News on Sisters of Battle from Enter the Citidel

There was a lot of noise about Sisters of Battle at Enter the Citadel. There’s some good news and some bad news.

Sisters of battle news

The following was reported by a number of sources

According to Jervis Johnson “Every army (including Sisters of Battle) is getting worked on and will be updated in time.”

According to Phil Kelly, the reason why they never got plastic minis was because they couldn’t be plastic moulded by the current process. He also mentioned that there are 3 Citadel Designers who have full SoB armies as their main army. GW don’t intend to remove support for models that they have made

According to Jes Godwin. The sisters, like MkVIII power armour can’t be moulded from a 2 directional press mould. Even with all the computer aided design technology they have now. If the problematic detail and elements are removed or moved the models don’t meet the standards GW now have for their models. Jes wants GW to purchase better technology to overcome this problem, but the sales projects don’t justify it at the moment. 

The indication is they aren’t in line for a codex soon. Phil Kelly has his hand up to doing it, but not until after Imperial Guard…

Other reports suggest the Sisters Codex did get some work done before 6th Edition but the army doesn’t function the way the studio need it to, even with any new units they had in line. So like the Dark Eldar they will have to wait another design cycle or until they are ready…

In short there are no time scales for the Sisters of battle codex, but the nail is not in the coffin yet.

Apocalypse is out – What are the changes?

Apocalypse Book officially hit the shelves today. Based on eye witness accounts what are the changes?

Duration

This hasn’t really changed. The games is still time based, rather than turn based. There is now a suggestion that 12 hours is allocated to a 1 day game. With an hour being allocated to deployment and set up, an hour being allocated to lunch and 30 minutes being allocated to dinner. My gaming group would normally aim to aim to end before a late dinner. The obvious implication is that the more points you play, the less turns you get.

Deployment

There are now 6 deployment methods. This will be a welcome change for my gaming group. There are the obvious ways of playing across the board. There are variations on the size on no man’s land and some semi circle based deployments known as crossroads. In this method each army has 3 deployment zones around the board adjacent to the enemies deployment.  This simulates a number of small battle forming a larger game, similar, but not the same as a linked game.

deloyment

Divine intervention

These are similar to assets but are specific to armies. They are used at a time of the players choosing. Imperial players have an effect called “For the Emperor” which provides fearless and furious charge. Chaos get re-rolls to hit and wound on 1s, Orks get a stomp attack. Dark Eldar Hatred and rage, Tau, Stubbon, Feel no pain (4+) and Counter attach. Tyranids get Preferred enemy and run and shoot in the same turn. Necrons get assimilation will, fearless and reanimation (4+)!

Space Marines and Chaos Space Marines can use their Primarch rule in place of the standard Imperial Divine Intervention. This only impacts the Warlord, although some impact those within 12″ of the warlord. The Ultramarine’s gives split fire, tank hunters, preferred enemy, stealth, fearless and relentless to all those with 12″ of the warlord. The Blood Angel Warlord can change in to a flying monstrous creature!

sons of primarch

Unnatural Disasters

These are events that occur  at a time decided by the GM or are random checked for at the start of turns. The one shown in white dwarf destroyed everything on a 24 x 24 inch area of the game table. These are of course optional for those who don’t like randomness messing up their carefully planed gamed of 40k.

boomba

Missions

There are now 6 missions. Three standard missions and 3 extra in the Armageddon campaign. I will add at this point that the deployment method is not random. Each mission has a predetermined deployment map. The standard missions are a meet grinder, surrounded and spearhead based mission.

Similar to surrounded

map

Formations

This section makes up about 45% of the book. Many of the formations are basically the same. GW have used pictures of models on most of the formation pages as examples. The original book had drawings. Some of the formations have had little tweaks. The Space Marine Battle company now has rhinos as optional but has 3xdreadnoughts included. The formations are now free and the assets have been changed or at least the effects of the assets have been. Players may receive free formations well. Fielding a space marine company but not taking the asset did feel a bit weird in the last version of the game.

Apocalyspe Formation

Assets

As you might expect there has been a major overhauls. Most of the original assets are still there, Vortex Grenade, Camouflage, Flank march (can only be used by a single formation), Mine field, Orbital Strike, Shield Generator,  Replacements which I think was called something else before (brings a formation back). Strategic Redeployment is gone.

vortex

Super Heavy Vehicles

Structure points are gone. Hull points have been listed against each super heavy. Those that aren’t in the book are assume to have 3 hull points for each structure point. Penetrating and glancing hits have the same impact on super heavies but 6s on the damage table cause an extra D3 hull points to be lost.

super heavies

Allies

The allies chart has been made optional, hence GW statement that every army has access to super heavy vehicles. The optional chart states that allies that were considered “come the apocalypse” are now “desperate allies”

Allies

First look at Apocalypse

Gary over at Faeit 212 has put together a 13 minute video. Put the kettle on and give yourselves 10-15 minutes or so to enjoy this.

It does look like a great buy to spice up 40k games. It doesn’t look like the word count is very high, but there are lots of pictures of miniatures which can’t be a bad thing.

I hope to be giving a run down on most of the changes in Apocalypse without given away the contents of the whole book.

Apocalyse Rules start to leak

Rules from the Apocalypse book are starting to surface. Below are a few of the more important points.

Source: Apocalypse40k

Warhound Titan


Titans

  • Phantom,
  • Revenant.
  • Imperial Reaver
  • Warhound
  • Harridan for tyranids
  • Hierophant Bio-titan.

The imperial Teaver and Warhound are not in the formation section, but are in the book.

 

Strategic asset changes

Flank march is confirmed to only work for a single formation entering from reserve. It works on any table edge.

 

Structure Points

Each Structure point are still worth three Hull points however you only need to count hull points not hull points and structure points.  An explode result on the damage table removes 1+D3 hull points.

Super heavy vehicles are not effected by  shaken, stunned, weapon destroyed or immobilised.

When the last hull point is removed there is a 15″ explosion which is stronger nearest the vehicle and get week every 5″. The intensity of the explosion also varies from strength 2 to strength D; depending on the result of a roll on a D3. This is quite normal  for weapons that use the 15″ apocalypse template.

 

The Destroyer Weapons Table

When a vehicle is hit by a D weapon you on a new table instead. No saves of any kind can be used.

1=  penetrating hit.
2-5= Explode! (Super heavies lose D3+1 hull points)
6= Explode! (Super heavies lose D6+6 hull points)

Against other models (includeding gargantuan creatures)
1 = Shot has no effect
2-5=D3+1 wounds
6 = D6+6 wounds