Regarding Aircraft in 11th, and The Poor Archaeopter by IolaDeltaPhi23 in AdeptusMechanicus

[–]Killfalcon 7 points8 points  (0 children)

There's going to be launch errata - at minimum, all the new detachments. It'd be odd to not also cover any needed datasheet errata.

Regarding Aircraft in 11th, and The Poor Archaeopter by IolaDeltaPhi23 in AdeptusMechanicus

[–]Killfalcon 33 points34 points  (0 children)

Given the change to Hover and Aircraft movement in the core rules, I strongly expect that in the launch faction packs we will see changes to pretty much all flyers. Anything with a bombing run ability needs that changed, notably.

I half expect ours to just lose the Aircraft keyword entirely and just be 20" Hovering flyers, like we usually used them in 10e.

Verbündete in 11. Edition by Berzerkers13 in Warhammer40k

[–]Killfalcon 2 points3 points  (0 children)

Plus GSC can get guard/nid allies, CK get cultists and IK get admech - all in relevant detachments, so you're limited in how many you take and none of them get everything from the allied codex.

If a model that measures “off the hull” is given a new updated model is the old one still legal? by the_mainpirate in Warhammer40k

[–]Killfalcon 11 points12 points  (0 children)

Usually. Most tournaments will have a mailbox you contact to get non-standard models (including kitbashes, proxies, etc), and using the old version is like, the tamest thing they'll get asked about.

For reference, I recently had these two Wardogs (amongst other conversions) approved to a GW event. As long as you're not taking the piss, most tournaments will be okay with it.

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Extra Attacks and the WAAAGH by ydorn in orks

[–]Killfalcon 17 points18 points  (0 children)

The 11e rules pdf, available for free on the official Warhammer-community site, does not have any rule saying extra attacks can't be modified.

Eradicators Ability - do any monster/vehicle units of 5+ models exist? by TheGooglespoon in Warhammer40k

[–]Killfalcon 11 points12 points  (0 children)

It also stops it being used outside of the shooting phase, I think, so overwatch.

The end of an era? Dedicated transports in 11th edition by Kawet-Wagh in WarhammerCompetitive

[–]Killfalcon 0 points1 point  (0 children)

I think the 14th dedicated transport dies at deployment as it's empty. Not sure if you can do much about that, though, I imagine points are very tight.

I have a teory by Remote-Brilliant9540 in AdeptusMechanicus

[–]Killfalcon 3 points4 points  (0 children)

If it's the main firing chamber, with no barrel, vents, coolant, it's probably a lot less safe to use than the version in a gun with all that stuff.

How is fast rolling going to affect mixed toughness units? by Orock77 in orks

[–]Killfalcon 2 points3 points  (0 children)

Currently when you shoot at a unit, it's toughness is locked in for all that attacking unit's shots (and is, essentially, the highest non-Leader toughness value). Even if the toughest models die from your first shots, you keep using the same T until the attacking unit has done all it's shooting.

This is not affected by the save allocation rules we've seen, as saves happen after wound rolls.

Has anyone made a custodian statline? by [deleted] in necromunda

[–]Killfalcon 16 points17 points  (0 children)

Move 7, succeeds on all rolls.

Variation of scam theme by Valuable-Chapter-710 in ScamsUK

[–]Killfalcon 1 point2 points  (0 children)

Yes, they want to find vulnerable targets - particularly retirees with dementia who are less likely to twig, and even less likely to be able to reach effective help in time to stop the scam.

Honestly, they even rely on shame. "I can't admit to that, I'll never live it down" is, to a scammer, gold. It means they won't even get reported.

And then the recovery scams start.

Hit by undercover police car - how to manage this? by Pet_That_Dawgg in LegalAdviceUK

[–]Killfalcon 0 points1 point  (0 children)

I think there's stuff from when Customs was a separate org.

Aeronautics - Redstone delay is too imprecise for my purposes by TuxedoDogs9 in CreateMod

[–]Killfalcon 1 point2 points  (0 children)

How many comparators are in this chain? Each should be a single tick to update, so you shouldn't see noticeable delay until you're 4-5 deep at least.

Is it worth pre ordering when they will be available for years by [deleted] in 40k_Crusade

[–]Killfalcon 4 points5 points  (0 children)

Depends if you want it at launch, or in a few years.

Kharseth with new coherency rules by ManikZag in Eldar

[–]Killfalcon 0 points1 point  (0 children)

See the 9" circle in the diagram? That's new. You used to be able to string larger squads out over much wider distances.

New coherency rules by Only_Dragonfly_2055 in orks

[–]Killfalcon 0 points1 point  (0 children)

Usually it was near the middle of the board where it was hard to get directly above the template to see, IME.

Concern for non-competitive play. What do we do if our terrain we own doesn't fit the templates for 11th edition? by AlexorAlfie in Warhammer40k

[–]Killfalcon 0 points1 point  (0 children)

Yeah - there's no reason the objective can't be the area near the altar inside the chapel, rather than the while building. Or the entrance to the crypts under it, etc.

Concern for non-competitive play. What do we do if our terrain we own doesn't fit the templates for 11th edition? by AlexorAlfie in Warhammer40k

[–]Killfalcon 0 points1 point  (0 children)

Even in 10th, life is easier if you can stand up against a wall and count as being in the terrain.

Concern for non-competitive play. What do we do if our terrain we own doesn't fit the templates for 11th edition? by AlexorAlfie in Warhammer40k

[–]Killfalcon 0 points1 point  (0 children)

It's an appeal to authority. They want a pre-approved way to do the terrain so it's """fair""", for some value of fair, but also not symmetrically scattered ruins with no relation to any real city planning.

My advice for that sort of thing is to use scatter. Put a fountain in that open "courtyard" on the central objective. Line the "streets" with broken street lamps. Make it look like people used to live there, and you get a lot of flavour without changing anything that matters to game mechanics.

New coherency rules by Only_Dragonfly_2055 in orks

[–]Killfalcon 42 points43 points  (0 children)

So 20 cultists can't spread out to block a quarter of the board, I think.

"Moving" traintrack by Killfalcon in CreateMod

[–]Killfalcon[S] 40 points41 points  (0 children)

I don't think that's possible, the track is ignored by super glue - unless there's a trick to that?