If this happens, I'll definitely welcome it, but... I'm not holding my breath. Marines are still the poster boys, and I don't think that's going to change; if it were, I think you'd have seen GW start diversifying the Sisters more, in the same way that they did for Marine chapters back in the day. Sisters are all still nuns with guns, fundamentally. I dig their look and their vibe but the fact that they still fill only that one niche says to me that they're not really meant to actually compete with SM for top billing.
Thing is, GW regards itself as being first and foremost a miniatures company; everything else, the lore, the rules, it's just a reason to buy more plastic. Creating a digital version of WH40k would be defeating the point, from their perspective.
I'm tempted to grab a Genestealer Cult Start Collecting to make a flexible Kill Team from, since I can also repurpose them for Necromunda as well.
I'd go for it quickly, that box will get discontinued when their codex comes out and it's already one of the better value ones. It is beginning to sell out.
(Having said that I got one ludicrously cheap on eBay the other day.)
Everything I've heard says that it's cool but that the powercreep of the last run of Codexes is increasingly hard to ignore. Some terrifying math out there for stuff like Goff biker nobs.New Ork Codex seems decent enough. What are everyones thoughts on it?
Everything I've heard says that it's cool but that the powercreep of the last run of Codexes is increasingly hard to ignore. Some terrifying math out there for stuff like Goff biker nobs.
If I'm purely coming from the perspective of a fan who wants the best models/rules/lore possible then I'm not sure what's best. If they pay way less than average then they're more likely going to get people who work there because they have a genuine passion for it, but on the other hand that doesn't mean they're the best at their job. If they paid higher than average they would be more likely to attract and keep good talent. But do we want people who are only in it for the money controlling something we have a passion for as a fan? The only thing I'm sure of it they should be paying at least a comparible wage, if not higher because of the sheer profit the company makes.
If I'm purely coming from the perspective of a fan who wants the best models/rules/lore possible then I'm not sure what's best. If they pay way less than average then they're more likely going to get people who work there because they have a genuine passion for it, but on the other hand that doesn't mean they're the best at their job. If they paid higher than average they would be more likely to attract and keep good talent. But do we want people who are only in it for the money controlling something we have a passion for as a fan? The only thing I'm sure of it they should be paying at least a comparible wage, if not higher because of the sheer profit the company makes.
I mean £20k isn't even a living wage in the UK, so good luck getting inspiring work out of people who are living hand-to mouth and worrying if they're able to feed their family. They're not underpaying people to ensure the best quality work, they're underpaying people because it increases the profit margins.
In 2013 I started my first office job after years of working in retail/catering, it was an entry level customer service job needing so special skills or qualifications and I started on 22k. I can't believe anyone with actual skills would even accept a job at 20k or less.
Warhammer maker Games Workshop hands staff £5,000 bonus after lockdown sales surge
UK firm praises workers for 'exceptional performance' during pandemic after sales rose more than a third
Warhammer retailer Games Workshop is handing its shop workers, model makers, designers and support staff a £5,000 bonus after sales and profits surged during the pandemic.
The Nottingham-based company behind the popular fantasygame and Lord of the Rings figurines said its 2,600 ordinary workers would split a £10.6m special bonus on top of a £2.6m profit share.
Senior managers will share an extra £1.1m bonus pot, up from £300,000 the year before, after sales rose by just over a third to £361m and pretax profits soared almost 70% to £151m.
The company has also cancelled business rates relief and other pandemic financial support from the government.
Kevin Rountree, the chief executive of Games Workshop, said the special bonuses were a reward for their "exceptional performance in helping to increase our profitability significantly".
He added: "After a tough year we are delighted that the Warhammer hobby and Games Workshop are in great shape."
It's not the first time a ship's lifted itself off a planet in 40k, and the gloriannas are supposed to be a breed apart. For what it's worth I'm reading a book farther into the series and it states the Red Tear spent years being repaired after that in Imperium Secundus.Just finished reading Fear to Tread, the Horus Heresy novel largely featuring the Blood Angels coming to understand the depths of the betrayal.
One question left at the end-
Their flagship, the Red Tear, crash-lands on a planet leaving a wreckage trail kilometres long and tons of its outer decks and entire lower section destroyed. But its glossed over as somehow they manage to get it back into orbit at the end despite the urgency of what they've discovered. How? It's built in space, to work in space, it's not designed to work in an atmosphere without gravity tearing it apart under its own weight. Even then, they seem to fix in days what, from description, sounds like years of work if it had started in a well-equipped naval repair dock. Does it even have the required massive thrusters underneath it, as that's where it's docking bays are, the main propulsion is at the back. Given how many fantasy shenanigans are going on, this was the one thing that leapt out at me as kinda breaking the rules. Sanguinus can fly because he's a warp creature. Demons fear pariahs, and tend to mislead rather than outright lie. Marines are insanely hard to kill short of removing the head or destroying both hearts. These are the kind of 'rules' of 40K, so it's just funny that none of this stands out to me as much as a Gloriana-class flagship managing to lift itself (not though Mechanicus support lifters etc) from its own catastrophic wreckage and up into orbit and beyond just because Sanguinus asked it to crash a little more softly, it's like saying a marine can still move really fast while standing on his head and hopping along :D
Still, it's an interesting read as it covers the viewpoints of several characters that aren't Sanguinius, not the best Heresy book I've read but far from the worst.
The description of the crash is something else though? I can understand ships being able to do it but the crash is spectacular. To then be able to a) get it off the planet and b) make it safe for warp travel in a very short time span seems weird.It's not the first time a ship's lifted itself off a planet in 40k, and the gloriannas are supposed to be a breed apart. For what it's worth I'm reading a book farther into the series and it states the Red Tear spent years being repaired after that in Imperium Secundus.
So true, and also fitting for the story :D
I'm pretty sure there's units with the "always fights first when engaged in melee" rule. Also I think it makes units which charged fight last as well.Can someone clarify the rules of FIght First in the Melee Phase ? I'm very confuse at how it all plays out especially with characters or models with these kind of rules :
At the start of the Fight Phase you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
So its my turn, I charge. Now I select what unit fights. But if a enemy model with this rule is withing 3 inches of a unit in engagement range, it can select it to fight last ? Yes ? What is the point ? Because its not its turn, so he won't counter attack first ?
So I will start this by saying the fight first/last rules are kinda a mess in the way they are written and I might be getting this completely wrong here, but here goes:So its my turn, I charge. Now I select what unit fights. But if a enemy model with this rule is withing 3 inches of a unit in engagement range, it can select it to fight last ? Yes ? What is the point ? Because its not its turn, so he won't counter attack first ?
Can someone clarify the rules of FIght First in the Melee Phase ? I'm very confuse at how it all plays out especially with characters or models with these kind of rules :
At the start of the Fight Phase you can select one enemy unit within 3" of this model. That unit is not eligible to fight this phase until after all eligible units from your army have done so.
So its my turn, I charge. Now I select what unit fights. But if a enemy model with this rule is withing 3 inches of a unit in engagement range, it can select it to fight last ? Yes ? What is the point ? Because its not its turn, so he won't counter attack first ?
Fight first/last basically has 3 possible states:
Fight First
Fight Normally
Fight Last
If there are multiple affects going on, like two fight lasts, they don't stack.
When a unit charges it gets put in Fight First.
The "make that unit not eligable to fight" puts it in Fight Last.
You resolve all Fight First unit's first, then Fight Normally (alternating with defender going first), then Fight Lasts (again alternating with defender going first).
So if you charge a unit in to a Judiciar, it will use the ability to make your unit fight last and therefore gets to hit you first. The abilities to put a unit in Fight Last usually happen at the beginning of the fight phase, so once you're done with your charges, before selecting the first unit to pile-in and fight the abilities need to select a target.
I saw a good graphic recently that explained the whole first first/fight last thing, but am struggling to find it now
I'm still not 100% on when the counter-attack strat can be used vs fight last abilities
Sorry to be a bit pedantic here, but just for clarity I believe that in situations where they're are multiple units that are under the 'always fights first/last' condition then it is the attacker who decides first who to active (and then alternating to the defender as usual). This is because it is technically a rules dispute in the way that their are two units that both say 'you can fight before everyone else (or have to fight after)' and in these type of situations it is the person who's turn it is that gets to decide the order they are resolved. So the fight lasts units would alternate with the attacker going first, the rest of your post was 100% accurate.If there are multiple affects going on, like two fight lasts, they don't stack.
When a unit charges it gets put in Fight First.
The "make that unit not eligable to fight" puts it in Fight Last.
You resolve all Fight First unit's first, then Fight Normally (alternating with defender going first), then Fight Lasts (again alternating with defender going first).
So if you charge a unit in to a Judiciar, it will use the ability to make your unit fight last and therefore gets to hit you first. The abilities to put a unit in Fight Last usually happen at the beginning of the fight phase, so once you're done with your charges, before selecting the first unit to pile-in and fight the abilities need to select a target.
Nice one, that rings a bell, cheers!It's on the Warhammer community website. FAQ section, WH 40K , main rulebook designers commentary. I'm still not 100% on when the counter-attack strat can be used vs fight last abilities, but it explains everything else pretty well.
Yeah you're probably right about that. As I was typing it I realised I've never had a situation where each side has a unit in Fight Last.So the fight lasts units would alternate with the attacker going first
"COUNTER-OFFENSIVE2CP
Core Stratagem
Use this Stratagem after an enemy unit has fought in this turn. Select one of your own eligible units and fight with it next."
this strat will overrider any fight last effects. For example 3 enemy units charge 3 units of your standard Intercessors, as they charged they would all get to attack first, however after the first unit has piled-in, fought, consolidated, you can spend 2CP to pick one of your units to fight next instead of the second unit that charged. It's mostly useful if you think you can kill an opponent unit before it gets a chance to fight, like a monster that has 2 wounds left but will do real damage if given the chance to hit you.
Oh I understand how the strat works normally, however it was the case that some fight last effects prevented you from using it, while some did not. Fight last abilities that made a unit "ineligible" to fight until others had fought, would prevent the Counter Offensive strat being used. I'm not sure it the clarifications to fight order in the most recent FAQ altered that.
The "ineligible" being different from "fight last" confusion was cleared up by the most recent FAQ. All fight last abilities work the same no matter the exact wording, so if you have a unit that has been affected by a "not eligible to fight this phase until after all eligible units", it's just the same as any other fight last and you can use the Counter Offensive strat on them.
It really doesn't help that GW use the word ineligable in slightly different ways, or the face they have the same effect called different things with slightly different wording across factions. It was Goonhammer that were pushing that before the FAQ "ineligble" meant they couldn't be selected to fight until the very end no matter what other strats or abilities were in effect, and they've been a bit reluctant to admit that it's now different, but the designer's commentary makes it clear that they intended it just to be a "fight last" like any other.
Edit: Hang on I think I misread you there. You seem to say you CAN use Counter-Offensive on a unit under the effect of fight last? I don't think that's right.
that's my understanding of it, an eligable unit is one that's in engagement range of an enemy and hasn't already fought. The Counter Offensive strat ignores any kind of fight first or last and just let's you select a unit to fight with, the only restriction being that you can only use it after your opponent has already done the fight phase with one unit.
The previous undestanding of the use of "ineligable" in the first last abilities would have meant that a unit being affected by one couldn't be selected by CO, but that's not the case any more. "Eligable" units to fight are all those in engagement range then some of those eligable units have effects to fight first, normal, last.
The GT2021 rules pack confirms this too. This is a rare rules section at the back that basically says any unit under the effect of a fights last rule is not eligible to be selected for the Counter Offensive Stratagem."The only other thing the rare rule does is clarify which units are eligible to fight, and so can make use of the Counter-offensive Stratagem (which lets a unit 'fight next'). In practice, using the above terms, you can select any 'fights first' or 'fights normally' unit for this Stratagem."
That's not right according to the designers commentary:
"The only other thing the rare rule does is clarify which units are eligible to fight, and so can make use of the Counter-offensive Stratagem (which lets a unit 'fight next'). In practice, using the above terms, you can select any 'fights first' or 'fights normally' unit for this Stratagem."
So not "fights last" units (of any type).
And in the example they point out that the unit under the effect of the Judiciars fight last ability can't use the CO strat.
RIP TTS. Don't think I'll be buying any Warhammer products any time soon now.