DISQUS

Bell of Lost Souls: 40K Tactics: Jaws of the World Wolf

  • Mysterious Stranger · 3 months ago
    Odin didn't complain when he was swallowed by the Fenris Wolf at Ragnarok (clearly the inspiration for the new Space Wolf psychic power) and he knew that he would lose the battle ahead of time. You'd think 40K players could take a lesson from that and whine less.

    Oh, and by the way, I'm already hearing a resurgence of really bad pronunciations of the name "Njal Stormcaller". The letter "j" in the name is pronounced like in the word "fjord". Fee-yord, Nee-yall. It's a Nordic name. Now please stop calling him En-jall or Ni-jall. Thank you from the gods of grammar and learning about other languages besides English.
  • Tyris · 2 months ago
    Neil?
  • mathhammer · 3 months ago
    I always thought Spacewolves HATED psychic powers. I mean they killed their brothers (Magnus the Red) for just studying magic.

    and now they have the most powerful psychic powers of all the space marines.

    hmm where did I leave a hammer called...LOREhammer
  • vampireharlequin · 3 months ago
    That's a very good point. In Battle for the Abyss, Mr Sace Wolf (Not the character's real name in the book) Can't wait to kill the thousand suns dude meerly because he suspects him of being a psycher. Before the book turns into a 40k style lethal weapon at the end with out-of-place buddy-buddy quipping, hordes of mooks who can't shoot straight and a contrived 'boss battle'. Hmmmm.

    The only thing I can think is it's not a 'real' psychic power, or it's some inate ability their lycanthropic tendancies blesses them with.

    Or maybe the SW have just mellowed on the subject. After all, they're genetically super-enhanced, seven-foot tall killing machines that harbour the entity of a psychotic beast, and who fly on space-ships between stars through a pseudo-psychic rift in reality to battle a myriad of aliens, monsters and even dieties. Having a 'thing' against psychic powers just seems a litle out of kilter with a world view that would be considered pragmatic in such a situation.

    "You can levitate stuff with your mind? Ah, no probs mate. Now, excuse me while I drink gallons of mead, worship a Demi-God who lives into eternity on a iron lung/throne thing, and then ponder the fact that I'm a scientifically boosted abomination of nature."
  • ALittlePerspective · 3 months ago
    You can stop by meching up, spreading your units out, hiding behind SW models, hiding behind vehicles/wrecks, shut it down with runes/psycic hood, stay out of 24" (which is a good idea generally against assult armies), having natural high initiative or passing the test.

    I haven't read the wording of the power but so far it has nothing on the brokeness of lash.

    The difference between a few models getting removed from play and a whole unit getting dragged out of cover for some plasma cannon/vindicator lovin' is minimal. At least JotWW gives you a chance to pass the test, lash just has to pass a psychic test and you can wave goodbye to a unit/that next turn charge/that objective.

    The reason JotWW shows up GW as absolutely incapable rulewriters is because it's a power that does absolutely nothing to some codexes, while completely rapes others. That's the antithesis of balance. The reason daemonhunters as a codex was overpriced rubbish was exactly because of this. It was an army that could completely rape daemons so their units had to be costed high. But when they play against anyone other than daemons they don't stand a chance.

    GW needs to drop a bit of cash and hire some real talent.
  • Rael · 3 months ago
    Dont forget orks. Nob bikers have met their match.
  • james2191 · 3 months ago
    TH/SS terminators did that. This is just salt in the wound. Nob bikers just arent very good anymore
  • paris · 3 months ago
    I haven't been that impressed with TH/SS Terminators, actually. They are so much slower than Nob Bikerz that avoiding them is an option while blasting them from afar and hoping for a 1.

    But at 24" this can't really be avoided, and unlike Assault Terminators can go off as soon as it touches down on the table.
  • Ragnar_Blackmane · 3 months ago
    I'm a Space Wolf and I'll definitely use the rune priest, but I'll never ever use JOTWW and chain lightning if they're in the codex as described here. Although I want a good chance to win the game, I also want it to be fair and that both players are enjoying it. If you scratch these two powers, the rune priest and his other powers are fair and balanced and SWs finally have something to put down all these summoned greater demons and demon princes for 155 Points or less.

    Stop freaking around and talk with the SW-players in your group. Make it clear that you don't want to play against something like this (especially as Tyranid or Nec) and if your opponent does, that it will be his last game against you. Few will argue against it.
    If you want to join a tournament: talk to the organisers and ask them if they can forbid the power (but I'm sure most will do it on their own ^^!).
  • cupoftea · 3 months ago
    Goodness, another new power that encourages people to buy big expensive models (transports). How strange.
  • dude · 3 months ago
    my thoughts exactly
  • relasine · 3 months ago
    I know what I'm going to do. I'm going to stay inside my transport.

    Another victory for mech lists!
  • Engelus · 3 months ago
    its not that big a deal. a line is infinitesimally thin and the likely hood that in 3 dimentional space will pass through numerous models is unlikely, if you know where his runepriest is and can be, its not a big deal.
  • randroid · 3 months ago
    Aww don't talk them out of their panic! I was really enjoying watching the round basers sweat how to make a straight line. ;D
  • Vepr · 3 months ago
    If he is slogging it is not that big of a deal but in vehicles, drop pods, and I think they can take bikes it is a little harder to tell where he is going to end up when he uses the power. If there is more than one working together it becomes even more of a pain. On one runepriest I don't think it is that big of a deal. On two or more is where it has the potential to get ugly. We will have to wait and see how it plays out. I play a more horde oriented nid list with one MC per 500 points so this power has the ability to cripple most of the punch in my list in a round or two especially if it can be used from vehicles.
  • Engelus · 3 months ago
    well, I am not sure how much that will cost, having multiples, but the power wont be that useful if there are his own models in the way, and he/she is spending valuable points on what could be scoring units.

    too many eggs in one basket.
  • Vepr · 3 months ago
    Not sure on cost. It was reported that runepriests are 100 before gear and the 2 powers are free. Expensive for a 1 wound model but not that hard for 2 of them to make back their points against MC's etc. We will just have to see how it performs on the table top. Against some armies I can see where it is lackluster but it seems brutal against others on paper.
  • Millenium_King · 3 months ago
    Even I admit this is pretty stupid. It should just cause Instant Death.

    Too bad for pure Nurgle Daemon players and Nidzilla I guess. I don't understand why GW would create something like this which would invalidate those lists. I don't think the power is unfair, but I do think it wil have some unfortunate implications. I also don't get why they made monstrous creatures so vulnerable to it - as if Space Wolves needed help killing Monstrous creatures.

    Also: I notice this does not affect vehicles at all. Mech gets more and more competitive all the time. I suspect a highly mech IG, Tau or Eldar list would be an absolute NIGHTMARE for Space Wolves.

    Question: How does this affect gargantuan creatures? I think they just lose D6 wounds, correct?
  • faultie · 3 months ago
    Note: Monstrous Creatures get -1 to their roll, not their Initiative. In other words, an I3 Carnifex (suppose) would have to roll equal to or under 4 (since if he rolls a 4, -1 = 3). At least, that's how I read it.

    Gargantuan creatures would be unaffected if that above text is verbatim. Since they are not listed, they are not effective. It doesn't matter anyway, as the Gargantuan Creature rules state that they always pass any characteristic test they are required to make.
  • Kraggi · 3 months ago
    Except that Carnifexes are I1, or I2 at best, so need a 3 or less to survive.
  • Ferro · 3 months ago
    Hrm. 50% chance to live/die, if you've taken the Init. upgrade. Answer: focus fire from a safe distance!! Kill that priest!!
  • anon · 3 months ago
    except the focus fire most likely to kill these jerks is 18" range. The only guns with greater range are the VC (36" but is shaking tanks so can't/won't target the Wolf Priest), BS (36" but is meant to destroy infantry and light vehicles), and the Deathspitter (also 24" and another infantry destroyer but more likely to target the Wolf Priest). everything else the Nids have for range department is within threat of the power. Also, the VC and BS are only out of range for a turn or two before that power will target them.
  • faultie · 3 months ago
    That's why I said "suppose", as I don't know for sure. I was mainly pointing out the -1 to the roll, not the stat.
  • zigyqubert · 3 months ago
    Ummm... Gargantuan creatures are uneffected by psychic powers....
  • Millenium_King · 3 months ago
    I just realized that after I pressed "post." Gargantuan creatures can only be affected by psykic powers with a strength value.
  • Charlie Schreyer · 3 months ago
    I remember people flipping out about the boxcars effect of the SAG and how it was overpowered. but it was balanced by not only the fact it is being held by a 2-wound model but it has to deal with drift AND only happens 1 in 36 times.
  • Gniknok · 3 months ago
    I imagine that the reason why they didn't say that it causes instant death is that there are a number of rules and specific cases that allow models to not be affected by instant death (Tyranid warriors, eternal warrior I think... probably some others too). If they had said causes instant death either thepower wouldn't work against these models, and they obviously wanted it to, or they would have had to specify each and every case where a rules allows a model to avoid instant death and state that this rule overrules it... which would obviously cause problems, some would get forgotten... this makes it much more simple and brooks no argument.
  • whitestar · 3 months ago
    Automatically causing a wound that causes instant death is nothing to sneeze at - especially if it's everything along a 24" line...
  • sxoa · 3 months ago
    Depending on how accurate the paraphrasing above is it wouldn't affect them at all. Their unit type is "Gargantuan Creature" which is not mentioned on the list above and is therefore unaffected. Even then it would need some special rule beyond that that let it affect gargantuan creatures with a psychic power sans a str role. If it did affect them then yes, they'd just lose some wounds.
  • Millenium_King · 3 months ago
    Actually (see my post above) I just realized the point is moot: Gargantuan Creatures are immune to any psykic powers which do not have a strength value.
  • Fritz40K · 3 months ago
    Question: What is the width of this line? Dental floss size or 1" across tape measure size. If I am playing wolves and I get a huge uber sized tape measure can I use that?

    Not that worried with my Eldar and their hight I + runes of warding, but I'm crying with my Necrons...
  • mkerr · 3 months ago
    My Rune Priest prefers a line 48" wide.
  • Name · 3 months ago
    Agreed... The only problem I have is that I play real marines(aka Chaos;-))
  • madphil101 · 3 months ago
    Wide as his face! Thats what will happen in my shed. If you want a wider line, you need a wider face. If you go out and buy a bigger tape you'll also need massive sideburns on that runepriest.

    Then I won't feel miffed when my models disappear. I can't mke I tests. Ever.
  • Artax_IX · 3 months ago
    A line is a line.

    If someone tried to play it as a 1" wide line, I think they'll find less and less players facing them.

    or at least, they should.
  • omntec · 3 months ago
    you bring up a good point. I had difficulty with a space wolves player and Fear of the Darkness back in the day. It might be time to pack up my laser level in the army transport again (I used to use it to help people with deviations when they rolled far way of had a hard time keeping their tape measure straight)
  • Steven R Leedham · 3 months ago
    I read it as a hairline. Although I can definatly see a RAI vs. RAR discussion. With such a potent power though, an honorable player should really use it as a hairline.
  • Engelus · 3 months ago
    theres no argument or RAI vs RAW here. they do not describe a line in the rules. therefore you must use the definition of a line from the mathematical concept.

    from dictionary.com

    a continuous extent of length, straight or curved, without breadth or thickness; the trace of a moving point.
  • LordSandwich · 3 months ago
    Without breadth or thickness? Awesome, it can't hit my models.
  • hypron · 3 months ago
    I don't get your point, a line is a line, it doesnt need any thickness to touch something...

    1---------------------------------------o-------------------------2

    1 is your priest, 2 is the point you chose. If one model ( o in the example) is directly in between the two, it will be affected, I don't even know why someone asked this question.
  • Lucas · 3 months ago
    Lines, by definition, don't have width. A hairline is the only way to interpret this. I definately wouldn't play someone again who tried to argue otherwise.
  • Lerra · 3 months ago
    My dictionary defines a line as "a straight or curved continuous extent of length without breadth". I would say that even by RAW that there is no width - it's basically a hairline.
  • WerewolfBrigade · 3 months ago
    I think most people are just going to use their Measuring Tape to count as the line. So don't be an asshat and go out and buy one of those giant industrial strength hardware measuring tapes that's an inch or two wide.
  • TheMightyWarHamster · 3 months ago
    Memo to self: bring roll of string if there's the chance of wolves around.
    no one bloody measures his line as 1' width, seriously.
  • HellBane · 3 months ago
    I would totally buy one of those rulers you give to kindergarten kids, the 4 inch wide one. Oh, and make sure to get the bright orange one to let people know how cheesy you are.
  • Kat · 3 months ago
    I don't think I'm ever going to stop hearing about this from my friend who plays Necrons and just started a mono-Nurgle Daemons army.

    At least I'll have a way of dealing with the C'tan now (20 Deathwing terminators vs. C'tan = 2 surviving terminators and a dead god).
  • Fire_Warrior · 3 months ago
    A tip against C'Tan with marines... use snipers.
  • Rift Knight · 3 months ago
    Or Aslt Cannon
  • tprtrewevas · 3 months ago
    Asscans do not have the same effect... the problem with snipers is that half of their hits will wound (4+)... and the C'Tan only has a 4+INV, and no armor save...
  • Lerra · 3 months ago
    This particular player is running the C'tan at 1500 points with a destroyer wing, and I'm running Deathwing, so my ranged options are somewhat limited. I've got a few assault cannons but no extra points for sniper scouts (not to mention that DA sniper scouts are 5 extra points each).

    My Deathwing may become Puppywing in about a month, with a few rune priests for pesky critters that I can't otherwise kill from range and will eat terminators in CC.
  • Bennee · 3 months ago
    Or ignore the C'Tan and phase out the army...
  • gilbert93dt · 3 months ago
    The key is to play against the weakness of a big creature. Why assault a C'tan that is made for hand to hand combat. Better off keeping it away from you and sniping it with snipers, lascannons, meltas, plasmas and the like.
  • Gyroscope_of_Time · 3 months ago
    Looks like one of those abilities that will be either next to useless against some armies, and ridiculously good against others.
  • rocketrollrebel · 3 months ago
    O agree. My IG isnt really all that scared of this power while an army like my BA are going to see units of jump infantry such as VAS and death company getting messed up by this power.

    I'm guessing that it allows you to snipe characters as well?
  • Herald of Nurgle · 3 months ago
    DOESN'T AFFECT JUMP INFANTRY OR JET INFANTRY.
  • Anonymous · 3 months ago
    In fact, it does. Do Jump Infantry say Infantry? Does the power say Infantry? See where I am going with this...
  • Tonelowke · 3 months ago
    I think this will be clarified by a FAQ. Is there any fluff to go along with the power? I imagine it has something to do with the ground opening up and swallowing peeps, and if thats the case, i would go with the fluff argument that jump and jet infantry get a by on this one.
  • sxoa · 3 months ago
    According to page 52 of the full rulebook (I don't have a wee black reach one here) they're listed as a different unit type. Jet bikes however are still a kind of bike, according to the next page that is.
  • Gniknok · 3 months ago
    except for the part on pg 52 where it says that
    "except for the rules detailed in this section for each unit type, these units follow the same rules as infantry"
  • sxoa · 3 months ago
    I actually don't see that in the book on page 52, the nearest approximation that I do see in my copy of the book on page 52 is:
    "if the Codex doesn't say any different, follow the rules for the appropriate unit type, and if those rules don't say anything different follow the basic rules for infantry."

    So... since the Codex doesn't say to count jump infantry as infantry for the purpose of the list of units affected then we would follow the rules for the appropriate unit type. Namely the unit type of "Jump Infantry", which are not on the list (that is admittedly paraphrased, so may include them in the final copy of the published Codex).
  • Gniknok · 3 months ago
    sorry, its on pg 51, my mistake.
  • sxoa · 3 months ago
    Right right, should have looked around a little... my bad. But the stuff on pg 52 still seems to indicate to me at least that (given this paraphrase, not necessarily the published codex) jump infantry are not affected.
  • Gniknok · 3 months ago
    The rules on pg 52 etc. are mostly concerned with jump troop's movement and a few other details. The quote in the grey box that you are referring to is trying to help new players figure out which unit rules to use for a particular unit.
    The entry at the beginning of the "unit types" section on pg 51 clearly states that for rules not specified in this section to treat these units as infantry. The JotWW affects infantry. Other than having some special movement rules (including deep strike), troops with jump/jet packs are infantry. JotWW does not affect any aspect of the jump pack rules that differentiate them from normal infantry (especially since they do state that those models don't fly, but rather hop long distances and end their turns back on the ground) so I can't see how this power could be read to not affect jump infantry just because they were not on the list.

    I'm not saying this to be mean or vengeful, I play Tau! My suits will get nerfed more than most peoples units. Its just the way it is until a more precise version of the rules is printed or a faq comes out.
  • decker_cky · 3 months ago
    Doesn't affect other unit types. It specifies Infantry. That units (ALL non-vehicle units) follow other infantry rules doesn't make them infantry. That's why there's specific unit types listed for JotWW.
  • rob0362 · 3 months ago
    Jump Infantry are Infantry
  • nextjenn · 3 months ago
    The problem I have with this particular interpretation of the rules is the way that GW makes a point of listing out the unit types that the ability does affect. If the ability were intended to affect jump infantry why not just say Non-vehicle units? Then again this is GW we are talking about...

    I dunno, the way it's written it just makes more sense to me that it doesn't affect jump infantry, although I fully understand where your interpretation is coming from.
  • carsten69 · 3 months ago
    I agree.. especially considering that there's another of the rune priest powers that's directed at jump packs and jetbikes..
  • Ranagar · 3 months ago
    I disagree
    Since its a shooting attack, you can only use it in your turn.
    If your the target your not "jumping" and still footing it on the ground.
    Since it is an initiative test, I believe if you fail, you didn't hit the thrusters fast enough, jump to the side, etc...and Fall to your death.
    Or you jump clear/ thrust away and make it.

    Fluff wise, it fits because Fenris has a huge elliptical orbit. It is frozen for most of its orbit. Then gets close enough that the plant get squeezed by "the jaws of the World Wolf" as it reaches its closest point to the sun.
  • Dantethegolden · 3 months ago
    well, yes, but the turns are supposed to simulate a period of time passing, supposedly simultaneously, but in reality, you can't both go at the same time. therefore, if a jet pack model moved at all in its turn, theoretically when the rune puppy shoots at it, it's supposed to simulate shooting at it while it moves. That's why we have cover saves and the like. It's not like the battlesuit would be standing still and watching while all of this psychic nonsense is going on. It'll be airborne, or at the very least, bouncing around. However, if that suit stays put, then he gets what's coming to him.
  • Anggul · 3 months ago
    I'm not as much bothered about it affecting jump infantry as I am jetbikes, I do hope it doesn't work on jetbikes, that would be ridiculous ^^;
  • pi666 · 2 months ago
    And what about Tau Drones? They're considered Jump Infantry 'cause they hover over the ground so i don't think this power should affect them.
  • Flashman · 3 months ago
    As primarily a Tau player I can't see how this power will do anything but ruin my day. By the sounds of it it doesn't even need LOS (not that that's hard to get). The only good thing is that it sounds like it can't kill vehicles so I guess the best thing to do is go fully Mech.

    I imagine that if I were to play SW then I'm gonna be tempted to try and go second and deploy off the board hoping to keep everything back until the Priest appears and them make sure I take him out v=before he can even use the power. And if I fail then spread everything out.

    I can just imagine losing a game to this when on the last turn a lone man is huddled down on the objective and a Ruin Priest (sorry Rune) decides to zap them out of existence from across the board.

    God I hope it's expensive...
  • Name · 3 months ago
    Its 100 pts for a rune priest with the power and one other of 6 powers....

    And you can have 4 of them, the 2nd power must be different on all for (ruin) priests.

    ~ Zilla
  • crimsonwraith · 3 months ago
    As a Tau player with my primary opponent being SW, I'm not worried. If I'm with in 24", I already screwed up. I am sure I will lose some to this, but I shouldn't have any trouble taking him out.
  • Myu · 3 months ago
    Mm.. one of the good things of tau is their long-range MOBILE heavy firepower. If nothing else, my fire warriors in devil fishes suddenly have a way they can make a valuable contribution to the game.

    This power will still freak me out tho.
  • Flashman · 3 months ago
    I'm increasingly think Firewarriors in 'Fishs is the way too go this edition.
  • Chaosgerbil · 3 months ago
    This power could be really nasty if the priest is shooting both from a vehicle and out of line of sight. A priest in a rhino behind a Land raider or large terrain would be powerful.
  • mathhammer · 3 months ago
    Necrons aren't hurt that bad as they still get their WBB roll (esp since the version 4 faq is gone.)

    Nurgle greater demons hate life and carnifexs are just plain old screwed.

    In light of this power I have been redesiging my tyranid list to phase out my carnifexs because of the fact they will die.
  • Name · 3 months ago
    I'm not a huge necron rules buff

    but I'm pretty sure that Necrons don't get WBB against "removed from play".
  • mathhammer · 3 months ago
    I should but a maybe on that Necron thing, but as I can tell under 5th edition they are removed from play (say in a sweeping advance) .
    -) If there is another unit nearby they lay down with a chance to return.
    -) No unit nearby they go away.

    As I understand it in 4th the FAQ said they didn't get a roll but that faq is gone.

    (I have played one Necron army (bolscon) in the last 8 years so I am rusty)
  • Madjob · 3 months ago
    Necrons don't get a WBB roll in any circumstance where it says the models are removed regardless of any special armor saves or rules that would save them. This is the case with Sweeping Advance, but is it the case with this Space Wolf power? I haven't seen the exact text on it yet.

    *edit: Silly me, I glossed over it in the very topic I'm posting in. It doesn't have that extra tidbit, so as odd as it seems, I don't think Necron models eligible for a WBB roll have to be removed completely.

    **edit edit: Ok, so I'm still iffy on this. I want to say they should be destroyed but I'm really not sure.
  • HellBane · 3 months ago
    You are correct. Necrons do not get the WBB roll on anything that doesn't allow an armor save. Guess what the power doesn't give...
  • mheckemann · 3 months ago
    That is incorrect,

    Necrons don't get WBB if
    - no armor saves in Clos Combat
    - Double toughness

    nether aplies to this power.

    so they do get there WWB by RAW
  • masterslowpoke · 3 months ago
    That is true, but WBB kicks in if the model is reduced to zero wounds, or is removed as a casualty. JoWW does neither, so unfortunately there are no WBB saves.
  • mheckemann · 3 months ago
    hmmm..... true...

    i bow to your knowlogde!
  • Seta · 3 months ago
    They would get their WBB roll as the rule for it states that they are considered damaged (and entitled to the roll) if they are reduced to 0 wounds or would otherwise be removed as a casualty.

    Casualty according to the rule book (foot of page 24) is not necessarily dead - they may be knocked unconscious, too injured to carry on or incapacitated in some other way.

    Necrons wont get their WBB if its a close combat weapon that allows no armor saves that drops them or a weapon strength of twice their toughness
  • masterslowpoke · 3 months ago
    Models are only removed as casualties when the rules say they are. Removed from the game is a whole different effect, so no WBB can be gotten from JoWW.

    You wouldn't try to get back up from a Death or Glory! death, and the wording is the same here.
  • HellBane · 3 months ago
    As a Necron player, I'm all for giving myself a chance to survive ridiculous game-breaking powers, but do you think an SW player would give that to me? At any rate...

    Per the Necron codex pg. 13 if they are reduced to 0 wounds, or removed as a casualty, then they get the WBB. Unless they errata that power, as it stands above, it removes directly, and doesn't count as a casualty.

    This power sounds like a crevasse opens in the earth, swallows units, and you can also throw money into it to feed the dark souls at GW. I hate stuff like this.
  • Droids_Rule · 3 months ago
    Removed from play. Not killed, and therefore not eligible for WBB. Removed from play = just pick up the Necron, and place it off the board. No WBB.
  • burakki · 3 months ago
    Agreed - I know it sucks, but the explanation of WBB is plain and simple: If a Necron Unit is hit with Instant Death, a low AP weapon, or a PW then it doesn't get a WBB roll (unless there's an Orb of course). All the other text with WBB (they stand back up, repair, etc...) is just fluff. It doesn't pertain to the actual game and is just there to make you feel better.

    You don't get WBB from a Sweeping Advance because it doesn't wound the model, it just removes them from the game (which counts as a casualty in 5th. Ed). JotWW does the exact same, it doesn't wound the model or anything. It just removes it from play (which counts as a casualty in 5th. Ed).

    Mind you, all of this is based on speculation on a paraphrased power, but logically and RAW-wise, there is no argument here.
  • masterslowpoke · 3 months ago
    Where does it say that removes from play counts as a casualty? If that's true then WBB just got a whole lot better, as it would work against Sweeping Advance, Death or Glory, etc.
  • burakki · 3 months ago
    No, it says that it is treated as a casualty for scoring purposes, not that removed from play = casualty and all the fun stuff that brings with it.
  • shiftage · 3 months ago
    speaking purely from a lore perspective, WBB = We'll be back, or a quote from Terminator. Its basically supposed to represent small arms fire pounding the metal body to crap, but it just keeps getting back up.

    I don't see how this applies to a giant crack in the ground that sucks them into the mantle.
  • Adam Bloodlord Johnson-Eder · 3 months ago
    nice
  • LexingtonNet · 3 months ago
    It's an...odd power, to say the least. I can definitely see the comparisons to Lash, in that it's so obviously powerful from the description that it's a wonder that it got through playtesting. Sure, a Runepriest is difficult to kill, but since any Wolf army can get four of them...

    I sometimes wonder if these sorts of things are part of a larger GW marketing strategy. Not the much-derided "power creep," so much as the fact that every Codex seems to have a unit, psychic power or whatnot that is enormously over-the-top and broken, to the point where one must assume that it was intended to be that way. It's like a little dose of Warmachine in the 40K play environment, designed to get the power-players buying up the newest army without completely wrecking hell with the meta-game.
  • Paris · 3 months ago
    I thought they weren't allowed to double up on any type of character?

    The answer for me is the same as with Lash or Weaken Resolve. Stay in the Trukks and Wagons until the psyker is dead.
  • whitestar · 3 months ago
    Easy for you to say. What about 'Nids?
  • Skorsson · 3 months ago
    Precisely
  • andrewdrexler · 3 months ago
    You will get your game mechanic breaking uber cheese rules in a few months. I am sure there will be SOMETHING there to de-fang the puppy priest
  • paris · 3 months ago
    No consolation, I'm afraid. Maybe play a horde style until the codex gets updated. At least Tyranid players won't have to wait as long as Necrons or Tau, who are also hurt pretty bad by this.
  • LordSandwich · 3 months ago
    They're not allowed to double up on exactly the same power. So you can't take two Wolf Lords with options A, D, and F.
  • Artax_IX · 3 months ago
    The question, I don't think enough people have been asking is, "How much does it cost?"

    I would like to know that before I flip out and declare it over-powered.
  • mathhammer · 3 months ago
    the model gets the power for free and the HQ unit in it's base form cost a few points over 99.

    As far as I read the posts you can get two HQs with this power (rune priest) and 2 other HQs.
    or
    One super powered HQ (at over 300) and 2 lesser HQs one of which is a rune priest.
  • mtd · 3 months ago
    Save your complaining until you see Njal's storm tempest.
  • kwhale · 3 months ago
    So are Jump Infantry affected?
  • Mikael · 3 months ago
    Sure are, they are models as any other model.
  • Josef_N · 3 months ago
    It doesn't look like it, so that keeps Tau safe except the Broadsides. There are probably better powers out there to kill Fire Warriors, or at least more effectively.
  • Gniknok · 3 months ago
    jump infantry are still infantry I would say, just a specific kind of infantry. Unfortunately I think tau battlesuits are doomed by this one, though whether the attack needs LOS or not will help somewhat.
  • Anonannoyed · 3 months ago
    Jump Infantry are infantry not Infantry. With this kind of ridiculous power running around we'll need all the RAW we can get.
  • Josef_N · 3 months ago
    They are infantry, but they are a whole different heading of unit type that isn't explicitly stated. It all comes down to when the codex comes out, and what the official ruling will be. In a real-world sense, it makes sense that when you're attacked by a power that I'm guessing swallows you up, having some form of rocket pack on your back could help you evade it.
  • starwoof · 3 months ago
    If it doesn't kill Boba Fett, it doesn't kill jump infantry.
  • Gniknok · 3 months ago
    hahahahaha
    ...
    oh wait, didn't boba fett get killed by a giant gaping pit in the ground?
    crap.
  • slxiii · 3 months ago
    actually, no he did not. He fell in and was trapped for some time before he escaped.
  • Anonannoyed · 3 months ago
    No. Tell me that's not true.

    Is this from the Fanspanded Universe, or a video game?
  • Ej · 3 months ago
    The Fanspanded universe that George Lucas himself has declared non-canon.
  • Benandorf · 3 months ago
    The same George Lucas that created the monster that is Force Unleashed. Which IS canon.
  • maxkool · 2 months ago
    Naw, its from the bounty hunter books, Most of the books held up to the luc-ass we-write except the bits on where boba came from...
  • AbeSapien · 2 months ago
    The entire expanded universe was signed off by George Lucas as canon including the bits he himself directly contradicts.
  • Fluffy_Loving_Teddy_Bear · 2 months ago
    I'm sure there is a special place in hell just for George Lucas (Satan is a huge fan of episodes 4-6)...
  • daboarder · 3 months ago
    HAHA BEASTS tyranids arent that badly off....beasts are specifically stated as NOT being infantry and are therefore unaffected.HAHA

    edit* bugger scratch that just read the damn power again.
  • decker_cky · 3 months ago
    By my reading, neither jetbikes nor jump infantry are affected (protects against the worst for tau and necrons). Makes an already limited ability even more limited.

    IMO this ability is sort of like a lot of the guard units. In general, you wouldn't really take it, but if you know what you're playing against, it can be devastating.
  • sxoa · 3 months ago
    Theres another discussion on this further up, but...
    page 52 of the big rule book:
    "if the Codex doesn't say any different, follow the rules for the appropriate unit type, and if those rules don't say anything different follow the basic rules for infantry."

    So... since the Codex doesn't say to count jump infantry as infantry for the purpose of the list of units affected then we would follow the rules for the appropriate unit type. Namely the unit type of "Jump Infantry", which are not on the list of units affected. The list is not the published list so in the actual Coodex it may list them.

    Jet bikes however are listed on the next page simply as a type of bike (in the same way jet packs and jump packs both make for jump infantry even though they have different rules), so I still think they would affected, but again I think for this level of nitpicking we will probably have to wait for the published product.
  • Mikael · 3 months ago
    Page 51.
    "Except for the rules detailed in this section for each unit type, these units follow the same rules as infantry."

    This implies that they should follow the rules for infantery as general, but does this mean that they are infantry? If not I guess that Jump Infantry are safe, as is Jet packs. So hurray for Tau.
  • carsten69 · 3 months ago
    Don't go hurray this soon, the rune priest has another power to use in such situations, giving all jump infantry, skimmers and jet bikes dangerous and difficult terrain tests.. :/

    Seriously.. the rune priests now wield what? 4 of the 8 strongest psychic powers in the game?!
  • scadugenga · 3 months ago
    That's about it. With every new Codex, I see the unequaled "masters of psychic power", the eldar, fall farther and farther behind in the "uber" curve in regards to psychic attack powers.

    At least we still have mind-war and doom.

    Though with GW's propensity for trying to remove rerolls from the game, I can see both Guide, Fortune and Doom either being altered or removed entirely from the power list.
  • sxoa · 3 months ago
    Well if Space Wolves, who ostensibly hate sorcery (pschicyness) only a little less than Black Templars are getting this, if you manage to stick it out till the next Eldar Codex, just imagine what you'll get!
  • scadugenga · 3 months ago
    If I can make it through the absolute cranial-rectal inversion that was Eldar in 3rd ed, I think I can survive a few SW players. ;)

    I frankly imagine I won't get much. They've been "nerfing" the eldar since 2nd ed. Though the 4th ed redux of the codex fixed some shining errors, and created a few more.
  • Gniknok · 3 months ago
    oh crap. Hadn't heard about that one yet.

    I guess that vespid finally have a whole new use against someone...
  • Kirasu · 3 months ago
    The published product was posted in the article.. He used the wording directly from the codex

    Do people actually play that a line is not a line but a rectangle? Is our geometric education failing so badly? :p If someone tries to use a tape measurer to signify a "line" then you should politely remind them that a line that has a length and a width of unequal lengths is indeed a rectangle and not a "line"
  • Chernobyl · 3 months ago
    I am sure this will get faqed sometime in the future but seeing as it dosnt mention a width i would assume that it would have roughly the same width as string or drawing a line with a pencil.

    So my thoughts on this power , if my assumption is correct then im not overly impressed with this power unless you deploy your units in a regimented fashion or in straight lines which i have never seen aside from possibly an IG player in planet strike. Playing tau however I could see this making the JSJ of battle suits problematic since it ignores terrain, however as it dosnt mention that it does not need a line of sight ( example of something mentioning it not needing line of sight in the tau codex is the seeker missile page 31) by my logic that means in order to target something in terrain you would need TLS to target it of course you could always target something in the direction of said unit and just hope its within 24 of the line.

    All in all this power needs a FAQ so it can be specified more clearly.
  • BFTrick · 3 months ago
    Even if the power costs as much as 100 points (I'm sure it will cost less) it sounds like it can snipe an independent character which is ridiculously powerful.

    I would be a lot less peeved if the rules don't state "remove the model". I would be much happier with instant death or X wounds. garbage.
  • fenris · 3 months ago
    Its says "This line may pass through terrain. " That indicates to me you don't need LOS.
  • deris87 · 3 months ago
    There's lots of kinds of terrain that don't block line of sight. It all depends on what the actually text says, and if there's any general rules for the SW psychic powers like all Eldar powers not requiring LOS.
  • kaptinscuzgob · 3 months ago
    It just says "draw a line." The Priest using it apparently doesn't need to point it at any specific model.
  • vampireharlequin · 3 months ago
    It just says draw a line? Ok then. I'll draw it on my opponents head. With permanent marker. Then we'll see who's immature....
  • mathhammer · 3 months ago
    well there is a saga so the rune priest may be able to outflank...

    I was at least hoping the power was Heavy 1 but no it doesn't seem so.

    and yhea apparently the power is free for the HQ model which has a base cost of around 99 points.
  • Dr Henry Killinger · 3 months ago
    Runepriest doesn't get the Outflanking saga (Saga of the Hunter). He can have one where he re-rolls to-hit against Monsterous Creatures/Walkers/T5 (Saga of the Beastslayer), or one where he gets an extra attack for every model he killed last turn (Saga of the Warrior) (I'm not sure if it only counts kills in combat).
  • Paris · 3 months ago
    I think you would need to carry a 24" string with you...
  • Chernobyl · 3 months ago
    Or more simply you could turn your ruler side ways. I dont know to me this power seems a bit more fitting to an IC psycher kind of like Ezekial's mind worm power from the DA codex. All i think its another one of those things the folks are going to freak out about for a while until they see the glaring flaws in trying to spam it.
  • Fritz40K · 3 months ago
    Here is another one..this is going to be the new "mind war". Target that line through IC or other HQ choices. Heck at least with mindwar proper I have to get close, pass my psy test, beat your LD roll, and then have you fail invul ro cover saves. With this it is just "poof" you are dead!
  • Mikael · 3 months ago
    I agree, as an Eldar player I am baffled.
    Eldar are supposed to be the Ă¼ber psycher of the universe, still SW have us matched when it comes to stopping psychic-powers and now sports a power that are better in many ways then our Mind war.

    The only difference is that Mind war works on any model, JOtWW do not work on models with I 6 or higher.

    I was more upset yesterday, but the more I think about it the more it is a bit of "Cry wolf!", the power are tremendous and can be game wrecking in the right circumstance but most of the time it would do very little. The three most obvious losers would be Tyranids Carnifexes, Necrons (bye bye Lord with Orb!) and Nurgle HQs as most of them have I 2.

    I think the only thing that still bugs me is the range, should have been 12" or 18" if you ask me.
  • juliusb · 3 months ago
    Yeah, remember when Eldar were the only ones to move 6" and everyone else moved 4"? Then they gave everyone the 6" move and gave us fleet? Now everyone has fleet but we can charge after fleeting (running)? Eldar aren't relatively fast anymore.

    Now the Marines and IG have skimmer transports...

    Now in light of the Lash and the Rune Priests, Eldar are middle of the pack Psychers? How will they keep up with all this codex creep for the next Eldar Codex?

    Eldar immune to all Psychic powers and theirs go off automatically without Ld tests? Oh, and all Eldar are I10 and more 12"?

    Obviously I'm being facetious but some of this 'creep' is just wiping out the uniqueness of some armies.
  • mathhammer · 3 months ago
    As a natural roll of 6 fails the init test then an init 6 model can still die.
  • Mikael · 3 months ago
    Opps, my bad. I herd that a roll of 6 always was safe.
    Have only so far read second hand information on the power.

    So a 6 is always in this case "Bye bye!"?
  • mathhammer · 3 months ago
    yes, a 1 is always safe (unless your init is 0).
    At first I thought the text "-1 to the die roll" would help but apparently the 6 failing occurs before modifying. BRB pg 8

    (and as of right now no saves, as I understand)
  • ellobouk · 3 months ago
    the wording above implies an I6 monstrous creature is always safe (go team Slaanesh)
  • Name · 3 months ago
    True enough, the Eldar's 6 Initiative all but protects them from this power, you can never be completely safe from it (even lets say a 10 Initiative guy) since a roll of 6 always counts as a failure. You can be a super-ninja with deathlike reflexes but everyone trips now and again.
  • Mikael · 3 months ago
    I guess that makes sense, but now I am really scared...

    I thought that Eldar would be safe.
    Now I guess Runes of Warding are mandatory.

    And I thought that IG psychers was bad new...
  • burakki · 3 months ago
    Actually it will work against models with I6 or higher due to the fact that a roll of 6 is always a loss.
  • scadugenga · 3 months ago
    I'd like to say I'm with you on the baffled part, but after years of this happening (from 3ed on) it's painfully obvious that the next new codex will be always more "powerful" than the last.

    It applies not only to units and physical goodies, but psychics as well. The SM codex mostly outdated the Eldar 'dex when it was released. IG's new dex has some frighteningly powerful psychic powers in it as well.

    At least this power doesn't screw us Eldar players as much as it does, say...nidzilla, tau and horde armies. (Think of what an enfilading Rune priest could do to a IG static gun line w/24"...)
  • FerociousBeast · 3 months ago
    Even against MEQ characters, with an I of 4, that gives a 1/3 chance of automatically killing them. That 1/3 sounds small, but in reality it's huge.

    There is no to hit roll.
    There is no armor save or invulnerable save roll.
    The wound roll is replaced by an initiative test.

    If I could point to any model within 24" of my rune priest and say, "I'm going to roll this dice. On a 5 or 6 that model is dead," you'd say that that ability was unfair. Well, that's what this ability does, except it does it for a potentially unlimited number of models.

    As a point of comparison, what is a marine's chance of killing another marine with his bolter? 2 x 2/3 x 1/2 x 1/3 = 4/18 = 2/9. 2/9 < 1/3.

    Rule of thumb: is an ability so powerful or useful that a player would be a moron not to use it? Then it's too powerful. A Space Wolf player would be a moron to not take a rune priest with World Wolf.
  • Sasquatch1916 · 3 months ago
    I just got a mental image of a wolf ripping the throat out of a Tau ethereal and then humping the corpse. Can't wait for October
  • fenris · 3 months ago
    Don't forget the howl at the end!
  • Ste_S · 3 months ago
    What's the understanding on line of sight with this ? The power starts "As a psychic shooting attack...", and psychic shooting attacks need line of sight. However the rest of the description doesn't sound as though it does.

    I hope it does need los, I'd hate to think of them popping this power off from inside a Land Raider. It's going to be bad enough them doing it from Rhinos and Razorbacks.

    As an Eldar player, I don't feel to threatened by this (high I and Runes of Warding ftw !). Necrons just got kicked in the teeth again though, low I and I'd imagine no WBB from this
  • xas · 3 months ago
    every psychic shooting attack needs at least a fire point. so absolutely NO wolfing out fo raiders.

    on the other hand a 100pts guy killing carnifexi on 3+ each turn from 24 afar and sitting in a 9 man squad inside a rhino is bad enough :(

    whoelese thinks this power alone was the reason for nids feb? I forecast either an immense buff to shadow (tyranids psychic hood) or carnifexi with i3(4)...
  • BittenByDesign · 3 months ago
    The remove from play is just one psychic ability, do we forget some of the old psychic powers like vortex in earlier editions of the game? Everyone was taking an Inquisitor to get it. Same with assassins for a while. Don't stress so much, it will probably turn out to be a fairly simple solution to fix. Like, killing the rune priest as soon as possible. And I haven't seen any rules giving the Wolves Orbital bombardment, so it looks like you get this instead. Much like a trade off.

    But there are bigger and better things coming for nids, so best hold off the cries of nerf bearded cheese till we see what is in store for the other armies.
  • Crusty_Curmudgeon · 3 months ago
    This certainly seems to push builds towards Mech.

    As an Ork player, I'm not going to foot slog 30 Orks towards this monster and allow him at least two turns of whittling the mob down. I'll load 20 in a Battlewagon and make sure all of them hit assault.

    That or just sit back with 45 Lootas and shoot him. :D
  • Sons_of_Russ · 3 months ago
    "This certainly seems to push builds towards Mech.

    As an Ork player, I'm not going to foot slog 30 Orks towards this monster and allow him at least two turns of whittling the mob down. I'll load 20 in a Battlewagon and make sure all of them hit assault.

    That or just sit back with 45 Lootas and shoot him. :D"

    -------------------------------------------------------------------

    You havent seen the Lightning Arc power yet... something like d6 str 7 hits on a unit at unlimited range, without needed line of sight....

    That power has lootas written all over it....
  • Big Jim · 3 months ago
    I agree, I think Living Lightning is a great power. That seems to be really overlooked right now.
  • Paris · 3 months ago
    Pretty easy given the rest of the scenery.

    Very glad I quit playing Dark Angels. It looks like a pretty pathetic rivalry at the moment.
  • Sons_of_Russ · 3 months ago
    can this power or any SW powers be used from inside a vehicle?

    If so, I shudder to think what a Runepriest could do inside a nice cozy Landraider...

    The RP start at 99+ pts, and the Chooser of the Slain is a must have upgrade for non mech lists!

    Essentially, its a cyber crow that acts as an UNTOUCHABLE marker placed during deployment ANYWHERE, and doesn't allow any enemy infiltration within 18"

    Njal Stormcaller is the SW version of Tigerius. He wieghs in at 1/4 of a 1000 pts, but he has a Storm Caller power that automatically builds ALL game, all without taking any pyschic tests.... it's just mother nature helping the old shamen wolf out!
  • Ste_S · 3 months ago
    I'd imagine you can do any that don't require LOS (as the raider doesn't have any fire points). I use Fortune, Guide and Doom from within a Wave Serpent
  • Consadine · 3 months ago
    Since it's a shooting attack, you'd need a firing port.

    So, a Rhino moves into position first turn, pops smoke if in the open, and since I doubt this power has a "Heavy" tag on it, you can get another 12" of movement in turn 2, then use this power. Any model on the table (4x6, typical size for boards in my area) is within that threat range.

    Sniping characters is going to suck :/ There's never been a better reason to keep using plasma cannon Dev squads, though!
  • whitestar · 3 months ago
    You can't use a shooting attack if the vehicle moves more than 6 inches
  • Tynskel · 3 months ago
    Or if it pops smoke. No shooting occurs. If the vehicle cannot shoot, passengers cannot shoot either.
  • Consadine · 3 months ago
    Well you don't shoot until Turn 2 (fine, 6" movement, still isn't bad) unless you're absolutely in range. Turn 1 is to get into a good position to hit one or more important targets.
  • oldshatterhands · 3 months ago
    The Tau are screwed. Majority I2, no protection against psychic powers, generally compact fighting force that keeps close together. Woop-dee-doo.
  • Negative · 3 months ago
    Yup. Thank god no one in my area plays wolves right now or there'd simply be another reason to shelve my poor fish'eads.
  • Lemming · 3 months ago
    Could be worse you could be Necrons..

    I just know I'm going to see a rune priest deep striking in (if they can) and laying a 24" line through all my Necron warriors and phasing them in a turn, or seeing a over 350pt Nightbringer die in one application. Cheers GW....
  • steeldragon · 3 months ago
    What happens with miniatures inside vehicles? they dissappear and not the vehicle?
  • Mikael · 3 months ago
    Nothing, you can't target them. I know it dosn't need LOS, but you can't "see" models inside transports.

    Strange but, thats the way it is.
  • Name · 3 months ago
    models inside vehicles cannot be targeted by ANYTHING in 40k. so - passengers are fine and the World Wolf cannot effect vehicles. That is why everyone is saying it pushes for more people to play Mechanized.

    I wonder if the the Space wolf requirement for all characters to have unique wargear would prevent more than one Rune priest taking this power??
  • steeldragon · 3 months ago
    mmm... I think I will be blocking that line with vehicles... it crosses terrains but not vehicles and does not hurts them... maybe a land speeder or rhino in front of the Rune Priest or covering my guys can help me with the problem...

    World Wolf only barks at vehicles and goes chasing cars :P

    Of course this only works based on this rumours...
  • SeaenC · 3 months ago
    There are many, many codexes in the wild now. There aren't really any rumors left. Warseer has the entire codex stripped of point values in rumors.
  • chrisspacewolves · 3 months ago
    the power says vehicles are not affected, it doesnt say it stops the line... You guys are seeing this all wrong... The "World Wolf" is the land itself. The Jaws of the world wolf would be a great Fissure that swallows things. The Initiative roll is to see if you get out of the way before the thing drops you into a bottomless chasm. Vehicles are too big to fall into the hole that forms so that is why they are unnaffected..The line doesnt stop at the vechicle it continues on past it and drops things as normal. This is why you dont need LOS. It starts at the Rune Priest and ends 24" away. Just be glad it doesnt affect Dreadnoughts as they DO have an Initiative.
  • xas · 3 months ago
    if that is the fluff monstrous creatures should take a strenght or toughness test because they are all easily the size of a small rhino...
  • TheFallenCypher · 3 months ago
    While I think this power is very cool, I don't think its over powered. I have been working on my Wolves army list and this power (for me) doesn't make the cut. For those models with a low initiative, yes it can be very deadly. Though models with low initiative also seem to have a lower armor save, which (in my opinion) would be a waste using this power on them. I would rather rapid fire bolters or mow them down with assault cannons :)
  • Mikael · 3 months ago
    If you know what you play against I can see that you would cut it out. But as a general list where you could play against Necron or Tyranids I would use it.

    An as far as I can tell, it is one of the powers a Rune priest have. The rune prist on its won is a good modell, it has one of the best anti psycher abilities in the 40k univers.

    So in a turnament list I would say it is a no brainer to have him.

    I don't think your assumption on low I and low save beeing linked is all that true.
    For example Necron Tomb spider, Nurgle HQ have a high toughness and fair save, and Tau Broadsides have a OK save.
  • mathhammer · 3 months ago
    Carnifex I-1 Sv 3+
    Loves: mustard
    Hates: Being removed from play
  • TheFallenCypher · 3 months ago
    Funny thing is, in my normal gaming group we have 2 Nid players and 1 necron player.

    Is this power good, HECK YES. Does it break the game, no I don't think so.
  • Kungfuhustler · 3 months ago
    Does not make the cut? Does Njal? Because he has access to it at no cost so if you go up against nids or low init baddies you can simply drop pod him into firing position and insta kill 2-3 carnifex. Just saying.
  • TheFallenCypher · 3 months ago
    If I were to use Njal, I would for sure use this power. I tend to not use cookie cutter builds and like to shy away from unique characters in my lists.

    I will give the power a try, but my opinion on it is still that it only has mild effectiveness when looking at the game as a whole.
  • Kungfuhustler · 3 months ago
    This power instantly compensates for MC spam, and can be used to remove the mark from a CSM squad with a fair degree of reliability. "Oh noes, my mark of Slanneesh! I needs that!"
  • Paris · 3 months ago
    I think the problem is going to come from people using it like a super-accurate artillery piece. Just hiding it behind terrain and sniping off characters, power fists, and special weapons. Additional casualties are just gravy, and it seems that you will be able to fall back on other powers that don't need LOS either.
  • anon · 3 months ago
    except @ present how can nids compete since they have no real way to handle mech spam.
  • whitestar · 3 months ago
    As a tyranid with a lot of monstrous creatures, I'm glad to hear that :-)
  • Torhwood425 · 3 months ago
    As a Sw player when i saw this power i was frothing at the mouth going OMFG OMFG i can't fraging belive it because most of my gaming friends have Low Initative armies but then i stopped jumping with joy and thought hold on a minute is this not a step backward rather than a step forward i mean an ultra uber psychic power that can probably wipe my opponents out in one move is not going to be any fun!!!
  • Ahriman · 3 months ago
    good bye Carnifex!
  • Brian Bell · 3 months ago
    At least it removes models and not units. But still, against low init armies, a nightmare. Tau Ethereal *poof* Carnifex *poof* Cannoness *poof*.
  • Kettu · 3 months ago
    Act of Faith that raises I by 2 and a 5+ save aginst psychic powers.

    Yeah, those sisters are totally screwed...
  • Chris · 3 months ago
    is this the new cry of broken :D

    don't know for sure. it is a cool power. it can be hidden from like lash by piling all the troopers into transports (This line may pass through terrain. Monstrous creatures, beasts, cavalry, bikes and infantry models that are touched by this line must take an Initiative test.(bgb p.8)) i'll lose the odd guy to it but not too worried as the rune priest is effected by torrents of fire like everything else in the game.

    i'm glad they got something useful will be fun trying combos to counter the new powers and tactics
  • Vepr · 3 months ago
    The problem I see with it is that right now it appears that you can take 4 runepriests with this power. Even with high init armies you are going to lose a fair amount of models with this power getting fired off as many times as it will especially if they can do it from vehicles. This power in a land raider is an absolute nightmare for some armies like nids, orks and crons. As a nid player I might as well not bother fielding fexes against a wolves army. Hopefully they get an init buff in the new dex because right now even with the init buff they still have a 50% chance to go poof. Sadly even my high init brood lord and hive tyrant have a 16% chance to disappear and much better odds if there are multiple runepriests on the board.
  • Enigmai · 3 months ago
    I don't think you can have this power more than once. It states no duplicate sagas, wargear combos, or psychic powers. Because it specifically states no wargear combos and specifically states psychic powers. My thought is this power can only occur once in your army.
  • Anggul · 3 months ago
    I play Tyranids and Eldar, and at first I thought: "That's completely ridiculous!"

    Which isn't far from the truth, it is a crazy power. But then I realised: It doesn't say anything about 'enemy' units. Looks like it works the same as a vibro cannon, /all/ units are hit. Which means their's are as well. So basically, if I keep it so there's one of their units between me and the rune priest, they're taking a gamble of losing their own men in using it on me.
  • TauMatt · 3 months ago
    Does this then effect the Space wolves as well? if your priest is behind a line of your own guys, can he hit them?
  • Kungfuhustler · 3 months ago
    as he cannot target them, I don't believe he can use it, much like a template. Njal (or a rune-priest, but most likely njal) will need a clear los for this ability.
  • vampireharlequin · 3 months ago
    I wondered this. It does sound as if it affects firendly units, which could really hamper its power. All in all, I think we have a situation the same as we had with that 'uber-unit' everyone was crying about before the IG codex came out; The Master of Ordnance. "He can call in an earthshaker round anywhere he likes? This is so broken, it'll ruin the game etc." and now...no one takes MoO because they're a waste of points. I can honestly see the JotWW being awesome in 'looks-great-on-paper-hammer' but not working out so great in the game, dependant on points and other restrictions.
  • vipernyc · 3 months ago
    It's really not all that much worse than zogwort's curse, or gift of chaos... though they have slightly different mechanics, all three powers can target individual models (though zog can only target ICs), and all three remove what they hit from play. The difference with Jaws is that it might take a few extra models with it on the way to the taget. It's definitely a tough power, but its not game-breaking.

    For armies like necrons, yeah, its quite deadly, but well, now you know what unit to concentrate your fire on.
  • Gniknok · 3 months ago
    I think that the most dangerous part of this power that isn't even being discussed is that it allows the SW player to target specific models within a unit, not many other powers or weapons can do this. Unless I am reading it wrong, or the rule has more to it than the text above, it does not cause wounds on a unit, but rather simply removes the affected models from play if they fail their test. So IC's who depend on hiding in a unit are really vulnerable to this power.
  • thedefenestrator · 3 months ago
    Even worse than ICs is things like hidden power fists. Think how much wind you take out of the sails of a 30 boy mob when their bosspole/PK nob goes *CRUNCH*, or that tac squad loses it's powerfist and combi-flamer...
  • vipernyc · 3 months ago
    right, but they are just as vulnerable to gift of chaos and zogwart's curse; those 2 powers work pretty much the same way (target a specific model, regardless of whether it is in a unit or not). that's my point... it's not an unprecedented way for a power to work, and it hasn't broken the game so far.
  • Vepr · 3 months ago
    I think the big difference here is the number of models it can affect and the number of runepriests it will be coming from. Plus this one seems much more reliable.
  • vipernyc · 3 months ago
    yeah, i agree that its a better power than gift or zog's overall. I just don't see it as this uber-powerful game-deciding power. It's got a short range, for one, and the runepriest is quite killable - there's no way for them to get EW, and they're T4, IIRC.
  • Gniknok · 3 months ago
    Thanks for pointing those two powers out, I don't play very often so I had forgotten about them. You are right that they are similar, but there are some important differences. Both of those only work against one model at a time, the JotWW works against all models that the line touches, potentially a lot. So it can be used both to pick on IC's, MC's or other difficult to kill models and small units, and to wax hordes if you can get a good line. It's very versatile where the others are far less so.

    While zogoworts curse is 18", it only can target IC's and the roll off is totally random and so it isn't any more or less effective against any particular army. The gift of chaos is even more limited in a way, having only a 6" range, and requiring both a psychic test and a toughness test, though instead of removing the model from play you can replace it with a spawn which is pretty cool.

    I'm not saying this is broken, or that it is unique, only that it does seem to be a substantial departure from the other two similar powers in terms of potential effectiveness.
  • Name · 3 months ago
    I would think that the key would be the number of models that can use it. the 4 hqs that SW can field could do this, all in the same turn. Zog is a Unique, and how many Chaos psykers can you field? 2?

    That's the part that scares me, anyway. It's not the baked beans, it's the SPAM.
  • vipernyc · 3 months ago
    yeah, I would never play against a person that fielded 4 of them, thats just poor sportsmanship. Luckily I have a good group of local players who play to have fun, not necessarily to win. But I wouldn't throw a tantrum if I was playing against a list with this power, or even 2 of them. I play orks and chaos, btw.

    I'm also not 100% convinced ou can field 4 of them. The unique powers/wargear thing for ICs is worded very strangely - it really can be read as either not the same combination of powers, or no duplication of powers at all (meaning if you take njal, he will be your only runepriest). Its probably going to take a FAQ to sort out, which is kind of sad, but kind of par for the course when it comes to GW...
  • sparkplugg · 3 months ago
    You really can't compair those two powers to this one. Zogwart's curse is 18 inches, can only target ICs and is a roll off between you and your opponent. Gift of chaos is 6 inches and only targets one opponent. This power has the capability of hitting multiple models at a range of 24 inches. It may be much worse if you can take multiple ICs that can use it. Even if you can only take 1 I still feel it is overpowered. Picking out a power fist or a certain weapon at 24 inches with no save is a little insane, even if you only have a 33% chance to do it it's still nuts
  • kaptinscuzgob · 3 months ago
    Yeah, but you cant take Old Zogwort four times can you? And Old Zogwort doesnt have a 3+ armour save with an invulnerable?
  • vipernyc · 3 months ago
    Didn't say they were equal, just similar. But it's not unbeatable, nothing in this game is.
  • xas · 3 months ago
    the big difference, the game breaking difference is the range.

    if it had a 6" range like gift of chaos or was limited to a unique named charachter and therefore a 1 per army it would all be ok.

    atm its simply the best psychic power. even your normal space marine falls for it on a 5+ beeing equal to a normal armor save. this alone would be a bargain "draw a straight line and everything along it is wounded automatically" but with the better instant death it better had a yet undisclosed drawback.

    if not... RIP Lash, HAIL Worldwolf, king of cheese!
  • drummerholt1234 · 3 months ago
    WOW Lets neff the nids some more!!!!
  • Chumbalaya · 3 months ago
    Maybe this will finally teach people that mech is the way to go.

    Doubt it.
  • Vepr · 3 months ago
    Kind of tough for us nid players...
  • Chumbalaya · 3 months ago
    If you still play 'nids after all 5th has done to you, God bless you. I have no end of sympathy for 'nid and Necron players, you guys got hosed.

    Hopefully you can take your army off the shelf when the new book drops, supposedly early next year.
  • Name · 3 months ago
    Question: this is a shooting attack, although it does not roll to hit or to wound. Will the models hit by it be entitled to some sort of cover saves?

    And, being a nid player myself, this power is a great motivator to field less carnifexes and to get to kill the psyker as fast as possible :D
  • Robert Thornton-Kaye · 3 months ago
    Sounds pretty broken to the extent that if I was playing as SW I would opt out of using it in order to keep the game fun. Also it seems like an unnecessary push towards more mech. Why should non-mech armies be so heavily penalised?

    I'm assuming that this fella can deploy via drop pod, so any army that deploys in straight lines is screwed, particularly tau and necrons but guard don't get away so lightly either. Your average guard army would have a lot of models that could be attacked in one go and half of them would be instadead and the other half would be sorely tested to maintain morale.
  • decker_cky · 3 months ago
    Your average guard army won't care. It's expensive, low initiative (or key to army such as a c'tan) individual models which aren't vehicles, mechanised, jump infantry or jet bikes that really suffer from this. Notice how that really restricts the use of it.

    By my reading, necrons get hit decently hard, tyranids get smacked really hard, and to most everything else, it's a typical sniper ability.
  • Tynskel · 3 months ago
    Necron really don't get hit hard: Unless the player likes to bunch his guys together, it is just kill a few a turn. Bleh, you can just shoot a bunch and do the same thing.
  • Kraggi · 3 months ago
    Except that your Lord with Res orb can be wiped out... greatly reducing the effectiveness of yoru WWB rolls.
  • burakki · 3 months ago
    It nulls WBB and at such a low I, that's a handful of Warriors that you take out each turn with no threat of them standing back up. Do that over 6 turns and phase out seems so possible, even in the classic washing machine build.

    This isn't even taking into consideration nuking the Res Orb'd Lord so you can cheese away the rest of the warriors with PW and Low AP weapons.
  • mathhammer · 3 months ago
    see above on why there is some talk of WBB will work against the jaw.
  • Kraggi · 3 months ago
    Remember you can always flat out refuse to play someone using this power.

    4 of them using this every turn will suck, and especially in some SW builds (I am looking at something with 4 drop pods and a Rune Priest in each.

    I agree that if you tailor your armies to your opponents against some it might not make the cut, but for most people that use one list for all enemies it will be in there.... and its a 1 in 6 of killing anything... special characters beware.
  • Rob Ehlers · 3 months ago
    I hate powers that bypass all of the toughness, armor/invulnerable saves, and wounds on a model. I find them to be random trash that reduce the impact of good strategy and tactics. This power with about a 6" range might have been acceptable, but 24" and hitting everything makes it absolutely ridiculous. If someone tries to play that guy against me, I'll just concede the game to them without playing.
  • Vepr · 3 months ago
    If it was just one priest with the power then it is not so bad. If multiple runepriests can have this power then it becomes a problem especially if they are hunkered down in vehicles. It just seems like it was not well thought out.
  • Kolai · 3 months ago
    I'm going to concede aswell if I hit a list with that power. I play orks and now making a low-model-count MC Daemon list and with low initiave models and low model count armies this power just kills all the balance, I know that I'm just going to feel frusfrated and annoyed as hell if I play against that power, no fun at all. I can't really see why people can't understand how powerful and lame this power is..
  • kaptinscuzgob · 3 months ago
    I figure you have to try and mix your units up with his. Either its like a template weapon, in that it cannot pass over his own units, or the user simply wont want to risk his expensive SWs. If you use careful unit placement and advancing the SW player might not be able to draw the line without it touching one of his own models, or place it so it avoids your important ones. Obviously its going to be easier for fast units and deep strikers to do this.

    It also doesn't seem to affect vehicles, so perhaps transports can protect your troops until they get out, preferably in assault range of the priest. Monstrous Creatures are going to have to use their speed to get into combat (wings, running, whatever) where the psychic power can't be used on them (its a psychic shooting attack, so it can't shoot into combat)

    The least you can do is to spread out the things the priest is most likely to target, so he can only get one a turn. At most the SW can have up to two priests.

    Alternatively, just shoot the bastards. All the "at risk" armies, Tau, Necrons, Tyranids, Nurgle and Orkz all have access to long range shooting attacks which can easily kill a guy in power armour with one shot (railgun, heavy gauss cannon, venom cannon, defiler battle cannon/soulgrinder tongue weapon, killkannon/boomgun respectively). The best thing is that, apart from the 'nids, you can get these weapons on vehicles, which the power can't touch.
  • evil_termite · 3 months ago
    This power doesn't concern me TOO much. I am a big fan of mech (for a lot longer than just 5th edition) so all three of my armies are all meched up. The only slight thing to worry about would be my crisis suits, the thing only does 24" so I've got a few turns to neutralize it before it gets close enough.

    I am not a big tournament player so I only have to worry about players using this at my LGS. Most players there aren't interested in running super tournament lists all the time so I'm not too worried about seeing four models all using this power.
  • nerdryan · 3 months ago
    There is still some debate about if you can take multiple of the same psychic powers on Rune Priests going on. The wording of the rule for duplicating HQ could be read as taking no duplicate equipment or power combinations or on the other side it can be read as taking no duplicate equipment combinations or powers. If it is the second one that means if you take Njal you cannot take another Rune Priest at all.

    I would not be surprised to see it get FAQ'ed down to only one of each power in your army.
  • Matthew Horn · 3 months ago
    Awareness, model spacing, and brutalizing the Rune Priest will defeat this power. Even models coming out of assault will have a chance to consolidate so the Rune Priest can only hit 1-2 of them. It sucks that HQs can be killed, but that will probably make the Rune Priest's unit the #1 target for those same HQs.
  • ElToninio · 3 months ago
    "Eldar and Dark Eldar. These guys in general have I:5 and even the mighty Wraithlord is only affected on a 6. If anything this ability in the meta-game balance may net-help these forces"

    Am I missing someting here, or isn't the Avatar I5 and the WL an I4 MC, meaning that both would go flying into the depths of my mighty wolf's bowels on a 5+ and 4+ respectively?????

    I also think this power is neat against Fateweaver, another pet peev of my Wolves. ;)
  • Gauthic · 3 months ago
    5+ and natural 6 respctively :)

    Less than or equal to I
  • Molochi · 3 months ago
    Both are Monstrous Creatures, meaning that the I5 Avatar can only fail on a natural 6, and the Mighty WL will also only fail on a 6

    You have to roll equal to or under your Initive value, and being an MC you reduce the number on the die by 1
  • thePirate · 3 months ago
    They are also monsterous cratures so get a -1 on the dice roll so they only miss on a 6+ or 5+ respectivly.
  • Eternum · 3 months ago
    EQUAL to or lower, so it would be a 6 for both. If you rolled a 5 for the WL (I4) you would reduce the number on the die by 1 for being a MC, which makes the result a 4 - which is a pass since it is equal to his initiative. Both the Avatar and Wraithlord only fail on 6's (which is an automatic fail regardless).
  • Fire_Warrior · 3 months ago
    As its a shooting attack, you always get cover saves (if behind cover obviously)
    so its not all that bad, although no saves will hurt MEQ armies and such.
  • michael8 · 3 months ago
    you only get to make a save if you are being wounded. there are no wounds being dealt at all, you are just removed from the board.

    no such luck
  • ElToninio · 3 months ago
    "Eldar and Dark Eldar. These guys in general have I:5 and even the mighty Wraithlord is only affected on a 6. If anything this ability in the meta-game balance may net-help these forces"

    Am I missing someting here, or isn't the Avatar I5 and the WL an I4 MC, meaning that both would go flying into the depths of my mighty wolf's bowels on a 5+ and 4+ respectively?????

    I also think this power is neat against Fateweaver, another pet peev of my Wolves. ;)
  • Eternum · 3 months ago
    You most certainly are missing something. MCs get a -1 modifier to the die roll (which is a bonus since they have to roll *under* their I characteristic) AND a characteristic test is passed if you roll EQUAL TO or under the value. So the Avatar and WL would succeed on 6+ and 5+ even *before* the modifier - after which it would be a 6+ for both (since a 6 is a fail regardless). Still not fun to lose tough multiwound models on a 1/6 chance roll to a mead-swilling space viking, but hey, this is GW. It seems they want every new codex to drive us into a frothing frenzy...
  • Fire_Warrior · 3 months ago
    Oh and i forgot. Only 1 per army so no 'spamming'.
    At least GW figured that out!
  • Vepr · 3 months ago
    Was this confirmed? It seemed like the rules could be read that 4 different runepriests could have this power as long as their secondary power was different?
  • anon · 3 months ago
    Maybe this was answered already but if infantry are in a transport are they not effected? Also, what if a squad is in close combat? Its classified as a shooting attack so i assume a squad in cc cant be targeted by it. If the power doesnt affect squads in these circumstances then i dont think mech lists of any kind will have much to worry about.
  • Herald of Nurgle · 3 months ago
    Compare with Gift of Chaos. Then weep.

    I'm not paying 125pts for a Sorcerer when I can pay 100 for a damned SW one that's better. Bye bye 1000 sons army (ironically)...
  • Zeev · 3 months ago
    Lets be sane about this.

    Is it awesome against nids...but nids are the next dex after wolves...jaws will have 3-4 months of making nid players cry...and then it will be the wolves calling the nids cheese...

    Against crons...yes it kicks cronny butt. Then again...wolves are an assault army. They would cut through nids regardless.

    Depending what it says in the FAQ my tau are either utterly screwed by this power...or only my broadsides...depends if it effects jump infantry or not...
  • kuneho0615 · 3 months ago
    IMO, jotWW is not that scary, even though im a nidzilla player coz they will still be outnumbered and to balance them out, GW made this psychic power. I always bring shadows of the warp for my tyrants, and so far it works well. it'll always depend on your tactics.
  • Vepr · 3 months ago
    I am not sure about the outnumbered thing because many of the players over on warseer are making both elite lists and horde lists because of how relatively cheap the basic guys are for what they do.

    This is one suggestion that a player made and points could be swapped out for two runepriests no problem and a rhino or two on this 1750 point list.

    "5 Thunderwolves, all with storm shields, one with thunderhammer, the rest with meltabombs

    two 10 man Grey hunter squads each with two melta-guns , a power weapon , and a Drop pod.

    6 units of 15 wolves...For a total of 90! These guys are cheap, have the same stat-line as a spacemarine with +1 attack, +1 init, but a slightly lower LD with a reroll if you place them right."
  • sodcactus · 3 months ago
    I think Nidzilla won't be affected as much as a more "balanced" list. The not-hard-as nail list I usually run have a Tyrant, sometimes a DakkaFex and 1-2 Sniperfexes. That's between 2-4 MC in 1750 p. If one of them goes pop it usually affect my strategy quite a lot. To bring down 1 MC usually takes a lot of firepower which helps the rest of the army but in this case a 50 % risk of losing a MC and still has to withstand the hail of fire from the rest of the SW-army seems like a hard deal.

    But it is like it is and I guess scuttling stealers and Shadow... will be much more prevalent in my list, especially meeting the local SW-players
  • dcgreenwood · 3 months ago
    As a Necron player this disappoints me - as others have said, it seems off because it is unbalanced against some armies rather than others, and its range and LOS seems out of line with other mega-powers. I'm tempted to shelve my necrons in favor of my SM - except I have been trying to take 5th ed as a challenge and figure out how Necrons can meet the changing war-scape. But we robots don't have nice vehicles to hide in! So I guess it is going to make me even more dependent on maxing my monoliths, though perhaps it might make me look again at wraiths and scarabs (as they are jetbikes). I know one thing - if I play SW, my particle whips and blaster fire are going wherever the rune priest goes until I get him/them! (and my lords will hide in the back until the RP are snuffed)
  • anon · 3 months ago
    This power is clearly over the top. It doesn't matter that it will rarely affect certain armies, the fact that it can neuter other armies (even though they have not been made 5th compatible yet) is what matters. Specifically the armies mentioned, Tau, Nids and Crons. Nids are especially hurt as their only source for reliable anti-vehicle are in the form of MC's (Tyrant and Carnifex) and to lose even a low cost version of these big baddies.
    IF this had been a 12" range I believe the power would feel and be more balanced and the frustration that will accompany this power being abused would be easier to justify.
  • gilbert93dt · 3 months ago
    This is not as brutal as I previously thought. I run nids and Tau, which are the armys that suffer huge from this, but I only run 2 carnies. Everything else has a good I value and is going to be locked in close combat, including the carnies. Broodlord and Hive Tyrant have good I values. Warriors have good I values. All of my gaunts have boosted I values (5). Genestealers have good I values. Zoes have good I values.

    Good thing Biovores suck, because they would be instantly killed with an I value of 1, without being a monstrous creature. Brutal.
  • whitestar · 3 months ago
    This just makes hive tyrants that much better than 'fexes. A basic tyrant will die as easily as a genestealer? I'm okay with that. However, this sucks for carnifexes. I'm keeping my boom fexes far away.
  • weeler · 3 months ago
    The line starts from the rune priest and affects all models. This doesn't mention friendly or enemy, its all models. This means that rune priests will be out front and only 24" away. I think this will seem overpowered at first, but these rune priests will draw more fire power than daemon princes. If the cost of HQ's will be high, and sergeants will need to be upgraded, which might get pricey, i don't think we will see to many of these dudes after a few months. I do agree with the comment that Space Wolves hate psykers and yet they have these insane powers. I think I will field Ahriman against the wolves, it's revenge time. Does anyone know, will rune priests be equipped with a hood?
  • BlackSly · 3 months ago
    As I understand, they get a "negate Psychic Powers on 4+" ability, which is better than a Psychic Hood unless it's a PH at LD 10 vs a Ld 9 Psyker.

    Also, you can (and will) run the RP in with a bodyguard squad, or in a Rhino. Unlike a DP, which cannot be hidden.
  • weeler · 3 months ago
    Yea, I thought of that, my point was that your army as a whole will dump its fire into that squad or rhino just like they do the daemon princes. Your right though, the survivability for a priest is better than a daemon prince. Thanks for answering my question about the psychic hood, that's not what I was hoping for.
  • Dr Henry Killinger · 3 months ago
    Keep in mind that A Runepriest only has two wounds and no invulnerable save (unless he takes Terminator Armour). If he can get picked-out he isn't going to last very long...
  • fenris · 3 months ago
    Now, have we thought about picking guys out of combat? I wouldn't expect you to be able to do that, but you never know... Thoughts?
  • BlackSly · 3 months ago
    I'm with the "this is lame" crowd. The power is too deadly to specific units (Carnifexes as the main target, and frankly, what can the next Nid Codex put in that would protect Fexes from this?), and even against the units that it's weak against, it's still a solid shooting attack. It's solid against MEQs, great against Termies, super against Oblits, Necron Immortals, Pariahs, Tomb Spyders, Destroyers, Heavy Destroyers, etc. Against other units where you say it's not worth the points because the targets are cheap, it can still be used to snipe the Nob out of a 30-man squad, neutering it, or take the Icon out of a CSM unit, etc. Many upgrade models or champions are crucial to the effectiveness of their unit, and many of them don't have upgraded Initiative.

    It's not that the concept is bad, it's that it's too good in its current form against all armies, and absolutely a game-breaker against a few other armies. Considering the cost of the Rune Priest as a base model with anti-Psychic defenses, how much of his cost is the JotWW? Can we consider it a 30 point weapon? AFAIK, the most expensive single weapon in the game is the Blastmaster at 40 points, so let's say the power is worth 40 points of the RP's cost. Uh, wouldn't you pay 40 points to get this weapon on ANY other character in the game? If every other single character in the game wishes they had this, even at the exaggerated cost I attribute to it, then it's undercosted.

    If the Rune Priest had to pay 40 or 50 points to get this, I might not be so annoyed. Just like I think Chaos should pay 40 or so for the Lash, not 25. Uber powers/weapons/characters are fine... but price them appropriately.
  • mathhammer · 3 months ago
    rune priest gets the power for free.
  • BlackSly · 3 months ago
    Not really. Even if a Librarian, or Rune Priest, gets to pick a power without having to pay for it, the fact that they get one power for free is included by the designers in their base cost. So the RP may cost 100 points with one power "free", or could have been written as costing 80 points and "must buy a power at XX cost", with XX being around 20 for most powers. About the same effect either way, and the designers of the newer Codices like to simplify (dumbify?) point costs for upgrades. But the base cost for the RP still was designed while keeping in mind that it includes one Psychic power, thus you're still paying for it. You just happen to be paying for it in a "must take" package deal, like the 1000 Sons Sorceror that is a must-take upgrade to a 1k Sons squad, WITH a must-take upgrade to the normal CCW of a champion to make it a Force Weapon. Just because they didn't pay for it separately, doesn't mean that the point cost of the Force Weapon isn't paid for in the base point cost of the 1k Sorceror.
  • thePirate · 3 months ago
    Of course you are right, but in for example codex Eldar you actually pay for the power, this lets the designer add different cost depending on how good it actually are.

    But in the dumb-down 40k of today, having to calculate a price for IC + power are deemed too hard for us, so insted we get to choose two for "free".

    And when you calculate the cost for Njal, I am supprised if you arn't getting some things for "free", even if you say they calculate the cost in to the model. Hate to think what he will cost if all costs where paid in full.
  • decker_cky · 3 months ago
    With Shadow of the Warp and the I2 upgrade on fexes, it isn't quite the autowin it's made out to be. Very powerful for sure though.

    Destroyers and Heavy Destroyers are jetbikes, so I don't believe they'll be affected.
  • mathhammer · 3 months ago
    run pries is LD 10
    so on two dice he has 3/36 chance of failing then the carnifex has a 50% chance of dieing.

    so 46% chance of a dead carnifex

    on 3 dice it is still a 41% chance of a dead carnifex.

    I wonder how many non LD 10 psykers there are...
  • decker_cky · 3 months ago
    And mathhammer fails on the reading test.

    Odds of failing a psychic test using Ld 10: 8.33% (3/36)
    Odds of failing a psychic test using Ld 10 when shadow of the warp is in play: ~19.91% (43/216)

    Odds of a dead carnifex with Shadow in the Warp: ~40.04%

    As I said, it's still powerful, but it does make a difference.
  • mathhammer · 3 months ago
    no you were to stupid to see I wrote two dice.
  • decker_cky · 3 months ago
    Oh I read that, but it didn't have anything to do with the post it replied to, so I'm assuming you failed to properly read my post. Or did you just pick a random post out of the 180+ here and put a reply on it for the sake of a reply?
  • BlackSly · 3 months ago
    You're right, from the wording it doesn't seem that it affects Jump Infantry, Jumppack Infantry, or Jetbikes. I wonder why it affects winged MC, then, if the other jumping units can avoid the effects just because they can jump. You'd think that if putting a jump pack on a Lord can make him immune to it, then putting wings on a DP would also make him immune to it. Bad rules writing, to let this difference stand.
  • Zeev · 3 months ago
    I think the idea is that MCs do not fly so much as they skim...they are moving fast...but probably only a few feet up....they are big heavy..and generally smashy...
  • Joewrightgm · 3 months ago
    Remember also, that Orks are generally speaking only initiative 2 base.
  • izandral · 3 months ago
    it's somewhat good for character snipping , but most SC will have high I.

    It's good against Carnifex that's for sure.

    Against line troop it's not so good , if i check how i usually play at most you would HIT 2 or 3 marines in a shot so kill 1 or 2.... , less if i'm careful knowing that you have this power

    what i wonder is do you get cover save since it's a shooting attack or maybe the part about ignoring terrain removes the cover save ?
  • Mo-man · 3 months ago
    You do know it's stilla psychic power, how many times have you lined up your lash prince for a lash that would get that annoying guard unit out of cover and into combat range and then failed your test. Stop your biotching and moaning and get a grip. Space wolves are meant to be brutal in combat they are meant to be able to kill things outright. But they are also very expensive as in their hq choices. for example bjorn who is 270pts and can still die to a lazcannon.
  • Guest · 3 months ago
  • thcrusade · 3 months ago
    nay I say, that there is a quicker way for armored (any kind) armies could deal it.

    It says that it will pass throught almost every living thing. OK, I just dropped a Drop pod, on your nose.

    OR maybe... my sideways moving Land Raider, will create a "shadow", and that will be the end of that.

    Probably 50 points, that can be easyly saved, with most armies.

    For non vehicles... you don't need them. you are playing with 90+ miniatures, you have no need of thoose. moving wisely, it will just tackle 2-3 miniatures of yours pert turn. And if you don't want it to take your BIG GUYS with it, just play with 5 jump infatery, or bikes, or something that moves fast. just to keep that pretty ass guy, quiet, while your troops, arrive in no time.


    In the end, this is another stupid power, that can be easily fooled, like infamous "LASH OF SUMMISION". but, that one is 155, in a killer machine. the other, could reach 180, and with a less durable miniature.
  • dude · 3 months ago
    Just another reason Mech wins in 5th edition
  • Name · 3 months ago
    I think it is awesome that there is something in the rules to make vehicles good.
  • Zingbaby · 3 months ago
    I'm sorry but there is nothing more pathetic than 'freaking out' about something that isn't even out yet. All the whining just gets so damned tiring... 40k is a great game - can't anyone just shadup and enjoy it?
  • Mo-man · 3 months ago
    well said. The thing is people who are complainning about it are basically "power games" people that use armies just to win not to have fun. I myself play dark eldar and blood angels and both have their weaknesses and their strengths at certain times. I bet the majority of people that are complainning about this pyshic power are nidzilla players, demonzilla players and the sort. The fact remains the more GW tre-writes the codecies the more powerful they become, everyone got up in arms when all orks got furious charge or when bezerkers were base ws 5. As soon as an army book gets re-done power games are gonna whine and moan.
    'nuff said really
  • sodcactus · 3 months ago
    But it IS out. Just not available for buying yet. My FLGS has an ex of it for the customers to look through. Or do you expect GW to print up a totally different codex between now and 3rd Oct.?
  • Zingbaby · 3 months ago
    Oh give me a break - yeah a few stores have copies - but people are not readily playing the list, and more importantly play-testing with or against it.

    Sometimes GW pushes it a bit I'll admit, but more or less all of their rules end up working out once people learn to adapt; despite all the whiny baby bullcrap that follows every new release.

    It's lame - totally fricken lame to be crying about the rule now without even playing against it. I personally look forward to whatever challenge the new SW codex provides - bring it... I'm going to have fun regardless of the outcome, because it's a game and I'm not a whiny bitch.
  • sodcactus · 3 months ago
    Yes, we will have to work with it. Broken or not, the rule is there in printing so that's a fact.

    The SW-codex is printed, that's what I wanted to point out. Many of the "whining" people actually has read the codex so just dismissing everyone as pathetic is a bit general. If my FLGS has an example of the Codex I suspect most FLGS has it....

    What we're looking at are the potential to abuse a power, very much like Lash. People got upset about that power as well, and rightly so. Now you see it in almost all hard-core CSM tourney lists. We'll see if JOWW will have the same fate.
  • Zingbaby · 3 months ago
    ... "potential to abuse" blah blah blah - lots of people have read the new codex but have you played AGAINST it yet? - NO. Better yet, have you played 10 games against the Rune Priest to figure out how to counter him yet? - NO.

    I doubt it's even broken... Lash isn't broken, maybe it's pushing it a little, but we've all learned to deal with it - it's not nearly as bad as the initial whiny bullcrap fest lead people to think it would be.

    I play tournaments too (with Blood Angels) and I haven't seen as many Lash prince armies as expected and those present weren't necessarily winning either.

    I'm sorry but 'reading' a rule, and really hashing it out in actual games - are totally different things. Most of the time the loudest majority are the whiners that hardly even play games - and it's lame.
  • Sathos · 3 months ago
    Allow me to just point out something to the people screaming overpowered before they have played it...

    It hits everything in a 24" straight line right?.... unless you are really really stupid with your movement, consolidations or generally dealing with the rune priest in the first place this should be hitting maybe 1 or 2 models at most for the majority of the time... you lose more to a battlecannon attack on average and the vehicles wielding them are generally harder to kill than a two wound character.
  • sodcactus · 3 months ago
    It's not the killing of a few models in a squad that's the overpowered part of it. It's the "I can make your 200+ p MC/Deamon vanish without a trace"-ability that make people a bit hesitant about the brokeness of the power.
  • Sathos · 3 months ago
    Thats where the tactics of using such a unit as a trap come in... the rune priest zaps your big scary daemon and then gets swamped in lesser daemons next turn because he went for the big shiney.
  • sodcactus · 3 months ago
    It's also the ability to kill specific models in a squad. No wound allocation for the "defending" player. Affected models on the losing side of the Init D6 are out, so bye bye special weapons and PF-sergeants. That's pretty powerful I would say.
  • pwrserge · 3 months ago
    All I haveto say about this power is that it makes baby 'Nidzilla cry...

    I mean seriously... It is just another reason to send suicide squads of gaunts out to tie up this guy in combat. (You can't make a phychic shooting attach if you can't shoot.)
  • sodcactus · 3 months ago
    Problem with suicide gaunt squads against enemies with countercharge is that the enemy that you're assaulting will WIPE you (especially with fearless-wounds thrown in) which means that all of a sudden you have to run with maxed gaunt-squads which is NOT good when it comes to scoring objectives. So in order to save your fexes you have to significantly reduce your ability to score. Fluff-wise gaunts are meant to die but 5th changed that into a loosing strategy.
  • Samwise159 · 3 months ago
    I see a nasty build with 2 Rune Priests arriving by drop pod and lining up to hit the two biggest and meanest enemy characters/monsters that they can using the ability to line up the chasm.

    My only other issues with the codex are that Grey Hunters are cheaper than regular Marines and are way better (2 Special Weapons is better in a tac squad than 1 special/1 Heavy) + acute senses, extra CCW, and counter charge? WTF? Why don't they cost more? They are flat out better.

    Also, the ability to take Wolf Guard Terminators as troops with Logan Grimnar is nothing less than a massive loogie in the face of the Dark Angels. Just about the only thing that they still had going for them was the Terminators as Troops bit.

    Otherwise it seems like a fair codex to me, with a big silly looking model of a guy riding a wolf.
  • Crusty_Curmudgeon · 3 months ago
    Other than the undercosted superior troops, over the top Vortex laser and unlimited range D6 shot Autocannons they are a fair codex. Oh and the Terminators as troops thing. They get that too. But still fair. They get two HQs for one slot thing. But they are still fair. And can take five heavy weapons in a Dev squad and split fire. That's more than fair.

    I can't see why anyone would call codex creep on this army.
  • BlackSly · 3 months ago
    The Troops are not that over the top. Compare to CSM, and they get the superior Morale rules but at lower base Morale value, and they have to have 10 in order to get 2 special weapons. But the catch is that a Champion is an ADD to the squad, not replacing a unit, so if you want to have a Champion for the Ld 9, power weapon, or ability to run 2 meltas and one combi-flamer, then you end up at 11 models in the squad. And SW Rhinos and Drop Pods only fit 10 models.

    Each basic trooper is undercosted, but the squad options aren't as good as for CSM. They don't seem to be better than CSM, just comparable... trading a 2nd special weapon for Counter-Attack and ATSKNF. That 2nd melta or flamer is a pretty big price to pay.
  • duskraider · 3 months ago
    Great... So my entire Nurgle Daemon army and my Plague Marines (pretty much my entire Death Guard force) is screwed. Whatever. I'll just use all those Terminators, DS down, and kill the Runepriest ASAP (hopefully before it can do anything, really ticking those SW players off).

    So if a Runepriest decided to use this against a Khorne Daemon that had Blessing of the Blood God, would they get their 2+ Inv. that comes with it?
  • Crusty_Curmudgeon · 3 months ago
    Don't think BotBG is going to work... it says "Wounds caused by" and this thing doesn't do wounds. Just removes from play.

    Think it's time to get the Null Rod out. Radical Inquisitor anyone?
  • duskraider · 3 months ago
    Bleh... you're right. Ah well... I guess all that can be done is try to charge him with a Bloodthirster and kill him ASAP.
  • Daryl Painter · 3 months ago
    Unless you run your infantry in a conga line, or you are too stupid to notice where the RP is, this shouldn't be a big deal. It may kill the odd Fex now and then and it may kill a couple of guys in a squad each turn, but it's not really that scary. (And I play Tau). And as someone else mentioned, like the old 2nd ed Vortex of Doom, it will kill any wolves that get in the way just as easily, including members of any squad the RP happens to be running with (because it targets individual models, not squads). I can garantee there will be much fun to be had from the other side of the table pointing out how your opponents carelessness has cost him a GH and the WG pack Leader.
  • BlackSly · 3 months ago
    Problem is that "a couple of guys in a squad each turn" is, instead, "a couple of SPECIFIC guys in a squad each turn". So he can pick out ICs, heavy weapons, champions, etc.

    Now, if it were treated like shooting attacks where the owner of the units that lost models picks which models to lose, I don't think many players would be crying too much. At that point, it could only snipe unattached ICs, and that's a lot weaker than being able to rip out any model out of any squad, in addition to having the chance to kill multiple targets.
  • Slackermagee · 3 months ago
    This is complete and utter bullshit. Are they TRYING to make the game glorified rock paper scissors? Oh, you're playing nid zilla? I guess I'll take the cake here. Oh wait, next round is eldar... scoop.
  • weeler · 3 months ago
    SLAANESH
  • doughboyguard · 3 months ago
    Think about this: since you do not target a unit specifically, you can snipe into combat. If this is the case, the power just got much better, since everything will be clumped up. More supporting evidence: templates that scatter into combat affect the combat. While you may not hit your own models, you could skirt the edge of combat.
  • Taediosus · 3 months ago
    From reading the wording today (and the paraphrasing above doesn't leave much out) my own interpretation is that it's a 'Psychic Shooting Attack' so LOS (and a target?) is required, but the line will continue through terrain to hit other models on that line rather than stopping short.

    I suppose common sense and sportsmanship as well as the promise of violence would dictate the width of this 'line'. I think i'll go with tape measure turned sideways to prevent being slapped for taking the michael.

    I play regularly against Wraithlords, Lash Princes and Tyranids but I doubt that the first two will be too worried by this power with my inability to roll 6's most of the time. I'll have to see how my clever 'nid opponent counters my rune priest in future before agreeing this power is as broken as people are saying. I just hope I don't play any Greater Daemons of Nurgle any time soon because that would just be plain nasty... Like rubbing salt in wounds nasty...

    Of course if this was a melee power no one would be complaining any more, or would they? This stat-test based death is nothing new if you look at Warriors of Chaos and I hope to see more stat-test's in 40k, variety is the spice of life.
  • mortal888 · 3 months ago
    Well, I'll never bring a Great Unclean One to a tourney and I'd sure never play Kugath anywhere near a SW player. That's 300 points for nothing. Even worse for an Epidemius player. I think the only way I'd play a SW player at all would be to bring a Bloodthirster with Blessings. I'd have to say "oh, I'm playing YOU? Let me swap out models." The term Color Hosing comes to mind.

    That living lightning ability is enough to make guard take anti psycher witch hunter allies too. "Let me get my anti-SW models together and we can play".
  • Mo-man · 3 months ago
    but that would be changing your army list to suit your opponents showing that your just in it to win not to have fun. If you are truelly in it to have fun you would come out with the same list and if you were an able player you would be able to beat anyone with the same list. Comments like this one just goes to show that you lack any form of having fun with the game and that you just want to win at all costs. Shame on you
  • sodcactus · 3 months ago
    Unfortunately that's whats happening when certain powers hit some armies harder than others. Yes, I play for fun but when winning comes down to the fact that my opponent has a power to make my ONLY reliable tank-busting troops (I'm a Nids-player...) going *POOF* without any decent way of saving him, I say I will take a different list against SW than against the rest of the 40K-world.
  • Mo-man · 3 months ago
    Why not just pone him over with genestealers then. Do what they do best and mince marines in combat. You really should not be worried about it just take the nid equivilent of a pyschic hood and you should be fine.
  • Vepr · 3 months ago
    Imagine the howls if there was a Tyranid, Tau, or Necron ability that made models in a 24 inch line roll below their armor value or get removed from the table.
  • anon · 3 months ago
    who knows, maybe that is what is next for nids because of this power.

    just think about it, even taking out only one or two fexs in a game this power makes it more difficult for any nid to handle a mech SW force. especially since the RP can launch these attacks out the fire point of his rhino.

    the other i could see happen, Shadow in the Warp becomes "No psychic shooting powers may affect your Tyranid units if they are in Synapse. All psychic powers are rolled on 3D6 and ignore perils of the warp."
  • Jaradakar · 3 months ago
    Check your Codex's before posting.

    Wraithlords have I4, which means with a -1 = they die 50/50.

    Overall I don't like this power fluff wise (why are they getting some super powerful psychic power?

    Rule wise... will see initially it does sound like a new Lash...

    Hopefully after play it won't be as bad as it sounds (and he'll be easy to kill from outside of 24"s)

    The biggest defense that Eldar and Nids have (two of the bigger MC users) is they can force them to roll 3 dice for Psy tests.

    I wonder if part of the problem is in the past giving away invuln saves too easily and now this is escalation of a way to help them deal with daemons.
  • gilbert93dt · 3 months ago
    No, Wraithlords are I4, meaning they die on a roll of 4,5, or 6. But they get minus 1 to the roll, so a 4 passes. Wraithlords die only on a roll of 5 or 6, the odds or a marine failing his armor save.
  • Spanky · 3 months ago
    My thought: Its a shooting attack, so it needs LOS to a model in order to be used. After that if it hits another model thats hidden behind terrain, bonus for the wolf player. What I question is, can it be adjusted by the wolf player to maximize kills, pick out a specific model, ect. before final placement, or does the wolf player have to commit to the line before placing it, kinda like guess weapons of 3rd edition?
    Also does it affect all models on the line (not plane) even if they are on another level, like in a building?
  • Dr Henry Killinger · 3 months ago
    Might I point out that Kharn the Betrayer is immune to the effects of psychic powers...
  • Benandorf · 3 months ago
    Worst thing since Orks.

    40k is becoming worse balanced than WHFB. And it doesn't have the whole "tactics" thing to make up for balance in any way.
  • BrianGeneral · 3 months ago
    On both game terms and fluff terms this power (or the uber psychic ability for SW in this book) SHOULD NOT EXIST.

    Fluff wise.
    Eldar are supposed to be the best psyker race in 40k universe not? Chaos (especially TS) can come second.
    As for the Imperium, I guess Tigrius is supposed to be the most powerful one out there.
    And now? SW suddenly flies to the top of the list. Both on the offensive and defensive side.

    Game wise.
    I don't even need to write about it. This power can vapourize a few squads of low-I units at once who don't even get a save from it------even high-I units can still be removed on 1/6 basis. Zowart's Squig and GoC, while they can also remove models instantly, have limited range. For Lash, yeah, it's stilll broken but at least you cna't take 4 DP/Sorcerers in an army for Quad Lash. And they must pay points for buying Lash.

    In particular, since I play Tau I have a bad feeling about this. Imagine this scenerio: 4 RPs, 1 with Bike, 1 in DP, 1 footslogger and 1 in a transport (all are joining squads, it's just plain stupid to let them walk alone), I guess I'll concede the game instantly. My army strives hard against MEQs and it's not even funny when there're so many big squads coming at once.
    (Though, I don't believe Mech armies are the best in 5th, but hybrid ones)

    In short, JotWW and along with the whole idea behind RP is utter bullshit.
  • joe · 3 months ago
    did anyone notice that it only said model?
    keep attacking models under cover of their friendly units
  • vipernyc · 3 months ago
    another thing is, its a shooting attack, which means it can't be used while the psyker is in CC. So, tarpit the priest and his unit with some cheap troops, and bingo, nothing to worry about.
  • BrianGeneral · 3 months ago
    Except, if they can take 4 RPs then you need 4 tarpits......And they should be able to hold at least 2 rounds of CC before being sent off.
    Sadly there aren't too many units can do it.
  • vipernyc · 3 months ago
    Since that seems to be the only real argument anyone has for this power being so uber, I guess I'll just count myself lucky that I don't know anyone who is enough of a tremendous d1ck to actually field 4 of them.

    If you check out the codex, its not even clear you can take more than 1 RP with the power. The line says "you cannot take 2 characters with the same saga, psychic power, or combination of wargear".

    The sentence is structured with 3 seperate conditions: no same sagas, no same powers, no same combination of wargear. If it was only 1 condition, like say having 2 identical runepriests, but 1 with a WTT to make them different, then the sentence should read: "you cannot take 2 characters with the same combination of sagas, psychic powers, or wargear".

    Its the sort of thing that probably seems really obvious to the person who wrote it, but requires close reading by everyone else... which is usually the editor's job, but we know how good GW is on that front.

    Regardless, if someone shows up with 4 RPs with jaws, then I would go ahead and use this argument to make your case for disqualifying the list. Just try to make sure whoever is arbitrating has a decent understanding of grammar.
  • ShufflePanda · 3 months ago
    Oh, just whine about it a little more!

    It's a one-trick pony, pure and simple. As long as you're not a dumbass, your opponent is going to have trouble getting more than 3-5 infantry-sized models with JotWW. As long as you're not a dumbass and took the +I on your Carnifexes (which you should do ANYWAYS, if only to go before P-fist equivalents), you've got a 50% chance of ignoring this. As long as you're not a dumbass, he'll NEVER get more than one MC/TMC.

    The power is on a T4 model, with a possible +2 save and only has two wounds. He's squishy as all hell, even when he's in a big pack of 15 Blood Claws. With a 24" range, that puts him well within threat range for just about every gun or assault-oriented unit. It sounds easy to deal with.

    Even if some dipwad fields four of them, that means he's not taking any CC monsters like Ragnar. If he nixes your big stuff, more than likely he's not prepared to deal with the small stuff which will grind him down.

    When I play my Tau, I'll just stay buttoned up in my Devilfish and keep my Crisis Suits spaced correctly, (hell, I'm used to losing a Suit a turn from Krak Missiles and Meltas anyways, why should I complain if it's a Psychic Power killing him instead?)

    When I play my Bugs, I'll let my opponent kill my I2 Carnifexes while my I5 Tyrants prance about with my hordes of Warriors keeping Synapse. I'll shove my out-flanking Genestealers up his arse just for good measure.

    And when I play my Nob Bikers of Doom? He might get one, maybe two (out of ten) as they're turbo-boosting right into his face.

    More importantly, this psychic power won't be "un-fun". I'd rather fight against JotWW spam than Mech-Eldar any day of the week. When all the idiotic Eldar vehicle upgrades come together and my meltas don't work and my Lascannons are only S8 and I only hit on 6s and and I'm rolling 2d6 and taking the lowest and they can't be stunned and they'll swoop in last-minute and contest the objective with one janky, weaponless Falcon so they eek out a tie with two models on the board when I've got the better part of my army alive it's just frustrating and un-fun. It's an exercise in rolling better dice than your opponent at that point.

    As long as things are dying, as long as I have to think on my feet because part of my army just got obliterated, as long as I'm having FUN, I think the Space Wolf codex will be just fine. It's a damned GAME after all.
  • vipernyc · 3 months ago
    Hear, hear!
  • davee33 · 3 months ago
    I don't see jetbikes on that list :)
  • Hija · 3 months ago
    Its says "models" not units, so when advancing on or defending against such an attack if you are clever you should never have a chance of losing more than 2-3 models. Now, here is where you can argue, a line is not a plane, if it is a 24" vertical plane it will hit everything "over" and "under" the line. If it is a plane, then units above others may be hit.

    Its not really scary unless he gets close and can look down a gun=line.
  • kuneho0615 · 3 months ago
    i agree with shufflepanda. why are you guys kept on whinning? the codex is'nt out yet. and it's not like every day you'll be playing against space wolves.

    and for those who play nidzilla, as i do, just keep pounding them with your sniper and boomfex. we still have other cc killer units, it's called the genestealers...

    for me 2 lashes are scarier than jotww... just my two cents
  • ghost · 3 months ago
    rven if it is true im not worried, pop enough firepower into anyhting and it will die
  • Petrow · 3 months ago
    Typical Lash-weaknesses. If that is the exact description, a vehicle effectively blocks it's path. Units in transport are not affected as well.
    And what about it's point-cost? I do not want to use a 100 pts character + a 50-60pts psy power to hunt down 18 pts Necron warriors. Characters are somewhat protected as well: most of the have I4 or 5, which gives them 1/3, 1/6 chance to fail.
    We shall see, but right now it does not seems to be such a dreaded ability, as some say.
  • Undone · 3 months ago
    The power is like some people already pointed out powerful but not all that. It comes with it's own set of limitations.

    1 - It's a psychic shooting power so the normal rules for shooting applies - LOS, no shooting own troops, no shooting in close combat. This means is a serious limitation for an army that excels at close combat. Damage is to be dealt up close and personal. This power doesn't help you do that at all. It does the opposite actually.

    2 - It draws a straight line 24". Space your troops correctly and not so many will be affected since it affects models not units. Remember the line must be 24" long so make sure you move your troops tactically sound. If you wanna get close, make sure you move in between the priest and an other enemy unit. Since he can't target his own troops you'll be more safe.

    Sure you can take out models with this power - if your lucky you can take out expensive, harecore ones. But most of the time you'll just be sniping troops. Which is a waste of points. There are better powers in the Space Wolves spell book. But in the Chaos one the are better still - I wouldn't trade Warp time, Lash, Wind or Bolt of Change for this. Gift maybe ... but only maybe.

    Much like the spells of Codex Marine the spells of the Wolves look good at first glance but not so when giving it some thought.
  • Duskstorm · 3 months ago
    I don't think Jump Infantry (including jetpacks), or jetbikes are affected and here's why...

    "In this section, you will find the rules for each of these unit types, namely monstrous creatures, jump infantry, bikes and jetbikes, beasts and cavalry, and artillery. Note that vehicles are also a different unit type, but they are so vastly different that they have an entire section of the rules dedicated to them.

    Except for the rules detailed in this section for each unit type, these units follow the same rules as infantry." quoted from the WH40k rulebook.

    Now, the psychic power has a list of affected units, monstrous creatures, beasts, cavalry, bikes and infantry. All of these with the exception of infantry are taken directly from the first paragraph of the quote from page 51 of the rulebook (the small BR edition). And since neither jump packs (jetpacks included) nor jetbikes are in the list of units affected, the power has no effect on them.

    However, this all depends on how close the wording we were given will be to the actual wording in the codex.
  • Mo-man · 3 months ago
    urm forgive me if im wrong here but the avatar is I6. So he will only die on 6+. You can only take a single rune priest with this power because if you take more that would be in conflict with the no multiple's of the same chars rule that space wolves have. Please stop whinning this is what I got to say to all those nidzilla lists. stop your whinning it's about time an army put you down a peg for having an army of basically eternal warriors. Demonzilla still have the advantage as all you do is plump a soulgrinder down and then battlecannon the unit his in. As far as I can tell it's a shooting attack and as soon as shooting hit's combat it stops and fails. Also you can't do it to models that are in a retinue as the retinue rule means you can't target the IC from shooting unless you have enough wounds for wound alocation.
  • Vepr · 3 months ago
    There is confusion on whether or not more than one runepriest can have this power. As it reads now it looks like as long as the "combo" is different you can have the same power across multiple runepriests as long as the secondary powers are all different. Also it hits everything in a 24 inch line it does not stop so IC's and special weapons etc can be picked out no problem and completely ignores wound allocation, there are no wounds you just remove the figs from the table. Also the priest and his squad can use jump packs, a drop pod, or a rhino so most likely a priest will be able to move around and get this power off more than once before worrying about assault. Go check out the dex your local shop should have a copy now. The SW are going to be a very strong army and not just because of this power.
  • kappa1az · 3 months ago
    Ok everyone know that is will be months maybe years before we see an faq about the sw codex. My thoughts would be key word infantry and the last time i checked and others below have stated that jump infantry land after movement so they are not skimmer and this power would affect them.

    tim
  • Duskstorm · 3 months ago
    Your missing the point. Monstrous creatures, jump packs, bikes and jetbikes, beasts and cavalry all follow the rules for infantry, except where the rulebook states, but that doesn't mean they are infantry, or why bother picking out monstrous creatures, beasts, cavalry, and bikes specifically? They picked those units out specifically, because those units are the only units affected. So jump packs, jetpacks, and jetbikes are unaffected, if the rule reads the way we were shown.
  • sodcactus · 3 months ago
    I guess that many think that (especially) the Nid-players are overreacting. Yes, Canifexes are hard to kill (but less so nowadays) and having a power making one or two going *POOOP* and "die" is that such a big deal?

    Well, what if the new Nid-codex would have a psychic power that said "Trace a straight line for 24" at any angle. Any vehicle touched by this line will be removed from play (including it´s cargo) on a roll of 3+ (4+ if Fast)". Game breaking ehh?

    Would that be ok with all the mech-players? Don't think so.... Carnifexes are the Tyranid equivalent of a tank and with JOWW we don't even get a roll on a second table to save us...
  • sketchesofpayne · 3 months ago
    Looks like I'm going to start bringing Tellion and a squad of snipers, as he can pick out the bugger.
  • davee33 · 3 months ago
    Let me explain why this upsets me -

    Mind War 18" Range, Requires LOS, leadership roll off, invuln + cover save allowed. 1 Would per point over.

    JOWW 24" Range, Does not require LOS, Initiative test ....

    Seriously ...
  • Ryan · 3 months ago
    I just wish they hadn't felt the need to add that "always fail on a 6" line. I wonder if they were worried that it would be underpowered without that? If so, I wonder if they've ever thought of seeking couseling? (of course, really I'm just sore because as a DE player, if the 6 rule wasn't there I'd finally get some use out of having I6 or I7 :P). I am at least glad to see some interesting new mechanics.
  • Azaghul · 3 months ago
    As a guards man I'm not worried about it. If you want to bring your preist with in 24" I'm sure a Punisher Cannon will find you.
  • scadugenga · 3 months ago
    Unless you're fully mech guard you should worry about it. a few DS RP's with this and you can kiss your command structure goodbye.
  • Azaghul · 3 months ago
    If you can't win with out your command stucuture you can't will at all.
    The orders are a nice bonus - not a must have.
    And I don't play all mech - I love my platoons!
  • scadugenga · 3 months ago
    The point I was trying to make is a couple RP in the right location can rout entire platoons in one shot, given enough failed Init. tests. Take out the high ld Guard, and "2-3" casualties per squad means a lot of ld 7 break tests.

    I'm with you, btw---All infantry, all the way w/my IG force.

    Any there's no such thing as the "unbeatable" list or power. But this particular power is about as warped as can be. Fortunately, there are (at least at this point) relatively few SW players in my neck of the woods.
  • dhanhigh · 3 months ago
    what happens if u fire it from on a hill? does it like sink to the ground or what?
  • TheMightyWarHamster · 3 months ago
    so the point of this power is to teabag IG characters?
    sorry, no orders for you buddy... oh, you needed your commander's aura? well... SCREW YOU! *NOM*

    >:-3
    It's the WORLD WOLF! GET IN THE CAR!
  • Grimm · 3 months ago
    I can certainly see jaws of the world wolf being the power of choice against horde armies. Orks/Nids/IG I'm looking at you.
  • Easy_the_killer · 3 months ago
    Thats it! I'm f***ed since I play; Nidzilla, Nurgle Daemons, Death Guard, Tau and IG...

    I think that my Nurgle Daemons have it worst. They are slow, can't shoot and have a Great Unclean One and Epidemus that I really need too "maybe" pull of a win. "/

    I hope that I never meet a 4 RP list in a tournament.
  • Big Dibs theDog · 3 months ago
    In practice it takes a lot of maneuvering to get "a lot" of figures lined up on the line.

    Certainly not in the 1st or maybe even 2nd Turn,
    so it's 4 to 5 Turns of "a few" models having to make an I test.

    More likely the Runepriest player will use this power to hunt sown an otherwise "hard to kill" target with this power.

    If you fear this power,
    make the Rune Priest your priority kill.
  • Big Dibs theDog · 3 months ago
    also

    Vehicles are not affected by this Power....
  • adeptusastartes-2008 · 3 months ago
    Really not seeing what all the fuss is about. Reminds me of 1st Edition rules when Dreadnoughts were the toughest thing you could field, armies packed themselves to bursting with them and inevitably you found a way to kill them first or second turn!

    If you wander too close to the big bad wolf then you'll get bit, but if you hit him from range then he's just more kill points - and expensive ones at that!

    Dealing with the ability practically - don't bunch up, which is standard patter, use the advantage of longer range, which is standard patter, kill the enemy before he kills you, which is standard patter.

    Not having had the benefit of reading the Codex I'm assuming that the text doesn't preclude units engaged in close combat being affected, in which case don't get involved in a close combat within 10 or 15 inches of a Rune Priest, because if he can be positioned for a flank attack then you may find yourself in trouble.

    Sorry for seeming underwhelmed by the whole thing, but in my experience a single model with an extraordinary ability rarely wins battles.

    I'm looking forward to the first time that my unit of 7 Plague Marines advance on a Rune Priest, take one casualty as the straight line passes harmlessly through the bulk of them, and they then hose the hairy freak with bolter fire and a plasma gun or two! Papa Nurgle loves you all ... to death.
  • jamesdigriz · 3 months ago
    This may be conjecture, but in the Ork Codex (I know all codexes are separate beasts and cannot be cross referenced) but WAAAHH (which works on all infantry models) was errata'd to not work on Stormboyz which are jump infantry.

    Pardon my babbling if it is not useful.
  • ss907 · 3 months ago
    I have a question that I haven't seen anyone ask yet. This is supposed to be a psychic SHOOTING attack, right? Meaning that it has to target a model AND be within 24". If it is outside this range then it misses like any other shooting. The rule does not say that you dont have to target a model. Does anyone agree with this or am I just grasping at straws?
  • chris · 3 months ago
    IMO i'd play this, as a crevice opening up and the ground quaking which throws everyone affected off-balance(like a surprise birthday party) and as for building/ruin's units that are hit. I'd dish it out as, 2nd and 3rd floor get cover saves and beyond that it doesn't affect, cause anyone on 2nd and 3rd floors have stuff to jump around on (like agile ninjas aka eldar archetypes)or grab on to and wait it out...then again they can always slip and fall. oh and for "jump" infantry they'd get cover saves since they "can" use their packs to possibly escape doom. mmm... maybe 4or 5+ not sure yet, i still got some thinkin to do. and for the "remove from play." i'd think it means you play as if the unit is taken out of the army, if Gazz is hit and fails his test then he's stuck in the ground and not usable for rest of game(I.E. you get no uber Waagh!). but this all depends on opponent's acceptance of this view, i have no problem tossing another power in its place for that battle.
  • erik · 2 months ago
    I used that ability yesterday. First game with the new codex. Wolves vs Ork horde. I used 3 rune priests and removed way too many nobs and boys with my wonderful new earthquake of wolfy goodness.My favorite thing about the new codex is that I feel like I can desimate a tao arm now. Previously I thought they were too fast, but with the ability to drop pod PART of the army, and a chance of dropping tao HQ's inthe Jaws, I'm feeling good about it. Oh by the way, Canis Wolfborn should not be run into ork boys. He has to kill 30 of them to pay for himself, and needless to say he can't pull that one off. I can't wait to let him wail on my buddies fire warriors though. Also Urlik giving Canis the +1 WS is awesome. Can't beat 10 attacks that re-roll to hit and to wound, with no save. :)
  • erik · 2 months ago
    It is a hair line obviously. I don't think he needs line of sight. Jump pack units are still infantry. You CAN have 4 rune priests, but they can't have the exact same wargear. They can ALL HAVE the evil earthquake of death. Also watch out trying to deepstrike against new wolves with rune priests. It's dangerous. Good luck with low initiative. Just remember Necron players. The new wolf codex promotes primarily melee. Use your silly huge tank thingy to its fullest potential. Tao, use them fire warriors/devil fish and run like it's going out of style.
  • ArmouredWing · 2 months ago
    Heh, heh, heh. Oh, finally the joy of playing an old, old codex.

    JotWW is just another example of the apocalisation of the standard 40K system, nothing more and nothing less. Come Feb 2010 we'll see new nids and chances are they'll include something as nasty if not more so.

    I just hope that we continue to see a continued manifestation of these 'scary' psychic powers because my sisters are champing at the bit to shrug them off and purge these filthy psykers!!!