Live NewHammer 40k Walk-through and Q&A Session (Minutes Added)

Saturday June 3rd at 10:00am PST on our Twitch channel Frankie and Reece will host a live walk-through and Q&A session of the new edition of 40k!

Be sure to join us as our vow of silence is finally over! Frankie and Reece will walk you through not only the new rules of 8th ed 40k, but also answer your questions in regards to how things work, etc. We will provide tips and tricks we’ve picked up to help you ramp up your game as quickly as possible.

Join us for on our Twitch channel at 10:00am PST June 3rd!

Read the minutes of the show, here! Huge thanks to Aaron B. for taking such detailed notes. There’s a few typos in there and a few details not 100% accurate but in general much quicker to upload the information than the marathon 6 hour stream, haha.



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About Reecius

The fearless leader of the intrepid group of gamers gone retailers at Frontline Gaming!

90 Responses to “Live NewHammer 40k Walk-through and Q&A Session (Minutes Added)”

  1. Dbiesto June 2, 2017 11:35 pm #

    I’m so stoked. The fact that GW finally combined multiple armies into a single codex definitely makes the new edition more affordable immediately imo. My flgs told me “themed” competitive armies are back. Guess I have to tune in now, slaanesh and Khorne are my two favorites, followed by footdar ever since Reece’s 5th edition days such cool synergy! Hoping it’s back

    • Reecius
      Reecius June 3, 2017 4:55 am #

      Please do, buddy! It’ll be a good show. And all of the armies you list are definitely back!

  2. The wookiee June 3, 2017 2:31 am #

    Hey, what am I missing about zoenthropes?
    The unit can only cast smite once – very low damage output

    • Reecius
      Reecius June 3, 2017 4:54 am #

      You aren’t missing anything, haha. They’re ok, the mortal wounds and synapse are cool but Zoeys aren’t amazing right now.

  3. Blight June 3, 2017 6:29 am #

    So two questions
    1. Do characters/units benefit from their own bubbles if they have the right keyword? (Guessing yes because it is in AoS.)
    2.when a rule goes off on a 6 or a 1 (Not 6+) is that before or after modifiers? Example being tau bonding knives. If I have an ability that is +1 to their moral test and they roll a 6 on the dice is it a 6 for their ability or a 7?

    • Blight June 3, 2017 8:00 am #

      Just noticed the aside that explains question one in the shooting section.
      Question 2 still stands.

    • Reecius
      Reecius June 3, 2017 5:19 pm #

      1.) Yes
      2.) Modifiers then it kicks in.For example, if something goes off on a 6 to hit and you have +1 to hit, it goes off on a 5 or a 6.

      • WestRider June 3, 2017 6:13 pm #

        So if you have +1 to Hit, and re-roll 1s to Hit, you can’t benefit from the re-roll, because you can never have a modified 1 at that point?

        • Ytook June 4, 2017 1:06 am #

          Re-rolls happen before modifiers

          • WestRider June 4, 2017 5:43 am
            #

            That’s what I thought, but the way Reece phrased that made it sound like modifiers always went first.

            So the question would then become “If you get a +1 to Hit, is it then impossible for your Plasma Weapons to overheat?”

      • Blight June 4, 2017 7:16 am #

        Sorry not something that goes off on a 6+ but something that goes off on a straight 6 like tau bonding knives. Also things that go off on a 1 like plasma overheat.
        Also the re-roll ones question is a good one. Do you re-roll it if you have a +1 making it technically a 2?

  4. For greater balance June 3, 2017 6:35 am #

    So… Soulburst is still a thing. As two of the play testers for the new edition would you mind explaining how (if) its more balanced then before?

    • highwind June 3, 2017 2:45 pm #

      1. It is limited to Infantry and Bike units (so no more Wraithknights doing double shooting/attacking)

      2. Eldar/Dark Eldar/Harlequins lose their army wird special rule (Battle Focus/Power from Pain/Rising Crescendo) when they choose to be Ynnari for Soulburst

      3. The new shooting rules (basically split fire on every single model) and the fact that you can semi-reliably kill units in the moral phase (which doesnt trigger Soulburst actions) gives you a much better control on triggering/avoiding it.

      And whats more to it:
      The main reason why Soulburst was insanly strong was because Eldar were insanly strong in the last edition (just imagine Orkz would have gotten it instead it Eldar… probably nobody would have cared).
      With Eldar (hopefully) being better balanced this edition, Soulburst shoukd be better balanced aswell!

      • Reecius
        Reecius June 3, 2017 5:18 pm #

        Yeah, it is still very good, just not stupid good, anymore. Plus Eldar generally are pretty weak in the index in my experience (YMMV). Harlies, Dark Eldar though, are amazing.

  5. Reecius
    Reecius June 3, 2017 8:02 am #

    Great questions guys, please ask us during the show =)

    • Blight June 3, 2017 2:12 pm #

      Sorry couldn’t participate in the twitch.
      Was still wondering about that whole abilities that go off on 6s and 1s when modifiers are involved.

      • Ytook June 3, 2017 2:52 pm #

        It’s as per AoS, so abilities go off on a 6 or more, so tesla shots will explode out on 5 or 6 with a +1

        • Reecius
          Reecius June 3, 2017 5:17 pm #

          Exactly! It is very good =)

        • Blight June 4, 2017 7:19 am #

          No I was talking about abilities that just say 6 or 1 not the ones that say 6+.
          So plasma overheat or tau bonding knives.

          • Reecius
            Reecius June 4, 2017 9:04 am
            #

            You literally add a modifier to the die roll. So if you have +1 to hit, your 1 becomes a 2 (although the roll of a 1 still misses). It is a range of 2 through 7. If something says on the roll of a 6, it in most cases should probably read 6+, might have been a mistake.

  6. Anon June 3, 2017 10:35 am #

    Transcript of show for those who work?

    • Reecius
      Reecius June 3, 2017 2:59 pm #

      Hopefully, yes. Our note takers did their best =)

  7. Cephalobeard June 3, 2017 12:13 pm #

    Props to you guys for the Stamina of going through all of it and handling twitch chat.

  8. Grunt June 3, 2017 3:30 pm #

    Where ia the link the the questions at?

  9. Josh Greenfield June 3, 2017 5:19 pm #

    Have you posted that spreadsheet you guys were using for army building anywhere yet?

    • Reecius
      Reecius June 3, 2017 5:54 pm #

      Not yet, no. Will do soon, though.

      • Mcsardo June 8, 2017 8:27 am #

        Not trying to be a bother, but any word yet? I could probably do it myself, but also, I’m lazy and don’t want to reinvent the wheel

  10. Deuce11 June 3, 2017 5:22 pm #

    Will the Q&A be posted as a video?

    • Reecius
      Reecius June 3, 2017 5:54 pm #

      Yes, Mariana is working on it, now.

      • Anggul June 4, 2017 11:06 pm #

        When she’s done doing her make-up :p

        • Reecius
          Reecius June 5, 2017 8:25 am #

          lol =P

          She’s a trooper though for sitting there for 6 hours monitoring things.

  11. Guido Hockmann June 3, 2017 7:18 pm #

    Sorry I’m late to the party. I have a question about characters charging. Since they can now no longer join a unit, a character hanging out near a friendly unit sounds like he needs to make a separate roll to charge. Do you now essentially have to make two successful charge rolls to charge with the character and his supporting unit?

  12. Jumping monkey June 3, 2017 11:39 pm #

    Do terminators benefit from cover . Or do they get there 2+ save even when hit with -1 weapons ?

    • EvilCheesypoof June 4, 2017 12:25 am #

      All infantry benefits from cover (+ 1 to your save) if they’re entirely on the terrain piece. If Terminators got hit with a -1 AP then their 2+ save would be a 3+. But if they were in cover it would go back to a 2+.

  13. Dbiesto June 4, 2017 12:22 am #

    So I might have missed it but are furies, soul grinders, and CSM defilers any good? Also, can furies/ grinders still take marks? Also noticed that you said daemons now have morale?

    • WestRider June 4, 2017 5:46 am #

      Given that Morale for everyone is functionally very similar to how Instability was previously, it seems perfectly reasonable to fold Daemons into the same system now. It’s just the fluff explanation of that function that changes, with the Daemons fading from reality, while “realspace” Models just run or hide.

    • Beau June 4, 2017 6:18 am #

      Furies and Soul Grinders could never take marks before, they could dedicate to a god. Just like daemon princes. So yeah you just choose which god you dedicate to and then get that keyword. Just like AoS.

  14. Vathek June 4, 2017 2:16 am #

    So. What’s the reasoning behind dark eldar lightly armoured skimmers being slower than eldar more heavily armoured ones?

  15. Leonard June 4, 2017 2:19 am #

    one of the question was not answered
    In the Advanced Section, under Ruins, made no mention of how either vertical combat worked or if a huge MC / vehicle (without fly) tried to assault the 2nd floor of a building that is ENTIRE filled with enemy models (you can’t fit as well). Are they perpetually immune to all melee?

    Question that was raised :

    Q:@FrontlineGaming_TV Since vehicles/monsters/etc. without fly can’t end a move (including move in charge phase?) on second floor of ruins, does that mean they cannot assault infantry on second floor even if they are really tall since all distances are measured from the base?
    A: In the advanced area.

  16. madcore June 4, 2017 2:29 am #

    Hey guys,

    I have dropped from 40K about two years ago becasue I was pissed at the internal balance. My chaos was bad, my Astra militarum was not what it was in 6th…

    Please tell me…How are both my armies in 8th? Will the be competitive again?

    Thanks for taking the time..

  17. zigzagzen June 4, 2017 7:02 am #

    You mentioned that 3 detachments looked to be the new norm as force size will likely hover around 2k. You then provided an example using Genestelaer Cult with Tyranid, GSC, Astra Militarium. I don’t think that is a legal combination. The Genestealer Cult rules allows you to ingore the Astra Militarum Detachment when choosing a Genestealer Cult Army, but it offers no such exclusion to the Tyranid forces. Your Army must all have a single faction Keyword in common, so you could ally with Tryanid or with Astra Militarum (despite not having a keyword in common), but you couldn’t do both simultaneously.

    • Reecius
      Reecius June 4, 2017 3:19 pm #

      Well, it says you ignore the Astra Militarum units when choosing your army’s faction, seems clear to me.

      • zigzagzen June 4, 2017 5:16 pm #

        It also says before that:

        “…you can include Astra Militarum units and Genestealer Cults units in the same matched play army, even though they don’t have any faction keywords in common.”

        Note it explicitly calls out the Keyword Genestealer Cult units, later it goes on to say:

        “In such cases, simply ignore the Astra Militarum Units when choosing your army’s faction”

        That would indicate that you could ally AM and GSC provided seperate detachments (1-4-1) of each and the AM would be discounted. It doesn’t give a similar rule for the Tyranids, which is the faction you would have to use to include the true hive mind, with GSC.

        Instead it is making AM pseudo GSC, Not Tyranid, and not unaligned. Had they simply said AM counted as faction in such cases, it would work as you believe it does.

        Really its exactly how GSC used to be in 7th, allied with AM OR allied with Tyranids.

        • PrimoFederalist June 6, 2017 8:54 am #

          ^this is why we can’t have nice things

  18. Threllen June 4, 2017 8:21 am #

    Hey Reece – how did this make it through play-testing?

    Per RAW, if I put a combi-plasma on top of my Chaos Landraider and it rolls a Hit roll of 1 when supercharged I just lost a 371 point model…. It uses the same combi-plasma rules everyone else does which states that model is “slain” on rolls of 1…

    • Reecius
      Reecius June 4, 2017 3:33 pm #

      Yup, that is what is says.

      Play testing is not rules writing =)

      • Threllen June 5, 2017 7:24 am #

        I was more wondering how, if it was brought up, GW didn’t immediately go… “oh we’re dumb… yeah we should probably fix that!”

        In an edition with so many bespoke rules, I’m kind of surprised there wasn’t a “vehicle combi-plasma” or something to that effect. Because as it stands that better be a damn important shot you’re making if you want to supercharge it xD

  19. Zachary W. June 4, 2017 8:53 am #

    Detachment building and keywords is a little confusingly written in the rulebook for Matched play… do ALL models in ONE detachment have to have only ONE keyword in COMMON (i.e. “Imperium”), or must they have all (or two or more) keywords in common (i.e. “Imperium, Astra Militarum,”

    As written, it seems like a lone, single detachment can have ANY imperial unit in it, SpaceMarines, with Astra Militarum, with Assassinorium…

    Is that correct? Can one keyword build a combined Imperial force?

    Or do all units in a lone detachment have to share ALL the keywords?

    • Reecius
      Reecius June 4, 2017 9:07 am #

      Yes, your entire army in matched play must have one faction keyword in common (imperium, etc.) and each detachment must, also.

      So you could have a detachment that is Chaos faction, which means you have 1 chaos lord, 1 daemon troop, etc. You can mix and match but no CtA.

      • Josh Greenfield June 4, 2017 10:30 am #

        Looking at the specific wording for Brood Brothers that Genestealer Cults has, it says “you can include Astra Militarum units and Genestealer Cults units in the same matched play army, even though these units don’t have any faction keywords in common. However, you can only include one Astra Militarum Detachment (one in which every unit has the Astra Militarum keyword) in a Battle-forged Army for each Genestealer Cult Detatchment (one in which every unit has the genestealer cult keyword) in that army. In such cases, simply ignore the Astra Militarum units when choosing your army’s faction.

        My question is, can I include, say, a Wyvern as a heavy support choice in my GSC detachment, or do I actually have to get a separate detachment for all of my AM stuff? Other “allies” work in a way that you can mix and match in the same detatchment, and while there is a clearly worded restriction on how you take pure AM detachments with a GSC army, splashing in one-off AM units is less clear to me.

        Any insight you’ve got would be appreciated.

        • Reecius
          Reecius June 4, 2017 3:20 pm #

          As I read it, you can only include those units in the AM detachment. I’ll double check though, as there seems to be some confusion on it.

        • zigzagzen June 4, 2017 5:22 pm #

          I read it as two separate detachments

          example:

          1 Battalion of GSC (ALL MUST BE GSC; not Tyranid for example)
          1 Patrol of AM (ALL MUST BE AM; not Imperium for example)

          If you have 2 GSC detachments you could can have 2 detachments of AM (type is irrelevant only number of total detachments)

          Ignore AM lack of GSC Faction Keyword if pairing with GSC

  20. The Traitor June 4, 2017 10:56 am #

    Sorry I couldn’t join in yesterday, I have a question and don’t know if it was anwsered. One of the new detachments removes command points instead of adding them so, can you go negative? What would happen then?

    • Reecius
      Reecius June 4, 2017 11:49 am #

      Then you go negative =)

      It NEVER happens though, lol.

      • The Traitor June 4, 2017 1:30 pm #

        What if I only took detachments of a single imperial assassin to avoid having to pay for any HQs? 😛

        • Reecius
          Reecius June 4, 2017 3:20 pm #

          Then you’d have a very, very small army, haha.

  21. Dbiesto June 4, 2017 12:04 pm #

    Hey so went to flgs and person is asking me to post this. Any tau any crisis suit now may replace their burst cannon with 3 items from the ranged weapon list and that wording says you may replace a burst with a burst cannon and other options instead of just keeping the burst cannon it starts with. What?!

    • Reecius
      Reecius June 4, 2017 3:20 pm #

      I don’t understand the question? Buy a Crisis Suit, then buy 3 guns for it.

      • Dbiesto June 4, 2017 5:37 pm #

        I was a bit confused by their question also but I think they were asking why they had to replace their burst cannon with up to 3 options including paying points for a burst cannon that it came with for free. I’m guessing because you chose to replace the burst cannon with extra upgrades, you now pay for a gun it came with by default? Didn’t have a chance to read tau entry

        • winterman June 4, 2017 9:28 pm #

          No weapons are free. If you keep the burst cannon it still costs points.

          • winterman June 4, 2017 9:30 pm
            #

            Sorry some weapons are 0 points so some are free. But all weapons have a cost you have to pay even if the model comes with it. Some are 0 like bolters. Some cost points like the burst cannon.

          • Dbiesto June 4, 2017 10:52 pm
            #

            Sounds good I’ll let him know . I don’t know much about tau but he was frustrated over the points increase on it before weapons purchasing. I guess tau suits increased a lot.

  22. Daemonrider888 June 4, 2017 12:08 pm #

    Hey Reece, does smite hit the closest unit even if that unit is in combat?

    • EvilCheesypoof June 4, 2017 8:46 pm #

      Yeah it’s not a shooting attack, it;s just something that happens in the Psychic phase.

  23. Anggul June 4, 2017 2:02 pm #

    Surprised to hear eldar are so significantly weakened, but I’m still looking forward to it. It’s a shame that fire prisms seem a bit crappy because I love the models and fluff of them, but a lot of other stuff looks good. I’m excited to use my harlequins, they’re so fast and choppy, and also my Tyranids who look forward to eating stuff.

    Vehicles are so tough now which is cool, it’s going to take serious firepower to take them out. Single big guns like heavy rail cannons and prism cannons just don’t seem worth it though, maybe they should have minimum damage of at least 3, considering it’s the one and only shot they fire every turn. It seems better to have multiple lascannon/bright lance/dark lance/fusion etc. weapons like on predators, ravagers, wave serpents, tank bustaz, fire dragons, devastators, etc.. That or pile genestealers onto them, rending still does it a good’un!

    While I’m glad blast templates are gone, it feels like the new system makes those weapons too weak. Having to roll for both number of shots /and/ to hit feels like too much, I think they should fire a set number of shots (3 for ex-small-blasts like frag missiles, 6 for ex-large-blasts like battle cannons and so on) and roll to hit from there. That would give something like a Leman Russ battle tank an average of three battle cannon hits per turn, which seems reasonable. Maybe the game works better with them only getting a couple of hits per turn though, I can’t say I’ve played them a lot to judge, it’s just in my head at this point.

    All of that aside, thanks for doing this guys, six hours must have been a brutal slog to stand there and perform! I’ve been doing work for my engineering qualification so you gave me a great listen while I worked.

    • Anggul June 4, 2017 2:07 pm #

      Also did anyone notice that starcannons are Dmg: 3?

      Seems pretty good even if it’s wounding a lot of big stuff on 5+!

    • ryan June 5, 2017 7:45 am #

      it is what it is, i play eldar and its been good for along time now. Ill play a few games with them but if they turn out asweak to me on the tabletop as they seem on paper now, ill have no problem moving onto the next army in my collection rather than scuffle along for 12 months till an eldar book drops

      totally agree with your thoughts on blasts and the fire prism in particular.

  24. Jimbo June 4, 2017 4:37 pm #

    Watched the show but this didn’t come up: It seems if there is Heroic Intervention, or if charges pile-in to another unit, neither of these can be attacked by the charger, only the original unit charged. Do you agree?

    • Reecius
      Reecius June 4, 2017 4:51 pm #

      What in the rules makes you say this, Jimbo?

      • Jimbo June 4, 2017 5:21 pm #

        First paragraph of “3. choose targets” in the fight phase, 3rd sentence.

        “Models that charged this turn can only target enemy units that they charged in the previous phase.”

        • Reecius
          Reecius June 4, 2017 8:12 pm #

          That only applies to models that charged. But, to your first point, yes, you can grab units but not attack, still awesome.

          • Jimbo June 4, 2017 8:31 pm
            #

            Yes, but it’s one of those immersion killers. The ork boy swings around and gets in base contact with another unit. He stands toe to toe with an enemy, raring to go, and then he does…

            absolutely nothing.

            He just stands there while the other guy pummels him. Any chance you can send a note to GW about this? I know they can’t change it now but it seems like a great thing to fix next year.

          • winterman June 4, 2017 9:33 pm
            #

            Or it’s intended so that charges can’t get around being over watched by using a pile in.

          • Jimbo June 5, 2017 5:49 am
            #

            winter, I suppose so. You can still declare that unit as one you are charging and eat some overwatch, then pile in and fight it.

            Won’t be too bad for anything except Tau.

  25. Anon June 4, 2017 5:22 pm #

    How will ITC rankings work now?

    Especially since I can make a detachment like you mentioned above with a csm lord and daemon troops? The faction would be “chaos”…

    • Jim B June 4, 2017 5:48 pm #

      ^This. Inquiring minds need to know!

    • EvilCheesypoof June 4, 2017 8:51 pm #

      Well you only pick one faction for your whole army, so I would think they just do that. So many lists will just be Chaos or Imperium for example. But as codexes come out there will be more reason to do more specific factions so then you’ll see lists that are just Chaos Space Marine, or just Space Marine.

      • Jim B June 5, 2017 7:04 am #

        So what happens to the current rankings then?

    • Threllen June 5, 2017 7:29 am #

      I think there’s a lot of cool things you could do to make rankings more granular this edition. One thing would be to make it so your army can qualify for multiple factions. Where your army would count as any faction that 100% of the units have that faction keyword.

      For example an army that is entirely compromised of Khorne daemons would count as both khorne and daemons factions. That way you could see rankings on a more specific level and a broader level.

      Not that last edition was very good at assigning factions anyways when you could bring multiple detachments from very different factions. If I brought a riptide wing alongside scatterbike spam was I really an Eldar or Tau army?

  26. rollawaythestone June 4, 2017 5:36 pm #

    Hey Reece! I know you got annoyed at all the people asking about reinforcement points and the Tervigon but can you clarify. The Tervigon can add slain Termagants to an existing unit or can create a new unit. Does both of these uses of it spawn require reinforcement points? What about Necron reanimation and Apothecaries bringing models back from the dead? Do those require reinforcement points to use?

  27. Erik June 5, 2017 1:48 am #

    Thanks for the summary. After a playtest we felt that the everything worked very nice, with the exception of terrain rules. As stated LOS breaking terrain is a must now. we are talking about perhaps 7 or 8 of them as a minimum. But we felt this even more after a simple test as the normal cover rules really gives less protection than ever. Also if you are not on the terrain you do not get a cover – so shooting on a unit between rocks, through a unit and through a forest results in no cover as the target is not on a terrain piece.

    So a minimalistic approach on the basic rules is great it flowed really well. But the terrain rules feels like a really weak point. I think they could have defined terrain as slowing down anything besides infantry 2″ in their movement or something and that if you shoot through anything the target has cover. Also, they could have done it so that wood blocks LOS. The tables I have seen on tables lately are extremely lacking in LOS blocking terrain.

    • Reecius
      Reecius June 5, 2017 8:24 am #

      Terrain takes some getting used to. It is much less impactful than it was.

      And yes, LoS blocking terrain is an absolute must.

  28. Duz_ June 5, 2017 4:25 am #

    Thanks for doing this Reece and Francis! 😉

    Will this be going up as a podcast? 🙂

    I will be ordering my boxes of ogryns shortly …

    • Reecius
      Reecius June 5, 2017 8:23 am #

      It will be a podcast, too, yes. Happy to help!

  29. Laurence Elliott June 6, 2017 2:08 am #

    So Belakor can only cast the dark hereticus powers, which are designed for CSM, not Daemons, even though he is a Daemon that will be taken in Daemon detachment? So Warp Time is useless for him as it can only target heretic astartes? Unless I’m missing something?

  30. Iago June 6, 2017 3:31 am #

    Under reinforcements it states “units set up in this matter cannot move or advance during the turn they arrive”. So how could you use warptime on a lets say deep striking termonator unit? Why would they be allowed to move anyway? I mean I am all for moving them again but I can*t see why that would be allowed.

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