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Made in us
Huge Hierodule





Louisiana

This from vampirecountJP on Warseer




More stuff from the white dwarf dreadnoughts
have the Hammer of Wrath rule when they
charge.
Grenades can be thrown two seperate instances
they mention this frag and krak. One example was
a space marine captain throwing a krak grenade to finish off an Ork truck Sweet!!!! There is look out
special rule one example says that a nob leading
orks only got a 4+ due to not being an
independent character. I suppose that ind
characters will get a 2+ rule let's you transfer
wounds to another model helpfully for keeping upgrade sergeants nobs etc alive.
Flyers hit each other on normal ballistic skill
Flyers must be in hover mode then count as fast
skimmer to unload troops then hit on normal
ballistic skill.
Fliers get a 5+ evade when shot at by other flyers example given has Ork fighter pull out of battle for
a turn then automatically comes back next turn
no reserves roll.
Troops in a transport that is flying and is shot out
of sky all take a strength 10 hit no saves allowed
wow but makes sense really. Mentions a land raider being a beast can fire one
weapon at combat speed then another due to
machine spirit then says and can snap fire the
assault cannon and pintle multi Melta unsure if
this as bs1 like over watch
When charging multiple units you lose your bonus attack for charging and both units can over watch
fire at you.
Overwatch shooting a flamer gives you d3
automatic hits cool.
An example says the entire daemon army causes
fear I know it has been mentioned before but
terminators gave example of only having their
armor beaten by power fists , axes ... At the risk of
getting shouted out by the eldar banshees are no
good anymore crowd I like the idea power
weapons now ap3 mind you it does not say that but this implies something of the sort. Termies die
to weight of fire and with rapid firing on the move
at max range looks like there will be no shortage
of that. Power weapons will still kill power armor
that is heavy infantry. Ducks projectiles
Gives example of dreadnought being stunned so can only snap fire needing 6's to hit
Closest models die first
Buy terrain fortifications fortress of redemption in
the 220's bastion in the 120's can upgrade with
guns o comms array Love the proposed changes will breath new life in
my opinion to the game so many cool ideas going
to be a hard week and a bit wait now. Bring on 6th
I am pumped.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

Praxiss wrote:
Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


Hmmm...beasts/calv double the results for when charging through difficult terrain, so maybe they double the 2d6

Yeah, not gonna happen, I could possibly see them getting 3d6 on the roll though.


Automatically Appended Next Post:
tetrisphreak wrote:
When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.




If that one ends up being true, genestealers just fell off of my Nid list..

This message was edited 2 times. Last update was at 2012/06/21 11:42:36


11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in us
The Hive Mind





Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in us
Huge Hierodule





Louisiana

Maelstrom808 wrote:
Praxiss wrote:
Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


Hmmm...beasts/calv double the results for when charging through difficult terrain, so maybe they double the 2d6

Yeah, not gonna happen, I could possibly see them getting 3d6 on the roll though.


Automatically Appended Next Post:
tetrisphreak wrote:
When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.






4d6 drop the highest when charging thru cover? Beasts with move through cover rolling normally? I could see that.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Meh, it's pretty fair I think. Would you want to run screaming and waving a knife around at a guy with a flamethrower?

11,100 pts, 7,000 pts
++ Heed my words for I am the Herald and we are the footsteps of doom. Interlopers, do we name you. Defilers of our
sacred earth. We have awoken to your primative species and will not tolerate your presence. Ours is the way of logic,
of cold hard reason: your irrationality, your human disease has no place in the necrontyr. Flesh is weak.
Surrender to the machine incarnate. Surrender and die.
++

Tuagh wrote: If you won't use a wrench, it isn't the bolt's fault that your hammer is useless.
 
   
Made in ca
Terminator with Assault Cannon





rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Um, would you really like the alternative? I can assure you that I can deploy a unit in a fashion so that a snap-firing flamer would get more like 5-6 auto hits against the typical charging squad. d3 auto hits is outright generous... for the charging unit. This rule prevents flamers from being completely broken as a defense against horde armies while still allowing them a bonus in defensive fire.

This message was edited 1 time. Last update was at 2012/06/21 11:53:29


 
   
Made in us
The Hive Mind





Maelstrom808 wrote:
rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Meh, it's pretty fair I think. Would you want to run screaming and waving a knife around at a guy with a flamethrower?

The Hive Mind makes me do things I don't want to all the time :-)

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in nz
Trustworthy Shas'vre





In a hole in New Zealand with internet access

Maelstrom808 wrote:
rigeld2 wrote:Snap fired flamers give d3 auto hits?
I wonder if I can hide from a Flamer by making him shoot his own unit. Likely not.

That sucks.


Meh, it's pretty fair I think. Would you want to run screaming and waving a knife around at a guy with a flamethrower?


I agree, a flamethrower is designed to take out mass inf at close range, they should be the single best gun thing you could be holding when you get charged.

   
Made in us
Huge Hierodule





Louisiana

It also adds to the tactical flexibility of a flamer vs a meltagun. Having an offensive use plus a defense bonus is win win for a (usually) free unit upgrade.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Also, with removing units from the front it seems that flamers would get a bit nerfed. As a pure offensive weapon they benefit from being in the front rank, but are at higher risk. So that makes them a questionable weapon to take.

But giving them a defensive buff like that makes them a very valid weapon again. "Do I want a plasma or melta gun that might not even hit (BS1) if I get charged, or do I want to stick with the flamer that gives me a minimum of 1 hit no matter what..."

This message was edited 1 time. Last update was at 2012/06/21 12:04:59


 
   
Made in us
Sinewy Scourge




Lawrence, KS

My kneejerk reaction:

Damn. Not $80. :hands out a fiver to his buddy at the LGS:

FNP going to 5+, all skimmers getting a 5+ save, Charges going to the best of 2d6 rather than a straight 6... well... great. Fine. I guess I didn't like Wyches that much anyway.

But 3 hull points for Dreads. Fantastic! It's about time people had a reason to start taking them. :sigh: I'll look through the rest of the rules when they are released, but this seems to do great things for GK, Marines, and ESPECIALLY IG (since the Hydra will doubtless be AA fire, AND they get an amazing and undercosted flyer) but this looks a bit grim for my DE.

To be fair: SOME of these things look bad for DE, and may merely require a slight change up to my normal list. That in and of itself is not jarring, and that is good: my usual playstyle will remain unaffected. However, as things appear now I will be having to change my list closer to Venom Spam, which is just unfortunate as it lessens the number of viable builds for my army, while increasing the power of other armies' normal power builds AND adding to the number of them they can field.

I had a funny feeling that somehow the new rules would leave GK untouched or more powerful and marginalize a competitor. I hate being right.

Who wants to bet that, since FNP is getting nerfed, the new Apothecary rules will either keep it at 4+ or let it be 5+ AND add other rules to make it even better than it was before? Like a rerollable 5+ (better than 4+)

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

SoloFalcon1138 wrote:Usually, the collector's edition has a couple of extra pages making it look cool, but not any real fluff additions. The main thing is the better cover and endpapers, parchment pages, and the leather case.

For that kind of money, I'd rather have the gamer's edition and get a neat bag and dice. Hopefully the bag doesn't fall apart after one use...


What do you mean by "look cool"? Is it extra artwork, or is it just a page with the words "6TH EDITION COLLECTORS EDITION!!!" on it in bold text?

The reason why I'm pretty exited about the Collectors Edition is that it will be the first edition of 40K that I actually will be a part of the release of, which makes it so special.

I'll probably be reading the entire book all the way through several times, and using the rules within for the next many years, as I have become a rather large 40K fan and a member of a private gaming club close to my new home.

2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in gb
Pile of Necron Spare Parts




from faeit not sure if someones already put this up

A lot of people have noticed one thing about the upcoming allies rules..... Tyranids dont get them. So how then can tyranids compete against allied forces when they do not get them? Well take a look at this......

Please take this one with a little salt, as Tastytaste explains, he thinks this is happening, but either cannot give the details, or they are a little unclear with his source.

via Tastytaste
For this rumor though I could end up being wrong or just missd something about how it exactly works. So let me repeat: THIS COULD END UP BEING WRONG. I just don’t have the same assurances that I have had in the past. So I with that said I would put this at 65% percent probability of being correct– if I was a betting man.

Ok, enough of me covering may ass let’s get down to the last rumor I will be having about 6th edition.

So as many of you have noticed in the leaked 6th edition pictures a little Battle Report with allies shown for each of the armies (IG/GK) and (CSM/Deamons).

With Allies are allowed to expand the Force Org chart which has been reported before, but what if I told you that wasn’t the whole story. What if you could break the FoC without having Allies…

Here is example of how it works.
I going to play my buddy which will be using IG and GK to face off against my poor little Nids. In 6th my bugs will not get Allies.

So how am I suppose to fight such a cheesy force?

Breaking the Bonds of FoC
I take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out
   
Made in dk
Growlin' Guntrukk Driver with Killacannon




Denmark

Gaz Taylor wrote:As for the rumors, I quite like the direction the game is going in and think this will swing me away from WFB for a while.

Bonde wrote:Damn, I can't decide if the Collector's Edition is worth the money, or if I should just get a Gamer's Edition.

The Collector's Edition has got nicer pages, a different cover, and a nice sleeve (leather?) Does anybody know if it has more content, page-wise, like extra fluff and concept art?

If it does have extra content, I will probably get it, but if it doesn't, then I'm not so sure, as the bag that comes with the Gamer's Edition looks really nice and could come in handy.


I got the Collectors Edition of 8th Ed WFB as I was 30 when it came out. It's no different to the standard rulebook apart from the pages are nicer, it's got a fake leather cover and smells nice. Plus mine has some of the design studio signatures in it as I went to the open day.

As far as I'm aware I'm not getting the 6th ed collectors edition but it depends on what my family get me for my birthday



I do love nice smelling books I will probably unfortunately not get any signatures in it as I don't live in the UK.


2500pts Da Blitza Boyz! (Orks) 70% painted.

My Ork P&M Blog:
http://www.dakkadakka.com/dakkaforum/posts/list/564900.page
 
   
Made in gb
Pile of Necron Spare Parts




does anyone know if the new dice sets are limited ?
   
Made in br
Savage Khorne Berserker Biker






Nagashek wrote:
FNP going to 5+, all skimmers getting a 5+ save, Charges going to the best of 2d6 rather than a straight 6... well... great. Fine. I guess I didn't like Wyches that much anyway.

But 3 hull points for Dreads. Fantastic! It's about time people had a reason to start taking them. :sigh: I'll look through the rest of the rules when they are released, but this seems to do great things for GK, Marines, and ESPECIALLY IG (since the Hydra will doubtless be AA fire, AND they get an amazing and undercosted flyer) but this looks a bit grim for my DE.

To be fair: SOME of these things look bad for DE, and may merely require a slight change up to my normal list. That in and of itself is not jarring, and that is good: my usual playstyle will remain unaffected. However, as things appear now I will be having to change my list closer to Venom Spam, which is just unfortunate as it lessens the number of viable builds for my army, while increasing the power of other armies' normal power builds AND adding to the number of them they can field.

I had a funny feeling that somehow the new rules would leave GK untouched or more powerful and marginalize a competitor. I hate being right.

Who wants to bet that, since FNP is getting nerfed, the new Apothecary rules will either keep it at 4+ or let it be 5+ AND add other rules to make it even better than it was before? Like a rerollable 5+ (better than 4+)


Hate to be a downer, but I agree. My DE list has wyches and Incubi instead of just more darklight and Venom spam...seems like they want us to use the internet cheese lists. Fragile armor-less DE get fired at when charging, have to roll variable charge distances, power weapons now do squat against termis, artificer armor and sempiternal weave, and we have no power/chainfists.

In Boxing matches, you actually get paid to take a dive and make the other guy look good.

In Warhammer 40K, you're expected to pay cash out of your pocket for the privilege of having Marines and IG trample all over your Xenos/Chaos. 
   
Made in gb
Brainy Zoanthrope






decoy101 wrote:
Breaking the Bonds of FoC
I take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out


so I could take

big mek

2 squads of boys

3 squads of lootas

3 battle wagons

second big mek

third squad of boys

which then unlocks

3 more battle wagons
and 3 squads of burnas???

This message was edited 1 time. Last update was at 2012/06/21 12:34:55


 
   
Made in gb
Towering Hierophant Bio-Titan






sennacherib wrote:I actually really like these rumors for the most part. sounds like Nids will be getting a bit of a boost from some of the rules.


I'm getting increasingly convinced that 'nids will have to be shelved until their next codex:

  • Getting shot up by overwatch fire on charge

  • Losing bonus attacks on multi-charge

  • No sign of protection for MC's getting ID'd by massed force weapons

  • FOC is unchanged, which doesn't help the overcrowded Elites section

  • No allies


  • The bit about flying MC's is a nice gimmick, but we stll don't have a Harpy model yet.

    On the bright side I also play Eldar and DA who should do better. Using Guide for overwatch fire should be fun!
       
    Made in gb
    Pile of Necron Spare Parts




    apparently unless theres a limit with detachments
       
    Made in gb
    One Canoptek Scarab in a Swarm




    Edinburgh

    What are the tokens that are included in the collectors edition of the book? They look like unpainted tzeench horrors...

    I play Fire Hawks (SM) and Necrons.

    "Pulling a tervigon into a Monolith portal is like trying to suck a pig into a vaccum cleaner." 
       
    Made in us
    Despised Traitorous Cultist



    Omaha, NE

    I seriously wish I had the willpower to stop looking at rumors. I *want* to love 40k again, and a new edition is the only way that's going to happen. With all the rules I think sound cool, there are plenty more that make me cringe. The more I think about it, the more I hate the "wound allocation from the front" thing... I know it's been discussed at length, but I can't imagine it leading to anything but massive douchebaggery...
       
    Made in us
    Hunter with Harpoon Laucher




    Castle Clarkenstein

    Detatchments must take an HQ and troop, then you can take ONE moreeach of troop, elite, fast, hvy.

    So....
    Mek
    Mek
    Boysx2
    lootasx3

    Mek
    boys
    lootas

    Mek
    boys
    Lootas etc

    Or.....Paint up a spiffy ork bomber, and add on Lascannons/zap guns to the wings, and call it an "Allied Vendetta".

    ....and lo!.....The Age of Sigmar came to an end when Saint Veetock and his hamster legions smote the false Sigmar and destroyed the bubbleverse and lead the true believers back to the Old World.
     
       
    Made in us
    Decrepit Dakkanaut





    The Golden Throne

    KrootHawk- This is the best 6th edition rumor thread ever! One stop shop. Well done!

    So far I'm liking it very much. At least we aren't hearing, O it's dumbed down, beer and pretzels, marketing for 9 year olds...

    From the rumors I suspect GW has really step up the "gaming" side of 40K.

    I'm in!
       
    Made in us
    Shas'la with Pulse Carbine






    Nagashek wrote:My kneejerk reaction:

    Damn. Not $80. :hands out a fiver to his buddy at the LGS:

    FNP going to 5+, all skimmers getting a 5+ save, Charges going to the best of 2d6 rather than a straight 6... well... great. Fine. I guess I didn't like Wyches that much anyway.

    But 3 hull points for Dreads. Fantastic! It's about time people had a reason to start taking them. :sigh: I'll look through the rest of the rules when they are released, but this seems to do great things for GK, Marines, and ESPECIALLY IG (since the Hydra will doubtless be AA fire, AND they get an amazing and undercosted flyer) but this looks a bit grim for my DE.

    To be fair: SOME of these things look bad for DE, and may merely require a slight change up to my normal list. That in and of itself is not jarring, and that is good: my usual playstyle will remain unaffected. However, as things appear now I will be having to change my list closer to Venom Spam, which is just unfortunate as it lessens the number of viable builds for my army, while increasing the power of other armies' normal power builds AND adding to the number of them they can field.

    I had a funny feeling that somehow the new rules would leave GK untouched or more powerful and marginalize a competitor. I hate being right.

    Who wants to bet that, since FNP is getting nerfed, the new Apothecary rules will either keep it at 4+ or let it be 5+ AND add other rules to make it even better than it was before? Like a rerollable 5+ (better than 4+)


    My kneejerk reaction as a DE to the 5+ FNP was the same as yours. However, in reading the little we had to go on in the battle report scan, it seems that the only thing that can take FNP away now is ID. So while it got kind of nerfed, it can now help you against those power weapon wielding troops in silver armor. Whereas before you would be hesitant to charge that unit.

    GW Apologist-in-Chief 
       
    Made in us
    Nasty Nob on Warbike with Klaw





    Buzzard's Knob

    Maelstrom808 wrote:
    Praxiss wrote:
    Nightbringer's Chosen wrote:My Scarabs wonder how Beasts will work with the new charge rules.



    Same. with a 12" charge already, dropping a 2D6" would blow. Maybe they will boost their initial movement instead?


    Hmmm...beasts/calv double the results for when charging through difficult terrain, so maybe they double the 2d6

    Yeah, not gonna happen, I could possibly see them getting 3d6 on the roll though.


    Automatically Appended Next Post:
    tetrisphreak wrote:
    When charging multiple units you lose your bonus attack for charging and both units can over watch fire at you.




    If that one ends up being true, genestealers just fell off of my Nid list..



    Or you could take lots of small units of genestealers instead.

    WAAAAAAAAAAAAAAAAAAAAAAAGGGGGHHHHH!!!!!!!!!! 
       
    Made in us
    Lead-Footed Trukkboy Driver





    Samurai_Eduh wrote:
    Nagashek wrote:My kneejerk reaction:

    My kneejerk reaction as a DE to the 5+ FNP was the same as yours. However, in reading the little we had to go on in the battle report scan, it seems that the only thing that can take FNP away now is ID. So while it got kind of nerfed, it can now help you against those power weapon wielding troops in silver armor. Whereas before you would be hesitant to charge that unit.


    Well... being toughness three... nearly everything causes ID.

       
    Made in de
    Ladies Love the Vibro-Cannon Operator






    Hamburg

    Wound Allocation is closest to furthest.

    What does that mean? What about multi-wound models with diversification?

    Former moderator 40kOnline

    Lanchester's square law - please obey in list building!

    Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

    Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
       
    Made in se
    Dakka Veteran





    xttz wrote:
    sennacherib wrote:I actually really like these rumors for the most part. sounds like Nids will be getting a bit of a boost from some of the rules.


    I'm getting increasingly convinced that 'nids will have to be shelved until their next codex:

  • Getting shot up by overwatch fire on charge

  • Losing bonus attacks on multi-charge

  • No sign of protection for MC's getting ID'd by massed force weapons

  • FOC is unchanged, which doesn't help the overcrowded Elites section

  • No allies


  • The bit about flying MC's is a nice gimmick, but we stll don't have a Harpy model yet.

    You didn't even list the biggest Nid nerfs - cover saves down to 5+, FNP down to 5+ and models removed from the front. We don't even know if friendly units can still provide cover to units behind. Pancake said no.
       
    Made in se
    Ferocious Black Templar Castellan






    Sweden

    The Deep Strike, Infiltrate, Outflank and general reserve rules will also affect certain 'Nid units quite a bit.

    For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
       
    Made in de
    Ladies Love the Vibro-Cannon Operator






    Hamburg

    Well, this is actually bad news for Nids. On the other side, do Nids get some boosts?

    Former moderator 40kOnline

    Lanchester's square law - please obey in list building!

    Illumini: "And thank you for not finishing your post with a "" I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."

    Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss 
       
     
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