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Road to Nova: Mission Packet and FAQ

There have been a few changes to drop pods.

Hey guys Son of Adam here with an update for the Road to NOVA. 

 

            Recently NOVA produced its finalized versions of their FAQ and their mission packet, and I want to go over some of it with you for the benefit of those that are going, and those that are following along in my progress towards it.

 

Before we begin, here is the link to the mission packet, and here is the link to the FAQ.

 

            I want to start with the mission packet and point out a few interesting things that I will be taking into account and keeping a close eye on during play testing. 

            First, I want to point out the total of the missions’ significance:

 

            Objectives- 3 Primary, 4 Secondary, 1 Tertiary

            Quarters- 4 Primary, 3 Secondary, 1 Tertiary

            KP’s- 1 Primary, 1 Secondary, 6 Tertiary

 

This is nothing revolutionary, but it is something to consider when building your list.  For example, with the focus off KP’s (like it was in 5th) armies like mech guard, dark eldar, and drop pods are back on the table for consideration.  You won’t have to worry about bleeding KP’s if they essentially only matter in the first game.  To be fair, that is a whole game, and many of the other games may come down to KP’s, but something else to point out is that you need to have at least 3 more KP’s than your opponent to win this victory condition.  Most armies can give themselves +2 and work from there in order to tie for the win.

            Something else to consider is that having mobile enough scoring units will be fairly important.  You need to be able to gain more very evenly spaced out objectives then your opponent, so plan your list and tactics accordingly. 

            And finally, regarding objectives and quarters, remember that one of the biggest nerfs to armor is that they do not count towards either of these victory conditions.  To explain why that matters, if you bring 800 points worth of armor and your opponent brings none (hello nids) then you start the game with 1200 scoring/denial points, whereas your opponent begins the game with their full 2000.  This puts you at a huge disadvantage.  All tanks essentially count-as-dead for the victory conditions.

 

            Moving onto the FAQ, I’m only going to discuss some of the things of interest that have changed since we discussed their earlier version of their FAQ.  Here are a few to look at:

  • ·        Vehicles that begin the game immobile (drop pods) give up half their points.
  • ·        Units in a dedicated transport that must start the game in reserve do not count towards the reserve total.
  • ·        Characters always count towards this total even if they join the squad.
  • ·        There is no impassable terrain.
  • ·        Precision shots are allocated and resolved one at a time.
  • ·        Deny the witch may be taken per each squad effected by the power (Jaws of the World Wolf)
  • ·        There is a full list of all relevant CCW’s in the game and their respective AP values (long chart).
  • ·        All of the new Daemon rules in the August White Dwarf are to be used.
  • ·        Units embarked in Night Scythes do not take the S10 hits when it is destroyed.
  • ·        The Necron Death Ray has to declare whether it is using skyfire or not.  Hits from the Death Ray can only be resolved against whichever type is chosen.

 

Anyway there are just a few things to look into.  Throw up some comments.  Anything in here change your plans?

 

           

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Road to NOVA: Preliminary FAQ Released

Hey all, Son of Adam here with the next part on The Road to NOVA.  Recently the provisionary FAQ came out.  This is interesting even if you are not going to NOVA because you can discuss the legitimacy of some of their FAQ’d answers to some of the holes in the new edition before GW officially makes a ruling on it.

            There are some points of particular interest that I want to note:

  • Flyers cannot leave combat airspace the turn they come in from reserves (second turn for air force vs. air force just got important)
  • Flyers in locked velocity just remain in their speed “set” that is combat speed or cruising speed.
  • The death ray (Necron Doom Scythe’s main weapon) can only resolve a hit against a flyer if it is shooting in skyfire mode.
  • No one gets Flakk missiles unless stated so. (so no one)
  • Eldar can target their squad for fortune, guide even if battle brother characters have joined.
  • Reserve modifiers affect allies.
  • Flying monstrous creatures that have failed their grounded test will remain to only be able to be hit by snap fire and will continue to have to take grounded tests for the rest of that turn.  –That one is particularly curious, but it is RAW-
  • Wounds do not carry over after challenges.
  • Black templar allies do not need an emperor’s champion
  • The Space Wolves Wolf Standard needs to be declared for the next assault phase, meaning that if you wish to use it in the same turn you are in, it must be declared as late as that turn’s shooting phase.
  • Space Wolves may use their staff, wolf talisman, and deny the witch roll for each psychic power used against them.
  • All perils of the warp from Mindstrike Missiles on a squad with Brotherhood of psykers are resolved against the one character (or randomly selected model) in that squad.

These are pretty interesting and there are a lot more in the actually FAQ.  Check it out.  I especially think the one about grounded monstrous creatures is interesting.  I’m not sure if it helps them or hurts them; maybe a bit of both.  I also appreciate the clarification for the Doom Scythe’s Death Ray, it balances it in a legitimate way.

I’m interested to see what else they change in the revision.

Have at it folks.  Anything you disagree with?  Anything you are surprised at?  Anything you are happy about?