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rm drop pod and the new araknae weapon turret heavy weapons squads score one less vp when holding objectives which i like as a nice balance to them possibly sitting on a back field objective the community site had revealed that heavy weapons can now move and shoot but they gain a benefit for standing still which again i think is a nice change apothecaries have changed and how require a reaction to gain the benefit of recovery test which reduce damage by 1 to minimum of 0 the old feel no pain rule essentially but limited to a reaction use no instant death also means you can use it against any attack it is also a shooting reaction so no benefit in melee again this feel like a great change to me as it was all a bit to easy to get an extra save in 2nd the araknae looks fine can give invuns to models wholly within 3 war engines this is the new home of dreads and they have seen some positive changes they come in detachments of 1 and no more no talons either which limits the quantity that can get into a list they have stayed at wounds but the damage on weapons brings them back inline which would be enough of a change for the good for me but they have taken it a step further and reduced all the ws and bs of all of them to 4 rather than 5 the points are down slightly too i like all of these updates potentially a step to far but they still look awesome and are one of the iconic units of the heresy and even better you won t feel bad for putting them on the table now image from warhammer community website transports rhino drop pod and termite rules changes are the main benefit and downside here you can now charge out of any vehicle but it will be disordered disordered loses your set up move and basically means you can change d6 out of a non assault vehicle you can also move the vehicles full distance before getting out which could lead to some big moves drop pods and termites have the same issue if you want to run a lot of them you can only deep strike 1 unit a turn from turn 2 onwards which essentially limits the number that you can run good news is no scatter and you can now take 1 in an army rather than needed to go full orbital drop heavy transports land raiders and spartans aren t hugely different no flare shields for the spartan any more and it can take laser destroyer arrays instead of lascannons if you wish hull points are up on both in line with the damage now on weapons all of which feels good and lines them up with dreads nicely also gone is exploding in 1 shot we also have dread drop pods same issues as regular pods also on saturnine dread in the drop pod we also have dreadclaws and kharybdis drop pods which are now flyers flyers are interesting and could be viable options again but that will require extensive play to work out in theory they seem like good potential options to get troops where you want recon recon marines main change is to the nemesis bolter which has lost some range and gained the heavy trait they also don t get as many vps for holding objectives you also have sabres and land raider explorators both now with outflank outriders are here too and look similar though they do have vanguard which will be good for those white scars players who have them tarantulas are in recon as well they give up less vp if killed on turn 1 fast attack the 3 planes interesting potential here you select a mission for the plane but you still need to roll at the end of your turn it comes off the board but then you must roll again for it to come in from reserve again testing is needed to see how these work out but my initial thought is planes could be a possibility again jetbikes are the same but can t score and have no vanguard so very much mobile firepower the speeders have stayed as wounds which again is no longer a problem with the damage on weapons javelins have lost access to any other pintle mounted weapon other than the heavy bolter seems like an odd choice but again the kit doesn t come with those options and we see the profile reflect that both of the speeders can be taken in squadrons armour the rest of the non transport tanks not much changes here except for the hull point count on all tanks they all seem to have received a point reduction as well definitely feels like the tanks will be a lot better this edition lords of war again a similar story to the rest of the armour increased hull points the 3 big tanks are all here so that basically confirms that we will see all 3 variants in plastic to go with the previewed fellblade thunderhawk stormbird and mastodon are all present still as well thunderhawk and stormbird are unlikely to see regular play the mastodon looks much more viable that previous editions finishing comments that wraps up the space marine core list overall a lot of what you would expect if fact near identical to the 2nd edition liber books the only other thing worth mention is the wargear is listed separately to the profiles and the profiles say things like can take weapons from sergeant list this means some flipping or scrolling but does add a lot of flexibility for gw to alter point costs or even add items which i think is good i like the list overall and all of what i could want is in the list yes options have gone for characters and that s a bit of shame but i think we will see this expanded as we see more of the journal tactica s and probably in the legacy pdf i would say many of the changes are positive and better for the game but i do suspect we will see some backlash to missing parts for me though i m pleased with core list happy gaming andy posted by darien vasco at 16 00 no comments email this blogthis share to x share to facebook share to pinterest labels astartes core list hereticus horus heresy horus heresy 3 0 liber space marines horus heresy 3rd edition rules review hello bunnies i m aware that the rulebook has now been leaked online and there are quite a lot of upset people i truly do feel for those of you who have armies where updates to wargear are going to make some of your army currently invalid i went through similar in the change from 1st to 2nd we haven t had sight of what is include in the legacy pdf yet and i think this will restore some of what is missing i know it s a challenging time but s tay positive folks the game is great let s dive in to my thoughts we have been lucky enough to have access to all the books for new horus heresy 3rd edition we have some great content coming across all our platforms today and in the coming weeks below is a round up and review of my thoughts around the core rule book spoiler i m overwhelming positive about this version later today i have a round up and review on the core space marine army list next weekend or possibly sooner we will have legion overviews and then i will be doing a bit of a dive into my armies to see how that now looks in the mean time i genuinely think this is a fantastic update to the rules and the game and i am once again hyped to get back to my favourite game after 2nd edition killed it for me how big is the change i would say it s both big and small it s big because realistically you re going to need to read the rulebook front to back it s small because actually the game is still very similar in the way it plays the main thing is that there are a lot of clarifications and changes to wording that you will need to know and that have a big impact on the way the game plays for instance all the special rules are called the same but very few function the same way shred is prime example of this same name entirely different rules so let s jump into the changes that stand out you will need to be at least familiar with 2nd edition to understand some of my comments rules writing i m impressed with the clarity of the rules as a whole they have made a real effort to make sure that no rule can be disputed in the way it interacts with the other rules of the game i have not read a gw game that seems to be this precise of course more playing may highlight mistakes or inconsistencies that i haven t yet seen but overall it looks like they have made a very tight set of rules the down side of this is that it is quite wordy and not easy to read but i m happy to take this in exchange for rules that work as intended and can t be abused fingers crossed i m correct in the long run and it survives contact with the whole community i really like how they have put in a clear order of how to apply each rule and the process of doing so i also really like how they have added in a 1 sentence in bold that gives an overview of the rule for quick reference and to jog memory then under this is give you the full details if you need further clarity on how and when to use the rule clear step by step sections are added in across the board which again takes away any debate on when something should happen there is also a clear start and end to the player turn that are used for certain effects and rules everything has a place and everything makes sense which surprised me movement very similar to what you re familiar with running has been renamed to rush but is done in the same way as 2nd add initiative to your movement no shooting or changing after reserves have a particular sub phase to be rolled for and brought in again another example of how the rules are very clear on the process of your turn and actions shooting clear rules to follow but no real changes in how this operates weapon profiles are the real change to talk about here damage characteristic are a really good change in my opinion and they have done a great job of adding them but not changing the overall feel of how the game works 40k this is not very little has anything higher than damage 3 outside of special rules applied such as melta no random damage on any weapons the damage characteristics have now also brought dreads and speeders back in line with the rest of the army list tanks work mostly as they did with armour facings and rolling to pen more on tanks below moving and shooting heavy weapons is now possible thanks to the heavy rule which gives bonuses for not moving again this is good to keep things mobile around the tabletop and not leave you missing out too much assault assault is very different to previous editions you now make a set up move that is between 1 6 depending on your initiative and movement speed then both sides can make volley shooting attacks with assault weapons pistols basically you can upgrade your volley to an overwatch at the cost of a reaction once volley is complete you then roll 2d6 and discard the lowest and that d6 is then your charge distance if your set up move is enough to get you into base contact then you skip the volley and rolling for charge as you ve already made it in theory with the right unit you can charge 12 but that is probably just as hard as it was before i do think that medium length charges are now very reliable and as a whole i think the changes are going to reward good play and planning no bonus attack for charging now either weapon skill chart is the same as 2nd statues might apply restrictions to charging you can still charge with 2 of the 4 statues on your unit but it is disordered disordered means no set up move so only a d6 the disordered rules are also very specific about you not gaining the benefit of any rules that require a successful charge which is a great example of how the rules try to address all of those loopholes that were sometimes exploited challenges challenges are nothing like they have even been before i m a big fan it s fun to play tactical and allows for those big primarch on primarch fights to feel great and actually finish those that can issue and accept challenges have gone down too which is great as sergeants in tactical squads punching out named characters or preators is now gone as is the stupidity of 2nd edition challenges that were often punishing to the more higher ranked model now the only person you can issue a challenge is the player who did the charging the reactive player can spend a reaction point to issue a challenge if they want i think this is a great start to the rules for challenges and can help you plan out what to do if your opponent still has any reaction points left or has used them all up once the challenge is issued and accepted there are rules if you refuse too you move onto the sub phase proper and each player picks a gambit starting with the active player the reactive player then selects a gambit but it cannot be the same one the active player selected once your gambit is selected you move to focus step where you roll off apply a series of positive and negative modifiers the winner of the role off gets the challenge advantage and gets to make strikes first initiative is a modifier applied to the focus roll and has no effect on who strikes first the winner of the roll off strikes first the strike phase works as any combat does once all strikes are resolved then you move onto working out who has won what is interesting here is that the player with the challenge advantage can choose to keep repeating the above steps and thus keep the challenge going in that player turn until there is a clear winner which means you can perform a full primarch vs primarch battle all in one turn if the fight isn t what you want or you might lose your model and as long as you have the challenge advantage then you can go to the glory phase which affects the wider combat result i am really liking this rule set and i think it will be great fun overall yes it will probably slow the game down but being able to get to the end of epic duals that will have an impact across the rest of the game is really cool statuses statuses are a new edition to the game and expand on rules such as pinning from previous editions each status tends to be linked to one of the new advanced stats currently i m not sure on what impact they will have on the game weapons that cause status checks are not very prevalent so i am not sure how often they will come up routed is likely to come up the most and it isn t hugely dissimilar to failed leadership checks of previous editions i am happy they are in the game but impact will need to be judged in the longer term reactions i loved these at the start of 2nd that turned to some dislike to a lot of dislike by the end of 2nd a lot was down to armies being build to take advantage of reactions and they often also shut down some play styles if you were an assault based army you would tend to be better off not shooting your guns to save you from the return fire this seemed a bit of a weird way to be forced to play i was hoping they would be gone or we moved to alternating activations however they have stayed but i was quickly surprised that they many of my issues had been fixed and i now think they are looking good overall limits are now in place which is a huge tick from me a unit can only react once per turn now rather than per phase if you have a status you generally can t react either you now have r...
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