, that's a good point. It'll probably be balanced out a bit by the comparative increase in difficulty in fielding those non-Infantry units.
They'll have to nail the point costs to dodge the all-tank/all-monster comps.
We've all been there – a numberless horde of Tyranids is hurtling towards your army, but even as you line up your trusty ordnance weapon to blast a ruinous chunk from of their ranks, you roll a 1 for the number of shots it fires. Well, no more! The new rules for Blast weapons ensure you get the most bang for your buck when targeting larger concentrations of enemy troops…
That's right – weapons designed to engage and destroy large groups of enemies will benefit from a more reliable number of attacks to ensure they make their presence felt. As you can see, it's not all about heavy ordnance weaponry either, but grenades and a whole bunch of other, more esoteric, guns, warheads and munitions as well. All 174 Blast weapons and Relics listed in the back of the new Warhammer 40,000 Core Book gain this ability.
Despite their cool new rules, Blast weapons don't get it all their own way – there is one drawback that makes your choice of vehicle turrets, sponsons or monstrous munitions all the more important. As we mentioned in yesterday's article, Vehicles and Monsters can shoot their weapons at enemy units within Engagement Range (1″) of them. However, they cannot do so with Blast weapons…
Remind me, is there a difference between flamers and blast weapons? I haven't played in many years but I would have thought flamer sponsons exist specifically to keep troops off!
Lovely, thanks! I'm looking forward to this, going to start building a force for it. Torn between sisters and rebuilding my Dark Angels thoughYou roll D6 for both but Flamers are auto-hit weapons whereas blast weapons still rely on ballistic skill. So flamers were good for overwatch, and surprisingly anti-air.
Tomorrow I'll play my first Epic 40k game in... ¿20 years? Just got the last* batch of Vultures to complete my GI air cavalry army:
Now to try to figure out how I'll transport this (and their stands) plus 38 infantry stands and 12 sentinels.
*I actually want 4 more for variety reasons, but they can wait :P
When a Flyer moves off the battlefield, it can enter Strategic Reserves, meaning it'll be available to return to the battle later in the game. What's more, they can move onto the battlefield with far greater freedom than any other units arriving in this manner. In fact, your aircraft will be able to come and go as they please, provided that your opponent doesn't spoil their fun by shooting them down…
Another key feature of the new rules for Flyers is how they interact with units on the ground. As aircraft are typically soaring overhead and not skimming along the ground, they don't interfere with them or hinder their movement in any way. After all, a Flyer's base is only there to help keep it aloft! Here are the highlights of how this works…
The bullet points above are actually a preview of how each rules topic is conveniently summarised at the end of each section for easy reference. If you need a reminder, check the bullet points, but if you seek further clarification, you just read the full description above them. If only all things in life were that simple!
You'll also have noticed a new keyword being referenced in those rules – Aircraft. That's because, where appropriate, many Flyers will now gain the Aircraft keyword to allow more specific rule interactions, such as those used with Infantry, Monsters, Vehicles and the like. In case there's any doubt, at the back of the Warhammer 40,000 Core Book, you'll find this handy list that officially clarifies which units gain the new Aircraft keyword.
The list of Forge World Flyers receiving the Aircraft keyword will be included in their rules updates on the same day that the new edition is launched.