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New FAQs Are Live!!!!


New FAQs are up, including one for the rulebook. I have not had time to dig through the relevant info, but it looks like pretty much every army received one, even Chaos Space Marines. Here is the link....

http://www.games-workshop.com/gws/content/article.jsp?categoryId=600005&pIndex=1&aId=3400019&multiPageMode=true&start=2

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158 Comments

  1. Great! Will have to print some of them.

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  2. Yay! No more Runic Weapon, then Deny the Witch.

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  3. I love the fact the Gorechild got the armourbane rule. The new DV miniatures and this FAQ will bring the wrath of Khorne to my friends armoured company.

    -RR

    ReplyDelete
    Replies
    1. Gorechild already had armourbane, Kharn got nerfed hard.

      Delete
    2. Striking at initiative 1 isn't that harsh, nothing Typhus hasn't suffered. He was always going to stay unwieldy to keep consistency accross the board.

      Delete
    3. Typhus isn't I1 now though. Striking at I1 and only getting to hit at str 7 on the charge basically means he just has a worse powerfist; and you can't take advantage of his I5.

      Even if Typhus was I1 still, he has low I in the first place, and is T5 with what is basically a rerollable invuln save provided he doesn't get slagged with str 10.

      Delete
    4. Don't know what you mean about Typhus having low I, he is I5. I am glad to see the unwieldy dropped because he didn't need to extra strength anyway.

      Delete
    5. The unwieldy is still there its just at the top of the page in the next section for Typhus. So both Kharn and Typhus are I5 thats strike at I1 because of thier weapon. I really hope to see the new Chaos book soon as I do not like the direction they are taking Kharn, hes suppose to be a pshyco killer compared to other bezerkers not the tank slayer. Take off the unweildy and give him fleshbane instead of armourbane. I am at work so no book to double check name sorry.

      Delete
    6. I expect these will the rules in the new book with it being less than a month away... supposedly.

      Delete
    7. how does typhus get str7 on the charge? o.O

      Delete
    8. I think he meant Kharn, as his 5 strength plus 1 for furious charge and another 1 for his "unwieldy" ax.

      Delete
  4. Halle-****ing-luja! Black Templar players read your FAQ page 6 about Righteous Zeal!!!

    ReplyDelete
    Replies
    1. I've had this discussion for so many years now. Damn this is satisfactory.

      Delete
    2. Never knew people didn't do it this way. I've always moved my templars the full distance.

      Delete
    3. Well, then you are quite unique, good sir! There isn't a forum which hadn't at least 20 guys notching their models 0,0001 inch forward up to this day. I guess we will see a lot of Black Templar players becoming Grey Knights players instead.

      Delete
  5. Still can not assault from a webway portal, still no anwser to witches 4+ dodge during overwatch, agonisers still not cheap and ap3, huskblades and klaives ap2 - that doesn't fix the codex

    ReplyDelete
    Replies
    1. I agree with the agonisers part, but how do Huskblades and Klaives becoming AP2 not fix the codex? A Huskblade is 30 damn points, it better be able to ignore 2+ saves that seem to be handed out like candy to ICs. Same with Klaives. Incubi are expensive, if they can't handle something with a 2+ save that's sad. Assaulting from a webway portal was gimmicky anyway, and basically boiled down to: A) Haemy with the portal makes it to enemy lines, you win or B) He doesn't make it and you lose.

      Wyches I agree need some sort of counter to overwatch, but it can be solved by moving them better. Give them a PGL and they'll most likely have a 6+ cover save at worst against the shots

      Delete
    2. agonisers 25 pts for a blinged powerweapon, exploding vehicles wounding on 3s, blast markers exploding our vehicles with full force - even if they only clip the shockprow, feel no pain got better for everone except the T3 girls/guys. Cronos/Talos - still not great, etc. etc.

      Delete
    3. 25 pts for a power weapon that wounds everything on a 4+. You can send them at a wraithlord or any MC and make it have a terrible day. Exploding vehicles always wounded on a 3+, we're a fragile army. AFAIK, the shockprow isn't part of the hull, so it wouldn't count (feel free to correct me on that, I'm not sure how they decided that). We also have T4 options in our army that benefit greatly from the FnP change. Cronos can be used effectively, as can the Talos.

      Delete
    4. There is some minor stuff that could still use some tweaking in DE, but the codex is competitive without throwing out a bunch of spam (a la DA and deathwing). The codex doesn't need fixing. On a DA related note: Sammael 2 HPs. Thoughts?

      Delete
    5. Yet the agoniser - 25 pts is mostly used against meq (cause meq is the most played army template). With the vehicle wounding i ment that i hoped that open topped was -1S hit. Talos and Cronos have the disadvantage in that they have no wings - and the best monstrous creatures those - look at vector striking big
      demons.

      Delete
    6. No army gets all the shiny new toys

      Delete
    7. Disapointing that reaver bladevane attacks are resolved randomly. The screamer of tzeetch have an identical attack that says "use the final position of the screamers for the purpose of wound allocation" which is a lot easier then randomizing.

      I guess I'm back to spending 5 minutes resolving the 60+ bladevane attacks from my 27 reavers. :(

      Delete
    8. oh yeah i forgot. Ymgarls can assault out of reserves. DE out of the portal not so much

      Delete
    9. can witches use there dodge agents shooting attacks? then no over watch is a shooting attack.

      Delete
  6. INCUBI KLAIVES ARE AP2 AND HUSKBLADES ARE AP 2 WELL!

    Dark Eldar players rejoice!

    ReplyDelete
  7. New advance orders are up with some upgrade packs at
    http://www.games-workshop.com/gws/catalog/armySubUnitCatsLarge.jsp?catId=cat440160a&rootCatGameStyle=wh40k

    -RR

    ReplyDelete
    Replies
    1. 78 dollars for 5 finecast wraithguard.
      Really GW? Really?

      Delete
    2. You should talk to Vampire Count players and ask them how they feel about their Blood Knights. $100 for 5.

      Delete
    3. Or the fact that they sell Azhag for like 105 dollars. It makes no damn sense.

      Delete
    4. Is it just me or do the Sternguard weapon upgrades look like crap. Look at the lightning claws, even for their display models they could not get them to be straight.

      Delete
    5. Josh, our VC players around here skip the overpriced Vamp cav or used High Elf riders with minimal conversions. Hexwraiths > vampries anyway.

      Delete
    6. @Jim, No doubt, I just wanted to point out that GWs pricing structure does not make since at times. And people should not be surprised at Wraithguard costing more money than necessary.

      Delete
    7. I was going to make the exact same comment Josh, what the hell? Aren't these all brand new sculpts too? The only one that looks like it might be old is the Combi-Melta which looks to be the exact same one out of the commander sprue. All of them just look lumpy and misshapen.

      I'm supposed to want to buy this kit from that image? How about no?

      Delete
    8. It is still cheaper then it use to be for metal. More like a buy 3 get 2 free sale now lol

      Delete
    9. THe Lightning Claws are an old Sculpt from the Space marine vet Mk I box I picked up a bunch of metal ones back when you could buy bts from GW.

      Delete
  8. Daemonweapons are AP2 now too.

    ReplyDelete
  9. The server load must be high, I can't download any of them. The server keeps timing out

    ReplyDelete
  10. Naftka's mysterious sources appear to have been right about Daemon Weapons being AP2 and their being a box set of Wraithguard.
    I'm now in Chaos overdrive! :)

    ReplyDelete
  11. Russ: Stationary Vehicle = Pew Pew Pew at BS3
    Hydra: Still AA only :(
    LOS! Wound Allocation Shenanigans: GONE
    Nobz & Paladin Character Abuse: GONE

    Who is this company and what have they done with my old GW?

    ReplyDelete
    Replies
    1. Russ: by making it a Heavy Vehicle it loses the D6 extra movement it had.

      No pleased by this nerf.

      The other part of the Lumbering Behemoth rule (firing Ordinance) whent when they removed the restriction of fireing other weapons with Ordinance.

      Delete
    2. "Waaaaah, Guard got nerfed. We totally didn't need it guys!"

      Delete
    3. leman russ's havent changed. Heavy rules allow them to move and shoot as if they were stationary.

      Delete
    4. I'm relatively sure that a Russ can move 6" and still fire everything at one target, including Ordnance Weapon and HBs/Lascannons/H. Stubbers.

      Losing the extra D6 movement isn't anything to QQ about.

      Delete
    5. That's amazing, actually. Executionner firing 5 plasma cannon blasts on the move? Wow!

      Delete
    6. Lumbering Behemoth has got worse if you have an ordnance weapon:
      old - fire ordnance and 1 other weapon at cruise
      new - fire ordnance and you can only snap shot your other weapons if you cruise

      Delete
    7. Does this mean executioners can't fire 5 plasma cannons on the move now? Please tell me this is what it means.

      Delete
    8. Battle tank and Demolisher got nerfed.
      Other variants got better including executioners.

      Delete
  12. Anyone else notice the Deathscreamer isn't listed but all other Daemon Weapons are? Could it be that it remains AP3?

    ReplyDelete
  13. Disapointing that reaver bladevane attacks are resolved randomly. The screamer of tzeetch have an identical attack that says "use the final position of the screamers for the purpose of wound allocation" which is a lot easier then randomizing.

    I guess I'm back to spending 5 minutes resolving the 60+ bladevane attacks from my 27 reavers. :(

    -Mushkilla

    ReplyDelete
  14. demon princes FLY and demon weapons are now fun time bombs? stick that ap2 khorne demon weapon on a lord and send him on a suicide mission into terminators. :D i think the concept satisfies me most.

    ReplyDelete
  15. Tau target locks are back!

    ReplyDelete
    Replies
    1. Yup, and Disruption pods are even better. 3+ Cover while moving out in the outside of 12"

      Delete
    2. How can you celebrate that? You should be jumping for joy that a silly marker light can now bring down a FMC. I mean what the hell is that about? "Aim for his eyes troops!"

      Delete
    3. Now I can't decide whether to ally the broadsides or a hammerhead!

      Delete
    4. Hey, if Guard flashlights can bring down a flying MC, then why should Tau flashlights not be able to?

      Delete
  16. Tau get target lock back and disruption pods now give vehicals shrouded. Can shrouded stack with jick? (Please please please be yes)

    ReplyDelete
    Replies
    1. Jink is a cover save, so yes they stack

      Delete
    2. Target Lock + Broad Side Squads = Win!

      I'm half tempted to do this with a deathrain crisis suit group, except I'd have to give up a weapon slot to do it (TL Missles + flamer) and I'll be playing against DE and 'Nids, so I don't think its worth the trade off.

      Delete
  17. Tau can take target locks agian?

    ReplyDelete
  18. The massive change, as I'e discussed in me blog: The Rulebook FAQ v1.0 has proclaimed thus:

    Grey Knights Paladins, Space Wolf Wolfguard, and Ork Nobs are now Infantry only!

    So no more Precision Strikes, Shots and 4+ LOS shenanigans for them.

    Draigowing's been taken down a peg, no more accepting challenges with a 2++ warding stave Paladin.

    Oh, and said units effectively don't have 'Sergeants' who can carry out said precision shot / strike and challenge rules. Weird!

    ReplyDelete
    Replies
    1. Sounds like we need an amendment that allows one model to be designated as the leader of the unit, much like they can act as the leader of a lesser unit and become character.

      Delete
    2. @Falcos: No, we don't. Leave it as is.

      Delete
    3. I believe Apothecaries in Paladin squads are characters? Give them the Warding stave...

      Delete
  19. Well i guess the deathray was a compromise...

    ReplyDelete
    Replies
    1. The Deathray needed this FAQ... don't even try arguing otherwise.

      Delete
    2. Also no faq or some rule letting units embark on a night scythe? Awwww

      Delete
    3. It's in there. May embark to the base, regardless of the fact that it zoomed.

      Delete
    4. Death ray still needs an FAQ about shooting backwards.

      The thing looks hull mounted, but I saw some guy at Nova shooting backwards due to some creative interpretation of the wording.

      Delete
  20. I love this faq. The single thing that was buggging me in the edition removed and all the other loopholes fixed logically. Amazing!

    ReplyDelete
    Replies
    1. Agreed. I'm more excited about the FAQ than the upcoming Chaos 'dex. It shows GW actually listens to the community (blogs, podcasts, LOLForums) and is taking positive steps to being a more responsive and responsible company.

      Delete
  21. Wow no more jink save 4 monolith?! Nerf!!!!!

    ReplyDelete
    Replies
    1. because nercons cant possibly cope now :P

      Delete
    2. Yeah, it's sad to see the monolith spinning in place for its life to dodge shots dissapear. Not that it mattered just the concept was hilarious.

      Delete
  22. Looks like Tyranid lash whips are better than Necron Whip coils.

    ReplyDelete
    Replies
    1. No, it's clearly a typo--it's in fact a non-answer that includes both responses.

      The question is "do I strike at normal Initiative or Initiative 1," and the answer is "you strike at normal Initiative 1." derp.

      It's good that the Whipcoil FAQ doesn't have that mistake, otherwise there would have been a huge clusterfuck argument about this. It's even dumber because this specific FAQ wasn't even necessary given the additional FAQ that changes the wording of how the effect functions, which is pretty clear.

      Delete
  23. FMC can now choose to use Skyfire - hello Anti-aircraft for Tyranids & Daemons!

    ReplyDelete
    Replies
    1. This is my fave thing I have read so far as a Daemon and CSM player. Flyers were our major weakness.(especially Deamons). This should level the playing field and more some!

      Delete
    2. wait, where in the FAQ is this? I can't find it anywhere.

      Delete
    3. nevermind, found it. bottom-left of P4 in the BYB FAQ.

      Delete
  24. Now that daemon princes and chaos lords have been fixed, I don't care if the new dex gets pushed back! I'm overjoyed that dear old Abby will now wipe out powefist terminator squads again! Though he still has yet to find his arms!

    ReplyDelete
    Replies
    1. I've seen this before & don't get it.... how did abaddon loose his arms?

      Delete
    2. This may help with the no arms http://1d4chan.org/wiki/Abaddon#The_.22No_Arms.22_meme

      Delete
    3. I personally believe they were stolen by creed...

      Ha id4chan is a very interesting site :)

      Delete
  25. How is Soul Devourer not AP2, yet the CSM Daemon Weapons are? Lame!

    ReplyDelete
    Replies
    1. How is Emperors Champion the "slayer of characters, champions, beasts, etc" but his only weapon is AP3? A majority of ICs are in termie armor but he's now REQUIRED to make/accept challenges with said weapon. Now that's lame.

      Delete
    2. To be fair, a daemon weapon is like 40 points, and has a 1/6 chance of wounding yourself and not attacking. Having it as AP3 made it 100 percent useless

      Delete
    3. Er...what exactly are you using Soul Devourer on that isn't already AP2 in the first place?

      Sending lots of Tzeentch Heralds into combat against Terminators, are you?

      Delete
  26. Definitely potent. I think there's some new rules that need to be worked out of the Vehicles and Assaults section, but a lot of the issues that I've been having at my FLGS are now gone. Aegis Line must be deployed in one unbroken chain. Psychic Shooting Attacks cannot be fired in Overwatch. CSM Daemon Princes are now Flying MC's. Paladins and Nobs are no longer Characters. It's a good day.

    ReplyDelete
  27. Hell blades could use some ap2 too. Or at least let it be modeled as a power axe. There's even official GW bloodletters that have axes!

    ReplyDelete
  28. Tau got target lock back and Disruption Pods are amazing.

    ReplyDelete
  29. GAAH! They still haven't clarified if my Sisters' Retributors faith ability can Rend with a quad gun.

    ReplyDelete
    Replies
    1. Dont need to.check the page where it says firing with emplaced guns.it notes that the emplaced gun can take special abilities of the firer.
      So you can imagine a 10 strong retri squad in a bastion,right???

      Delete
  30. Natfka, remember your scenario about the Mawloc and using its ability to hit fliers? They actually have that one!

    Also, plainly stating that the tau cannot use the Marker Light hits to affect the BS of a snapshot, which seemed a given.

    ReplyDelete
  31. They can, however, use a marker light to ground a FMC

    ReplyDelete
    Replies
    1. Can take a Snapshot at a Gliding FMC, Snapshot are BS 1. Marker Light will not have an effect on the BS as you cannot use the Marker Light to increase the BS of snapshots.

      Am I missing something?

      Delete
    2. What you are missing is that it states that to ground a FMC you just need to hit it. So if you hit with a marker light, you ground the FMC, even though it is not a wounding weapon. Yes you still have to snapshot the marker light, but the fluff now appears that you can ground a FMC simply by shining a light in its eyes.

      Delete
    3. Ah, yeah, but I wouldn't do that.... airline pilots get flashed by lasers from time to time and there are no stories about planes crashing to the ground :P

      Bullets pelting you I can understand, but my group may just House Rule it.

      Delete
    4. Don't forget, you have to hit on a 6, then the flying MC has to fail his grounding test on a 1 or 2. No need to house rule this ,it won't happen often enough to be a problem. Love the new FAQs, great job GW

      Delete
  32. DA finally gets a real ven dread. Awesome.

    ReplyDelete
    Replies
    1. Agreed but oh so little was otherwise changed...

      Delete
    2. Too true. Hopefully that codex is on time with all the rumors.

      Delete
    3. Yeah all the clarifying that power swords are power swords was a waste of a FAQ to me...

      Delete
    4. By the same logic, Dark Angel Librarians, chaplains and scouts just got nerfed with no change in points.

      Delete
    5. Yep. Won't be playing them as anything but allies till the codex drops. I pray it makes the first legion a real army again.

      On another note, other than markerlight shenanigans, i'm slightly more excited for my nids after this. Love FMC rules.

      Delete
  33. So, Klaives are AP2 now, but not even the banshee executioner get powered up :(

    ReplyDelete
  34. Ok seriously what's up with this one?

    "do dark eldar allies count as eldar for the targeting of fortune and guide" A:no

    Who cares if they are eldar? Their battle brothers and can use psychic abilities on each other per the book. What am I missing?



    ReplyDelete
    Replies
    1. fortune and guide must be cast on an "eldar" unit.

      Still just have your archon join an eldar unit, and it works find.

      Delete
    2. Fortune and guide explicitly say "friendly eldar unit" not "friendly unit'

      Delete
    3. The eldar book specifically says the spells only work on eldar.

      Delete
    4. Ah gotcha thanks so much natfka

      Delete
    5. cast on the farseer, he joins a DE unit and BAM. done.

      Delete
  35. Seriously check how horrific this rules writing is. I have deleted irrelevant sections of the 2nd question -
    Q: Does a weapon that hits automatically, still hit automatically when making a Snap Shot?
    (p13)
    A: Yes.

    Q: How do any weapon that doesn’t need to roll To Hit or hits automatically – interact with Zooming Flyers and Gliding Flying Monstrous Creatures? (p13)
    A: Only Snap Shots can hit Zooming Flyers and Gliding
    Flying Monstrous Creatures. Therefore, any attacks that don’t roll to hit cannot target them.

    ReplyDelete
    Replies
    1. thats quite easy and logical, you can snap shot at points other than shooting a flyer :P,
      I like the way it doesnt say you cant hit the flyer only you cant target it >..>

      Delete
  36. This...

    Change the second sentence of the second bullet point to:
    “Determine which model in the unit is closest to the character,
    and resolve the Wound against that model instead.”

    And this....

    Add the following Designer’s Note:.
    Designers Note: Wolf Guard, Nobz, Nobz Warbikers, and Crisis
    Shas’vre that lead a unit (for example an Ork Nob leading Ork
    Boyz, a Wolf Guard leading Grey Hunters) have the unit type
    Infantry (Character).

    At darn last! No more Ork Nob Bikers allocating wounds everywhere (or at all now!). No more challenging issues without those units either!

    Oh and big lol at Tau vehicles having a 3+ cover save most of the time and even 2+ in some situations is pretty awesome.

    ReplyDelete
    Replies
    1. Yeah, Tau got a huge boost in this edition, just on the rules alone. Rapid Fire getting a boost, vehicles getting a boost.. We should see some interesting Tau lists coming up, or at least some lists with some painful Tau allies.

      Delete
  37. Flying MCs in Swoop now have the option to skyfire. Guess that means that Tzeentch Princes just became the default. Bolt ftw.

    ReplyDelete
  38. Bikes and Jet Bikes are now 'Very Bulky' which implies some sort of transport capacity. Possible Ravenwing transport in the new dex?

    Also does this mean I can stick 3 Ravenwing bikers in a land raider already? o.O

    ReplyDelete
    Replies
    1. This already exists, and is likely just a clarification to fit the existing rules.

      Necron Tomb Blades can embark Night Scythes counting as three models, which conflicted with the BRB saying they are only Bulky and therefore would count as two models.

      Delete
    2. Codex says bikes count as 3 models. Very bulky is 3 models. There is no issue.

      Delete
  39. No love for the Eldar.. as usually.. :( QQ no fix for the Maugan ra with acute senses... which makes no sense in this edition...+ Holo fields still useless since u still lose hullpoints via glancing.. will put away the eldar (4000 points) and turn CSM when they are released..

    ReplyDelete
  40. LOL IG Creed x3 Demolisher w/plamsa GG

    ReplyDelete
    Replies
    1. LOL can't snap fire your plasma when firing ordnance QQ

      Delete
  41. Loving the new FAQ - paticularly the end to flying monstrous creatures, character units, and that CSM daemon princes now get wings.

    2 things still bugging me - and it may be RAI rather than RAW but would appreciate thoughts:

    1/ Can you look out sir shots from a Vindicare Assasin - rather ruins the fluff if you can imho.

    2/ And this one just because it feels wrong: There are weapons (like some Necron ones with give an extra attck) that have a special effect when you roll a six. Surely this shouldn't be available to snap-shot or overwatch? Apppreciate I'm asking for an errata here but they've sorted some other stuff - (Like reducing look out sir so it only applies to the closest model).

    All in all though, well done GW.

    ReplyDelete
    Replies
    1. Sorry - meant end to 'bouncing' FMC. Teach me not to reread posts. Apologies.

      Delete
    2. You're thinking of Necron Tesla, which I think is done that way specifically FOR Snap Shots. Tesla has AP-, but more shots thanks to the 6's rule it gets.

      In other words, its a feature, not a bug.

      Delete
    3. Yeah! 10 immortals with tesla is awesome anyway.

      And jinking and snapfirimg with a night scythes 4 shot tesla destructo thats twinlinked is even awesomer :)

      Delete
    4. Look out sir can only work on models in the same unit so assassins can never use the rule.

      Delete
    5. NO - I know assassins can't use the rule - I meant the fact that suddely a vindicare can't put a bullet through the head of a sergeant anymore because he's forgotten how to snipe (i.e. his shot can be loof out sired).

      Delete
    6. The loyal grunt sees the sniper and jumps in front of sarge just as he pulls the trigger.

      Delete
    7. Which makes sense of course. But as it's just as easy to block a Vindicare's rifle as it is any other other he's going to have to back in the box for a while (Telion suffers from same problem) - and yes, I know he can shoot tanks - and don't get me started on that!

      Delete
  42. Why are people saying paladins arn't characters anymore it dosn't say anything about paladins it says.

    Page 413 - Reference, Profiles
    Add the following Designer’s Note:.
    Designers Note: Wolf Guard, Nobz, Nobz Warbikers, and Crisis
    Shas’vre that lead a unit (for example an Ork Nob leading Ork
    Boyz, a Wolf Guard leading Grey Hunters) have the unit type
    Infantry (Character)

    ReplyDelete
    Replies
    1. Rulebook FAQ page 2

      Page 410 – Reference, Profile, Codex: Grey Knights, Paladins.
      Change unit type to Infantry

      no more look out sir :-)

      Delete
  43. Pirate_Prince_NavarionSeptember 7, 2012 at 2:11 PM

    Woah, I hope no one has already rebuilt his Banshees with power axes, that would be illegal now. Poor Eldar, they now suck completely at melee. The Dark Eldar on the other hand got an awesome buff. All Incubi and Archons with Huskblade ignore 2+.

    ReplyDelete
  44. Dark Angels did not receive a new FAQ... Sad day...

    ReplyDelete
  45. Good news for the tau with disruption pods, but I would have liked to have seen a similar rule imposed for Dark Eldar Flickerfield. Tau skimmers are far more resilient than Dark Eldar skimmers, but yet both upgrades cost 5 points. I would much prefer bonus to a cover save over a 5+ invulnerable. That is I would gladly take a 3+ cover save over a 5+ invulnerable.

    After all, the whole point of Dark Eldar vehicles is that they should be constantly moving, so why the need for a 5+ invulnerable when most of the time they get a 5+ cover due to Jink. Yes the 5+ invulnerable protects against template weapons and close combat, but this is something I would be happy to trade off for extra ranged protection.

    ReplyDelete
  46. Tau dont really have target lock back. Yes it was removed completely in the last FAQ, but now it can only be used for a model with target lock to fire at a different target from the rest of their unit. This means that Skyray and hammerheads must still fire all weapons at the same target, and not split them amongst different units.

    Note though that you could take target locks for piranhas and each vehicle in the squadron could fire at a different unit.

    ReplyDelete
    Replies
    1. Nah. The FAQ only addresses the battlesuit target lock on p.28, not the one in the vehicle armoury. The vehicle target lock remains completely unchanged.

      Delete
    2. Tau vehicle Target Lock was never removed. Only the infantry version was, which is now back.

      Delete
  47. Was glad to see that Black Templar Sword Brethren Squads can finally take a LR Crusader as a dedicated transport. I always found it ironic that their one elite power-armored squad was the ONLY Templar squad that couldn't take one.

    Sad about the Righteous Zeal ruling, but I guess that it was inevitable...

    ReplyDelete
  48. How can We trust any GW FAQ?!!! Are they accurate? I say nay! Just look at the date that they claim to have been updated...that's right: July 24th!!! Just make your own adjustments and enjoy.
    Sloppy, GW, sloppy.

    ReplyDelete
    Replies
    1. Cuz ya know their the company that makes the rules....

      But they mite as wel handout new books. Those faqs were fir everything! And some were dumb questions too..

      Delete
    2. Yer right...But those dumb questions being clarified will close some of the loopholes that WAAC players use to their advantage even though we all know better.

      Delete
  49. I was really hoping for a points change/cleansing flame change for purifiers. Those 30 man units just don't stand a chance...

    ReplyDelete
  50. I was really hoping for some skyfire stuff for Tau

    ReplyDelete
    Replies
    1. Agreed, but we have many Twin-linked options, so in that aspect we have an advantage.

      TLMPs are great AA weapons for lack of real Skyfire options... Hell even squad of Gun Drones can give lighter Flyers a headache lol.

      Delete
  51. And of course the Anrakyr MiTM is STILL unaswered!!!!

    ReplyDelete
  52. Still waiting to hear about what was buried on the last page of the BRB about flak missiles!

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  53. It's good that they came to their senses and gave Tau back the target lock (why they removed it, I have no idea), and as a bonus they gave us a +2 for cover save. If done right, piranhas have a 2+ cover save, and hammerheads have a 2+ cover save.

    and that's going to be pretty brutal, defensive-wise.

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  54. Fateweaver changed to no longer affect Chaos Space Marines...to be honest, I don't see what the big deal was. At 333 points, you're devoting a sizable chunk of your army to a one-trick pony. A powerful and intimidating one-trick pony...but a one-trick pony nonetheless.

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  55. Omg! From this morning Chaos Daemons FAQs of all English language countries from GW web site, are in German.
    Mistake due the soon new Daemons codex?

    O-)-c

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