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      Facebook, Twitch et Youtube Warfo!   29/01/2017

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    Grand Modérateur W40K
  • Date de naissance 06/04/1972

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    Warhammer 40k (Ultramarines, Eldars, Orks, GI, Démons), Seigneur des Anneaux (Elfes, Rohan, Moria, Communauté), Battle/AOS/KoW (Hauts Elfes), Bolt Action (Anglais, Allemands), jeux de plateau modernes.

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  1. Sauf trahison de ma mémoire, le prix est de 10€ (petite info certes, mais info quand même !).
  2. ** Modo usagi3 : On arrête les discussions sur le bien fondé ou non de la Très Sainte Inquisition, ce n'est pas l'endroit adéquat. Je rappelle que si vous avez un souci avec la modération, vous pouvez contacter par MP le Grand Modérateur de la section concernée. **
  3. Un tout grand merci à Hiigara : J'ai essayé de synthétiser toutes les infos sur les sorties du 17 Juin. Bon visionnage :
  4. Deathguard... Warhammer 40,000 Faction Focus: Death Guard Continuing our Faction Focus series for the new Warhammer 40,000, Frankie returns to tell us about what we can expect from the Death Guard, who are featured in the new Dark Imperium box set, available to pre-order on June 3rd. Frankie is one of the team members who runs some of the biggest Warhammer 40,000 events in the world, including the Las Vegas Open and the recently announced SoCal Open. He’s also been part of the playtesting team for the new edition. Death Guard are one of my favourite armies in the grim darkness of the far future, and the second army I ever owned. Blessed by father Nurgle with inhuman resistance to pain (and innumerable, horrific diseases, too!), these implacable warriors march through punishing damage as if it were no more than a gentle rain. Death Guard in the current edition play to their background relatively well thanks to their high Toughness and having the Feel No Pain universal special rule. This is further backed up by Plague Marines being able to wound fleshy targets more easily with their poisoned blades. However, due to their high points cost in what we will soon be calling matched play, they aren’t actually seen on the tabletops in very high numbers. Let’s see how they play in new Warhammer 40,000. First of all, they keep a pain-ignoring mechanic, which is now called Disgustingly Resilient, as we saw with Nurglings. The best thing about it is that you still get the save, even if you get hit with high Strength weapons that would have previously prevented you from getting a save due to the Instant Death rule. However, the fact that those high-Strength weapons usually do more than 1 Damage now, means you may need to take multiple Disgustingly Resilient rolls. Furthermore, in an all Death Guard Detachment, Plague Marines are Troops – which can help you unlock more Command Points with a Battalion detachment. Plague Marines are still Toughness 5, which means a lot of attacks only wound them on 5s. Their plague knives now allow you to re-roll wound rolls of 1 in close combat, but I think the most exciting thing about the new Plague Marines, is their new weapon, the blight launcher – an Assault 2, Strength 6, AP -2 weapon that deals D3 damage at 24″ range. Plague Marines will be tearing enemies apart from a distance and in combat. Overall, a very dependable Troops choice. Another unit to get excited about are Poxwalkers, the other Troops choice for the Death Guard. Coming in at 6 points in matched play with Disgustingly Resilient, they are a very solid pick. This unit also never has to take morale tests, which means you have to kill them to the last man (zombie?) which is not an easy task. Another cool rule they have is Curse of the Walking Pox, allowing you to add another Poxwalker to the unit every time they slay any enemy Infantry models. This unit is great for holding objectives or for screening your more valuable units from the hyper-fast assault units we’ve seen in armies like Tyranids. Also, if you’ve got Typhus on the table, he increases the Strength and Toughness of nearby Poxwalkers by 1 with his special ability, bolstering their already formidable durability! The Death Guard also get Miasma of Pestilence – a psychic power which you cast onto one of your own units so that, until your next turn, your opponent must subtract 1 from all hit rolls that target that unit. This paired with the high Toughness of this faction and Disgustingly Resilient makes Death Guard units extraordinarily difficult to get rid of, just as you’d expect them to be. There’s more to say of course, but our time is running out today. I hope you are ready to bring your Death Guard army out of retirement! Another fine article from Frankie there… wait… what’s that? Can you hear that, off in the distance? Sounds like a Waaagh! is headed this way… come back on Thursday to learn about Orks in the new edition.
  5. Au sujet de Forge World... Forge World and the New Warhammer 40,000 We’ve seen already today what the launch line-up for the new Warhammer 40,000 will be from our main studio (and if you didn’t then check it out here). As well as your Citadel Miniatures, we know that loads of you love to include Forge World models in your forces or even make whole armies of these more specialised kits. Don’t worry, we have you covered. Much like Citadel Miniatures, rules for the extensive Warhammer 40,000 Forge World range will be made available in a series of Index books. The first two of these will be available alongside the new edition of Warhammer 40,000, available to pre-order on the 3rd of June. These first two books will cover the forces of the Adeptus Astartes and their traitorous kin. Rules for all the rest of the Warhammer 40,000 Forge World range, including the myriad xenos races of the galaxy and the massed forces of the Astra Militarum and their accompanying Imperial Agents, will all be appearing in additional Index books that set to be released before the end of June. Every single Warhammer 40,000 miniature that Forge World make today will be covered, as well as a few classic ones. Also included are rules for a few characters who do not yet have a model, such as some heroes and villains of the Badab Wars. On top of that, several units will be made available to factions that never previously had access to them, and on Wednesday this week, we’ll be taking a look at one of them when we see our first Forge World datasheet for the new edition. For you Horus Heresy fans out there, Forge World will be announcing the future of that game system at Warhammer Fest this weekend. We’ll bring you the news from the event as it breaks, right here on the Warhammer Community site.
  6. Je vous confirme un prix de 125€ pour la boîte de base. (monoligne informatif)
  7. ** Modo usagi3 : Je propose de laisser souffler un peu l'équipe de modération jusqu'à demain. **
  8. ** Modo usagi3 : Slt. sujetfermé on ce demande pourkoi. **
  9. ** Modo usagi3 : En tout cas, l'espérance de vie de ce sujet est impressionnante. **
  10. Et pourtant, je pense très fort qu'il a raison (dates du WD, dates entourées dans l'agenda des managers, sortie prévue "dans quelques semaines"). Ceci dit.... ** Modo usagi3 : Merci d'arrêter d'extrapoler sur des règles dont vous ne savez rien (transports volants, drop pods and co). **
  11. ** Modo usagi3 : On ne parle pas de règles ici, merci. **
  12. Siège de forteresses... New Warhammer 40,000: Stronghold Assault Battles in the far future are seldom fought across an even battlefield. The new Warhammer 40,000 includes rules for a variety of different game modes, which can be layered over the top of the core game rules. These make for great narrative battles, either stand-alone or as part of a campaign. Today, we take a look at one of these: Stronghold Assault. All across the 41st Millennium, there are fortresses, keeps, and strong points that hold vital strategic value. They inevitably become the scenes of battles, as attacking forces seek to wrestle control of these fortifications from entrenched defenders. Warhammer 40,000 history is full of epic sieges, heroic last stands against impossible odds, and the fall of great citadels: the defence of Helsreach, the Battle of the Fang, and of course, the siege of the Emperor’s Palace come to mind. These battles can often make for some of the most enjoyable and memorable cinematic games. In the new Warhammer 40,000, there are advanced rules to help represent these types of games. These games are quite different from a standard game in a few regards: for a start, players take on opposing roles. In a matched play game, both players will be trying to achieve the same thing, but in Stronghold Assault, the defender is trying to hold his own territory against a numerically superior attacking force, so there are different objectives for each side. This is represented both in the way the battlefield is set up and with mission-special rules. There are new Stratagems for example, and they are different for attackers and defenders: These Stratagems will be very handy, but you will have to spend those precious Command Points to use them, which means you’ll have fewer for re-rolls, counter offensives and insane bravery. Stronghold Assault will also include rules for things like Demolitions, Strongpoint Defences and capturing (or destroying) buildings. Speaking of buildings, these are a big part of Stronghold Assault too, and some, like the Fortress of Redemption, can also show up in other games of Warhammer 40,000 as part of a player’s army. These fortified structures use the same profile system as everyone else in Warhammer 40,000, though as you’d expect, they (usually) don’t move. Generally, dedicated battlefield structures will be Toughness 10, have over a dozen wounds and a 3+ save, so they take some considerable effort to completely destroy, as you might imagine! Games like these offer a really cool alternative to a standard game of Warhammer 40,000, especially if the narrative side of the setting appeals to you. We’ll be back tomorrow to tell you a bit about how transports work in the new Warhammer 40,000.
  13. Chevaliers Impériaux... Warhammer 40,000 Faction Focus: Imperial Knights Faction Focus returns today with Reese telling all about Imperial Knights! Imperial Knights stride the battlefield like colossi raining down destruction on the enemies of the Emperor with powerful weapons and stalwart defence. How will these mechanical behemoths play in the new Warhammer 40,000? The Questor Imperialis, or Imperial Knights, are Knights in more than just name. They live their lives by chivalric codes and pledge fealty to their High Kings and the Emperor. Through the Throne Mechanicum, these nobles bond with their mighty Knights and enter into battle for the honour of their household. Imperial Knights currently play as an all or nothing army. What I mean by this is that they either totally overwhelm their opponent with high armour, powerful weapons and devastating melee… or they get crushed by an army that has the specific tools to deal with them. This is largely due to the game mechanics of the way Warhammer 40,000 plays. Many weapons cannot hurt a Knight at all, while some devastate them, such as Destroyer weapons or large numbers of melta weapons. This creates very swingy, often short, games that can leave one or both players feeling a bit flat. In the new edition, this dynamic changes quite a bit. As everything can hurt everything else, a player in a game vs an Imperial Knight army will never feel entirely helpless. While firing a grot blaster at a Knight is highly unlikely to do anything, it just might. However, to compensate for this increased vulnerability, the Imperial Knights have been given a LOT of wounds. And by a lot, I mean 24! They’re also Toughness 8 with a 3+ save. They’re quite literally twice as durable as a Leman Russ which is itself a difficult unit to take down. Add in the inclusion of a 5+ invulnerable save against shooting – regardless of which direction the shots are fired from, thanks to their ion shield – and you’ve got a resoundingly resilient unit. But it’s not all about defence. Imperial Knights pack absolutely blistering firepower, too. The thermal cannon is utterly lethal now. Heavy D3, Strength 9, Ap -4 and D6 Damage, rolling 2D6 and taking the highest when in half range, will leave many targets as nothing more than smoking craters with a single volley. If that weren’t enough, the cannon gets D6 shots vs units with 5 or more models. I think you can start to see how useful Command Points can be when using weapons like this, maximising the effect they can have at just the right time. Another big change is how Stomps work. Previously, Stomps simply removed models entirely from the game on the roll of a 6. While this was useful for dealing with some problematic character-laden units which were hyper-durable, it could create gameplay situations which were not very satisfying for players when their favorite model was unceremoniously stomped into oblivion with no saves! Now called Titanic Feet, these are still fearsome weapons, but do not simply remove models from play. And if kicking and stomping models isn’t enough, you’ve always got your trusty reaper chainsword or thunderstrike gauntlet to fall back on, both of which do an automatic 6 damage per successful attack. Ouch. The thunderstrike gauntlet also has the ability to chuck a destroyed Monster or Vehicle at another enemy unit within 9″ to do D3 mortal wounds on a 4+. Splat! Knights will be a unit that cannot be ignored, and if you’re fighting against them, you will need to plan to deal with them when writing your list. While tough, they are not invincible and, in melee particularly, they can find themselves to be somewhat more vulnerable. The canny Knights general will need to be wary of enemy models with multiple D6 damage melee attacks such as Trygons, which can severely damage or destroy Knights in a single lucky round of combat. Knights players will also be happy to know they are no longer so easily bogged down by large cannon fodder units. In the new Warhammer 40,000, they can simply walk over Infantry models and leave combat while still being able to fire their weapons. They are fearsome units, indeed. Though you don’t often see large numbers of Knights in a single army, those few are easily the match for many armies, and thanks to the new Super-Heavy Detachment, you’ll still be able to field them all on their own if that’s how you roll. There’s a lot more to say about this army but for today, that is all we have time left for. We hope you are as excited to put your Knights on the table as we are!
  14. Armes de close : New Warhammer 40,000: Close Combat Weapons Let’s take a look at some close combat weapons, shall we? We’ve seen already that shooting weapons in the new Warhammer 40,000 use a Strength, AP, Damage system, and melee kit is much the same. The main differences being that there is no range on them, and a lot of them will use the user’s Strength as their basis. Let’s look at some examples – we’ll start with the classic power weapon lineup. In the current edition of Warhammer 40,000, the axe is the go-to weapon for a lot of folks. Players gladly took the unwieldy rule in exchange for AP2 and a bonus to Strength. Now, the obvious choice is far from obvious, as they clearly all have their uses. That sword, for example, is looking pretty deadly against most things, with the AP-3 helping it against every type of foe. Even with no bonus to Strength, using the new wounding chart shows that a Strength 4 Space Marine is wounding everything up to Toughness 7 on 5s (which is good, because a lot of our models have swords). Even the humble chainsword gets a boost. No longer just a standard combat weapon, the iconic combat weapon wielded by the Adeptus Astartes and many other forces, now gives its bearer more attacks in combat. Perfect for grinding through hordes of low armoured troops, the chainsword now functions on the battlefield how it always has in your head. This change also helps differentiate dedicated combat troops from those just wielding improvised or side-arm weapons. We can see that all of the above still only do 1 Damage, meaning that while they can chip wounds off bigger stuff, they are primarily infantry killers. What about some anti-armour stuff though? Check out the power fist: At the cost of being more cumbersome to swing, it’s dishing out multiple damage with every hit, and at a Strength that will find it easy to wound anything in the game. Another high damage option is Force weapons. Take a Grey Knight squad of any sort: every guy in there has a blade that, as well as having all the benefits of the equivalent Power weapon, also dishes out D3 damage on every wound! Those guys are going to be phenomenal up-close killers, as they should be. D3 Damage is good, but if you really want to kill something, try the reaper chainsword. This deals a flat 6 Damage to whatever it wounds. That’s enough to carve a Chaos Lord in half, and a couple of hits will wreck most small and medium vehicles in a single Fight phase. Make no mistake, when facing a dedicated melee unit, stuff is going to die in combat really, really fast.
  15. Conférence live sur Facebook... Résumé en français par Sexy Tartiflette, mille mercis (corrections d’orthographe par votre serviteur) : Fluff & Primaris : - Les Primaris sont une nouvelle génération de SM fondée sur différents échantillons génétiques (custodes, primarque) pour fonder des SM d’élite plus forts, plus grands mais surtout plus spécialisés. - De nouveaux chapitres vont apparaître, formés uniquement de Primaris - Les défauts génétiques seront transmis aux Primaris (exemple donné sur le Live : Les Blood Angels) - Les Primaris sont principalement créés en cuve, mais d’autres seront issus des différents rites d’initiation des différents chapitres (Space Wolves par exemple) - N’importe quel SM, aussi ancien soit-il, peut être transformé en Primaris - Possible refonte du Codex Astartes par Guilliman - A la question : Les Primaris peuvent-ils être corrompus par le Chaos, la réponse était « Ils sont conçus pour y être plus résistants, mais qui sait ? » - Un autre Primarque va revenir, un « cold one » (pas sûr du terme employé). Généralités : - Il y aura possibilité d’entourer une unité/groupe d’unités pour l’empêcher de se désengager. - Une consolidation pourra permettre d'engager une autre unité au corps à corps. - Les parties seront plus rapides, les unités d’assaut seront bien plus rapides maintenant. - Les playtests continueront après la sortie de la V8 (en particulier pour tester de nouveaux scénarios en partie narrative) Divers : - Power fist et (Marteau Tonnerre ?): -1 pour toucher (remplace la règle « Encombrant ») - Les Transports peuvent désormais transporter PLUSIEURS escouades (donc une escouade + 1 QG possible ou 2 escouades de 5 dans un transport à 10) tant que ça reste dans les limites du nombre de figurines du transport. - Les unités d'un Drop Pod devront débarqués à 9" minimum d'une unité adverse. - Les Commands Squads seront utilisées (entre autre) pour protéger un choix QG avec la possibilité de prendre des dégâts à sa place - Les gravitons ont été « rééquilibrés » - Sauvegarde Invulnérable : Marche de la même façon qu’en V7. - Les différents systèmes de défense, autre que les saves, seront toujours d'actualité (j'ai cru comprendre un équivalent FnP 6+ sur les Eldars noirs) - Les pertes dans une escouades sont choisies par le possesseur de l’escouade Psyker : - Les sorts seront soit sélectionnés soit tirés au hasard (à priori pas d’inconvénient à choisir son sort). - Péril du Warp = Dégâts mortels (surement d’autres choses, mais non précisées) Création d’armée et Stratagèmes : - Les 14 détachements seront suffisamment diversifiés pour couvrir n’importe quelle « doctrine » d’armée : à priori pas de détachement spécifique à telle ou telle armée. - Il existera des stratagèmes spécifiques par sous faction (exemples donnés : Imperial Fist et destruction de fortification ou White Scars et Hit&Run) - Possibilité d’utiliser les points de stratagème pour des gains Passifs AVANT la partie (exemple donné : pouvoir changer une unité de type (Assaut/Troupe/attaque rapide) pour composer une armée réglementaire. - Il y aura une organisation en pyramide de faction key word pour les armées réglementaire. Exemple : o Armée « Impérium » composée de Gardes Impériaux, Spaces Marines, Skitarii : Utilisation de stratagème classique +/- Stratagème « Impérium » (non confirmé) o Armée composé uniquement de figurines avec les Keyword « Imperium » + « Space Marine » : Utilisation EN PLUS de stratagèmes « Space Marine » o Armée composée uniquement de figurines avec les Keyword « Imperium » + « Space Marine » + « Blood Angels » : Utilisation possible de stratagèmes généraux + Impérium + Space Marine + Blood Angels - Impossible de faire une armée full drop-pod Communauté : - Utilisation de warhammer community pour des flash update de rééquilibration - Il y aura une utilisation de Twitch et de Facebook pour organiser des FAC (avec système d’Upvote et Downvote pour que la communauté choisisse ces questions), servira entre autre au signalement d’une unité OP ou trash-tier.