Warhammer 40k 9te Edition / #NEW40K

  • Hallöchen allerseits,


    wie ihr bestimmt schon mitbekommen habt wird es "bald" eine neue Edition von Warhammer 40k geben.

    Dies wird die inzwischen neunte Edition und auf den Regeln der achten Edition aufbauen.


    Die beste Nachricht zuerst: die Codexbücher und Erweiterungen wie Psychic Awakening bleiben weiterhin gültig.

    Es wird aber Punkteanpassungen geben. Aber die haben wir ja eh jedes Jahr mit dem Generals Handbook.

    Auch werden im laufe der Zeit die Fraktionen auch neue Codexbücher bekommen, welche die im PA und anderen Quellen eingeführten Modelle abdecken.


    Die Grundregeln wird es auch, genauso wie jetzt auch, auf der GW-Homepage zum Download als "Battle Primer" geben.

    Dennoch wird es auch wieder dicke, umfassende Regelbücher mit Missionen, Hintergrund und Farbsektionen geben.

    Auch soll das System der Generals Handbooks weitergeführt werden.


    Wann wird sie denn nun kommen?

    Vermutlich in 3 Monaten. Es werden erst noch die letzten 3 Psychic Awakening Bände veröffentlicht bevor die neue Edition kommt.

    Die Dark Imperium Box geht nun auch "out of print" und wird nicht mehr bestellbar sein/werden. Macht ja Sinn da das alte Regelwerk nun auch keiner mehr braucht.

    Dafür wird es dann eine neue Grundbox geben und die hat es dann in sich - Primaris Marines und Necrons. Alle mit komplett neuen Modellen.


    Wenn die neue Edition verfügbar sein wird, werden wir natürlich auch wieder ein "organised Play" anbieten. :)

    Ob es nun eine Ultrakometetive Liga sein wird oder etwas narrativer mit dem noch nicht näher erläuterten Crusade Modus kann ich aber mangels Informationen noch nicht sagen.




    Ich lasse zum Schluss noch paar Teaser und Infoschnipsel da:


    FAQ zur neuen Edition: https://www.warhammer-communit…0/05/w3XH4n7yL3Ti1hW2.pdf

    New40k-Homepage: https://warhammer40000.com/de/

    das Big Preview auf WarCom: https://www.warhammer-communit…reviewgw-homepage-post-1/

    neue Modelle: https://www.warhammer-communit…vealedgw-homepage-post-3/

    der vermutete Inhalt der neuen Grundbox: https://www.war-of-sigmar.com/bloggings/4569

    ein paar Render der neuen Necrons: https://www.war-of-sigmar.com/bloggings/4573

    die neuen Necron Einheiten als Armyshot: https://www.war-of-sigmar.com/bloggings/4571

    das Cover vom neuen Necroncodex: https://www.war-of-sigmar.com/bloggings/4570

    mehr Space Marines: http://www.bolterandchainsword…rines-model-renders-leak/


    Ich melde mich nun sproadisch wieder wenn es mehr zu berichten gibt.

    Bis bald,

    C.

  • Der Hypetrain fährt weiter!

    Es gibt wohl heute Abend eine Q&A Session zur neunten Edition und hier sind die Themen die dort vermutlich geklärt werden sollen:


    Hello everyone !!!

    First 9th Q/A start at 20 Paris time (or 19BST). Will try to do a transcript here!


    1) Vehicle melee / anti range horde in melee, what's in for Ork and nids assault?

    Terrain going to help a lot horde and assault, the terrain more meaningful :

    Terrain block LOS a lot, more work to get LOS, MORE TERRAIN, the amount of terrain used in BETA is written in the book. THE most balance experience needs the right amount of terrain.

    -Change to OVERWATCH

    -Leaving Combat is changing with some new core stratagem


    2) TURN MECHANICS: No change, they keep the 8th turn system.


    3) Reserve Change :

    Spend command point to put things in reserve. you use CP to do what the commander of a battle would do. They are an asset the commander use.

    So you can use CP to put units in reserve.

    Units come in play in a later turn, and as more turn pass you get more option to enter (flank, back, deep strike ?...) It's a nice buff to melee army and you can hide your big boss turn one if you don't have the initiative.


    4) TERRAIN RULES :

    Not only to block los, but it's also more fun and more clear.

    It's a nice system that means that the terrain has a nice impact on the game without being bothersome. It's not done by using a bunch of rules on top of another.

    Ex: Terrain can get the "TAG" obscuring (block los). Different type of terrain will have different rules. And it should feel a different experience. The terrains is to be the third player.

    Frustrating interaction has been removed, and "cheesy" gameplay has been removed as well. ie: Dread not attacking a model to high in a cover.


    5) Nids players fear, blast, hordes, melee :

    Monsters and tank can both shoot in melee (count as pistol ?) and monsters got very cool rules


    6) Missions and Scoring Change :

    -More balanced mission in matched reducing skew list.

    -Narrative & more immersive (they seem to be a lot more hyped about this one)

    -Each of the ways to play will be improved by the mission.

    -Improved competitive Mission, something new is coming that was never made before in 40k.

    Mission is the 4th Players (terrain was the third)


    7) Weapons with a random number of shots and explosive are still in the game ?

    The random numbers of shots rule is still in the game. Blast rule mitigate randomness against hordes.


    8 ) SW get the new bikes as well and DeatWatch too.


    9) DeatWatch ? soon after 9th.


    10) Old Marines: still in the game and are not leaving anytime soon.


    11) Chainsword coming for Death Companies.


    12) New major Character is coming (beside the necron one) : ? some tease, about Christmas trees, but nothing substantial .


    13) Death Korps rules ?.

    40k team write all the rules now, for all the 40 models, even if they are in resin, metal, plastic. Books are coming to deal with the FW range (i realise now that i am super excited for this). I wonder if more stuff from HH is going to be included in the game. Maybe you can pay CP to add relics from an Old Ages ^^


    14) 6 is always an HIT


    15) Crusade Narrative: Will new codex include Crusade rules ?.

    YES a lot of content in crusade comes from the codex released in the 9th. Fluff will be made into rules for the Crusade system.

    Crusade is advised to starts at combat patrol, and as you gain points you gain new units or LVL your forces.


    16) Missions are different depending on the army size. So you get the best play experience.


    17) Core rules are a bit longer now (more than 8pages) but it's more about example and diagram. Rules appendix is included in the Corebook, for all the weird rules interaction.


    18) Matched play and Eldar flyer dominance ?

    MODIFIER cap at +1 / -1, so it's easier to hit them.

    Flyer rules are Much more interactive. If for example you suffer from bombing or strafing run you can interact (with CP I guess)


    19) Morale change :

    Yes, combat attrition rule and more moral interaction, it's less binary now. Scary units should do more thing.

    Before it was morale does nothing or the whole unit get wiped. Now it's going to be more interesting. Also terror troops should get more mileage out of their abilities.


    20 ) More units to Warhammer legend?

    Over time yes, very gradual...they don't plan to carve Chunk of codex each time...

    Not a lot of movement. Don't stress for the tiny marines.


    21) Cp generation :

    Studio love CP, find it's an interesting mechanic.

    CP are army size dependant, we all start with the same number of Command Points.


    22) Power level still a thing :

    Power level will be adjusted when it needed. not often but when it's needed. Slower update than Matched points but they want to maintain the integrity of the game.


    23) Can crusade be used for Convention play?

    Yes, fit 1 or 100 persons, it's your narrative.

    It's possible to reconcile a matched army with crusade army. there are ways to even the odds.


    24) Mortal Wounds change?

    Nope


    25 ) Soup is still viable ?

    Yes soup is very viable but is now symbolised by command points.

    If you want stuff from more than one codex you have to pay CP. (in matched play)


    26) New codex will include the best stuff of the PA book. maybe not everything will cut.


    27) Cp scale with games, mission affect that as well.


    28) Crusade rules? grant in-game benefits ?

    yes, battle scar, unlock stuff with experience, rules, weapons, relics...

    Army grows and change. In-game, benefit come at a cost thought it's Balanced.


    29) Do I need to include troops? since CPs are free ?

    Detachment will have a requirements depending on the one you want, but troops are not needed to unlock CP.


    30) List build change du to CP :

    More freedom, it's about the army you want to play and not the one you need to have to unlock CP.

    Play the models you want.


    31) What are blast weapons / and horde?

    It's in the Appendix, Blast is in the weapon profile, like assault or heavy give benefit for shooting bigger unit.

    Horde was not explained so I guess it's like in AOS for canon or some endless spell, you get a bonus number of shots based on the size of the unit.


    32) Better Chainsword?

    Differents Stat line for intercessor assault Chain sword and marines Chainsword. (they made a lot of jokes about dual-wielding Imperial guard so it was not super clear but they confirmed that space marines/intercessor Chainsword have different statsline


    33 ) What is your favourite aspect of the 9th?

    Stu : Terrain rules are awesome (YAY) encourage interaction with the terrain. Crusade content is very very cool.

    Pete : Matched Play and Command points. Terrains rules, crusade.

    Hype is real !


    /Cheers.

    Bob.



    Quelle: https://www.war-of-sigmar.com/bloggings/4577



    EDIT


    Noch ein Nachtrag zu Codexbüchern

    Sie bleiben erhalten und können weiter verwendet werden aber es wird ein Day-1 FAQ geben, das alles Bücher betrifft.

    Quelle: https://www.warhammer-communit…ditiongw-homepage-post-2/


    und noch ein schönes Bildchen zu den Bikes (etwas weiter unten)

    http://www.bolterandchainsword…odel-renders-leak/page-26

  • Für Heute eine Zusammenfassung und vorläufige Analyse des Q&A


    via Goonhammer https://www.goonhammer.com/



    Quelle: https://docs.google.com/document/d/


    Transcript Courtesy of Goonhammer.com. We will have a follow up analysis on our site soon. Thanks for reading!


    Q1: What can fans of horde armies look forward to in this edition?

    Pete - Lots of things to help assault and horde armies. Terrain will be more meaningful. Terrain will block LOS "a lot more". No longer able to shoot through three windows and a postbox and clip the wing of a Carnifex. Scenery will have different rules that you can ascribe to at the beginning of the battle. Clearly label and established. Different types of terrain and cover. Obscured; blocks LOS that passes through the base. Clarification on how much terrain should be on the board; game is balanced around a set amount. Examples provided in core books to provide intent and baseline goal.

    Stu - Changes to Overwatch and Falling Back. New core Stratagems to give melee armies a boost and make it worth going across the board.


    Q2: Will the core turn mechanics be changing?

    Stu - Short answer is no. Still the game "you know and love". 9th is "heavily based" on 8th.

    Pete - "We think we've got a great game system with 8th Edition." Lots of ways to add to it. No intent to "set fire" to it all, not necessary. Goal is to make 8th experience even better.


    Q3: Can you tell us a bit more about how Strategic Reserves will work in practice?

    Stu - Spend CP to put things into Reserve. Wanted to build upon the idea that as a Commander your CP is used on the kind of things a General would do in addition to what a unit would do. CP will be an asset that can be used. As the game progresses the units can come in from Reserve, including flanking in later turns. Strictly enable players to maneuver "off the table" and move and flank. Boost to melee and mid-range shooting. More thoughtful decisions.


    Q4: Can you talk a little bit more about how terrain will work?

    Pete - Terrain is not just there to block LOS. It's there to be more fun and provide more ways to interact with it. Terrain will have a "really fun impact" with the battlefield becoming a "third player" in essence. Trynig to do it in a way that doesn't just layer on extra complexity and rules. Clean and simple to understand. Maximum impact on the game. Most obvious example is giving terrain the "Obscuring" tag that blocks LOS regardless of whether you can see through it. Different degree of cover, can you go up it, can you go through it, etc.

    Stu - Make things different. Ruins different from buildings, different from bunkers, different from swamps, etc. Gameplay and narrative differences. If you've built a jungle theme board then it will feel different than an ice world. More tools to be able to interact with the terrain in a different way. Example frustration; Carnifex can't reach models on second level. That has been fixed. Removing "slightly weird, slightly gamey" considerations. Improved the kind of gameplay experience and also improved immersion so that "models are where they are" without being too abstract.


    Q5: What does the new edition do to help Tyranids?

    Pete - Anything that Tanks can do, Monsters can do just as well "if not better". Monsters will be fighting you in the fighting phase and shoot in the shooting phase.


    Q6: How will missions and scoring be changing?

    Pete - What we are trying to achieve with this edition was go back to the "three ways to play"... and then he muted his mic. What's good for matched play isn't necessarily great for narrative play. For competitive play intent is to be more balanced and make sure the players have the most agency. Narrative play intent is to be more immersive and story driven. Open play was to be as simple as possible. Hope is that missions will be available to improve all three ways to play. Input provided by Mike Brandt for competitive play.

    Stu - Mission is the fourth player.


    Q7: Are random amounts of shots of weapons still a thing?

    Stu - Yes. Blast helps even out some of the randomness for big explosive weapons, but there will still be random shots.


    Q8: Can all the Chapters use all the new toys?

    Pete - Yes. You can paint the new Marines in whatever color you like. Available to ALL the different Chapters of Space Marines.

    Stu - Including Deathwatch.


    Q9: What about Deathwatch?

    Pete - Yes. Some plans in their head around Deathwatch. Listening to the community. "Pretty soon" after the release of 9th edition the "fruits of their labors" will be revealed.


    Q10: Are my old Space Marines still okay to use?

    Stu - Yes.


    Q11: What other major players may return this edition?

    Pete - Really big and exciting ones.

    Stu - Don't peek under the Christmas tree until Christmas.


    Q12: What can we expect for FW content like the Death Korps?

    Pete - 40K rules team are now writing the rules for all models of 40K, regardless of material. All part of the same ecosystem. New books will come out that will deal with the FW range. Excited to be looking at the Death Korps and put them in line with the rest of the Astra Militarum. Finished working on it ages ago.


    Q13: Will the Vigilus books be usable in 9th?

    Stu - Yes.


    Q14: Where can I get rules for the new units?

    Stu - Boxed sets and eventually codexes. Already working on new codexes for 9th.

  • Zweiter Teil - Zeichenbegrenzung des Forums für Posts :rolleyes:



    Q15: "Can I always hit on sixes please?"

    Stu - Yes. Everybody will always hit on sixes.


    Q16: Will the new codexes include Crusade elements?

    Pete - Yes. Crusade will really come into its own as each Codex comes out. Rulebook provides nuts and bolts of the Crusade system, but if you really want to get struck into the narrative system you'll want to wait until the new books come out. Crusades written around core fluff; Dark Angels look for Fallen, Blood Angels deal with Black Rage, 1KSons looking for artifacts. Things like Captains turning into Dreadnoughts, etc.


    Q17: How will you begin a Crusade army?

    Pete - Recommended way is to start a Combat Patrol (500 points, 25 PL). Force grows in an escalation league. Spend Requisition Points on building army. Lots of ways to capture epic stories and FORGE YOUR OWN NARRATIVE.

    Stu - Touching on different sizes, they've written bespoke missions that are designed for different scales and board sizes. Won't need to play a 2K mission with a Combat Patrol.


    Q18: The last time there was an edition, the core rules were across 8 pages. Is that still the case?

    Pete - Rules are a little bit longer than 8 pages. Lots of examples and explanations as much as adding more rules. Clarification while still trying to be concise. "Still pretty tight".

    Stu - Rules appendix will be provided in the book, attempting to answer as many edge cases and odd interactions as possible. 95% of the game will use the core rules section, but if something happens it will be in the back.


    Q19: What have you done to address the dominance of Eldar flyers in the game?

    Stu - Modifiers are now capped. NEVER better than +1 or -1. Have really thought a lot about how Flyers will work in the game; no more crashing if they leave the board. Different interactions than infantry. Removing "gamey" things like using base to block movement, etc. Planes are a lot more fun to use if you're either the owner or the target.


    Q20: Have there been any changes to how the Morale phase will work?

    Stu - The Morale phase has been updated and improved. Introduced combat attrition. More things that interact with morale than in the past. No longer binary. Cool things like Night Lords and Reivers can do more scary things.


    Q21: Will more units be added to Legends?

    Pete - Over time almost certainly. Very gradual. Made quite a major shift into Legends with Index books, but no plan on major changes to armies. Eventually may see "a model or a unit" move to Legends.


    Q22: How will Command Points work and be assigned to armies?

    Stu - We really like CP and how they're used. Things like CP re-roll are an interesting mechanic that gives a lot of flavor. One issue over the course of 8th is that some armies had easy access to CP and others don't, so we're leveling the playing field. Command Points are now linked to the game size. Start with the same number of Command Points.

    4 Army Sizes: Combat Patrol, Onslaught, Strike Force, Incursion


    Q23: Are PL are still a thing?

    Pete - Absolutely. One thing we learned was that never adjusting it was not okay. In the future PL will be adjusted when it's needed. Very different approach from regular matched play updates.

    Stu - Both points and PL are measures of how effective a unit is. PL is intended to be quick and easy, requires certain mindset. Points is about balance and fairness.


    Q24: Could a Crusade be used to run a large gaming event?

    Pete - Absolutely it can. Different ways of creating starting points and size of games. Equally will work with 50 players in the gaming group over the course of a weekend or 6 over the course of six months. Or you can do it yourself and play with random opponents. It's your army's Crusade, it's your narrative. Doesn't require you to have committed people who have to play each each; ultimate flexibility.

    Stu - Even in defeat you still can get stuff like Requisition Points, put somebody in a Dreadnought, etc.


    Q25: Mortal wounds will work in the same way it does now?

    Stu - Yes.


    Q26: Will soup be viable?

    Stu - Yes. What you're doing is if you want to take some cool stuff from Codex 1 and Codex 2 you have to pay CP to requisition assets. So one player might be spending CP to add an Imperial Knight, another will pay to outflank units. Lots more decisions to make, provides a benefit towards staying in one force. You can do whatever you want, but there's a price.


    Q27: Will future codexes need older books to function?

    Stu - The plan is to take the "best of" PA content and incorporate a future codex. Every Stratagem and Relic may not necessarily make the cut.


    Q28: Will CP be linked to game size?

    Pete - Yes. Also mentioned something about CP generation.


    Q29: Will Crusades provide in game benefits?

    Stu - Yes. Core rules as well as mission benefits. For example, assassinate a guy and you can get a bonus to be better assassins. Once a unit are veterans they will stay veterans. Balance mechanic is built in.


    Q30: Will players still need to include Troops?

    Pete - You will need to "in the same way you do now", just lots more flexibility.

    Stu - Depends on what detachments you use. You don't "have" to include Troops. Detachments don't generate CP anymore.


    Q31: How will changes to CP affect army composition?

    Pete - You will choose the army you want to take instead of the army you have to take.

    Stu - Loads more freedom to build the army you want to. No more CP batteries. You want models and units that do cool things, not units you are required to take. People who want a particular faction will have a more level playing field.


    Q32: What defines a Blast weapon, and what defines a horde?

    Stu - Appendix at the back of the book will define them. Benefit for shooting "bigger units".


    Q33: Are Astartes Intercessor chainswords better than other chainswords?

    Stu - All Astartes chainswords are better than regular chainswords. They're bigger. Has more AP than a Guardsman being flung around. Different stat line.


    Q34: What's your favorite thing about the new edition, what do you think it will change the game?

    Stu - Two things. First is terrain; a really nice modeled battlefield makes 40K an ama zing game and he's excited for the impact it will have on the game. Second is the Crusade content. Those with a slightly more narrative (but lazy) approach to gaming will have a method and a toolbox to tell stories over time.

    Pete - Excited about being on the bleeding edge of competitive mission design and seeing what the competitive community makes of it. Excited about making the Army you want to make instead of the Army you have to make. More unlocked elements since you're not forced into a particular mold. "Terrain affects everything" and having great terrain rules will be a major impact. Crusade rules are also exciting.

  • 9th Edition: What We Know (So Far)

    Quelle: https://www.goonhammer.com/war…w-and-what-were-hype-for/


    What follows here is what we either know definitively or can deduce with comfortable levels of certainty from what has been revealed. The bulk of this comes from Tuesday’s Q&A session and the transcript we made of that, while other bits come from Saturday’s big reveal, plus a few things that have shown up on message boards (comments from Reece) or in leaked images.

    Terrain Changes

    • Terrain rules have been overhauled, with every piece of terrain on the board given specific tags that provide different rules.
    • One example is the Obscured tag – a piece of terrain with this blocks all LOS that passes over the base of the terrain piece.
    • The use of tags means terrain is more abstracted than 8th; true LOS no longer applies in all situations.
    • Games to have a “define terrain” step where players specify what each piece of terrain is and what tags it has
    • Games Workshop will provide examples showing an appropriate level of terrain that the game is balanced around.
    • Terrain will have a major impact and become a “third player” that affects the game. “Terrain will matter beyond just blocking LOS.”
    • Ruins, buildings, bunkers, and swamps have all been mentioned.
    • More tools to be able to interact with the terrain in different ways.
    • “Gamey” things like a Carnifex not being able to reach targets higher up will be addressed.

    Core Rules Changes

    • The fundamental turn system will not change. 9th Edition is not an overhaul, it is an update to 8th.
    • Power Level will still be available, but will be updated over time to ensure balance.
    • Still keeping Open, Narrative, and Matched play modes.
    • Vehicles and Monsters will be able to shoot while in melee.
    • New core stratagems, some aimed at hordes and close combat armies
    • Everyone always hits on (unmodified) 6s
    • Modifiers locked to +/- 1
    • Random shot weapons are staying
    • “Blast” is being added to existing weapons via a big table in the core book.
    • The Morale phase will be more impactful, and more things interact with it (though light on the detail).
    • New combat attrition mechanic (no details yet)
    • All Forgeworld rules will now be handled by Games Workshop rules team. All part of “the same ecosystem”.
    • Flyers will change significantly. Planes are intended to be fun to fly and shoot at. Can leave the board and return, will interact differently than ground units. Less “gamey” interactions like blocking movement.
    • Mortal wounds unchanged.

    Melee Changes

    • Overwatch and Falling Back will both see changes.
    • New core Stratagems will give all armies a boost and make it more rewarding to get into assault.

    Strategic Reserves

    • CP will be spent to do things like putting units into reserves and having them outflank (arriving from another table edge)
    • As the game progresses units will be able to come onto the battlefield closer and closer to the enemy, representing maneuvers off the table.
    • Intent is to provide a benefit to mid-range shooting and melee armies.

    Command Points

    • Command points based on four army sizes. Smallest is 500 points / 25 PL (Combat Patrol). Other scales are Onslaught, Strike Force, and Incursion.
    • Intent is to build upon the idea that CP are to be spent as a General would, providing a strategic as well as tactical benefit.
    • Emphasis on more thoughtful decisions.
    • CP can be spent to add additional factions (soup), change deployment (reserves), as well as the usual Stratagems.
      • Note: Because 8th edition codexes will still be legal in 9th, this means that rules like Raiding Party (Dark Eldar) and Knight Detachments (Imperial Knights, Chaos Knights) will either still generate additional CP or will need errata on day 1 to bring them in line with the new rules.

    Army Composition

    • No longer forced to take blocks of units you don’t like because you “have” to.
    • No more CP batteries or detachment-derived CP bonuses.
    • Detachments still exist, but we don’t know what they will do.
    • Additional detachments will cost you CP, meaning adding more factions through additional detachments is going to be taxed.
      • This may leave some flexibility on souping “within” a detachment via keywords like ADEPTUS ASTARTES or NURGLE

    Faction-Specific Information

    There’s a new starter box in the works that apparently has Space Marines vs. Necrons. The Dark Imperium boxed set is being retired soon.

    Space Marines

    • All Space Marine chapters will be able to use all of the new Marines.
    • Deathwatch will get a major update “pretty soon” after 9th drops.
    • Old Space Marines are still supported.
    • Astartes chainswords will have a different statline than regular chainswords.
    • New units including new Primaris bikes, melee units (assault Intercessors and a new unit that sport swords and shields), some kind of gravis units with melta weapons, and a “Justicar” which looks like a Chaplain with a giant sword.
    • The new Primaris bike unit are called Primaris Outriders
    • New primaris lieutenant to be released, this one holding a shield and volkite pistol

    Necrons

    • Necrons getting a new codex, will be among the first of 9th edition
    • Necrons getting an entirely new model range, with updates to all of the old kits. Already spotted: New Warriors, Destroyer, Monolith, Scarabs
    • There’s a new weapon option for Necron Warriors
    • The Silent King is coming back, with new model that’s massive
    • One of the models we’ve seen in a preview image is likely to be a new C’Tan
    • Tons of all-new units, including the Skorpekh Lord and Canoptek Plasmacyte

    Other Factions

    • Death Korps will be put in line with the rest of Astra Militarum.
    • FW Indexes getting a full rewrite
    • Some units/models will be added to Legends in the future, but in small bits, not a big update like we got last time

    New Game Mode: Crusades

    • Crusades are a massive narrative feature that will encompass a wide variety of scales and options.
    • Capable of handling everything from a single player to a 50-player weekend event like the NOVA Narrative.
    • Way to capture all of the epic stories that happen with units and models over the course of gameplay.
    • You can inter a character in a Dreadnought.
    • Even in defeat you can get bonuses like Requisition Points.
    • Will be balanced so that players can use a Crusade army against anyone they wish.
    • Core rulebook will include “nuts and bolts” of Crusade system that will then be expanded on by codices.
    • Faction-specific Crusades written around core fluff, such as Thousand Sons looking for artifacts or Dark Angels looking for Fallen.
    • Can start a Combat Patrol and steadily increase in size, spending Requisition Points to grow army.
    • Different missions will reflect different sizes, for example a Combat Patrol will get a specific mission dedicated to them.
    • Specific missions can provide a particular benefit, like assassinating a target may make a unit better once they become a Veteran.
    • We’ve seen Agenda cards that reflect specific goals in games of Crusade – these help you earn more XP by accomplishing specific goals in-game, such as killing a character.

    Rulebooks

    • New codexes are being worked on
    • New codexes will take the “best of” PA content, but may not transfer everything.
    • Rules in boxes initially
    • Extra Crusade rules in codexes
    • More units moving to legends over time, but it sounded like very slowly
    • Core rules are “slightly more” than the 8 pages of 8th edition, with lots of examples.
    • Appendix will be provided to handle edge cases.

    Missions

    • Missions intended to more specifically target their game modes.
    • Competitive play is about balance and player agency.
    • Narrative is aimed to be immersive.
    • Related: Missions developed with input from both Reece and Mike, and the ITC plans to adopt them – this means a “unified ruleset”
      • Per Reece: “If you are a regular tournament player, the new missions will be familiar to you”

    Swords

    • Astartes chainswords are better than other chainswords, apparently have better AP, are larger and therefore both cooler and gooder
      • Coda note: this is the best release GW has ever done. Finally they have realised that swords are the best weapons. All they need to do is slap some jump packs on them sword and shield duders and we will be gold.

    Corpses

    • The body of an Imperial Guardsman used as a bludgeon has been confirmed to have less AP than an Astartes chainsword.
  • Hallo allerseits,


    es sind mal wieder ein paar Tage ins Land gegangen und GW hat uns freundlicherweise mit ein paar Infohappen versorgt...


    Fangen wir mit dem Crusade-Mode an:

    Crusade wird ein Powerlevelbasierter Armeeaufbau in dem Einheiten und Chars Erfahrung/besondere Ausrüstung/Verletzungen sammeln können. Mit der Zeit werden sich Buffs und Debuffs verstärken während die Armee wächst.

    https://www.warhammer-communit…rusadegw-homepage-post-1/


    Eine weitere gute Nachricht ist dass das Commandpoint System überarbeitet wurde und sie nun von der gespielten Größe abhängig sind. So hat ein Spiel auf Patrouillenlevel mit 500 Punkten 3 CPs und eine Schlacht von rund 3000 Punkten 18 CPs. Vorbei die Zeit in der man Truppen nur mitgenomen hat damit sie CPs generieren. Im Gegenteil: nun kosten Detachments nach dem ersten eine bestimmte Anzahl an CP... und weil das nochnicht reicht generieren jede Armee zu Beginn einen CP.

    https://www.warhammer-communit…pointsgw-homepage-post-1/


    Der zusätzliche Command Point wird zu Beginn des Spiels in der Helden Kommandophase erzeugt.

    Damit gibt es eine weitere Phase im Rundenkonstrukt.

    https://www.warhammer-communit…bettergw-homepage-post-1/


    Es wird auch für jede der 4 Spielgrößen eigene Missionen geben.

    Diese sind scheinbar stark an die Turnierszene angeleht, da die Missionen nun ein Hauptziel und frei wählbare Nebenmissionen enthalten.

    Zwar war schon bekannt das sich die Punkte der Modelle und Waffen ändern werde, jedoch hat es mich etwas überrascht das sie überall nach oben bewegt werden. Macht aber auch Sin, da höhere Punkte besseres Finetuning erlauben. Außerdem kann man später seine Lieblinge wieder billiger machen ^^

    https://www.warhammer-communit…an-appgw-homepage-post-1/

  • Guten Morgen, liebe Leute.

    Ab dem 11.07. kann die neue Box vorbestellt werden. Allerdings ist mir dazu noch kein Preis bekannt.

    Allerdings wird eine Größenordnung in Höhe von 300 Dollar gemunkelt. Aaaaaber da mir das viel zu viel vorkommt gehe ich da von Neuseeland oder Australien Dollar aus, was eine Größenordnung von irgendwas zwischen 160 und 180 Euro sein dürfte. Aber ich lasse mich auch gerne (positiv) überraschen.


    EDIT - eine Preisliste ist aufgetaucht, nach der die Box 200 US Dollar und 155 180 Euro kosten soll... allerdings bisher nur ein Gerücht... wie immer... ^^


    Aber bekannt sind seit gestern die Grundregeln nach denen die 9te abläuft.

    GW war so freundlich sie hier zu veröffentlichen: https://www.warhammer-communit…rules-new-models-sighted/

    Und auch gleich die deutsche Version mitzuliefern: https://www.warhammer-communit…0/07/2wN9oGNx57bAMu6E.pdf


    Viel Spaß beim lesen.


    Grüße,

    C.