BREAKING NEWS: 8th Edition 40K Vehicles and Transports Explained!

The latest hit of 40K hype is all about vehicles, and what they can do. Here's the data sheet for the Necron Annihalation Barge, as revealed from Warhammer Community:






Right away the vehicle is made tougher, by giving it more wounds and an armour save. The Toughness value assigned is roughly equivalent to old AV10, but the armour save deflects a good chunk of firepower (about half for the Barge!), and the extra wounds give a buffer against Bad Dice Days.


Just like the Dreadnought, and just like I predicted back in the charge phase reveal, vehicles now have WS values and can fight in combat. They have a strength and toughness, and may have weapons attached. These would be the standard issue Dreadnought power fist, or the non-standard issue Ork wrecking ball!


The WS of a vehicle will generally be low, to represent the difficulty in trying to manouver a tank tread over someone running around, and have been advertised as "high strength". Looking at the above barge, it doesn't look all that high to me, but it's still hitting harder than a Space Marine.


Vehicles function in the exact same way as any other model. No more separate flat-out or tank shock rules... they Advance and Charge just like anyone else. Meaning that, yes, this has come true:






You can imagine why this was done. A good chunk of the 7th Edition rule book is devoted to talking about how to push tanks around the table top, and I'm going to be honest and say I never fully read that part of the book myself. Tank Shock is still somewhat of a mystery to me, and this just streamlines the whole process of getting vehicles into combat.


This also leads to some nice combination tactics... like assault Rhinos.


Imagine your unit of fragile assault troops, say Harlequins. If they were to charge at a Tau gun line, they would be shot to ribbons before they ever got there. Now, their transport ship can do the charging for them, acting as a heavy shock trooper to absorb Overwatch.


Furthermore, some reveals from the Dark Eldar faction spot light (post on that coming later), tell us that units armed with pistols can fire them from inside the transport in combat! Think on that... you don't even need to get off the tank to do close combat assault!


A debuff for vehicles in general is the loss of the Relentless rule, meaning that unless specificed tanks will no longer get to fire Heavy weapons whilst moving without penalty. It's not that big a penalty, being a -1 To Hit, but I'm sure Vyper (notreally) Jetbikes* and Land Speeders will be feeling that sting.


A change I'm somewhat sad to see is the loss of armour facings. Whilst I understand removing them for the sake of getting increasingly weird model designs and simple speed of play, having weak rear armour gave a good amount of tactical positions gameplay that I will miss. Probably not too much though, as I remember arguing over what was consider front armour for a Raider.


Nothing more to add, other that I think these are good changes, and I'm giddy with excitement for the new Edition!


Until next time!


*You know what? They are actually bigger jet bikes now. Huh. Well played Games Workshop... well played.



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