New 6th Ed 40k FAQs!!!!!!!

 40K, FAQ  Comments Off
Sep 072012
 

Haven’t had time to go through them much, but here you go:

 

Main page: http://www.games-workshop.com/gws/content/article.jsp?categoryId=1000018&pIndex=1&aId=3400019&multiPageMode=true&start=2

Main Rulebook FAQ: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1490286a_40K_Rulebook_v1.pdf

Grey Knights FAQ: http://www.games-workshop.com/MEDIA_CustomProductCatalog/m1490286a_40K_Rulebook_v1.pdf

 

You know how you know GW hates you?  Most of these FAQs have edit dates from July.

 

“ZOMG, Halberds are so awesome!” The Internet raves.  ”It should be like, all Halberds, all the time!”   Hokay, now, calm down.  Yes, NFW Halberds are good.  Going at Initiative 6 puts you before the whole wide world of MEQs (like 60% of 4ok, at least), even before those with furious charge.  Since they’re power weapons, that are often at a boosted strength, you are really fairly likely kill a lot of the enemy before they get a chance to swing. But, of course, not everything is a MEQ (just as not every vehicle is a rhino), and even against a MEQ (Marine EQuivalent) there are times when the the +2 initiative isn’t going to be helpful. Perhaps, more importantly, all the other Nemesis Force Weapons can be pretty awesome, though costs and cost effectiveness for all of them vary widely by unit.   So let’s talk about when to use NFW halberds, and what the real cost/benefit of them is.  First, let’s get two things out of the way.

  1. Yes, you are pretty much alway going to get them on Purifier Squads.  2 pts (!!!) is stupid cheap, and it’s not just that low cost alone, it’s that it’s augmenting 2 attacks, so you’re really only paying 1pt per attack to make it Init 6.
  2. No, you should pretty much never get them on Strike Squads.  5pts isn’t so cheap, especially for a unit that only has 1 attack, and wants to fighting in CC as a distant second to using it’s ranged firepower.
So with it being a pretty much auto-include on Purifiers, and a never-include on strike squads, and therefore interceptor squads, as well, (can we all admit that people don’t really use purgation squads?) what we’re really talking about is when to take them on Terminators squads (including paladin’s) and how much.  And that’s what has really been making me pull my hair out, people saying termies should have all halberds, all the time.  Well, no, they shouldn’t, and I’ll tell you why. Continue reading »
 

So, another round of GW FAQ updates is out, fixing various problems, clearing up questions, most of which shouldn’t have been asked, ALL of which shouldn’t have needed to be asked.

They very noticeably come much faster now, for which, many would argue, I should be grateful.  The last Grey Knights and Main Rule Book FAQ was only a month ago.  And I do, in way, feel grateful, but as soon as that feeling wells up, I grow bitter, because truth be told, these FAQs should largely be unnecessary.  If Games Workshop play-tested in any sort of reasonable manner, most of these ambiguities wouldn’t exist.  Unleash your average cynical gamer on something like the new Grey Knight Codex, and inside an hour, I think most of them would have had at least 80% of the questions I finally compiled.  Only about half of which were answered by the original FAQ, and only a tiny fraction more were answered by the recent update.  The fact that the original codex had so many ambiguities, and the FAQ only answered half the questions, is reflective of a fundamental un-seriousness in Games Workshops rules process.  Don’t they care about rules, balance, a game that works?

 

No, they do not.  Games Workshop is simply un-serious about rules.  They design their rules around 12 year-old boys, and older gamers drinking beer and eating pretzels.  You want a tight game, a game that cares about rules, what they mean, and how they can affect the outcome of two adults competing with each other in game of wits, that also happens to involve prettily painted toy soldiers?  Go play warmachine.  I’m serious, that’s GWs answer.

You know how I know?  First new bit in the Main Rule Book FAQ: “Q: When two special rules or effects contradict each other how is this resolved? (p2) A: Roll off using ‘The Most Important Rule!”

Fuck off, GW.  You plan to fail.  If you wrote rules like they mattered, as if the game, which sells your models, was based upon them, you wouldn’t put forth answers like this.  You’d seek to resolve the inconsistencies, ambiguities, and outright conflicts one by one until there simply weren’t anymore.

If you’re not aware of how much better and more logical a system warmachine is, you simply haven’t read the rules.  Oh, I’m not saying you have to like the game, overall, aesthetics certainly has a lot to do with it, but the fact that rule system is tight, barely ever open to interpretation, and balanced, is unquestionable.  If you are familiar with the system, how many times can you think of that people were unsure of how a rule worked, even in a complex interaction with another rule?  How much and how long was somethign strongly unbalanced allowed to persist for?  Oh, it has happened, I can think of a few instances.  Count on one hand kinda “few”.  How many can you think of has happened with Games Workshop rules?

Many hundreds, at least.  You know it’s true.

Yes, the new FAQs come much faster.  Yes, that’s progress.  I’m reasonably sure they’ve been driven to this by Warmachine’s rise in popularity, and the acknowledgement that a lot of that is probably driven by a sensible ruleset.

And even with these changes brought about by Privateer Press eating their lunch, still they’re so lackadaisical?  I am almost literally disgusted.

Rules are important.  Rules matter.  Rules lead to a system in which “tactics” can flourish.  And as a intellectual, macho gamer — I basically play this game to measure my brain against my opponents — tactics are far and away what I care about.

And games workshop, which just happens to own the most popular war game system at the time, does not.  And it pains me.

 

Let’s look at what the recent changes brought, shall we?  Nothing momentous at all, but yes, it is good they’re making efforts.

Continue reading »

 

The internets, by and wide, seem pretty happy with the new GK codex. Well, I’m not.

 

No, it’s not sour grapes cuz they made the GK codex less powerful, or nerfed my favorite trick.  Quite the opposite, I think it made GK more powerful.

 

What I hate is that these FAQs (both the Main Rulebook FAQ and Grey Knight FAQ) is that it was kinda the usual thing, only more so.  They answered questions that no one was asking, didn’t answer most of the questions actually had, and then made some extra stupid decisions besides.

 

So, I’m going to grade the FAQs.  1 pt for each questions answered, -1 pt for each totally stupid ruling made, and then divide that by the total questions people actually had.  I’ll leave the questions they answered that no one was asking neutral.

 

Questions they answered that no one was asking (0 pts):

From the Main FAQ:

  1. Q: Are Wounds from Dangerous Terrain tests allocated….?
  2. Q: Can a model equipped with multiple grenades us….?
  3. Q: What psychic powers count as psychic shooting…..?
  4. Q: Do psychic shooting attacks need to roll to hit….?

From GK FAQ:

  1. Q: If a unit is the target of Unyielding Anvil, from the Grand Strategy special rule, and it splits into combat squads…?
  2. Q: Can vehicles benefit from the effect of The Shrouding psychic power if they are in range?
  3. Q: What effect does the Cleansing Flame psychic powerhave on vehicles?
  4. Q: Does a Dreadknight armed with two Nemesis doomfists get an extra attack in close combat?
  5. Q: Can Brother-Captain Stern use his Zone of Banishment psychic power if he is not engaged incombat?
  6. Q: If Justicar Thawn is dead at the end of a game involving kill points, does he only give away one killpoint regardless of how many times he was killed?
  7. Q: When are the shooting attacks from Inquisitor Coteaz’s I’ve Been Expecting You special rule fired?
  8. Q: Will Inquisitorial Servitors in a squad without an Inquisitor that has been joined by a Techmarine stillsuffer from Mindlock?
  9. Q: If a Callidus Assassin chooses a unit of vehicles as itstarget for its Polymorphine special rule what facing ishit?
  10. Q: If an Ordo Malleus Inquisitor takes 2 Daemonblades how is this resolved?
  11. Q: Does the entire unit need to be equipped with rad, psyk-out and/or psychotroke grenades for their effects to work or is just one model being equiped with them enough?
  12. Q: Do you take into account the strength increase fromthe psybolt and psyflame ammunition vehicle upgradeswhen working out if a weapon is a defensive weaponor not? If a vehicle has either of these upgrades, mustyou use them?
  13. Q: Can you only take an Inquisitorial henchmen warband if you have an Inquisitor in your army?

OK, folks that is 4+14=17 absolutely useless questions.  They don’t hurt anything, but seriously, no one wondered this stuff.  Just wasting our time and assuming we’re stupid.

 

Continue reading »

 

Man, and I just posted my GK FAQ section part 2, this morning, too.

Actually, a few key changes were made in the main rule book FAQ too, especially things affecting psykers.  I’ll include those, too.

Here’s the FAQ’s.  I don’t want to copy and paste the entire .pdf as I comment on it (probably fair use, but I don’t want to argue with GW about that) so just open them up in separate window and follow along as I go through 1 by 1.

Main Rulebook FAQ

Grey Knight FAQ (please note despite it saying updated 6/7/11, I’m pretty sure this was only released today.  My posting my FAQ questions part 2 earlier this morning wasn’t that silly)

 

Can I say, for the record, as per usual, they only answered half the questions that needed answering, answered some questions no one was asking, and then made some horrible decisions on top of that.  Yay for GW!

 

Continue reading »

 

I tackled part 1 a few days ago, and after writing a quite lengthy post, I cut it short, not anywhere near done.

I’m doing the Boston Brawlcon 4th of July weekend.  I desperately want many of these questions answered, as some of them will affect the viability of certain lists versus others.  Of course, I’m probably only halfway through this series of articles, and if they FAQ’d the thing this weekend, I’d be deprived of something to blather on about, so I’m a little conflicted.

FAQ Questions, Part 1, can be found here.

As before, I will make some notes regarding RAW (read as written), RAI (read as intended), and GAP (game as played, which simply means what the consensus has been to play it as, in the lack of any other direction, or perhaps “screw it, rule is fucked)

Here we go!

 

  1. All the Anval Thawn questions.  I wrote a post about him recently, which people seem to have liked, and I’ve been using him a fair bit recently.  GW actually did a good job describing when, where, and how he comes back to life, but truth is a great deal about him is unsettled, rules wise, because GW didn’t seem to realize a guy who has all these special abilities like an IC, but is a sergeant, and then resurrects on his own, might cause some unique situations and need more than a paragraph explaining him.
    1. Does he grant the squad he leads fearless? “But ICs don’t give fearless to the squad they join!”, you say.  Well, sure, but Anval isn’t an IC, and he didn’t join the squad, he’s their justicar.  He’s a full part of the squad.
      • RAW:  There’s really no precedent for this, so who knows.  I’d say he does.
      • RAI:  I think they probably meant for it to grant
      • the squad fearless.  It’s actually not that big of a difference with terminators.
      • GAP:  Probably not.  People react very negatively to this, and keep on bringing up the IC rule, even though it has no bearing.  In a tournament, in the interests of time and sportsmanship, you shouldn’t argue about this unless it’s going to matter, which is rarely.
    2. Does he and the squad share a kill point, or is he a separate kill point entirely?  The codex is very specific about when he grants a kill point, but does not mention if once he dies and resurrects, do you have to kill him in order to have finished off the GKT squad (and have him stay dead) or is he worth an entirely separate kill point on his own?
      • RAW:  The closest precedent is a Devil Fish and its drones.  But that’s different in that the drones are proper passengers, while Thawn is properly the sergeant for his squad, fully part of it.
      • RAI:  He’s probably a separate kill point.  It seems that if it can operate separately, in 40k, then it’s a kill point.
      • GAP:  He’s a separate KP
    3. A little minor one here, but, if you buy psybolts for the GKT squad, does Anval get a Str 5 bolter once he resurrects?
      • RAW:  Who knows?  It seems though, that if Anval’s clip had ammo filled with the emperor’s special love-juice when he died, the extra special holy rounds are probably still there when he gets up.
      • RAI:  I actually doubt GW thought of this.
      • GAP:  If your opponent ever argued with you about something minor and stupid like this, punch him in the crotch. Continue reading »
 

 

This happens to be my first post on this, my new blog, and one of the things, other than certain tactical bits of advice that were bursting to be let out, what drove me to start writing this blog.

So, lo, the some 11 years awaited new Grey Knight codex has been released, two full months ago, and to some degree the dust has settled, and people have had the chance to fully absorb the codex.

I think it’s a good codex.  It’s reasonably balanced, both internally (as in it is tough to choose what units to take), and externally (despite much moaning, it seems to be able to take on most enemies, while at the same time it does represent an “easy win” against most other codexes, not even tyranids).  It’s certainly a decent “apology” codex to all those who for years and years wanted to play a Grey Knight army, in which group I myself would belong to.  The previous codex was specifically intended to make an all GK army hard to pull-off.

I even like most of the fluff, ridiculous though it may be.  I do, however dislike how they made GK much more like regular marines.  They were once WS 5, Strength 6 fearless, with a crippling lack of rhinos.  Now they are basically just regular marines, all of whom, granted, are mini librarians, but other than that, they’re merely same old Astartes, but with shinier gear.

But the rules, the rules are good.  Well, at least what we think the rules are.

 

Because Games Workshop, ever known for writing ambiguous rules, has done one of the worst jobs ever with this codex.  Epically bad rules-writing.  All they had to do was ask your typical 9th grade D&D rules lawyer what to make of these rules, and that would have easily told them how poor these rules were, but no, they couldn’t be brought to do that.

 

Let’s see how long a list we can make, shall we?  After each question, I will make some notes regarding RAW (read as written), RAI (read as intended), and GAP (game as played, which simply means what the consensus has been to play it as, in the lack of any other direction, or perhaps “screw it, rule is fucked) Continue reading »

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