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6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:10:30


Post by: Do_I_Not_Like_That


I find it highly amusing that months before something hits the shelves, everyman and his dog knows almost every detail of the new product, but when we're less than a week away from official release, nobody knows anything!!
This site ain't what it used to be...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:11:01


Post by: insaniak


Absolutionis wrote:Play Black Templar and hate everyone? Eldar want to be your friend and bring some Xenos Witches!

Even with the new ally rules, you won't be adding 'xenos witches' to a BT force without an errata, since BTs are specifically forbidden from having allies with psychic powers.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:14:11


Post by: Palindrome


Glorioski wrote:

Andy Chambers and Rick Priestley in the same sentence? Wtf? If anything Andy Chambers is the man responsible for the direction GW has gone in the last decade. Him and Priestley are complete opposite ends of the spectrum mate..


Andy Chambers allegedly left GW due to the direction that GW went with 3rd ed. I very much doubt that he approves of the course that GW has set.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:15:11


Post by: BolingbrokeIV


Palindrome wrote:
Glorioski wrote:

Andy Chambers and Rick Priestley in the same sentence? Wtf? If anything Andy Chambers is the man responsible for the direction GW has gone in the last decade. Him and Priestley are complete opposite ends of the spectrum mate..


Andy Chambers allegedly left GW due to the direction that GW went with 3rd ed. I very much doubt that he approves of the course that GW has set.


Andy Chambers got forced out. His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy. Plus he left well after 3rd ed came out.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:16:55


Post by: infinite_array


Palindrome wrote:
Glorioski wrote:

Andy Chambers and Rick Priestley in the same sentence? Wtf? If anything Andy Chambers is the man responsible for the direction GW has gone in the last decade. Him and Priestley are complete opposite ends of the spectrum mate..


Andy Chambers allegedly left GW due to the direction that GW went with 3rd ed. I very much doubt that he approves of the course that GW has set.


Chambers was also the guy who co-wrote Dust Warfare, which seems to be a fantastic ruleset. I don't think the blame can be placed at his feet for GW's current rulesets.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:19:38


Post by: Therion


These 40K ally rules are clearly meant for one player to combine units from different armies in a single list

A few pages ago I already ranted about how terrible and inherently and irreparably imbalanced the allies system is so now I'll just remind people once again that we the players don't need to take part in any system we find to be imbalanced. If there is disagreement whether something is imbalanced, it's usually allowed. If however people easily realise that something is abusive they simply disallow or change the particular rule for their gaming club or tournament. It's rather pointless to argue about a stupid rule for all eternity when the same fix that's always been used in similar situations will be used again.

We know what the motivations behind the inclusion of allies are, and game balance isn't one of them. Many of the motivations are pure and good, but it doesn't change the fact that circles which are interested in game balance either make artificial restrictions of their own on allies or remove them altogether from their games.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:23:16


Post by: Altruizine


Regarding stand and shoot/overwatch/snap fire paranoia versus assault armies, it would be cool if charging with grenades prevented the target from shooting at you.

Doesn't really square with the revelation that grenades are now shooting weapons, though.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:23:27


Post by: Palindrome


Glorioski wrote:
Palindrome wrote:
Glorioski wrote:

Andy Chambers and Rick Priestley in the same sentence? Wtf? If anything Andy Chambers is the man responsible for the direction GW has gone in the last decade. Him and Priestley are complete opposite ends of the spectrum mate..


Andy Chambers allegedly left GW due to the direction that GW went with 3rd ed. I very much doubt that he approves of the course that GW has set.


Andy Chambers got forced out. His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy. Plus he left well after 3rd ed came out.


Thats the exact opposite of what I remember happening, or at least what was supposed to have happened.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:25:56


Post by: AlmightyWalrus


Reivax26 wrote:I guess that means that all the fluff in the Templar dex is pretty much useless now then since there were multiple references to them fighting along side the Sisters of Battle against Chaos. I do remember a story about a Cannoness, an Emperors Champ and someone else standing against a Bloodthirster in a volcano. Guess GW needs to just omit that from any further publications of the Templar dex until they get there new one where it is revealed that was all a hoax and the Cannoness was possessed by a rival Chaos God....


Ah, the Battle of Fire and Blood. Speaking of that, I wonder what killed off High Marshal Ludoldus. The guy was High Marshal for over a millenium after all.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:26:43


Post by: insaniak


Glorioski wrote:Andy Chambers got forced out. His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy. Plus he left well after 3rd ed came out.

Yeah, it was up towards the end of 3rd edition... March 2004 (4th edition shipped in October of that year). Scuttlebutt at the time was that he had presented a fully revised 40K ruleset intended to be 4th edition, the powers that be rejected it, and so he left. With later rumours suggesting that his revised ruleset was what he eventually released as the Starship Troopers game from Mongoose. That's pretty much pure conjecture, though.


Given how much of the new ruleset seems reminiscent of 2nd ed, it's entirely possible that he would actually approve...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:27:12


Post by: BolingbrokeIV


Palindrome wrote:
Glorioski wrote:
Palindrome wrote:
Glorioski wrote:

Andy Chambers and Rick Priestley in the same sentence? Wtf? If anything Andy Chambers is the man responsible for the direction GW has gone in the last decade. Him and Priestley are complete opposite ends of the spectrum mate..


Andy Chambers allegedly left GW due to the direction that GW went with 3rd ed. I very much doubt that he approves of the course that GW has set.


Andy Chambers got forced out. His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy. Plus he left well after 3rd ed came out.


Thats the exact opposite of what I remember happening, or at least what was supposed to have happened.


It's speculation but the most obvious answer considering the word which did come out. It certainly was nothing to do with how he felt about the direction of 40k. Andy Chambers was key in setting 40k on the path of 'rules which sell models'. You can't blame him for that, it was his job. The idea he was anything like Priestley is completely false.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:27:29


Post by: Testify


Are people seriously complaining about GW wanting to sell models? Making profit is the cornerstone of capitalism, and therefore all civilisation as we know it.
Seriously, grow up.

Altruizine wrote:Regarding stand and shoot/overwatch/snap fire paranoia versus assault armies, it would be cool if charging with grenades prevented the target from shooting at you.

Right because it's not like every single unit has grenades, or anything. Overwatch would be pointless if you could only get it vs termies, 'nids and conscripts.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:30:24


Post by: English Assassin


Robbietobbie wrote:
azazel the cat wrote:
Robbietobbie wrote:If people use the possibility to write OP lists that's their fault for using that possibility in a way it wasn't intended to be used

I really do think that you should get the award for having posting the most inane thing in the entire thread thus far.

Inane because? People are blaming gw for writing a rule WAAC players can exploit to create even stronger list while these players will find the cheese anyway.. If you use the rules as they were intended i see no problem with the oppertunity to create a fluffy alliance. Hate the player, not the game

We're dealing with rules created by professionals (well, supposed professionals), who have (or should have) had the time to consider the consequences, intended and unintended, of every decision they make writing those rules. If we, the players, are expected to second-guess their intentions and to impose ill-defined limitations upon how we employ the rules they have been paid to write, and which we have paid to use, then those professionals really haven't done their jobs very well.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:30:35


Post by: Just Dave


I seem to agree with pretty much everything I see you write insaniak, but I'll have to disagree on these 2 points:
insaniak wrote:
Happygrunt wrote:While everyone complains about the rules, I am sitting her wondering how I am supposed to justify a $75 game book. I mean, seriously.

You can buy a new video game, which these days generally seems to get you around 8 to 10 hours of play time... Or you can buy a rulebook that will get you how many times more than that?

I agree that the rulebook is actually pretty fairly priced, however I don't think video games are a fair comparison.
Games down in price after a period of time (I personally very rarely buy a game upon release) and have a lot of other variables, such as re-playability and multiplayer, which makes a straight comparison difficult IMHO
azazel the cat wrote:Okay... so the Necrons can ally with the Black Templars... I understand that ally =/= BFF, but I'm pretty sure the Necron codex mentions that at some point, Imotekh cut off Helbrecht's arms. So one way or another, I just don't understand how those two races are gonna fist-bump.

As has been mentioned, that's covered quite well by the Allies of Convenience set-up. There are all sorts of scenarios possible where two forces can find themselves with similar objectives without being BFFs.

If that were true, then I would imagine the Eldar - one of the more 'reasonable' races IMHO - would surely be willing to ally with Necrons under the most dire circumstances?
Whilst I can't understand under what circumstances Daemons would ally with Tau, or why Space Wolves are able to ally with Orks/Dark Eldar, but Blood Angels and/or Black Templars won't?
Additionally, whilst obviously some act as mercenaries and they're not completely stupid, a lot of this seems to go against the Orks typical nature of fighting everyone.

I can understand allowing such widespread alliances, particularly if under the context of a common enemy or greater threat, but there still seems to be a lot of flaws with the matrix, not to comment on it hurting 'nids so badly.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:30:57


Post by: Testify


English Assassin wrote:
Robbietobbie wrote:
azazel the cat wrote:
Robbietobbie wrote:If people use the possibility to write OP lists that's their fault for using that possibility in a way it wasn't intended to be used

I really do think that you should get the award for having posting the most inane thing in the entire thread thus far.

Inane because? People are blaming gw for writing a rule WAAC players can exploit to create even stronger list while these players will find the cheese anyway.. If you use the rules as they were intended i see no problem with the oppertunity to create a fluffy alliance. Hate the player, not the game

We're dealing with rules created by professionals (well, supposed professionals), who have (or should have) had the time to consider the consequences, intended and unintended, of every decision they make writing those rules. If we, the players, are expected to second-guess their intentions and to impose ill-defined limitations upon how we employ the rules they have been paid to write, and which we have paid to use, then those professionals really haven't done their jobs very well.


Then don't buy the rulebook. Carry on playing 5th.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:32:45


Post by: azazel the cat


I'm all but drooling at the possibilities here, and I'm starting to think about how to turn extra Necron bits & pieces into a bizarre Big Mekk:

1x Big Mekk w/ KFF & Shokk Attack Gun (Silver Tide with a 5+ cover save!)
1x Harbinger of Eternity w/ Chronometron (suddenly that Shokk Attack Gun is not so terrible)
1x Harbinger of Transmogrification w/ Voltaic Staff (nobody assaults this walking Gauss battery)
1x Overlord w/ Phaeron + Rez Orb
20x Necron Warriors

This would potentially have 60 Guass shots to fire if rumours are true, a 5+ cover save, 4+ RP, and a potentially very nasty Shokk Attack Gun.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:33:37


Post by: tetrisphreak




Thanks. the link has been posted many times...we've actually been discussing allies for the past 4 pages or so.


Automatically Appended Next Post:
azazel the cat wrote:I'm all but drooling at the possibilities here, and I'm starting to think about how to turn extra Necron bits & pieces into a bizarre Big Mekk:

1x Big Mekk w/ KFF & Shokk Attack Gun (Silver Tide with a 5+ cover save!)
1x Harbinger of Eternity w/ Chronometron (suddenly that Shokk Attack Gun is not so terrible)
1x Harbinger of Transmogrification w/ Voltaic Staff (nobody assaults this walking Gauss battery)
1x Overlord w/ Phaeron + Rez Orb
20x Necron Warriors

This would potentially have 60 Guass shots to fire if rumours are true, a 5+ cover save, 4+ RP, and a potentially very nasty Shokk Attack Gun.



Tasty combo..now wait and see if it's legal. Allies of convenience probably applies to all necron ally forces. Or in the case of merc orks, allies of coin-venience.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:36:18


Post by: warboss


BladeWalker wrote:Are the people that are so irate the same people who have not played any 2v2 games? The crazy combos is what makes it fun!

(Just trying to lighten the mood, don't lynch me)


There is a difference between the two scenarios you're comparing though. You choose specifically to team up with a friend and go 2v2... and usually have the right to say "I prefer one on one games" and almost no one will think anything of it. Yes, the game is a social contract blah blah blah... but refusing to play an army that is completely legal makes you the bad guy just like refusing to play an army which includes blue in its paint scheme or just refusing to play against GK. If allies have no "opponent's permission" type restriction and can be taken willy nilly from the chart, people will take it badly when you tell them you don't want to play against allies. I generally don't have some NBA draft pic of players when I go to the games store and usually only find one or two players unattached to a game when I arrive; refusing to play against them because I don't like the idea of allies forced on me isn't a luxury I can normally afford and I suspect most players don't either. We'll see in 6 months or so how the tourny scene responds to allies and whether or not disallowing them becomes the social norm.

I suspect the vast majority of allies people will encounter on the tabletop will not be borne of some fluff background of the army or campaign story necessity but simply min/maxing the strengths and weakness of the force from two sources instead of the more limited one. Great for GW's bottom line but bad for army balance and player experience in general.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:39:28


Post by: JohnnoM


daedalus-templarius wrote:


GK allied with necrons you say... hmmmm.


Templars with Dark Eldar eh?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:41:37


Post by: azazel the cat


I'm really looking forward to trying out Penitent Engines with Necrons, under cover of darkness. Not sure how good it'll be, but I think along with a Wraithwing they might work. Also, because I couldn't resist:
Spoiler:


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:46:45


Post by: English Assassin


Testify wrote:
English Assassin wrote:We're dealing with rules created by professionals (well, supposed professionals), who have (or should have) had the time to consider the consequences, intended and unintended, of every decision they make writing those rules. If we, the players, are expected to second-guess their intentions and to impose ill-defined limitations upon how we employ the rules they have been paid to write, and which we have paid to use, then those professionals really haven't done their jobs very well.

Then don't buy the rulebook. Carry on playing 5th.

Thanks for that scintillatingly constructive reply.

You read it here first people, any of us who are disappointed with any aspect of the new edition should just hold our peace and play something else. Heaven forfend that we should <gasp!> analyse and criticise anything...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:50:36


Post by: Sidstyler


Glorioski wrote: His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy.


And so GW supposedly kicked him out because...they didn't want to be more like a business? They didn't like the "make rules to sell models" mantra?

All these pathetic money grabs like Apocalypse, and the stupid gak they're doing to their core games now for the sake of pushing models (like being able to "buy" terrain, yeah I bet that's not going to be unbalanced at all, and these new allies rules which only have one real purpose), the yearly price increases that happen "just because" and now without even so much as an announcement, turning White Dwarf into an expensive catalog with nothing of any real value in it to actual gamers...

Yeah, they're so much better off now. I often times forget GW is even a business at all*, they feel more like my best fething friend. Honestly.

*It's why I never get angry when people on Dakka constantly remind me "GW is a bsnss and and thay haf 2 maek money.", because I'm just like "Holy crap, I had no idea!"


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:51:21


Post by: insaniak


Just Dave wrote:Games down in price after a period of time (I personally very rarely buy a game upon release) ...

...but a lot of people do, hence the comparison.

To a lot of people, paying up to $100 for a video game is perfectly reasonable (at least here in Oz, the wonderful Land of Expensiveness)... Paying the same for a rulebook that you will get a heck of a lot more use out of seems just as reasonable.


If that were true, then I would imagine the Eldar - one of the more 'reasonable' races IMHO - would surely be willing to ally with Necrons under the most dire circumstances?

Given that they were created specifically to fight the Necrons, you can as easily argue that it's simply not in their nature to work with them under any circumstances.


Of course, Orks were created for the same purpose, but they're a little less inclined to do what they're told, and a little more likely to fight for whoever promises them some good Krumping.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:55:04


Post by: BolingbrokeIV


Sidstyler wrote:
Glorioski wrote: His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy.


And so GW supposedly kicked him out because...they didn't want to be more like a business? They didn't like the "make rules to sell models" mantra?

All these pathetic money grabs like Apocalypse, and the stupid gak they're doing to their core games now for the sake of pushing models (like being able to "buy" terrain, yeah I bet that's not going to be unbalanced at all, and these new allies rules which only have one real purpose), the yearly price increases that happen "just because" and now without even so much as an announcement, turning White Dwarf into an expensive catalog with nothing of any real value in it to actual gamers...

Yeah, they're so much better off now. I often times forget GW is even a business at all, they feel more like my best fething friend. Honestly.


No they dind't kick him out they forced him out, i.e. asked him to leave. It wasn't because of his outlook on GW but because he was at logger heads with others about 4th edition. He left months before it came out.

I don't know if you guys have a short memory or are too young to remember AC. But this is a guy who during third admitted to having not played a game of 40k in a year (while still wiritng codexes). This was not someone who made good ol' balanced codexes of the old days. No, to be honest they never existed.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:58:09


Post by: Formosa


Dark angels able to ally with the following had dumped a huge turd on my fluff

Chaos...little wtf, suppose it could be fallen
Deamons... huge wtf... cant see this ever eve hapening
Tau... another huge WTF, DA dont ally with abhumans let alone aliens!
Orks... same as above
Eldar... same as above....

this is all bloody stupid, i defended allies as it allowed me to make a fluff army or add some cool stuff to my Ravenwing or DW, but it seems fluff matters not anymore.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/23 23:58:31


Post by: Sidstyler


Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is. I get the feeling that the only games people know about or have played themselves are Call of Duty or Halo...it would be the same thing as saying you can't get into wargaming because 40k is too expensive, it's just one game and not indicative of the hobby as a whole.

Formosa wrote:this is all bloody stupid, i defended allies as it allowed me to make a fluff army or add some cool stuff to my Ravenwing or DW, but it seems fluff matters not anymore.


Yet funnily enough they felt it was necessary for psychic powers to remain true to fluff, and as a result they exist mainly just for Imperial armies and no one else. But as far as allies go, hell, you can do whatever the feth you want! Herp-a-derp-y-do!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:01:42


Post by: spaceelf


Therion wrote:
These 40K ally rules are clearly meant for one player to combine units from different armies in a single list

A few pages ago I already ranted about how terrible and inherently and irreparably imbalanced the allies system is so now I'll just remind people once again that we the players don't need to take part in any system we find to be imbalanced.


This is rather ironic. If the game is imbalanced, and that is a problem for you, maybe you should consider a different game. For the price of the new rulebook you can buy another game. For example a starting Infinity force costs less that the 40k book, and its rules are free.

There is also the option to play earlier versions of 40k.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:02:31


Post by: tetrisphreak


Sidstyler wrote:Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is. I get the feeling that the only games people know about or have played themselves are Call of Duty or Halo...it would be the same thing as saying you can't get into wargaming because 40k is too expensive, it's just one game and not indicative of the hobby as a whole.


Just to touch on your point - I have played many games, my entire life from the time i was 6. I'm 28 now. I cannot think of one game i played continuously for 4 years straight, on any system from NES all the way to PS3. I still go back for nostalgia and play SMB or Tetris here and again, but those are classics.

The cost for both is expensive.
The value, however, is actually arguably higher for a big rulebook, considering it's my current go-to hobby. For many of us, I would think the same applies. The comparison to video games is not to straw-man the cost of the book, make no mistake $75 USD is a large chunk of money. It's simply a comparison to the most similarly priced hobby, that is far more common in society today than wargaming.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:04:55


Post by: Palindrome


Glorioski wrote:
Sidstyler wrote:
Glorioski wrote: His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy.


And so GW supposedly kicked him out because...they didn't want to be more like a business? They didn't like the "make rules to sell models" mantra?

All these pathetic money grabs like Apocalypse, and the stupid gak they're doing to their core games now for the sake of pushing models (like being able to "buy" terrain, yeah I bet that's not going to be unbalanced at all, and these new allies rules which only have one real purpose), the yearly price increases that happen "just because" and now without even so much as an announcement, turning White Dwarf into an expensive catalog with nothing of any real value in it to actual gamers...

Yeah, they're so much better off now. I often times forget GW is even a business at all, they feel more like my best fething friend. Honestly.


No they dind't kick him out they forced him out, i.e. asked him to leave. It wasn't because of his outlook on GW but because he was at logger heads with others about 4th edition. He left months before it came out.

I don't know if you guys have a short memory or are too young to remember AC. But this is a guy who during third admitted to having not played a game of 40k in a year (while still wiritng codexes). This was not someone who made good ol' balanced codexes of the old days. No, to be honest they never existed.


Yet he also wrote, or co-wrote, some of GW's better rules. I am having a hard time reconciling his body of work with what 40k has become, arguably run along economic rather than creative lines. As I said your version doesn't mesh with what I remember at the time.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:06:19


Post by: Pony_law


Allies is a stupid concept game balance wise but smart from a sales perspecitve. We all know which of those 2 considerations win when GW makes a decision.

It will be fun times seeing IG armies with Th/ss termis or purifiers sitting near their lines. Or draigowing armies with 90 boys as well. I just can't see a way this could work without absolutely breaking the armies theselves. If allies are allowed in tournaments i predict we will never see a pure 1 codex army win another thing ever again. (i mean sonme of the things I'm imaging are so broke, but hey at least my SM can finally take longfangs, and fast vindicators)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:10:04


Post by: quilava1


tetrisphreak wrote:
Sidstyler wrote:Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is. I get the feeling that the only games people know about or have played themselves are Call of Duty or Halo...it would be the same thing as saying you can't get into wargaming because 40k is too expensive, it's just one game and not indicative of the hobby as a whole.


Just to touch on your point - I have played many games, my entire life from the time i was 6. I'm 28 now. I cannot think of one game i played continuously for 4 years straight, on any system from NES all the way to PS3. I still go back for nostalgia and play SMB or Tetris here and again, but those are classics.

The cost for both is expensive.
The value, however, is actually arguably higher for a big rulebook, considering it's my current go-to hobby. For many of us, I would think the same applies. The comparison to video games is not to straw-man the cost of the book, make no mistake $75 USD is a large chunk of money. It's simply a comparison to the most similarly priced hobby, that is far more common in society today than wargaming.


If you think about it rationally, every $50 or so gives you a week or two (or three or four) of happiness as you build, paint and play with the new box set. Thats about how long a video game lasts you. Its not like you go and buy 10 boxes every week, 1 keeps you happy for arguably longer than a video game.

However, that being said, I wish GW would stop with their penny pinching. They make a premium so they don't need to make more by making half my collection useless


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:11:30


Post by: Sidstyler


Glorioski wrote:No they dind't kick him out they forced him out, i.e. asked him to leave.


...because there's a fething difference, I guess? lol

Glorioski wrote:It wasn't because of his outlook on GW but because he was at logger heads with others about 4th edition. He left months before it came out.


That wasn't really what you said in the post I quoted though, your choice of words was what made me raise an eyebrow: "more like a business", as if that was something GW didn't want. If you're trying to argue that he simply didn't like the direction they were taking 4th and left because they didn't like his ideas then I can buy that, because it kinda falls in line with what everyone else has been saying anyway.

But you were trying to lay the blame for GW being more "business-like" on Andy Chambers, as if they wouldn't have done that without him anyway, and I thought that part was funny.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:12:02


Post by: BolingbrokeIV


Palindrome wrote:
Glorioski wrote:
Sidstyler wrote:
Glorioski wrote: His whole mantra was to turn GW into more of a business. I'm sure he'd be very happy.


And so GW supposedly kicked him out because...they didn't want to be more like a business? They didn't like the "make rules to sell models" mantra?

All these pathetic money grabs like Apocalypse, and the stupid gak they're doing to their core games now for the sake of pushing models (like being able to "buy" terrain, yeah I bet that's not going to be unbalanced at all, and these new allies rules which only have one real purpose), the yearly price increases that happen "just because" and now without even so much as an announcement, turning White Dwarf into an expensive catalog with nothing of any real value in it to actual gamers...

Yeah, they're so much better off now. I often times forget GW is even a business at all, they feel more like my best fething friend. Honestly.


No they dind't kick him out they forced him out, i.e. asked him to leave. It wasn't because of his outlook on GW but because he was at logger heads with others about 4th edition. He left months before it came out.

I don't know if you guys have a short memory or are too young to remember AC. But this is a guy who during third admitted to having not played a game of 40k in a year (while still wiritng codexes). This was not someone who made good ol' balanced codexes of the old days. No, to be honest they never existed.


Yet he also wrote, or co-wrote, some of GW's better rules. I am having a hard time reconciling his body of work with what 40k has become.


Craftworld Eldar, Necrons and CSM 3rd ed codexes were all terrible. He did as much bad as he did good. He was a fun character in WD magazine and I think that's why people rmember him fondly. The idea he was a good designer for GW is a myth.

Sidstyler wrote:
Glorioski wrote:It wasn't because of his outlook on GW but because he was at logger heads with others about 4th edition. He left months before it came out.


That wasn't really what you said in the post I quoted though, your choice of words was what made me raise an eyebrow: "more like a business", as if that was something GW didn't want. If you're trying to argue that he simply didn't like the direction they were taking 4th and left because they didn't like his ideas then I can buy that, because it kinda falls in line with what everyone else has been saying anyway.

But you were trying to lay the blame for GW being more "business-like" on Andy Chambers, as if they wouldn't have done that without him anyway, and I thought that part was funny.


I never said he was dismissed from GW because of his rules for selling models mentality. You joined them two cmments up so you could make some snidey little sarcastic paragraph which you considered humorous. Neither did I say GW wouldn't have become more business like either. I was responding to someone who said Rick Priestly and Andy Chambers would be turning in their graves at this new edition. i was explaining that AC and RP are worlds apart. You could do better by reading things properly before you go off on one. Sarcasm is a fairly lame and easy form of wit, especially when you make up your own conclusions about what people are saying.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:16:49


Post by: Palindrome


To be honest I stopped playing 40k in 3rd ed so I can't remember those codices and the story goes that he had become disillusioned by 3rd ed so its not exactly suprising. However he most certainly was, and probably still is, a good games designer, Necromunda and BFG alone are proof of this.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:20:09


Post by: BolingbrokeIV


Palindrome wrote:To be honest I stopped playing 40k in 3rd ed so I can't remember those codices and the story goes that he had become disillusioned by 3rd ed so its not exactly suprising. However he most certainly was a good games designer, Necromunda and BFG are proof of this.


He had his moments, just like Gav Thorpe. But they were both hit and miss.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:23:36


Post by: Therion


This is rather ironic. If the game is imbalanced, and that is a problem for you, maybe you should consider a different game.

No what's ironic is that you didn't understood anything I said. If I've played this game for two decades (and I'm willing to guess that's longer than you have played it), why would I consider a different game now? I already play a lot of games, and one of them is Warhammer 40K.

There have always been good rules and bad rules and we the players have always been able to deal with it. Now, I always hope that GW comes up with as interesting and balanced rules as possible and I'm one of the first to criticise and ridicule them when they fail, but I also know that us the gamers are the real check and balance in the system. A vast (99%) majority of tournaments and gaming events have always been organised by players for players instead of by the parent company for players. The players decide which rules they use and if they want to make any adaptations of their own to the rules. GW encourages this approach. I could write a small book about the cycles in composition scoring and house ruling throughout the different editions of Fantasy and 40K. In some periods people house rule everything, even core rules like line of sight and terrain, sometimes we just restrict or penalize overpowered armies or unit choices, and sometimes the game is in a state of a completely open no-comp free for all deathmatch. This also varies a lot between gaming clubs, countries and even continents. I remember the time on Dakka something like eight or ten years ago when guys like Ed Maule used to moan how Americans were all soft as butter fluffbunnies because they had composition restrictions on everything while the crazy Europeans like me played with insanely cheesy lists against eachother. He complained that he was being forced to play with bad armies. Later on it seems especially on the Fantasy side that the whole of EU went comp crazy and straight out of the box GW gaming was refused altogether. Noone saw any point in playing unrestricted.

Yet there's something in GW's fictional worlds that makes people come back to them. It's definately not the mostly mediocre rules or even the brilliant models (which keep improving and improving). The universe is just addictive as a whole and even if you take a break for a few years it's easy to come back to it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:24:30


Post by: H.B.M.C.


Daemons allying with Dark Eldar?
Black Templars allying with Tau?
Chaos Marines allying with Necrons?
Dark Angels allying with Orks?

What sort of insane (and embarrassingly cynical attempt to sell more models) madness is this!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:24:36


Post by: Semper


I think the thought of Andy Chambers being a bad game designer or bad for GW is absolutely preposterous. The game has been an utter shadow of its self since he left, WD died the day Paul Sawyer left. The early naughties and late 90's were the renaissance of GW in a lot of ways spurred by a lot of designers trying to take an old system into the a modern market by a means of expansion and creativity the company has not had since outside of the BL. Some examples born out of this era come in the form of Necromunda, BFG, Inquisitor, minor psychic powers, monster design rules.. at least they attempted to make a codex eldar craftoworld and beast rules for things like the enslavers (a major part of 40k history I hasten to add)..

What they accomplished may not have been perfect, but to that I would only say what is and only an idiot would think what came after they left was anything good. Final example... 4th/5th Ed CSM codex has 3rd in the rear view mirror when it comes to heading for utter crap.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:25:39


Post by: Palindrome


Glorioski wrote:
Palindrome wrote:To be honest I stopped playing 40k in 3rd ed so I can't remember those codices and the story goes that he had become disillusioned by 3rd ed so its not exactly suprising. However he most certainly was a good games designer, Necromunda and BFG are proof of this.


He had his moments, just like Gav Thorpe. But they were both hit and miss.


Starcraft 2 wasn't his finest hour but I liked all of his GW rules that I came into contact with (at least I can't remember disliking anything).


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:29:16


Post by: Zathras


Just got back from the San Jose GW store. I went there to see if they had a store copy of 6th for people to look at but sadly they didn't. I had a chat with one of the black shirts there and he told me one of the things coming in 6th ed is to be able to swap out 2 of the same slots in your FoC to get another slot elsewhere in your FoC. Not sure how true that is but, if it is true, then you could see Necron Armies with 24 Wraiths, 3 Overlords with the attendant Royal Court or 4 Annihilation Barges.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:29:57


Post by: BolingbrokeIV


Semper wrote:I think the thought of Andy Chambers being a bad game designer or bad for GW is absolutely preposterous. The game has been an utter shadow of its self since he left, WD died the day Paul Sawyer left. The early naughties and late 90's were the renaissance of GW in a lot of ways spurred by a lot of designers trying to take an old system into the a modern market by a means of expansion and creativity the company has not had since outside of the BL. Some examples born out of this era come in the form of Necromunda, BFG, Inquisitor, minor psychic powers, monster design rules.. at least they attempted to make a codex eldar craftoworld and beast rules for things like the enslavers (a major part of 40k history I hasten to add)..

What they accomplished may not have been perfect, but to that I would only say what is and only an idiot would think what came after they left was anything good. Final example... 4th/5th Ed CSM codex has 3rd in the rear view mirror when it comes to heading for utter crap.


He was hit and miss, like I said. All I'm saying is he wasn't the messiah of games design like some people seem to believe and he produced a lot of crap along with the good stuff. I agree the early noughties were my favourite time in 40k. Mainly because of inquisitor, which he played little part in. And i also agree WD began it's downward curve after Paul Sawyer left.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:31:33


Post by: insaniak


Sidstyler wrote:Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is.

That doesn't invalidate the analogy, unless nobody actually buys those sort of games.

Speaking as someone who does buy a lot of games that have a single-player story that gives around 10 hours or so of playtime, the analogy is perfectly valid. I have never played Call of Duty, or Halo. If those were the sort of games I was talking about, then it would have been a bad analogy, because primarily multi-player games potentially give you a lot more game time.

In fact, using something like Halo as a comparison, the 40K rulebook would be a bad investment, rather than a good one... because I would get just as much play out of Halo for a lower cost up front.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:34:00


Post by: Lysenis


Pony_law wrote:Allies is a stupid concept game balance wise but smart from a sales perspecitve. We all know which of those 2 considerations win when GW makes a decision.

It will be fun times seeing IG armies with Th/ss termis or purifiers sitting near their lines. Or draigowing armies with 90 boys as well. I just can't see a way this could work without absolutely breaking the armies theselves. If allies are allowed in tournaments i predict we will never see a pure 1 codex army win another thing ever again. (i mean sonme of the things I'm imaging are so broke, but hey at least my SM can finally take longfangs, and fast vindicators)
YES! Now my outflanking Baal Predator with a Flamestorm cannon (or normal version) will have a Storm Talon as Escort! That way I can have it flying in, Then I can have Necron warriors to back up my assault marines. . .


Shoot me now and get it over with. . . .


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:34:28


Post by: Palindrome


insaniak wrote:
Sidstyler wrote:Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is.

That doesn't invalidate the analogy, unless nobody actually buys those sort of games.

Speaking as someone who does buy a lot of games that have a single-player story that gives around 10 hours or so of playtime, the analogy is perfectly valid. I have never played Call of Duty, or Halo. If those were the sort of games I was talking about, then it would have been a bad analogy, because primarily multi-player games potentially give you a lot more game time.

In fact, using something like Halo as a comparison, the 40K rulebook would be a bad investment, rather than a good one... because I would get just as much play out of Halo for a lower cost up front.


I have played nearly 700 hours in TF2 and thats free, a wargames rulebook isn't likely to match that


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:35:15


Post by: BolingbrokeIV


insaniak wrote:
Sidstyler wrote:Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is.

That doesn't invalidate the analogy, unless nobody actually buys those sort of games.

Speaking as someone who does buy a lot of games that have a single-player story that gives around 10 hours or so of playtime, the analogy is perfectly valid. I have never played Call of Duty, or Halo. If those were the sort of games I was talking about, then it would have been a bad analogy, because primarily multi-player games potentially give you a lot more game time.

In fact, using something like Halo as a comparison, the 40K rulebook would be a bad investment, rather than a good one... because I would get just as much play out of Halo for a lower cost up front.


The only place think the analogy fails is that you need more than just the rulebook to play 40k, whereas a video game you don't. Ohter than that I can see your point. There is more enjoyment to be hand from the BBB than there is from a video game.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:37:19


Post by: TheSneak109




aaaaaaaaaaaaaaaand Nids get nothing...I don't know why I'm surprised. That kind of sucks...but makes sense fluff wise I guess...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:38:05


Post by: Therion


Speaking as someone who does buy a lot of games that have a single-player story that gives around 10 hours or so of playtime, the analogy is perfectly valid

I played Diablo 3 for about 85 hours before I cleared it solo on inferno difficulty. Skyrim gave me 120 hours of gameplay before I was done with it. I'm pretty sure Fallout New Vegas was also good for more than 50 hours but I can't remember now. All of those games cost about 50 euros.

I'm not sure which modern games are only worth 10 hours of gameplay in single player but I've never bought any. Maybe I've just been picking and choosing the bigger franchises.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:38:06


Post by: Quintinus


Lysenis wrote:
Pony_law wrote:Allies is a stupid concept game balance wise but smart from a sales perspecitve. We all know which of those 2 considerations win when GW makes a decision.

It will be fun times seeing IG armies with Th/ss termis or purifiers sitting near their lines. Or draigowing armies with 90 boys as well. I just can't see a way this could work without absolutely breaking the armies theselves. If allies are allowed in tournaments i predict we will never see a pure 1 codex army win another thing ever again. (i mean sonme of the things I'm imaging are so broke, but hey at least my SM can finally take longfangs, and fast vindicators)
YES! Now my outflanking Baal Predator with a Flamestorm cannon (or normal version) will have a Storm Talon as Escort! That way I can have it flying in, Then I can have Necron warriors to back up my assault marines. . .


Shoot me now and get it over with. . . .


Will do, at least then we won't have to deal with your incessant whining and poor attempts at sarcasm


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:40:47


Post by: insaniak


Glorioski wrote:The only place think the analogy fails is that you need more than just the rulebook to play 40k, whereas a video game you don't. Ohter than that I can see your point. There is more enjoyment to be hand from the BBB than there is from a video game.

If you're already playing 40K and just looking for 'justification' to buy the new edition, those extra costs don't apply. Just as you don't factor in the cost of buying an Xbox if you already have one and are trying to decide whether to buy a new game.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:40:54


Post by: Palindrome


Therion wrote:
Speaking as someone who does buy a lot of games that have a single-player story that gives around 10 hours or so of playtime, the analogy is perfectly valid

I played Diablo 3 for about 85 hours before I cleared it solo on inferno difficulty. Skyrim gave me 120 hours of gameplay before I was done with it. I'm pretty sure Fallout New Vegas was also good for more than 50 hours but I can't remember now. All of those games cost about 50 euros.

I'm not sure which modern games are only worth 10 hours of gameplay in single player but I've never bought any. Maybe I've just been picking and choosing the bigger franchises.


AAA FPS games like one of the many CoD games typically last under 10 hours. Aside from them the only games that will list under 10 hours to complete are small indy gamebut they only cost a few £.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:41:07


Post by: Magc8Ball


Palindrome wrote:I have played nearly 700 hours in TF2 and thats free, a wargames rulebook isn't likely to match that


And 40k doesn't even have HATS!!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:41:27


Post by: insaniak


Lysenis wrote:YES! Now my outflanking Baal Predator with a Flamestorm cannon (or normal version) will have a Storm Talon as Escort! That way I can have it flying in, Then I can have Necron warriors to back up my assault marines. . .

I very much doubt that combination with be possible.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:42:29


Post by: Therion


AAA FPS games like one of the many CoD games typically last under 10 hours.

Ah yes, of course. I didn't think of them or RTS games because I generally consider the single player campaigns just introduction to the multiplayer game which can (and often does) last for years.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:47:17


Post by: insaniak


Therion wrote:I'm not sure which modern games are only worth 10 hours of gameplay in single player but I've never bought any. Maybe I've just been picking and choosing the bigger franchises.

Tomb Raider Anniversary lasted about 13 or 14 hours. Underworld considerably less. GoldenEye for Wii is around the 8-10 mark. Force Unleashed was around 8, likewise (or possibly slightly less) for the sequel. Transformers: Cybertron Adventures lasted around 3 and a half minutes (wouldn't have bought that one if I had seen it beforehand ) and I'm currently working though Spiderman: Shattered Dimensions, which looks like it will come in around the 10-12 mark given how rapidly I'm going through it.

Then again, maybe it's just the Wii... The last non-Wii game I bought would have been the Knights of the Old Republic games and Lego Star Wars for PC... although those too would have been around the 10-14 hour mark to complete.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:48:08


Post by: quilava1


So I went into mflgs to preorder a rulebook when I tumbled upon to guys who decided they were too cool to buy a rule book. they decided they would just learn the game by playing games where their opponent told them how to do everything. Fair to say that they're 5th edition know-how wasn't up to snuff


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:49:02


Post by: Baronyu


insaniak wrote:
Sidstyler wrote:Can we stop talking about video games? It's a bs analogy anyway because not every game is this "4-hour grind and then you're done, unless you play multiplayer" kind of thing that everyone here seems to think it is.

That doesn't invalidate the analogy, unless nobody actually buys those sort of games.

Speaking as someone who does buy a lot of games that have a single-player story that gives around 10 hours or so of playtime, the analogy is perfectly valid. I have never played Call of Duty, or Halo. If those were the sort of games I was talking about, then it would have been a bad analogy, because primarily multi-player games potentially give you a lot more game time.

In fact, using something like Halo as a comparison, the 40K rulebook would be a bad investment, rather than a good one... because I would get just as much play out of Halo for a lower cost up front.


Video games also can go down in price without having to go to ebay and get an used copy, if you go by Steam sales, then even AAA games could be 50% off 6 months later, and that's off the already cheaper( than console) PC price. The other thing to consider is the fact that you could get an online multiplayer game(MMO, shooter, whatever) going almost every night even if you and your friends all have to work, it's far easier to set up an online mp game than a tabletop wargame. Not to mention the entry price point, really isn't fair to compare rulebook to the game, getting the models will cost as well, but even if you add the console price(totally skippable if you have a decent pc), I'd say you still get more value out of the video game system than WH40k, afterall, most consoles these days can be used for more than games, but what else could you do with your mini's outside wargaming? Last but not least is the lack of pre-game preparations(modelling/painting), It's good and fun for those who enjoy it, but you can't say everyone enjoy that aspect.

So, let's say I am trying to get a friend to join me in WH40k or a game of TF2, which do you think is more likely to happen? WH40k is more like a specialist hobby, you have to dedicate so much time, effort and money into it, while video games are mostly just gonna be plug-and-play.

Anyhow, I'd say the analogy is just plain bad, sure they're both entertainments, which is exactly why it's hard to bring the two together and compare, because fun is ultimately subjective.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:51:25


Post by: H.B.M.C.


A lot of big AAA games these days have pathetic single-player aspects. Most of the Call of Duty games these days have 4-6 hour single-player games.

On the other hand, I bought Just Cause 2 for $18 and got over 70 hours out of it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 00:57:54


Post by: Magc8Ball


Oh, dammit. I just realized that the allies rules are going to make entire units that I've already built useless because they'll be too damned confusing. My =I= army has two units of henchmen that use Eldar and Orks respectively. Since they were constructed with the Henchmen unit rules in mind, they're not really usable as anything else, and I suspect that if I field them in 6E it's going to cause problems for my opponents.

Drat. :\


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:08:35


Post by: insaniak


I think so long as your army doesn't include allies, and you point out that they are Henchmen before the game starts, you shouldn't have too many troubles.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:08:42


Post by: Joey


Magc8Ball wrote:Oh, dammit. I just realized that the allies rules are going to make entire units that I've already built useless because they'll be too damned confusing. My =I= army has two units of henchmen that use Eldar and Orks respectively. Since they were constructed with the Henchmen unit rules in mind, they're not really usable as anything else, and I suspect that if I field them in 6E it's going to cause problems for my opponents.

Drat. :\

Just explain to them beforehand, "by the way those eldar/orks are actually henchmen". Can GK even ally with Eldar/Orks?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:12:52


Post by: Eldar Craft


Im excited for the possibility of counts as you could maybe use the allies system for. Among friends anyway. Say I want some Eldaresque storm shield terminators and I convert up some wraithguard with sheilds and hammers. BOOM aliies! There will obviously(like already stated) be at least a moderate amount of house ruling needed. If the mechanics of allies is totally broken it wouldn't be the first rule to be overruled in practice by the player base.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:14:29


Post by: alarmingrick


Eldar Craft wrote:Im excited for the possibility of counts as you could maybe use the allies system for. Among friends anyway. Say I want some Eldaresque storm shield terminators and I convert up some wraithguard with sheilds and hammers. BOOM aliies!


Allies, not roommates! Geez...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:14:30


Post by: H.B.M.C.


Magc8Ball wrote:Oh, dammit. I just realized that the allies rules are going to make entire units that I've already built useless because they'll be too damned confusing.


That's why I started a Deathwatch army and an Adeptus Mechanicus army. GW can't invalidate my choices if they never made the army in the first place!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:17:31


Post by: Eldar Craft


Ha but alarmingrick my eldar are so racist . They apparently prefer to ally with dark eldar over any type of human. So I can just make an eldar version of what I wanted to run. Like Roided out swooping hawk assault marines :b


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:21:26


Post by: Byte


Magc8Ball wrote:Oh, dammit. I just realized that the allies rules are going to make entire units that I've already built useless because they'll be too damned confusing. My =I= army has two units of henchmen that use Eldar and Orks respectively. Since they were constructed with the Henchmen unit rules in mind, they're not really usable as anything else, and I suspect that if I field them in 6E it's going to cause problems for my opponents.

Drat. :\

Just run them like you want and brief opponent. Allies in tournies probably wont happen. Im sure NOVA will set the standard. Everything else is NOVA style!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:21:59


Post by: alarmingrick


Can you guys imagine what those Gamer's Edition bags are going to be going for in a couple of months on Feebay?
Remember the Backpack? That thing was selling pretty well for a while. I'm sure there's always someone willing to shell
out whatevers asked if they want it bad enough.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:24:33


Post by: Matt.Kingsley


Oh, and I've found out why some of the things weren't put up for advanced order in Aus + Others, namely concerning the new dice.
GW wrote:'Just an announcement for everyone unfortunately due to unforeseen circumstances the new dice (besides the ones in the gamers edition) have been delayed and will not be released until further notice'


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:25:51


Post by: Kal-El


So with the new flier rules coming into play...particularly the one where other fliers can shoot at fliers at normal ballistic, certain fortifications shooting with surface to air guns, shooting when a plane enters from reserves...I suspect the ally rule is kinda of there to help armies with non-fliers, space wolves being an example. There would be virtually no way unles it was luck to drop a flier without one yourself or a fort to shoot them unless they are unloading their payload. 6 to hit is far and few in this case. How would the tour seen Resolve this?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:26:31


Post by: alarmingrick


Matt.Kingsley wrote:Oh, and I've found out why some of the things weren't put up for advanced order in Aus + Others, namely concerning the new dice.
GW wrote:'Just an announcement for everyone unfortunately due to unforeseen circumstances the new dice (besides the ones in the gamers edition) have been delayed and will not be released until further notice'


Must have run out of finecrap? Pity.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:34:08


Post by: Matt.Kingsley


I'm so glad that guard can ally with pretty much every army, yay for hydras!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:42:14


Post by: warpcrafter


So I can put a bunch of guns on some killa kans and say they're obliterators? Or put some rokkits on the backs of some meganobs and say they're raptors? That's pretty cool thinking. I now wonder what other devious ploys I can use to confuse the hell out of my enemies.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:52:31


Post by: alarmingrick


warpcrafter wrote:So I can put a bunch of guns on some killa kans and say they're obliterators? Or put some rokkits on the backs of some meganobs and say they're raptors? That's pretty cool thinking. I now wonder what other devious ploys I can use to confuse the hell out of my enemies.


Have Sisters talk with a deep voice and say they're Black Tempers? They'll have to fart alot and tell sexist jokes....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 01:57:34


Post by: Eldar Craft


I realize not everybody loves counts-as which I get. That's why it would have to be friendly game. I'm with you If I'm across from you at a tournament and I have to remember more that one or two exceptions you might as well just make up what ever rules you want at that point because I will quickly lose track.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:00:07


Post by: Matt.Kingsley


Oh well, these new allies rules also make my EXTREMEY radical xenos inquistor army list that I've been planning for a while more viable, as I now don't have to rely on just GK, I can have alied guard + xenos (hopefully)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:02:34


Post by: Ledabot


Now if black templars and sisters don't get on well, well, that's weird. my future eldar and space marines will be good though.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:08:12


Post by: Davylove21


My mind's replete with the word ORKTAU!

I hope that a week from now it still is


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:11:48


Post by: Dave-c


Sorry if this has been covered, but in the gamers edition i cant find what the little skull statues are. Read description on GW, but cant seem to find it at all.

Anyone know?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:12:21


Post by: knighthaunter


Davylove21 wrote:My mind's replete with the word ORKTAU!

I hope that a week from now it still is


I hear ya, those are my two main armies currently...the thought of them together seems very.....interesting...


Automatically Appended Next Post:
Dave-c wrote:Sorry if this has been covered, but in the gamers edition i cant find what the little skull statues are. Read description on GW, but cant seem to find it at all.

Anyone know?


Dice holders, for the marker dice.

http://antidotetoignorance.com/pics/diceholder.JPG


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:13:47


Post by: Ledabot


lol, farsight tau + orks is legal.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:25:33


Post by: RegulusBlack


im actually sad that IG are able to be grabbed up by everyone.

now instead of me owning an army , I am reduced to being everyone elses accessory

yayyyyyy......





6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:26:34


Post by: tetrisphreak


RegulusBlack wrote:im actually sad that IG are able to be grabbed up by everyone.

now instead of me owning an army , I am reduced to being everyone elses accessory

yayyyyyy......





IG - Not just the lap dog of the Emperor anymore..now they're lap dogs for everyone!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:29:06


Post by: RegulusBlack


I read that and snorted coffee.... lol

IG are just now everyones scrubs.......


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:34:54


Post by: TechMarine1


Space Marines+GK (to get devastations that can fire through terrain)

Tau+Orks (for CC support)

I like some of these possibilities (for friendly games of course). I agree that this would probably break tournaments because it gets rid of some of each lists handicaps that you would otherwise have to work around.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:38:36


Post by: tetrisphreak


TechMarine1 wrote:Space Marines+GK (to get devastations that can fire through terrain)

Tau+Orks (for CC support)

I like some of these possibilities (for friendly games of course). I agree that this would probably break tournaments because it gets rid of some of each lists handicaps that you would otherwise have to work around.


I've seen this sentiment a lot since the allies rumors started flying, and now with confirmation in the WD even more so.

So i pose this question:

What is wrong with every army being able to shore up it's weaknesses? Once all armies are solid all-rounders, if commanded by the proper generals, we should see the MOST fair, balanced version of 40K ever. An all-round army like Tau+Orks still has both armies weaknesses - Assault the codex:tau units and shoot down the codex: orks units. I'm not seeing the bad side here, since everyone has access to everyone else's drugs in this case.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:40:38


Post by: jmurph


I like how people are proposing eliminating what may be core rules of the game. But we don't even know that. Definitely time to make tournament amendments. *facepalm*

In fact, it seems that the RUMOR part of this thread is being overlooked and all we have is a few page scans and some GW store promo pages. Seems like the ideal time to PANIC!

At least we aren't going on about video games anymore in a 6th ed news/rumor thread.... Or are we?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:42:15


Post by: Voodoo Boyz


tetrisphreak wrote:
TechMarine1 wrote:Space Marines+GK (to get devastations that can fire through terrain)

Tau+Orks (for CC support)

I like some of these possibilities (for friendly games of course). I agree that this would probably break tournaments because it gets rid of some of each lists handicaps that you would otherwise have to work around.


I've seen this sentiment a lot since the allies rumors started flying, and now with confirmation in the WD even more so.

So i pose this question:

What is wrong with every army being able to shore up it's weaknesses? Once all armies are solid all-rounders, if commanded by the proper generals, we should see the MOST fair, balanced version of 40K ever. An all-round army like Tau+Orks still has both armies weaknesses - Assault the codex:tau units and shoot down the codex: orks units. I'm not seeing the bad side here, since everyone has access to everyone else's drugs in this case.


Probably cherry picking making the game dumber.

Don't think Tau + Orks. Think Tau + Space marines, where they get a HQ + Terminator + Dedicated LR Transport and a cheapo scout unit. Now you've got some very serious problems. Railguns + JSJ Suits (that can buy terrain that always blocks LOS, that always is available - where you want it), with a massive counter-charge unit?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:48:30


Post by: Griever


Nvm, saw the other link.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:50:11


Post by: Altruizine


Griever wrote:It's annoying when all people do is talk about allies when they're obviously not going to be apart of non team games

You guys do realize that page is part of a rules packet for a DOUBLES TOURNAMENT right?

Stop talking about this stuff like in a regular game of 1v1 40k you're going to be able to take Tau & Orks in the same army. It's not happening.

It's also preventing people with reading comprehension from discussing actual possible rules.

You're so wrong I'm embarrassed for you.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:52:16


Post by: Griever


Okay, I've officially quit this stupid game. I just know the first time I see Space Marines and Eldar fighting against my Loyalist IG I'm going to lose it.

This is just a blatant attempt to get people to buy more models, and they've completely ruined any the only thing that still kept me in the game (the fluff, the feel of the game universe)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:56:10


Post by: tetrisphreak


Voodoo Boyz wrote:
tetrisphreak wrote:
TechMarine1 wrote:Space Marines+GK (to get devastations that can fire through terrain)

Tau+Orks (for CC support)

I like some of these possibilities (for friendly games of course). I agree that this would probably break tournaments because it gets rid of some of each lists handicaps that you would otherwise have to work around.


I've seen this sentiment a lot since the allies rumors started flying, and now with confirmation in the WD even more so.

So i pose this question:

What is wrong with every army being able to shore up it's weaknesses? Once all armies are solid all-rounders, if commanded by the proper generals, we should see the MOST fair, balanced version of 40K ever. An all-round army like Tau+Orks still has both armies weaknesses - Assault the codex:tau units and shoot down the codex: orks units. I'm not seeing the bad side here, since everyone has access to everyone else's drugs in this case.


Probably cherry picking making the game dumber.

Don't think Tau + Orks. Think Tau + Space marines, where they get a HQ + Terminator + Dedicated LR Transport and a cheapo scout unit. Now you've got some very serious problems. Railguns + JSJ Suits (that can buy terrain that always blocks LOS, that always is available - where you want it), with a massive counter-charge unit?


Sounds like a good list - The HQ/Terminator/Land Raider/Scouts takes up about 750 Points. Then throw in the Shas'O and Crisis team, there's 400 more points. The 2 necessary units of fire warriors in devil fish at least 300 points more, but with better rapid fire rules i'd say 450. That puts you at 1650. @2000 points you can fit in some broadsides, and terrain if you have the points.

That would be a good army. I could also build one just as scary with Necrons/Blood Angels, or Imperial Guard/Black Templars.

When everyone is super, nobody is. Fair games. I'm calling it here. People refusing to take advantage of a good thing to make their armies better aren't allowed to cry when they lose to good combos like these - they've got options as well.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:56:54


Post by: RegulusBlack


can i have your old models please, that would be nice of you to give them too me.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 02:59:20


Post by: Cyrax


azazel the cat wrote:...1x Harbinger of Transmogrification w/ Voltaic Staff (nobody assaults this walking Gauss battery)...

Harbingers of Transmogrification carry the Tremorstave.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:14:12


Post by: NimbleJack3


I was considering getting the Gamer's Edition, but at ~USD$130 there's no way in hell I'd shell out. I'll probably just get the dice set for that lovely charge-pack tin.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:27:51


Post by: insaniak


Griever wrote:Okay, I've officially quit this stupid game. I just know the first time I see Space Marines and Eldar fighting against my Loyalist IG I'm going to lose it.

This is just a blatant attempt to get people to buy more models, and they've completely ruined any the only thing that still kept me in the game (the fluff, the feel of the game universe)

You know that Eldar allying temporarily with whoever suited their goals has been a part of the fluff for more than 20 years now, right?

Likewise, Space Marines may not like Xenos, but they're also (at least the more sensible chapters are) pragmatic enough to use whatever tools suit them at the time. So Eldar and Space Marines allying to fight against Imperial Guard is no less fluffy than Space Marines doing so by themselves.


That's part of what makes the 40K fluff so awesome... just about anything goes, and you don't have to dig too far to find a reason for any given army to ally with or fight with any other army.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:36:29


Post by: Anpu42


Griever wrote:Okay, I've officially quit this stupid game. I just know the first time I see Space Marines and Eldar fighting against my Loyalist IG I'm going to lose it.

This is just a blatant attempt to get people to buy more models, and they've completely ruined any the only thing that still kept me in the game (the fluff, the feel of the game universe)

So in 2nd ed when they were SOP, you would have never started?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:44:05


Post by: junk


I seriously doubt that allies will be mandatory. So everyone who is mad as hell about the idea of black turtles being able to ally with dancing melons needs to consider that they will not be forced to actually use those two factions; but the rest of us who are excited about the possibilities are happy the mechanic exists to play out a battle where the Sneaky Pilgrims and Fairy Bobbleheads decide to work together to defeat the Monopoly Men.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:46:26


Post by: alarmingrick


NimbleJack3 wrote:I was considering getting the Gamer's Edition, but at ~USD$130 there's no way in hell I'd shell out. I'll probably just get the dice set for that lovely charge-pack tin.


The tin is in the Gamer's edition only. So you're not getting it unless you shell out the $130 USD....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:55:13


Post by: sarduka42


alarmingrick wrote:
NimbleJack3 wrote:I was considering getting the Gamer's Edition, but at ~USD$130 there's no way in hell I'd shell out. I'll probably just get the dice set for that lovely charge-pack tin.


The tin is in the Gamer's edition only. So you're not getting it unless you shell out the $130 USD....


Actually thats not quite correct. The White Dwarf states specifically that the dice set that you purchase separately comes with the Lasgun power pack tin. Only problem now is that Games Workshop's facebook page is saying that the dice are not coming any time soon due to some unforeseen delay.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:55:52


Post by: Goresaw


So does this mean my battlewagon orks now have a detachment of an Inquisitor grenade caddie + DCAs riding in a Storm Raven with two Psyflemen dreadnoughts offering fire support?

Actually a better question is who in their right mind would ever want to play a game with me using this kind of army?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:58:00


Post by: alarmingrick


sarduka42 wrote:
alarmingrick wrote:
NimbleJack3 wrote:I was considering getting the Gamer's Edition, but at ~USD$130 there's no way in hell I'd shell out. I'll probably just get the dice set for that lovely charge-pack tin.


The tin is in the Gamer's edition only. So you're not getting it unless you shell out the $130 USD....


Actually thats not quite correct. The White Dwarf states specifically that the dice set that you purchase separately comes with the Lasgun power pack tin. Only problem now is that Games Workshop's facebook page is saying that the dice are not coming any time soon due to some unforeseen delay.


Well, they are at least colored differntly! Damn it, they have to special besides just the purse and holders!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 03:58:20


Post by: wyomingfox


tetrisphreak wrote:What is wrong with every army being able to shore up it's weaknesses? Once all armies are solid all-rounders, if commanded by the proper generals, we should see the MOST fair, balanced version of 40K ever. ...


There is understandable concern as not every army can. That and as a nid player, I have some logical reservations about other armies having acces to rune priests (and therefore JOTWW) and longfangs .


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:01:11


Post by: lazarian


Goresaw wrote:So does this mean my battlewagon orks now have a detachment of an Inquisitor grenade caddie + DCAs riding in a Storm Raven with two Psyflemen dreadnoughts offering fire support?

Actually a better question is who in their right mind would ever want to play a game with me using this kind of army?


Well there are a dozen other combinations off the top of my head that would gladly play and do well against you. Necrons look insanely good with 6th and heaven help the sucker who plays against 3 doom scythes/monoliths and 18 wraiths + whatever that player wants to add in they think they might be 'missing'. Or how about the requisite guard army that has the center snugly held by 20 death company? Tons of hell is about to break loose and your army concept, while strong, will certainly find more than adequate challenges.

The point above is a good one, everyone on an elite level will have some outrageous silliness in a competitive environment.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:02:46


Post by: ChocolateGork


Glorioski wrote:
Matt.Kingsley wrote:GW has 'apperently' taken down the Ultimate Bundle, Collectors Edition and Gamers Edition from the Aussie site...


Maybe they ran out of their allocated stock. The ultimate bundle got taken off the UK site this morning.


They disappeared in literally a few hours so unlikely


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:05:00


Post by: azazel the cat


Cyrax wrote:
azazel the cat wrote:...1x Harbinger of Transmogrification w/ Voltaic Staff (nobody assaults this walking Gauss battery)...

Harbingers of Transmogrification carry the Tremorstave.

Ya know what the worst part about that it? My Necron codex is literally two feet out of my reach and I didn't wanna get up, so I didn't bother to check it.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:05:44


Post by: Adam LongWalker


Griever wrote:Okay, I've officially quit this stupid game. I just know the first time I see Space Marines and Eldar fighting against my Loyalist IG I'm going to lose it.

This is just a blatant attempt to get people to buy more models, and they've completely ruined any the only thing that still kept me in the game (the fluff, the feel of the game universe)


Oh it gets worse than that. I believe another reason for the changes to 6TH ED is to have cross sales abilities with Fantasy. Once you know how to play 6Th 40K you will get to know some of the mechanics of playing Fantasy, which of course those GW sales people will try to shove Fantasy into your face.

Too many similarities with Fantasy but juuuuust enough to make things a little different.

Next complaint I have. Too many models that will be needed for your armies to be competitive. I again believe that the average range of games being played will be between 2 and 3 thousand points. Hell just look at the Battle Reports now and see what the range is. It is depressing to see so many 2000+ points games. You better believe that the point levels will increase. Especially with the Ally Rules.

And with that the game is going to slow down once again.

This does not solve the problem with their shrinking customer base. Overall the increase in prices alone will turn more and more people away and into other games or leave the hobby all together. The game mechanics I believe will cause more people to leave 40K as well.

I believe that there are enough "plastic crack head fanatics" still out there that will buy at least the codex and models at these over the top prices. I believe that there are at least 100 thousand 40K'ers world wide at the present. and at least $75 US dollars a pop? Well you do the math.

Games Workshop is going to make a real nice short term profit and the Board of Directors will give themselves another dividend, and the rest of the revenue will tie themselves over until The Hobbit comes out in theaters, with the belief that they will get another sizable bump of profits, just like the last time.

I'll come back to this posting in 6 months or so and see if some of what I have said comes true or not.

But the combination of Eldar and IG would be a brutal one.


















6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:06:09


Post by: tetrisphreak


wyomingfox wrote:
tetrisphreak wrote:What is wrong with every army being able to shore up it's weaknesses? Once all armies are solid all-rounders, if commanded by the proper generals, we should see the MOST fair, balanced version of 40K ever. ...


There is understandable concern as not every army can. That and as a nid player, I have some logical reservations about other armies having acces to rune priests (and therefore JOTWW) and longfangs .


Hey, Nids were my first 40K love...it made me shed a tear the day i traded the army I had to start my Blood Angels. I more than anyone hope that the edition changes help tyranids to compete. I think a ruleset that encourages infantry to be out of their tanks, and being able to wreck tanks with a butt-ton of glancing hits, along with monstrous creature buffs (that they have deserved for the entirety of 5th, i'll add) has a good chance at helping them achieve. Not having allies is a pain, but such is the life of a bug player i guess.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:10:41


Post by: undertow


junk wrote:I seriously doubt that allies will be mandatory. So everyone who is mad as hell about the idea of black turtles being able to ally with dancing melons needs to consider that they will not be forced to actually use those two factions; but the rest of us who are excited about the possibilities are happy the mechanic exists to play out a battle where the Sneaky Pilgrims and Fairy Bobbleheads decide to work together to defeat the Monopoly Men.
I think I would pay lots of money to see a codex for an army with any of those names.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:14:57


Post by: sarduka42


alarmingrick wrote:
sarduka42 wrote:
alarmingrick wrote:
NimbleJack3 wrote:I was considering getting the Gamer's Edition, but at ~USD$130 there's no way in hell I'd shell out. I'll probably just get the dice set for that lovely charge-pack tin.


The tin is in the Gamer's edition only. So you're not getting it unless you shell out the $130 USD....


Actually thats not quite correct. The White Dwarf states specifically that the dice set that you purchase separately comes with the Lasgun power pack tin. Only problem now is that Games Workshop's facebook page is saying that the dice are not coming any time soon due to some unforeseen delay.


Well, they are at least colored differntly! Damn it, they have to special besides just the purse and holders!


Oh i think i can live with the regular commoners colour dice

But now that i read the article again about the gamers edition and the dices, each dice set, each vehicle dice and each objective dice set comes with a tin. The Gamers bag has three pouches to accommodate three tins (one for each of the dice sets). So we're going to have these lasgun packs coming out of ears soon.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:24:09


Post by: ph34r


Griever wrote:Okay, I've officially quit this stupid game. I just know the first time I see Space Marines and Eldar fighting against my Loyalist IG I'm going to lose it.

This is just a blatant attempt to get people to buy more models, and they've completely ruined any the only thing that still kept me in the game (the fluff, the feel of the game universe)
You would lose it over a perfectly normal fluff situation?

I'm amazed you lasted through each of these last five editions somehow. Bye.

EDIT: Since you are quitting can I have your stuff?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:25:26


Post by: ChocolateGork


H.B.M.C. wrote:A lot of big AAA games these days have pathetic single-player aspects. Most of the Call of Duty games these days have 4-6 hour single-player games.

On the other hand, I bought Just Cause 2 for $18 and got over 70 hours out of it.



HOW?

I got bored of jumping off high places with stuff exploding about four hours before i finished the game.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:28:57


Post by: Goresaw


lazarian wrote:
Goresaw wrote:So does this mean my battlewagon orks now have a detachment of an Inquisitor grenade caddie + DCAs riding in a Storm Raven with two Psyflemen dreadnoughts offering fire support?

Actually a better question is who in their right mind would ever want to play a game with me using this kind of army?


Well there are a dozen other combinations off the top of my head that would gladly play and do well against you. Necrons look insanely good with 6th and heaven help the sucker who plays against 3 doom scythes/monoliths and 18 wraiths + whatever that player wants to add in they think they might be 'missing'. Or how about the requisite guard army that has the center snugly held by 20 death company? Tons of hell is about to break loose and your army concept, while strong, will certainly find more than adequate challenges.

The point above is a good one, everyone on an elite level will have some outrageous silliness in a competitive environment.


I'm not saying my idea is any sort of super list. I'm just a little saddened that you can take a list that would give someone a good (hopefully enjoyable) game and just by adding allies, turn it into an unfun, beatface, exercise in frustration by removing the weaknesses that an intelligent designer built into the list so that players could have those good enjoyable games!

I know thats really not a valid argument. If someone wants to WAC he can just go build a power army. Its not like he needs allies to do it.But still, I can't help but be sad. Its like watching something beautiful (like a somewhat balanced army) turn into something twisted.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:39:18


Post by: whoadirty


Goresaw wrote:
lazarian wrote:
Goresaw wrote:So does this mean my battlewagon orks now have a detachment of an Inquisitor grenade caddie + DCAs riding in a Storm Raven with two Psyflemen dreadnoughts offering fire support?

Actually a better question is who in their right mind would ever want to play a game with me using this kind of army?


Well there are a dozen other combinations off the top of my head that would gladly play and do well against you. Necrons look insanely good with 6th and heaven help the sucker who plays against 3 doom scythes/monoliths and 18 wraiths + whatever that player wants to add in they think they might be 'missing'. Or how about the requisite guard army that has the center snugly held by 20 death company? Tons of hell is about to break loose and your army concept, while strong, will certainly find more than adequate challenges.

The point above is a good one, everyone on an elite level will have some outrageous silliness in a competitive environment.


I'm not saying my idea is any sort of super list. I'm just a little saddened that you can take a list that would give someone a good (hopefully enjoyable) game and just by adding allies, turn it into an unfun, beatface, exercise in frustration by removing the weaknesses that an intelligent designer built into the list so that players could have those good enjoyable games!

I know thats really not a valid argument. If someone wants to WAC he can just go build a power army. Its not like he needs allies to do it.But still, I can't help but be sad. Its like watching something beautiful (like a somewhat balanced army) turn into something twisted.


True, but for every WAAC player, there is likely 5 players like me who shelved that (non-abusive) Iron Warriors army. Now I can legally play the Basilisk I have, and even add hordes of meat shields like they used in Storm of Iron.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:40:34


Post by: junk


undertow wrote:
junk wrote:I seriously doubt that allies will be mandatory. So everyone who is mad as hell about the idea of black turtles being able to ally with dancing melons needs to consider that they will not be forced to actually use those two factions; but the rest of us who are excited about the possibilities are happy the mechanic exists to play out a battle where the Sneaky Pilgrims and Fairy Bobbleheads decide to work together to defeat the Monopoly Men.
I think I would pay lots of money to see a codex for an army with any of those names.


Meet me over in the proposed rule forum and bring your checkbook...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 04:57:59


Post by: evolvingeye


Eh I won't judge allies until 6th has been out and played a while. Even though it does sound like it could set up some pretty over powered lists, I also think that it will be mainly in 2000+ point matches that it gets out of hand.

Sticking to 2k and below, allies aren't going to have as massive of an impact imo. Besides that, just because you can have allies doesn't mean you have to take them.

Being able to take a 2nd detachment of your army instead of from another dex could be really cool.. An awesome Crisis suit list comes to mind....


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 05:14:53


Post by: coyotius


You know, I see and understand both sides of the allies argument but my question is this: Why would you want to play a straight 40K game when in all likelihood after adding an allied detachment and a building or three you're already approaching the Apoc points range? Why not just play Apoc where you can add heavies, strategems and have NO FOC if you so choose? I haven't played many Apoc games, but is it broken under 3000 pts? Just curious.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 05:17:56


Post by: leohart


@coyotius: Yes it is broken.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 05:24:51


Post by: coyotius


Thanks...seems like its all starting to blur. If our games start averaging 2000pts then you're only 500pts away from adding a second FOC (I guess) and 1000pts away from an Apoc game.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 05:49:32


Post by: Eldar Craft


So I hear that shooting is supposed to be way more potent in this edition. Well I don't know if WAY more potent, but I was wondering what some of the rules are that are making people think that.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 05:52:16


Post by: Dark Brotherhood


Hullo all! DB from B&C here...
If this turns out to reflect the actual allies matrix, I'm pretty bummed that GW have blown the chance to bring back Ye Olde Genestealer Cult :(


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 05:59:56


Post by: Eldar Craft


Agreed Dark Brotherhood(Insert words of the black sacrament here) I just don't see why they can give the Nids some humans to infest. Out of all the long-shots fluff wise that allies puts forward this would not be a stretch. Who knows maybe there is some kind of big bad World Wide Campaign where nids invade everything.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 06:13:27


Post by: Brother SRM


Or there's the possibility with the next Tyranid codex that they could ally with IG as long as they take a very specific list of units? It's probably too complicated and wishlisty here, but since it's in the rulebook now I would expect some Allies-modifying rules to pop up here and there.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 06:18:35


Post by: Ahtman


The last time I recall an actual list for Genestealer Cults was the Black Army Book from the Second Edition box set.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 06:27:23


Post by: junk


I'm sure if you wanted to house rule a genestealer cult army, you could do easily it using the framework of the allied rules.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 06:53:53


Post by: insaniak


That link has already been posted half a dozen times.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:15:41


Post by: Reivax26


I wonder how many people are going to leave 40k and start playing Warmachine?

4 people in my gaming group have already sold their 40k armies and picked up their armies from Privateer Press and are asking me when I am going to join them. To be honest its sounding better and better with every passing day.

I only have one complaint about 6th...I don't like the 2d6 for the charge distance. My major complaint is that in a world wide economy like the one we are in GW can justify someone paying $82.50 for a Stormraven or $75 for a Land Raider.

If you want to generate new players and get them involved in the tabletop gaming genre jacking prices through the roof isn't a good way to do it. I can understand the $75 for the rulebook now that I have found out more about it. Its a really thick hardback book with a bunch of really cool artwork and its got the new rules. Oddly enough the preorder prices on Ebay are between $54 and $62.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:30:20


Post by: fleetofclaw


As a Nid player, I think it would have been cool if we were the only army that could "ally" with itself, giving us a unique twist and a slight boost for being unable to ally with anyone. Otherwise we gain nothing from this system and everyone else can plug gaps in their weaknesses by dipping in other armies.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:33:47


Post by: wuestenfux


Well, the topic of ''allies'' is overemphasized here. There are certainly more interesting (new) rules to be discussed.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:39:50


Post by: Griever


wuestenfux wrote:Well, the topic of ''allies'' is overemphasized here. There are certainly more interesting (new) rules to be discussed.


To be fair, being able to take two armies instead of one to a single game of 40k is a big change.

Completely daft, nonsensical, and against all 40k fluff, but big.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:45:23


Post by: Ascalam


'Completely daft, nonsensical, and against all 40k fluff, but big. '

Seems to be the current direction with GW, anyway *kidding*






I think allies might be cool, or it might be the most OP pile of WAAC garbage.. It will depend on the way the rules actually work, and the player using them. I want to try them out at least...




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:45:31


Post by: warpcrafter


Okay, how's this for a new topic. What is the introduction of hull points going to do to the structure points of titans and superheavies? Multiply them by 3? That would make titans damn near unkillable!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:45:52


Post by: H.B.M.C.


Ahtman wrote:The last time I recall an actual list for Genestealer Cults was the Black Army Book from the Second Edition box set.


The Genestealer Cult list was in Codex Tyranids (2nd Edition). It was separate to the standard Tyranid list that was in the same book.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:46:31


Post by: BolingbrokeIV


Griever wrote:...against all 40k fluff


Not in the slightest. The only allegiances which can't be explained with the fluff aren't possible.

H.B.M.C. wrote:
Ahtman wrote:The last time I recall an actual list for Genestealer Cults was the Black Army Book from the Second Edition box set.


The Genestealer Cult list was in Codex Tyranids (2nd Edition). It was separate to the standard Tyranid list that was in the same book.


Genestealer Cults were in the Inquisitor game. I know thay haven't featured since but they have never been retconned either. As far as I'm concerned they are still canon.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:46:39


Post by: MadCowCrazy


Griever wrote:Completely daft, nonsensical, and against all 40k fluff, but big.


Guess you dont know anything about the 40k fluff then.... different races "helping" each other is all over the place...


I think the reason GKs can ally with almost everyone is due to Inquisitors, but shouldn't Inquisitors from the Radical persuasion be allowed to ally with Chaos? They do use chaos items, weapons and daemonhosts etc...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:49:48


Post by: Absolutionis


Reivax26 wrote:I wonder how many people are going to leave 40k and start playing Warmachine?

4 people in my gaming group have already sold their 40k armies and picked up their armies from Privateer Press and are asking me when I am going to join them. To be honest its sounding better and better with every passing day.

I only have one complaint about 6th...I don't like the 2d6 for the charge distance. My major complaint is that in a world wide economy like the one we are in GW can justify someone paying $82.50 for a Stormraven or $75 for a Land Raider.

If you want to generate new players and get them involved in the tabletop gaming genre jacking prices through the roof isn't a good way to do it. I can understand the $75 for the rulebook now that I have found out more about it. Its a really thick hardback book with a bunch of really cool artwork and its got the new rules. Oddly enough the preorder prices on Ebay are between $54 and $62.


Warmachine isn't the only option out there. On a model-to-model basis, it's just as expensive as Games Workshop's models.

You complain about $75 Land Raiders and $83 Storm Ravens and yet you're fine with the $130 PP Colossals of comparable size?
A typical HQ in 40k costs $20 in Power Armor or $22.25 in Terminator Armor. A typical Warcaster in Warmachine costs $16-20 if infantry or $23-25 if larger.
A typical Space Marine in GW is $5-6 in a plastic boxed set with accessories. A typical PP grunt is about $5-6 in metal with no accesories.

They're comparable.

The only thing that is concerning is the initial investment for new players that have to get a whole new army.
For those of us already invested in Warhammer, the difference is negligible.


Regardless, if you want Warmachine-style gameplay at a lower cost, play Magic the Gathering. If you want Warmachine-style aesthetics at lower cost, play World of Warcraft. If you want just a great miniatures game at lower cost, play Infinity or Malifaux. If you want to just push miniatures around at a lower cost and throw dice mindlessly, play Flames or War or something by Spartan Games.

There are many options out there; don't let yourself be tricked into a false dichotomy.

MadCowCrazy wrote:
Griever wrote:Completely daft, nonsensical, and against all 40k fluff, but big.


Guess you dont know anything about the 40k fluff then.... different races "helping" each other is all over the place...


I think the reason GKs can ally with almost everyone is due to Inquisitors, but shouldn't Inquisitors from the Radical persuasion be allowed to ally with Chaos? They do use chaos items, weapons and daemonhosts etc...

Still a bit strange to see Black Templars being cool with Eldar considering Craftworld Eldar exemplify everything the Black Templars hate (nonhumans and witches).

Regardless, Radical Inquisitors may be okay with Chaos relics and the occasional daemonhost to help COMBAT Chaos or save humanity, but there is no justification for an Inquisitor leading Grey Knights alongside actual Chaos Space Marines or an entire army of Daemons.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:50:52


Post by: H.B.M.C.


Orks just shouldn't be able to ally with anyone other than Chaos forces. The idea of BT's allying with aliens over Sisters is just silly.

And Tau and Daemons. Tau and mother fething Daemons! AHH!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:50:54


Post by: Griever


Ascalam wrote:'Completely daft, nonsensical, and against all 40k fluff, but big. '

Seems to be the current direction with GW, anyway



It's a shame, because I love the 40k universe and spent much of my childhood loving the game.

But this is the straw that broke the camel's back. They've spat in the face of their own fluff, and made taking an army completely pointless.

Orks allying with fething everybody is especially slowed. Orks don't fething ally with anybody.

Eldar and Dark Eldar? They're sworn enemies. But hey I guess they're both Space Elves so since we're shoe-horning allies in against all logic we might as well have them be best friends.

Oh, and Space Marines have better access to Psychic powers than Eldar. Because Space Marines are the best!

This game is a joke now. It sucks too, because I love miniature war-gaming, but the only other community that exists in my area is Fantasy, and that's only if the same people who were playing a year ago still do, and I don't even like Warhammer Fantasy. There's no Warmahordes, no Flames of War, no Malifaux, nothing around here. Hopefully people realize how completely daft this is and migrate towards game systems that haven't gone completely slowed so that I can still enjoy the War gaming hobby without sitting at a shop by myself for two hours hoping somebody shows up.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:52:01


Post by: Ascalam


MadCowCrazy wrote:
Griever wrote:Completely daft, nonsensical, and against all 40k fluff, but big.


Guess you dont know anything about the 40k fluff then.... different races "helping" each other is all over the place...


I think the reason GKs can ally with almost everyone is due to Inquisitors, but shouldn't Inquisitors from the Radical persuasion be allowed to ally with Chaos? They do use chaos items, weapons and daemonhosts etc...



To fight chaos, so no.

It would be a tad hard to explain the Soulgrinder following you to a meeting of the Inquisition ...

They have a hard enough time explaining away the Daemon weapons and so on.

That said a Chaos army with a fallen Radical as a Chaos lord would be kind of cool...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:54:33


Post by: BolingbrokeIV


Ascalam wrote:
MadCowCrazy wrote:
Griever wrote:Completely daft, nonsensical, and against all 40k fluff, but big.


Guess you dont know anything about the 40k fluff then.... different races "helping" each other is all over the place...


I think the reason GKs can ally with almost everyone is due to Inquisitors, but shouldn't Inquisitors from the Radical persuasion be allowed to ally with Chaos? They do use chaos items, weapons and daemonhosts etc...



To fight chaos, so no.

It would be a tad hard to explain the Soulgrinder following you to a meeting of the Inquisition ...

They have a hard enough time explaining away the Daemon weapons and so on.

That said a Chaos army with a fallen Radical as a Chaos lord would be kind of cool...


Maybe not radicals but heretic inquisitors like Quixos who have fallen to chaos, those could be represented. Also radicals Inquisitors and demons would work.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:55:50


Post by: Griever


MadCowCrazy wrote:
Griever wrote:Completely daft, nonsensical, and against all 40k fluff, but big.


Guess you dont know anything about the 40k fluff then.... different races "helping" each other is all over the place...


I think the reason GKs can ally with almost everyone is due to Inquisitors, but shouldn't Inquisitors from the Radical persuasion be allowed to ally with Chaos? They do use chaos items, weapons and daemonhosts etc...


I know tons about the fluff, I've read every codex from star to finish. Don't say things when you don't know what the feth you are talking about.

Just because different armies don't kill each other at first sight doesn't mean you should be able to field them as one army on the tabletop. Everybody HATES the fluff of Blood Angels fighting with Necrons, and for good reason, it's completely daft. They've done a complete 180 and spit in the face of all their pre 5th edition fluff.

- Edited by insaniak. Keep it civil, please. -

And you're right, it's totally common for Inquisitors to call upon squads of Dire Avengers to fight for them against Orks. That definitely happens all the time. They become best buds and battle together against their arch enemies, the Blood Angels and their BFFs the Necron Warriors and their Scarab swarms.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 07:57:30


Post by: BolingbrokeIV


- Edited by insaniak. Keep it civil, please -


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:00:39


Post by: Ascalam


Glorioski wrote:
Ascalam wrote:
MadCowCrazy wrote:
Griever wrote:Completely daft, nonsensical, and against all 40k fluff, but big.


Guess you dont know anything about the 40k fluff then.... different races "helping" each other is all over the place...


I think the reason GKs can ally with almost everyone is due to Inquisitors, but shouldn't Inquisitors from the Radical persuasion be allowed to ally with Chaos? They do use chaos items, weapons and daemonhosts etc...



To fight chaos, so no.

It would be a tad hard to explain the Soulgrinder following you to a meeting of the Inquisition ...

They have a hard enough time explaining away the Daemon weapons and so on.

That said a Chaos army with a fallen Radical as a Chaos lord would be kind of cool...


Maybe not radicals but heretic inquisitors like Quixos who have fallen to chaos, those could be represented. Also radicals Inquisitors and demons would work.



But then that opens up GK (same codex) and Daemons, which really doesn't. I doubt that it would stay as just Inquisitor + Daemons in the hands of a TFG who wanted fateweaver chilling behind his Dreadknights

It's an neat idea, fluffwise, but a really bad one gamewise..


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:01:54


Post by: Griever


I have no problem with Tau and Space Marines not killing each other in the fluff, instead turning on an incoming Ork Waagh to stave off extermination. But this SHOULD NOT be something you can do EVERY SINGLE GAME regardless of who you are fighting against. Think about it, under these rules, you can include a squad of Fire Warriors with any Codex Space Marine army. Space Marines are taught to despise all Xenos, but know some random squad of aliens is going to join their chapter and fight with them?

What's the point of even "playing an army" if you can take whatever the hell you want from any codex anyways?

Just looked up more allied rules. You can ally Space Marine with Dark Eldar? They've gone off the deep end here, and anybody who doesn't see that is just taking whatever crap GW feeds them.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:02:04


Post by: Ahtman


H.B.M.C. wrote:
Ahtman wrote:The last time I recall an actual list for Genestealer Cults was the Black Army Book from the Second Edition box set.


The Genestealer Cult list was in Codex Tyranids (2nd Edition). It was separate to the standard Tyranid list that was in the same book.


I couldn't remember if it existed in the Codex at that time, and thought that maybe I imagined it. Either way it has been 19 years (oh god why did I look up the publishing date?) years since that Codex and no official lists since then for Genestealer Cults. It isn't like people don't bring it up all the time so i'm sure they are aware it existed, but it seems there is no interest in giving them one. We'll get an official Genestealer Cult list when Squats get one. I'd love for there to be one, but I just don't think it is going to happen.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:02:34


Post by: BolingbrokeIV


Ascalam wrote:
Glorioski wrote:Maybe not radicals but heretic inquisitors like Quixos who have fallen to chaos, those could be represented. Also radicals Inquisitors and demons would work.



But then that opens up GK (same codex) and Daemons, which really doesn't. I doubt that it would stay as just Inquisitor + Daemons in the hands of a TFG who wanted fateweaver chilling behind his Dreadknights

It's an neat idea, fluffwise, but a really bad one gamewise..


Yep it would need to be conditional on you not taking GKs.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:03:34


Post by: Matt.Kingsley


I think everyone has forgotten that there are different levels of alliegience, the worst being counting as un shootable, un assaultable enemies and therefore do not benefit from any bonuses that allies would usually get.
They also count as a seperate army towards objectives and can't be joined by independent Characters and vice-versa

And I assume most allies will be that sort


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:05:11


Post by: BolingbrokeIV


Exactly the allegiances on the table can represent the most extreme circumstances.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:10:47


Post by: insaniak


Griever wrote: I have no problem with Tau and Space Marines not killing each other in the fluff, instead turning on an incoming Ork Waagh to stave off extermination. But this SHOULD NOT be something you can do EVERY SINGLE GAME regardless of who you are fighting against.

How is it any different to fielding Marneus Calgar in every single game?

It doesn't represent those Tau being allied to the Marines for ever more... It just means your games are representing those battles in which they were.



What's the point of even "playing an army" if you can take whatever the hell you want from any codex anyways?

Has it actually been confirmed yet that you can take whatever you want from any codex?


Just looked up more allied rules. You can ally Space Marine with Dark Eldar? They've gone off the deep end here, and anybody who doesn't see that is just taking whatever crap GW feeds them.

I find it interesting how some players, upon GW releasing something that they (the player) disagrees with, immediately conclude that it's GW who are in the wrong.

It's their fluff. They write it. So when their interpretation of it differs from yours, guess which of you has the 'correct' interpretation...?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:12:36


Post by: Griever


Glorioski wrote:Exactly the allegiances on the table can represent the most extreme circumstances.


If they're so "extreme" how come the rules allow to field anybody as allies in EVERY SINGLE game you play. With these current rules, Eldar can ally with Dark Eldar against other ELDAR. Tau and Space Marines can ally together against other Space Marines. You can take a mixed army of Eldar and Orks to fight against Space Marines. How does this make any sense?

May be you don't play in tournaments a lot, but you've got to understand. All people are going to do is figure out what unit from any other codex makes their army even better, and then field that in every single game. This is what the rules allow them to do.


Automatically Appended Next Post:
insaniak wrote:
Griever wrote: I have no problem with Tau and Space Marines not killing each other in the fluff, instead turning on an incoming Ork Waagh to stave off extermination. But this SHOULD NOT be something you can do EVERY SINGLE GAME regardless of who you are fighting against.

How is it any different to fielding Marneus Calgar in every single game?

It doesn't represent those Tau being allied to the Marines for ever more... It just means your games are representing those battles in which they were.



What's the point of even "playing an army" if you can take whatever the hell you want from any codex anyways?

Has it actually been confirmed yet that you can take whatever you want from any codex?


Just looked up more allied rules. You can ally Space Marine with Dark Eldar? They've gone off the deep end here, and anybody who doesn't see that is just taking whatever crap GW feeds them.

I find it interesting how some players, upon GW releasing something that they (the player) disagrees with, immediately conclude that it's GW who are in the wrong.

It's their fluff. They write it. So when their interpretation of it differs from yours, guess which of you has the 'correct' interpretation...?


Just because they "write" the fluff, doesn't mean I have to like it. They' completely and utterly altered the very fabric of the universe they've created. The people who originally creaed the game and the universe we love don't even work for the the company now. The people that created the game I loved have long since left, and the people who are left have completely and utterly ruined it.

If GW hired C.S. Goto to write the next 40k rulebook, would that then make it "okay" when everything you knew and enjoyed about the universe randomly changed out of thin air, and completely contradicted everything you knew about the game's universe?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:16:02


Post by: Ascalam


Or just a wierd whim on the part of one of the allies.

Like the case with the Wraithkind Kabal showing up to kill orks with Iyanden (right after they had fought off the nids) because their use of soul-stone constructs (and them angsting over it) tickled the Archon's fancy

Orks don't ally with other races, as a rule, but do hire out as Mercs sometimes.

Eldar sometimes show up in IOM vs Chaos fights, and fight alongside the IOM, but it doesn't make them friends. There was a story in the old Titan Legions IIRC of the Princeps of a warhound Titan thanking the Eldar titan group that saved his fundament for helping him by destroying a chaos titan group (slanneshi i think), only to be told that they couldn't care less about him, but were taking on the titans for their own reasons.

Just because you are fighting the same enemy doesn't automatically make you buddies. It just means you've refrained from killing one another, in order to kill something else.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:16:20


Post by: BolingbrokeIV


Griever wrote:
Glorioski wrote:Exactly the allegiances on the table can represent the most extreme circumstances.


If they're so "extreme" how come the rules allow to field anybody as allies in EVERY SINGLE game you play. With these current rules, Eldar can ally with Dark Eldar against other ELDAR. Tau and Space Marines can ally together against other Space Marines. You can take a mixed army of Eldar and Orks to fight against Space Marines. How does this make any sense?

May be you don't play in tournaments a lot, but you've got to understand. All people are going to do is figure out what unit from any other codex makes their army even better, and then field that in every single game. This is what the rules allow them to do.


I don't know about you but outside of narrative campaigns most players generally don't maintain a narrative. Hence why units who got killed or injured in your last game fight in the next one. Hence, yes, each game can represent an extreme circumstance.

WAAC players exist already, these rules will make no difference. They'll be doing the same thing they always did.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:16:53


Post by: NimbleJack3


sarduka42 wrote:
alarmingrick wrote:
sarduka42 wrote:
alarmingrick wrote:
NimbleJack3 wrote:I was considering getting the Gamer's Edition, but at ~USD$130 there's no way in hell I'd shell out. I'll probably just get the dice set for that lovely charge-pack tin.


The tin is in the Gamer's edition only. So you're not getting it unless you shell out the $130 USD....


Actually thats not quite correct. The White Dwarf states specifically that the dice set that you purchase separately comes with the Lasgun power pack tin. Only problem now is that Games Workshop's facebook page is saying that the dice are not coming any time soon due to some unforeseen delay.


Well, they are at least colored differntly! Damn it, they have to special besides just the purse and holders!


Oh i think i can live with the regular commoners colour dice

But now that i read the article again about the gamers edition and the dices, each dice set, each vehicle dice and each objective dice set comes with a tin. The Gamers bag has three pouches to accommodate three tins (one for each of the dice sets). So we're going to have these lasgun packs coming out of ears soon.

Oh no.
Now I have to buy the Gamer's Edition for that bag, and the obsessive satisfaction of completeness. Hnng.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:20:14


Post by: GoDz BuZzSaW


insaniak wrote:
Griever wrote: I have no problem with Tau and Space Marines not killing each other in the fluff, instead turning on an incoming Ork Waagh to stave off extermination. But this SHOULD NOT be something you can do EVERY SINGLE GAME regardless of who you are fighting against.

How is it any different to fielding Marneus Calgar in every single game?

It doesn't represent those Tau being allied to the Marines for ever more... It just means your games are representing those battles in which they were.


But would Ultramarines really ally with the Tau if you were playing say, a He'stan army or Blood Angels?

I don't agree with the new allies, I wouldn't mind if they only featured in 2v2's but I can see them being the thing to take, when I play an Army I like to play against the actual army rather than a combination of that and another army, I never make anti lists and I'm against the such but it allows armies to combat their weaknesses which shouldn't be fair as every army has it's weaknesses, and some armies will be able to do this better than others.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:22:56


Post by: SkaerKrow


I'm not a fan of the Allies rules, but by that same accord, I'm also pretty confident that a lot of the major tournaments will disallow them. Tournament minded gaming groups may well follow suit in that case, which will mitigate their presence, at least somewhat.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:24:50


Post by: insaniak


Griever wrote:If they're so "extreme" how come the rules allow to field anybody as allies in EVERY SINGLE game you play.

Probably for the same reason they let you field the exact same army list in every single game you play...


With these current rules, Eldar can ally with Dark Eldar against other ELDAR. Tau and Space Marines can ally together against other Space Marines. You can take a mixed army of Eldar and Orks to fight against Space Marines. How does this make any sense?

How does it not?

The different Eldar Craftworlds all have their own agendas, and it's not inconceivable that one of them might have an agenda that makes use of the specialist 'talents' of their dark kin.
Space Marines wind up on opposing sides of the battlefield constantly. Again, Tau and a renegade Chapter could quite conceivable share a common goal. Or the Marines could be using the Tau to gain an edge over their opposing Chapter, before turning and finishing them off later.
Eldar have manipulated, allied with, and used other races to suit their purposes for pretty much as long as their has been Eldar fluff.

All of these can work in the setting if you approach with an open mind, rather than with your mind already made up that it's all just a bit too silly.


May be you don't play in tournaments a lot, but you've got to understand. All people are going to do is figure out what unit from any other codex makes their army even better, and then field that in every single game. This is what the rules allow them to do.

Which will ultimately be no different to what happens in tournaments now... It just potentially adds a little more variety into the mix.


Just because they "write" the fluff, doesn't mean I have to like it.

Of course you don't. But you not liking it doesn't make it wrong, either.

If GW hired C.S. Goto to write the next 40k rulebook, would that then make it "okay" when everything you knew and enjoyed about the universe randomly changed out of thin air, and completely contradicted everything you knew about the game's universe?

That might be frustrating, yes. But that's not what happened here. This isn't some radical new shift in the fluff... it's just a reintroduction of rules that represent stuff that's been going on in the fluff for more than 20 years now.

The 40K universe is an interwoven mess of alliances, misdirection, lies and backstabbing. This is nothing new.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:25:15


Post by: Griever


insaniak wrote:
Griever wrote: I have no problem with Tau and Space Marines not killing each other in the fluff, instead turning on an incoming Ork Waagh to stave off extermination. But this SHOULD NOT be something you can do EVERY SINGLE GAME regardless of who you are fighting against.

How is it any different to fielding Marneus Calgar in every single game?

It doesn't represent those Tau being allied to the Marines for ever more... It just means your games are representing those battles in which they were.



What's the point of even "playing an army" if you can take whatever the hell you want from any codex anyways?

Has it actually been confirmed yet that you can take whatever you want from any codex?


Just looked up more allied rules. You can ally Space Marine with Dark Eldar? They've gone off the deep end here, and anybody who doesn't see that is just taking whatever crap GW feeds them.

I find it interesting how some players, upon GW releasing something that they (the player) disagrees with, immediately conclude that it's GW who are in the wrong.

It's their fluff. They write it. So when their interpretation of it differs from yours, guess which of you has the 'correct' interpretation...?


Because Marneus Calgar is a space marine. Every single battle he fights is with a Space Marine army, and he's fought in hundreds if not thousands of battles. If an Ultramarine army always including their own Chapter Master somehow equates to an Ultramarine army always keeping a pet unit of Eldar Aspect Warriors around to fight for them in every single battle no matter who their enemy is, then you and I have a completely different view on how the 40k universe works. The entire appeal of the game is that "in the future, there is only war". Space Marines are bred to hate and kill all xenos no matter what. Just because Matt Ward decided to write otherwise (seriously, who takes this guy seriously? His fluff is elementary school fan fiction drivel) doesn't mean that's what the 40,000 universe was intended to be.

It's a pathetic excuse to try and sell Eldar models to somebody who already plays Space Marines. That's all it is. I was okay with the deliberate nerfing of Carnifexes because GW knew everybody had 6 of them and they couldn't sell anymore, I was okay with some completely daft fluff (blood angels <3 necrons, Grey knights bathing in SoB blood), I was okay with Finecast reducing quality but increasing price, I was even okay with the 40% price increase over the last 10 years on a game that was already expensive. But now they've pushed me over the edge.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:25:36


Post by: Pottsey


One very positive side to allies I have not seen anyone talk about is now we can legally do games of 1v2 and 2v2. In my game group almost every single game for years has effectively been allies. Now we have rules to follow. I better head off we always play on Sunday and today’s game is Blood Angels and Necrons v Tau.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:30:25


Post by: azazel the cat


Absolutionis wrote:You complain about $75 Land Raiders and $83 Storm Ravens and yet you're fine with the $130 PP Colossals of comparable size?
A typical HQ in 40k costs $20 in Power Armor or $22.25 in Terminator Armor. A typical Warcaster in Warmachine costs $16-20 if infantry or $23-25 if larger.
A typical Space Marine in GW is $5-6 in a plastic boxed set with accessories. A typical PP grunt is about $5-6 in metal with no accesories.

Your comparison is not even close to relevant. Here's why:

This is a reasonably standard 35-point army in Warmachine (35 points in Warmachine is the equivalent of 1850-2000 in 40k):
Warcaster ($10-20)
Solo Unit ($10)
Solo Unit ($10)
Infantry Unit ($30)
Light Warjack ($15)
Heavy Warjack ($20-50)
Heavy Warjack ($20-50)
Total average cost = $150

Now go out and find me an 1850-2000 point 40k army for $150 MSRP. Go on, I dare you. Try to even come close, I'll spot you 20%.

The mistake you're making with your comparison is that you are forgetting that where a Warmachine army might employ infantrymen that cost about the same as the 40k infantrymen; in a 40k game you will need 7 to 10 times as many of those infantrymen. Additionally, 40k employs a lot of transports and mech. While these can be generally considered the same cost as a PP Heavy Warjack, it is exceedingly rare to see more than 2 or 3 Heavy Warjacks at the most in a Warmachine army, whereas in 40k most armies will utilize between 5 and 10 vehicles.

The most damning way to describe this discrepancy of value is to look at the item with the worst dollar-to-army-composition rate from each company: in PP, it is probably the Protectorate of Menoth Heavy Warjack "Reckoner", which is 8 points, and costs $30. In a 35-point game, that model will account for 23% of the total army points. That is a conversion rate of 77%; dollars-to-army-composition.

In 40k, it is inquestionable the Rhino, which is 35 points, and costs $38. In an 1850-point game, that model will account for a little less than 2% of the total army points. That is a conversion rate of 5%; dollars-to-army-composition.

Now, let's use this same concept against the PP Colossals: those models range from 18-20 points. So yes, they may cost $130, but they will also account for 54% of your entire army composition. This would be the equivalent of paying $130 for a 980-point model in 40k. The PP Colossal still has a conversion rate of 42%.

That means you could, in theory, field a Warmachine army of 2x Colossals and a Warcaster, which will give you the worst possible dollars-to-points conversion rate in the game, and your entire army will still only cost you about $280.

Again, try to find a 40k army that can be built for $280 dollars MSRP. You'll still be hard-pressed to do it.



TL;DR:

Don't even try to make the claim that 40k has the same cost as Warmachine. It's not even close.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:31:59


Post by: insaniak


Griever wrote: If an Ultramarine army always including their own Chapter Master somehow equates to an Ultramarine army always keeping a pet unit of Eldar Aspect Warriors around to fight for them in every single battle no matter who their enemy is, then you and I have a completely different view on how the 40k universe works.

No, just a different view on how it is applied to the tabletop.

Marneus Calgar can fight in every game you play not because he fights every time the Ultramarines take part in an engagement... but because your games are representing battles that he might have taken part in.

Including an assault squad in your army in every game you play is no different. Space Marines don't include assault squads every time they do battle... but you can play games in which they do.

Including allies is, again, exactly the same situation.


The entire appeal of the game is that "in the future, there is only war". Space Marines are bred to hate and kill all xenos no matter what. Just because Matt Ward decided to write otherwise (seriously, who takes this guy seriously? His fluff is elementary school fan fiction drivel) doesn't mean that's what the 40,000 universe was intended to be.


"A Space Marine army may be accompanied by allied troops chosen from the following Warhammer 40000 lists. ...

Any Space Marine lists, Imperial Guard, Imperial Agents, Squats, Eldar (may not choose an Avatar)."

That's from the 2nd edition Codex: Ultramarines. Written in 1995... Well before Mat Ward started writing codexes.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:33:46


Post by: Matt.Kingsley


Grieved, how is that any different from Sm bs Sm?
And that's been happening since RT!

And BA don't love crons, again that was ally because it was convenient
And Marines aren't bred any different to normal humans as they start off as normal humans and are then recruited and transformed into space marines.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:37:55


Post by: lord_blackfang


The galaxy is a big place. Any combination of allies can happen once. The question is, why do they prohibit some unfluffy combos while allowing others?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:39:53


Post by: H.B.M.C.


insaniak wrote:"A Space Marine army may be accompanied by allied troops chosen from the following Warhammer 40000 lists. ...

Any Space Marine lists, Imperial Guard, Imperial Agents, Squats, Eldar (may not choose an Avatar)."

That's from the 2nd edition Codex: Ultramarines. Written in 1995... Well before Mat Ward started writing codexes.


But some of these combinations don't make sense.

Dark Eldar with Daemons?
Tau with Daemons?
Orks with Grey Knights?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:41:58


Post by: AlmightyWalrus


Griever wrote:Just because Matt Ward decided to write otherwise (seriously, who takes this guy seriously? His fluff is elementary school fan fiction drivel) doesn't mean that's what the 40,000 universe was intended to be.


On the other hand, just because you say something doesn't mean that's how the universe was intended either. There's been plenty of examples of Eldar and Space Marines working together, usually against Chaos. Likewise, the recruitment of Orks as mercenaries has been part of the fluff since forever. If you're going to rage at the fluff then please rage against something worthwhile, rather than what's been part of the essential 40k fluff that you seem so keen to protect.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:47:46


Post by: azazel the cat


Someone asked why the Ultramarines would ally with the Tau against the BA. Here's a fluffy reason (just speculation):

The Golden Throne has failed, the IoM is in complete disarray, bordering on civil war; and each still-living Primarch or Chapter Master or whoever are all stepping up to claim the title of being next in line.

These pairings could easily be explained by the Imperium of Man facing a civil war (wow... Helter Skelter might actually be the most fitting term here) with the Tyranid Hive Fleets bearing down on them; not to mention that Chaos is begin to grow.


There. A potentially fluffy reason to allow the allies.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:47:47


Post by: tryke


Is the "allies" rules a game mode or its mandatory in every army?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:49:15


Post by: BolingbrokeIV


tryke wrote:Is the "allies" rules a game mode or its mandatory in every army?


It will definitely be optional.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:53:00


Post by: azazel the cat


H.B.M.C. wrote:

But some of these combinations don't make sense.

Dark Eldar with Daemons?

I'm surprised that the DE don't already worship Slaanesh.

Tau with Daemons?

Same sort of idea as with Traitor Guard, perhaps? Maybe the Tau were faced with a Tyranid Hive Fleet and found a totally messed-up religion in their foxholes?

Orks with Grey Knights?

Grey Knights have demonstrated in the past (SoB) that they will go to any lengths to win and will manipulate, use and sacrifice anyone to achieve that victory. Orks just want to punch stuff in the face. Seems like a very easy and convenient way for the GK to defeat an overwhelming foe, before they would invariably turn their halberds on the Orks afterwards. (and I'm sure the Orks would do the same, because, uh... Orks!)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:53:06


Post by: AlmightyWalrus


azazel the cat wrote:Someone asked why the Ultramarines would ally with the Tau against the BA. Here's a fluffy reason (just speculation):

The Golden Throne has failed, the IoM is in complete disarray, bordering on civil war; and each still-living Primarch or Chapter Master or whoever are all stepping up to claim the title of being next in line.

These pairings could easily be explained by the Imperium of Man facing a civil war (wow... Helter Skelter might actually be the most fitting term here) with the Tyranid Hive Fleets bearing down on them; not to mention that Chaos is begin to grow.


There. A potentially fluffy reason to allow the allies.


Or the slightly less outrageous: "It's a drill, the Tau are Space Marines representing the strategy and equipment of the Tau Empire".


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:56:14


Post by: BolingbrokeIV


azazel the cat wrote:
I'm surprised that the DE don't already worship Slaanesh.


Probably because he wants to devour their souls.

I could see maybe them working with Khorne against Slaanesh, but yeh that's the hardest one to explain.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:57:47


Post by: H.B.M.C.


azazel the cat wrote:I'm surprised that the DE don't already worship Slaanesh.


Are you serious?

The DE are the way they are because of their fear of Slaanesh.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 08:58:05


Post by: insaniak


H.B.M.C. wrote:But some of these combinations don't make sense.

Dark Eldar with Daemons?

A Dark Eldar raiding party has stopped at one of the Maiden worlds to refill the imaginarium tanks on their pirate ships, winds up fighting off an Imperial expeditionary force, and gains an unexpected (and unwelcome) ally when the expedition's surveyor team accidentally triggers a warp rift in an old temple, releasing a swarm of daemons who fall on the Imperial forces...


Tau with Daemons?

A Dark Eldar raiding party has stopped at a deserted world to refill the imaginarium tanks on their pirate ships, winds up fighting off a Tau expeditionary force. The Tau gain an unexpected (and unwelcome) ally when the expedition's surveyor team accidentally triggers a warp rift in an old temple, releasing a swarm of daemons who ignore the Tau with their stunted warp presence and instead spot some nice, juicy elf souls nearby...


Orks with Grey Knights?

A Grey Knight Strike Force is assaulting a Chaos Temple on some remote world. An Ork Waaagh drops in, and decides that the metal the temple is constructed from would look much better plating a Gargant...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:01:59


Post by: WonderAliceLand


I agree completely with the last three posts, but I have a question that is off rant topic.

I was reading the codex that they show on the video and it says that, "EVERY vehicle has A NUMBER of hull points," (at 1:20) so does that mean what it says, that each vehicle will have more than one hull point?

Edited for quote and accurate terms.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:02:03


Post by: H.B.M.C.


In those two first examples they're not "allies" insaniak. They're just fighting at the same time. It's not even a 'the enemy of my enemy' situation either.

Don't be so intentionally ignorant of the reasons some of us dislike this. We once had a huge mega-game where Eldar and Chaos fought side by side because the Eldar wanted the Chaos Lord to free his hand from the Wailing Doom he had become bonded to (so their plan was to let him succeed and then attack him). It didn't make them 'allies'.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:02:27


Post by: The Dwarf Wolf


H.B.M.C. wrote:
insaniak wrote:"A Space Marine army may be accompanied by allied troops chosen from the following Warhammer 40000 lists. ...

Any Space Marine lists, Imperial Guard, Imperial Agents, Squats, Eldar (may not choose an Avatar)."

That's from the 2nd edition Codex: Ultramarines. Written in 1995... Well before Mat Ward started writing codexes.


But some of these combinations don't make sense.

Dark Eldar with Daemons?
Tau with Daemons?
Orks with Grey Knights?


Dark Eldar with Daemons: apear in the codex Dark Eldar... Ends very bad for the Archon doing it, but happened.
Tau with Daemons: hard one... But lets say you got daemons apearing in a planet the tau want to control, and they somewhat ignore the tau (lets say for the much more tasty humans), not exactly allies, but you have an excuse...
Orks with Grey Knights: The Grey Knights need to solve a problem, there are those ork mercenaries offering bodies to die, the grey knights dont plan to pay the orkz, but to kill them after the situation pass. The orkz dont know it. (Extremely grim dark).

And we dont even have entered in the "count'as" branch... (orkz can be abhumans, Daemons can be just warp creatures tammed, dark eldar can be exodites...)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:03:15


Post by: H.B.M.C.


Ryan_A wrote:I was reading the codex that they show on the video and it says that EVERY vehicle has armor points, so does that mean what it says, that each vehicle will have more than one armor point?


They'd have to, otherwise the vehicles that don't wouldn't be worth taking. It'd take a single glance to kill the vehicle, and that's absurd.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:08:51


Post by: WonderAliceLand


H.B.M.C. wrote:
Ryan_A wrote:I was reading the codex that they show on the video and it says that EVERY vehicle has armor points, so does that mean what it says, that each vehicle will have more than one armor point?


They'd have to, otherwise the vehicles that don't wouldn't be worth taking. It'd take a single glance to kill the vehicle, and that's absurd.


So the rumors about only 14av having them are incorrect? Damn, for a second there I thought my 3 LRs would become exponentially more usefull, ah well. I think it is interesting how much vehicles are getting buffed in 6th, I already thought they were pretty damn strong in 5th. Still think it is ganna be wierd that ork Trukks are ganna have hull points. I also think it is interesting how this is taking some of the randomness out of the game, but hey, I'm all for that, I play Mathammer40k!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:12:28


Post by: GoDz BuZzSaW


But in a way it seems like they are getting nerfed at the same time as glancing hits can take off hull points and armies like necrons are typically good at glancing, i mean, they have gauss!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:17:34


Post by: N.I.B.


What's with the allies fuzz? That section in the rulebook will be ignored outside beer&pretzel games.

A bit of info from The Tyranid Hive:


I already read some of 6th rule book there were no % in using slot

however here is something about 6th
(credit ZAlpha)

Core System

- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase


Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.

Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.


Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)


Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.

Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.


Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.


Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.

Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.


Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)

Read more: http://thetyranidhive.proboards.com/index.cgi?board=general&action=display&thread=38567&page=26#ixzz1yhULJSQ1



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:19:43


Post by: BolingbrokeIV


H.B.M.C. wrote:In those two first examples they're not "allies" insaniak. They're just fighting at the same time. It's not even a 'the enemy of my enemy' situation either.

Don't be so intentionally ignorant of the reasons some of us dislike this. We once had a huge mega-game where Eldar and Chaos fought side by side because the Eldar wanted the Chaos Lord to free his hand from the Wailing Doom he had become bonded to (so their plan was to let him succeed and then attack him). It didn't make them 'allies'.


It does actually make them allies for the period they were fighting together. The definition of allies is two parties united to a common goal. Not two best pals who would do anything for each other.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:20:01


Post by: Da Boss


Man, Nids are getting hosed on those allies rules. I can't believe they couldn't see clear to letting them use the Genestealer Cult idea to ally with Guard or something.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:26:19


Post by: Kal-El


bye bye cookie cutter lists! This change is being looked at so negitive. With the ally rules being added to the mix we won't see "just another GK army, or just another SW army etc." This adds a lot of flavor to the list building.

An earlier post someone was talking about tournament people trying to find the most powerful list...thats kinda the whole point of a tournament - win or do the best you can...that usually means building a powerful list.

If the points games increases by 500 from 2000 making normal games 2500 in order to incorperate some allies or fortifications than its not going to alter game length to much.

Whats going to effect the game length is the learning curve for people to the new rules mostly...stoping to look up rules/powers.

We do not even know 100% what if any restrictions allies will have besides its FOC. All this speculation is for nothing imo. GW could easily say the ally rules are for games over 2k points or something...we don't know, and therefore, we cannot base assumptions until we know 100% what the rules are.

BTW I am for the ally rules. When I started playing 4 years ago I wanted to play SM and Orks because I liked all the models. I did not have the money to buy both armies. With this set up I could have had models I liked from both sides of the fence and still be able to play.

I play Space Wolves Brans Great Company. If allies are used I might look into GK, Legion of the Damned, or IG. Gk and legion of the damned show up unexpectedly to help and Space Wolves have helped IG in the past....fits fluff perfectly imo.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:26:58


Post by: AlmightyWalrus


H.B.M.C. wrote:In those two first examples they're not "allies" insaniak. They're just fighting at the same time. It's not even a 'the enemy of my enemy' situation either.

Don't be so intentionally ignorant of the reasons some of us dislike this. We once had a huge mega-game where Eldar and Chaos fought side by side because the Eldar wanted the Chaos Lord to free his hand from the Wailing Doom he had become bonded to (so their plan was to let him succeed and then attack him). It didn't make them 'allies'.


Which is why the rulebook lists them as alliances of conveniance rather than just allies.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:29:29


Post by: Lord Harrab


Glorioski wrote:
H.B.M.C. wrote:In those two first examples they're not "allies" insaniak. They're just fighting at the same time. It's not even a 'the enemy of my enemy' situation either.

Don't be so intentionally ignorant of the reasons some of us dislike this. We once had a huge mega-game where Eldar and Chaos fought side by side because the Eldar wanted the Chaos Lord to free his hand from the Wailing Doom he had become bonded to (so their plan was to let him succeed and then attack him). It didn't make them 'allies'.


It does actually make them allies for the period they were fighting together. The definition of allies is two parties united to a common goal. Not two best pals who would do anything for each other.


indeed, such alliances could also form on the fly when two forces already engaged are both attacked by a third and simply focus their attention on this new enemy without a word being exchanged between commanders or warlords or whatever they are called now.

personally, i'm keen to reboot my iron warriors with artillery and a traitor guard meatsheild segment. just like in the novel, "Storm of iron."


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:34:33


Post by: Aeon


Had a quick search, couldnt find if this had been posted. From someone who has seen the book on a website (http://www.fastdicerolling.com/forum/topic/305-6th-edition-information-thread-with-rules-on-page-3/page__st__40__p__4502_)

Core System

- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase


Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.

Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.


Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)


Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.

Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.


Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.


Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.

Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.


Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:35:35


Post by: insaniak


H.B.M.C. wrote:In those two first examples they're not "allies" insaniak. They're just fighting at the same time. It's not even a 'the enemy of my enemy' situation either.

Isn't that what the 'Allies of Convenience' rules are intended to represent, though? Armies that aren't actually on the same side, but just happen to find themselves temporarily heading in the same direction?


Don't be so intentionally ignorant of the reasons some of us dislike this. We once had a huge mega-game where Eldar and Chaos fought side by side because the Eldar wanted the Chaos Lord to free his hand from the Wailing Doom he had become bonded to (so their plan was to let him succeed and then attack him). It didn't make them 'allies'.

So would it make you feel better about the re-introduction of Allies rules if they had called them something else?

Don't get me wrong, I understand the concerns over game balance. But from a fluff point of view, when something doesn't immediately seem to fit, you have the choice of complaining that it doesn't fit, or finding an explanation that lets it fit.

Speaking as someone who enjoys the game and the background behind it, I find it more productive to go with the latter option, since the former just results in the fluff being broken... thus lessening my enjoyment of it. YMMV.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:42:34


Post by: Hollowman


Glorioski wrote:Probably because he wants to devour their souls.

I could see maybe them working with Khorne against Slaanesh, but yeh that's the hardest one to explain.


I don't think the DE hating something would stop them from using that something against their enemies. If a sadistic, callous DE raider get's a chance to bind some of his most hated foes (daemons) and send them to their almost certain death at the hands of his other hated foes, I think that's one of his best days ever. I doubt the DE and daemons had a cup of tea and a game of golf before battle - someone is using someone else. I don't see either daemons or DE as above manipulating or forcing the other into combat for fun or profit.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:51:56


Post by: JB


Blasts use full strength against vehicles even if the center hole isn't over the vehicle?

If that turns out to be true then IG LRBTs and artillery (especially the Manticore) just got better. A battery of three Griffons might make its way back into my army to join the Manticore and Hydras. Especially with flyers and Necrons that cause Night Fight as well as the possible return of more infantry.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:52:44


Post by: adhuin


Allies rules is definitely a positive.

Instead of getting 1000+points of dudes to start a new army, you can just get one squad and HQ character as allies for your current army and keep expanding 1 slot at the time.

Soon you'll have a playable another army!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:54:28


Post by: insaniak


JB wrote:Blasts use full strength against vehicles even if the center hole isn't over the vehicle?

They always used to. It was only with 5th edition that was introduced.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:54:49


Post by: Dantalian


- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.


$100 bet on this is going to be the new fire type for Pulse Rifles, because how dare Fire Warriors get decent.

*edit: NVM firing max shots at max range without moving would actually be amazing. I would prefer firing 2 shots at 30" and maintain the the rapid fire-esq nerf.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:55:57


Post by: Palindrome


Kal-El wrote:bye bye cookie cutter lists! This change is being looked at so negitive. With the ally rules being added to the mix we won't see "just another GK army, or just another SW army etc." This adds a lot of flavor to the list building.


There will still be 'cookie cutter' lists, they may be more varied than now but there will still be the problem of identical 'internet' lists. The only thing that will have a good chance at preventing them is for GW to suddenly realise that all their armies need to be internally and externally balanced and not just thrown together with little real playtesting.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:56:40


Post by: Lukus83


There are plenty of explanations if you try hard enough. The most basic that quickly comes to mind is that it isn't real. Each allied battle is simply a holographic representation of a Doomsday scenario. A whole lot of "what if..." cases.

Gameplay wise it does leave a system open to abuse. I have faith enough in T.O's to stop this from happening where it matters though.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 09:57:35


Post by: N.I.B.


Aeon wrote:Had a quick search, couldnt find if this had been posted.

Try checking the previous page...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:04:44


Post by: JB


insaniak wrote:
JB wrote:Blasts use full strength against vehicles even if the center hole isn't over the vehicle?

They always used to. It was only with 5th edition that was introduced.


Yes, I know that but the Manticore didn't exist in earlier editions. Seems that a good way to get rid of a zooming flyer is just to drop a Manticore rocket on it. BS1 doesn't matter much when you roll a hit on the scatter die or scatter a bit but end up with 2-3 large templates that might still touch the flyer.

Food for thought...yum.




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:07:11


Post by: Joey


The guard's pie plates in general just got a lot better. A Demolisher cannon will touch a Land Raider like 90% of the time, with a 75% chance of hurting it.
Russes in general will rip Rhinos a new one


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:10:46


Post by: lord_blackfang


JB wrote: Seems that a good way to get rid of a zooming flyer is just to drop a Manticore rocket on it. BS1 doesn't matter much when you roll a hit on the scatter die or scatter a bit but end up with 2-3 large templates that might still touch the flyer.


You're kidding yourself if you think you'll be able to fire artillery at airplanes.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:13:11


Post by: Bonde


Even though the fluff of the 40K universe is what matters the most to me, I actually don't really mind the reintroduced "Allies" rules.

I'm not going to play the WAAC guys that will just mix and match any army to come up with the most powerful build anyway, I only play opponents who treat their armies and the background of said armies with care, so I won't get to face Ork/GK if the guy I know who plays GK can't justify it fluffwise.
.
These "new" rules would mean that I might even finally finish that Angels Sanguine assault squad to go with my armoured IG regiment, so they could aid my force at higher point levels if all the other guys I play with also get to chose fluffy allies as well if we all agree on it.

The only guy I'm worried about is the guy who have a fully painted and converted 'Nid army, I really don't hope that he gets left out in the cold.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:13:26


Post by: Sidstyler


Palindrome wrote:
Kal-El wrote:bye bye cookie cutter lists! This change is being looked at so negitive. With the ally rules being added to the mix we won't see "just another GK army, or just another SW army etc." This adds a lot of flavor to the list building.


There will still be 'cookie cutter' lists, they may be more varied than now but there will still be the problem of identical 'internet' lists. The only thing that will have a good chance at preventing them is for GW to suddenly realise that all their armies need to be internally and externally balanced and not just thrown together with little real playtesting.


This. "Cookie cutter" lists are GW's fault, not the players. GW are the ones designing the codices so that there are obvious duds and no-brainer choices for every army. If everything was balanced and had a reason to be used there wouldn't be that problem.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:17:05


Post by: JB


lord_blackfang wrote:
JB wrote: Seems that a good way to get rid of a zooming flyer is just to drop a Manticore rocket on it. BS1 doesn't matter much when you roll a hit on the scatter die or scatter a bit but end up with 2-3 large templates that might still touch the flyer.


You're kidding yourself if you think you'll be able to fire artillery at airplanes.


You're probably right when they are zooming but that's why I've also got the Hydras in my list...but OTH if a zooming flyer is affected by blast templates aimed at some other unit then I'll be happy to use any hit on the 2nd or 3rd template to touch a nearby flyer.

In addition, nothing has ruled out zooming flyers being affected by artillery. We only know that you cannot assault them and that shooting at them uses BS1, which doesn't matter much to barrage weapons.




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:30:21


Post by: Backfire


Griever wrote:
Just because they "write" the fluff, doesn't mean I have to like it. They' completely and utterly altered the very fabric of the universe they've created. The people who originally creaed the game and the universe we love don't even work for the the company now. The people that created the game I loved have long since left, and the people who are left have completely and utterly ruined it.


"The people that created the game" were the ones who originally designed the allies rules and wrote the fluff.

Modern fluff has that SOME factions within the Imperium are fanatically hostile against any Xenos influence, this has caused some to believe that EVERYONE within the Imperium is equally hostile. This is blatantly not so and has never been so.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:39:36


Post by: Tapeworm711


More info from the "Tyranid Hive"

http://thetyranidhive.proboards.com/index.cgi?board=general&action=display&thread=38567&page=26


Looks like PW are AP3 =(

Everything else looks good.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:40:10


Post by: ColdSadHungry


With vehicles taking such a nerf, the temptation to take anti tank weaponry might actually see many people disappointed when they realise all their potent anti tank stuff has no tanks to aim at because nobody will take them. I really want to see the Erratas to weapons more than anything else now. And whether the deep strike mechanic has changed.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:43:17


Post by: ChocolateGork


Absolutionis wrote:
Reivax26 wrote:I wonder how many people are going to leave 40k and start playing Warmachine?

4 people in my gaming group have already sold their 40k armies and picked up their armies from Privateer Press and are asking me when I am going to join them. To be honest its sounding better and better with every passing day.

I only have one complaint about 6th...I don't like the 2d6 for the charge distance. My major complaint is that in a world wide economy like the one we are in GW can justify someone paying $82.50 for a Stormraven or $75 for a Land Raider.

If you want to generate new players and get them involved in the tabletop gaming genre jacking prices through the roof isn't a good way to do it. I can understand the $75 for the rulebook now that I have found out more about it. Its a really thick hardback book with a bunch of really cool artwork and its got the new rules. Oddly enough the preorder prices on Ebay are between $54 and $62.


Warmachine isn't the only option out there. On a model-to-model basis, it's just as expensive as Games Workshop's models.

You complain about $75 Land Raiders and $83 Storm Ravens and yet you're fine with the $130 PP Colossals of comparable size?
A typical HQ in 40k costs $20 in Power Armor or $22.25 in Terminator Armor. A typical Warcaster in Warmachine costs $16-20 if infantry or $23-25 if larger.
A typical Space Marine in GW is $5-6 in a plastic boxed set with accessories. A typical PP grunt is about $5-6 in metal with no accesories.

They're comparable.

The only thing that is concerning is the initial investment for new players that have to get a whole new army.
For those of us already invested in Warhammer, the difference is negligible.


Regardless, if you want Warmachine-style gameplay at a lower cost, play Magic the Gathering. If you want Warmachine-style aesthetics at lower cost, play World of Warcraft. If you want just a great miniatures game at lower cost, play Infinity or Malifaux. If you want to just push miniatures around at a lower cost and throw dice mindlessly, play Flames or War or something by Spartan Games.

There are many options out there; don't let yourself be tricked into a false dichotomy.

'

Nope. Magic is just as, if not more expensive. But the resell value of cards is better than miniatures and you can win SERIOUS money if your the best.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:45:36


Post by: Kroothawk


H.B.M.C. wrote:But some of these combinations don't make sense.

Dark Eldar with Daemons?
Tau with Daemons?
Orks with Grey Knights?

Eldar: "Hi, Black Templar Monkeighs! We are a race of latent psykers who created Slaanesh. Would you like to be a meatshield for Eldrad and his council of Alpha-Psykers?"
Black Templar: "Sure, why not."


BTW updated the first post with the interesting rumours by ZAlpha from fastdicerolling.com and the officially announced delay on dice and measure tape (as mentioned before):
GW Facebook page wrote:Due to problems with the warp, the limited edition dice sets and the servo-skull tape measure - as shown in White Dwarf this month - have been delayed. (These are standard sets, not the red ones that come with the Gamers' Edition.) We'll let everyone know as soon as they're available to order, but for now please accept our apologies. Now, to purge some Daemons...


Oh, and as it has caused some confusion:
Once a regional contingent of a limited edition thing (e.g. Aus/NZ Collector's Edition) is sold out, it is taken from that regional website. Guess, Australians were amazed by the low prices and sold out first


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:48:26


Post by: JB


ColdSadHungry wrote:With vehicles taking such a nerf, the temptation to take anti tank weaponry might actually see many people disappointed when they realise all their potent anti tank stuff has no tanks to aim at because nobody will take them. I really want to see the Erratas to weapons more than anything else now. And whether the deep strike mechanic has changed.


From an IG perspective, it still makes sense to keep a lot of our current AT. Melta, autocannons, Hydras, and Manticores have multiple uses. The Vendettas may matter less but the likelihood of more flyers and the ability to Grav Chute a squad even during a Flat Out move keep the "crown" on the king of IG vehicles.

Drop pods may end up making more sense for armies in lieu of Rhinos and Razorbacks.




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:52:48


Post by: oldone


Hey not sure if any else has pointed this out ( haven't read the whole thread ) but on the youtube trailer from Friday they showed a page from the BRB about vehicles, i had a look and paused it at the 1m20s marks (roughly) and notice a list of vehicles:

fast
flyer
heavy
chariot
hover

opened topped
skimmer
tank
transport
walker

Also noticed that flyers scatter 2d6 when destroyed and use the large blast marker causing S6 AP- to units under templates, also models who where inside must be placed within 3" of the center hole or be removed.
Hope that helps =)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:54:10


Post by: GoDz BuZzSaW


Y'know the Deny the Witch? Is that for powers that target the enemy or just any power in general? I want to know if that means the enemy can stop Hammerhand.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 10:59:14


Post by: H.B.M.C.


insaniak wrote:Isn't that what the 'Allies of Convenience' rules are intended to represent, though? Armies that aren't actually on the same side, but just happen to find themselves temporarily heading in the same direction?


And how is that functionally different from "best friends forever" style allies?

insaniak wrote:Speaking as someone who enjoys the game and the background behind it, I find it more productive to go with the latter option, since the former just results in the fluff being broken... thus lessening my enjoyment of it. YMMV.


Can't you see that for some of us doing that is what breaks the fluff?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:00:16


Post by: Palindrome


lord_blackfang wrote:
JB wrote: Seems that a good way to get rid of a zooming flyer is just to drop a Manticore rocket on it. BS1 doesn't matter much when you roll a hit on the scatter die or scatter a bit but end up with 2-3 large templates that might still touch the flyer.


You're kidding yourself if you think you'll be able to fire artillery at airplanes.


In the real world yes, in a coherently designed game yes. I am far from certain that this will be disallowed in 6th though.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:01:11


Post by: H.B.M.C.


JB wrote:Blasts use full strength against vehicles even if the center hole isn't over the vehicle?


And a long fething time coming, thankyouverymuch!

That was one of my first objections in the Trial Vehicle Rules back towards the end of 3rd Ed. I always said that no "centre dot should = can only glance", not the "half strength" malarkey. Half strength meant 'no damage', whereas only glance meant 'some damage'.

I'll be glad to see that back of that pointless rule...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:03:16


Post by: ChocolateGork


oldone wrote:Hey not sure if any else has pointed this out ( haven't read the whole thread ) but on the youtube trailer from Friday they showed a page from the BRB about vehicles, i had a look and paused it at the 1m20s marks (roughly) and notice a list of vehicles:

fast
flyer
heavy
chariot
hover

opened topped
skimmer
tank
transport
walker

Also noticed that flyers scatter 2d6 when destroyed and use the large blast marker causing S6 AP- to units under templates, also models who where inside must be placed within 3" of the center hole or be removed.
Hope that helps =)



Hadnt seen this. It seems air cavalry wont be as popular and what happens to the occupants of an exploded vehicle?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:03:58


Post by: Cheex


Templars and Eldar?

---

Helbrecht's vox crackled to life. "Greenskin force inbound," the voice came through. "Threat level alpha. We need reinforcements, sir!" The Astartes' grip on his sword wavered only a fraction, the tip drawing a small drop of blood from his foe's neck. He wasted only a moment in thought, however, and clicked off the vox.

"You're coming with me, witch," he spat with contempt. "Tell your...troops to stand down. You might even survive, if you're lucky."

The farseer was a broken wretch. Her helmet lay to one side, crushed under the feet of the Astartes - it was a fitting symbol of the witch's state. The flat of Helbrecht's sword, its power source turned off, pushed her chin up to force her eyes to his, and without blinking, she nodded once.

Faster than should be possible for a man his size, Helbrecht sheathed his sword and straightened, ordering his remaining Astartes to form up and move, while keeping a small contingent to guard his temporary ally. It was a contemptible move, but he knew the witch would die one way or another - at least this way, fewer of his brethren would see their end today. He turned and joined the Astartes who were advancing between the twisted, ruined buildings, winding through the streets towards the distress call.

"On our way," he spoke into the vox.

Behind him, the farseer gingerly rose to her feet and reached out to the minds of her pitiful few followers.

It has started, my kin. Some may yet even survive to see the task completed.

---

There, done.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:06:37


Post by: Cerebrium


- Feel No Pain dropped to 5+


You missed a bit of detail there. It's been dropped to 5+, but the only thing that stops the save now is ID. So power weapons and AP1/2, you still get the save from now.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:08:17


Post by: H.B.M.C.


I really don't have a problem with Eldar working with the Imperium when the time comes. I know it's a cliché, but it's a bit like Elves in fantasy (any fantasy setting really). Humanity and the Elves really don't get along, but when the chips are down they know how to put aside their differences to fight something bigger than they are.

If any one remembers a White Dwarf from many moons ago, back when Codex: Tyranids was released for 2nd Ed, the Battle Report 'Tyranid Attack', where Adi Wood and Ian Pickstock took on Andy Chambers' Tyranid swarm. Ian played Guard (naturally), and Adi took Eldar. It made sense.


Any form of Eldar and Daemons do not make sense. Can you imagine a DE army - petrified of losing their souls to Slaanesh - with an attendant troupe of Harlequins (sworn enemies of Chaos in all its forms - having a group of Daemonettes as part of the same army? feth no!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:08:18


Post by: insaniak


H.B.M.C. wrote:And how is that functionally different from "best friends forever" style allies?

Going by the rumours so far, can't capture objectives, ride in your transports, or benefit from the commander's buffs.


Can't you see that for some of us doing that is what breaks the fluff?

No, not really. Unless you mean that you don't want to have to fill in any of the gaps yourself, and want the fluff to be 100% handed to you in orderly pieces by GW.


The fluff is just a starting point. Where you take it, and how you fill in the holes, is entirely up to you.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:08:53


Post by: N.I.B.


Any confirmation that S8 vs T4 =/= Instant Death?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:11:08


Post by: oldone


ChocolateGork wrote:
oldone wrote:Hey not sure if any else has pointed this out ( haven't read the whole thread ) but on the youtube trailer from Friday they showed a page from the BRB about vehicles, i had a look and paused it at the 1m20s marks (roughly) and notice a list of vehicles:

fast
flyer
heavy
chariot
hover

opened topped
skimmer
tank
transport
walker

Also noticed that flyers scatter 2d6 when destroyed and use the large blast marker causing S6 AP- to units under templates, also models who where inside must be placed within 3" of the center hole or be removed.
Hope that helps =)



Hadnt seen this. It seems air cavalry wont be as popular and what happens to the occupants of an exploded vehicle?


Well i can think of 2 vehicles to go with 2 of the new types, chariot and CCB and monolith with heavy ( in its profile already) so it could see some changes for poeple worried about their land raiders ( another vehicle i would think to receive such a status) =)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:11:35


Post by: Compel


Anyone know the hull points of the smaller vehicles?

Like Raiders and Land Speeders?

I'm wondering if any vehicles are running around with 1 or 2 hull points. If none are, it makes the whole excitement about 'Dreadnoughts have 3 hull points!!!!!!!!' rather redundant, as so does pretty much everything else...


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:14:21


Post by: oldone


I can't remember where i read it but i believe storm raven has 2 and i can quite imagine all ork vehicles getting around there =)


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:15:37


Post by: Cerebrium


I've heard land speeders have 2, at least.

Also, re: ork vehicles, I can see them going the other way and having at least average HP, considering how much of an ork vehicle isn't necessary. Glances would just be shooting off pointless armour plates etc.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:15:54


Post by: Therion


I agree with N.I.B. that it's annoying that a rule that won't be allowed at tournaments completely takes over all discussion. I guess it's a polarizing subject. Beer & pretzels people vs the people who care about game balance. So why do the beer and & pretzels people care what is allowed at tournaments since they won't play there and even when they do they always get their ass handed to them, and why do the competitive players care what the others are using in their home games?

Thanks for the summary although all of that has already been known through smaller tidbits. It also once again confirms the fact normal vehicles are much faster to destroy than before because of glances and pens removing wounds and noone having more than four. The only thing in the new rule set I'm particularly worried about is that flyers are too good and I say that as someone who will have atleast 7 in my army list.

Without skyfire they can't be killed efficiently and you know the flyers will destroy every target with skyfire first. Afterall they'll come on turn 2 on a 3+ and fire with everything, and many armies can get re-rolls for reserve rolls or even +1. If you have a squad of Hydras as your only skyfire unit it's like having nothing at all because they'll be destroyed before they ever do anything. What you need is three squads of Hydras and three Vendettas and now you have six units with skyfire to combat the 6+ enemy flyers and still it'll be a matter of who gets to fire at the other guy's flying stuff first. Now, can all armies say the same and have 6 seriously points effective units with skyfire? This same thing applies to the single fortification slot. What good do you think a 225 point Bastion with one Icarus lascannon will do against 1200 points of Necron flyers? Buildings can be destroyed too.

Now what about armies with zero units with skyfire, like standard pattern Space Wolves? Maybe everyone has access to something but even then it probably won't be nearly enough unless you go all out and that's my point. Will the metagame be all about cramming anti-flyer units in your army (flyers themselves qualify as anti-flyer units)? Whoever can get the most of them (Necrons) wins.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:18:43


Post by: I-bounty-hunt-the-elderly


Wow, 2 separate people post rundowns of all (or many of) the rules changes, with some very interesting changes to vehicle movement, assault, casualty removal, etc. What do we get?

A couple more pages of people sperging out about the allies system! It's optional. Having the freedom to do something in the rules does not make it mandatory. No one is going to force you to play the BT/Eldar expeditionary force.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:19:04


Post by: puree


If they're so "extreme" how come the rules allow to field anybody as allies in EVERY SINGLE game you play. With these current rules, Eldar can ally with Dark Eldar against other ELDAR. Tau and Space Marines can ally together against other Space Marines. You can take a mixed army of Eldar and Orks to fight against Space Marines. How does this make any sense?

May be you don't play in tournaments a lot, but you've got to understand. All people are going to do is figure out what unit from any other codex makes their army even better, and then field that in every single game. This is what the rules allow them to do.


Since when have WAAC players been concerned with fluff. People into the fluff (as they see it) simply won't take those armies, and if they have ever had a real issue with playing against 'unfluffy' armies have probably avoided tourneys anyway.

What is wrong with seeing tau + marines, seeing special character X every time is pretty darn annoying and 'unfluffy'.

What is less fluffy - Eldar + orks vs marines, or draigo vs draigo!

Any group can and will house rule what is or is not acceptable, that includes tournament players/organisers and 'fluff' players.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:24:28


Post by: spaceelf


It seems that most people think that ground vehicles are hosed in this edition. Full strength blast and ap1 getting +2 on the chart certainly hurt vehicles. However, if vehicles have 3+ hull points then vehicles with high armor may be stronger than before. Glancing them will no longer make them inoperable in one way or another.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:26:42


Post by: Therion


spaceelf wrote:It seems that most people think that ground vehicles are hosed in this edition. Full strength blast and ap1 getting +2 on the chart certainly hurt vehicles. However, if vehicles have 3+ hull points then vehicles with high armor may be stronger than before. Glancing them will no longer make them inoperable in one way or another.

Glancing a Land Raider four times destroys it. It's funny how many people still seem to think that hull points are structure points. Hull points are wounds and you die when they go to zero. You lose a hull point each time your tank is glanced or penetrated, in addition to the actual roll on the vehicle damage chart. That's just a bonus way to die.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:28:02


Post by: DarthDiggler


Therion wrote:

Thanks for the summary although all of that has already been known through smaller tidbits. It also once again confirms the fact normal vehicles are much faster to destroy than before because of glances and pens removing wounds and noone having more than four. The only thing in the new rule set I'm particularly worried about is that flyers are too good and I say that as someone who will have atleast 7 in my army list.

Without skyfire they can't be killed efficiently and you know the flyers will destroy every target with skyfire first. Afterall they'll come on turn 2 on a 3+ and fire with everything, and many armies can get re-rolls for reserve rolls or even +1. If you have a squad of Hydras as your only skyfire unit it's like having nothing at all because they'll be destroyed before they ever do anything. What you need is three squads of Hydras and three Vendettas and now you have six units with skyfire to combat the 6+ enemy flyers and still it'll be a matter of who gets to fire at the other guy's flying stuff first. Now, can all armies say the same and have 6 seriously points effective units with skyfire? This same thing applies to the single fortification slot. What good do you think a 225 point Bastion with one Icarus lascannon will do against 1200 points of Necron flyers? Buildings can be destroyed too.

Now what about armies with zero units with skyfire, like standard pattern Space Wolves? Maybe everyone has access to something but even then it probably won't be nearly enough unless you go all out and that's my point. Will the metagame be all about cramming anti-flyer units in your army (flyers themselves qualify as anti-flyer units)? Whoever can get the most of them (Necrons) wins.


All excellent points as to why allies NEED to be taken in any serious 40k tournament. I couldn't have said it better myself.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:28:39


Post by: lord_blackfang


We could still be missing some info. Maybe HP regenerate in some way.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:29:00


Post by: GoDz BuZzSaW


Therion wrote:
spaceelf wrote:It seems that most people think that ground vehicles are hosed in this edition. Full strength blast and ap1 getting +2 on the chart certainly hurt vehicles. However, if vehicles have 3+ hull points then vehicles with high armor may be stronger than before. Glancing them will no longer make them inoperable in one way or another.

Glancing a Land Raider four times destroys it.


I'm sorry, but that's such a joke and it just seems unfair, it does give those Long Fang armies a real boost as now they have a much better chance of destroying LR's, and even my psyrifleman dreads get made better and the like. all you have to do is get jammy and then you kill a LR. It also makes it easier for Necrons as they always glance on a 6 with their gauss.

Fire Warriors killing a Rhino by glancing it twice? Yes Please.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:30:40


Post by: ChocolateGork


oldone wrote:
ChocolateGork wrote:
oldone wrote:Hey not sure if any else has pointed this out ( haven't read the whole thread ) but on the youtube trailer from Friday they showed a page from the BRB about vehicles, i had a look and paused it at the 1m20s marks (roughly) and notice a list of vehicles:

fast
flyer
heavy
chariot
hover

opened topped
skimmer
tank
transport
walker

Also noticed that flyers scatter 2d6 when destroyed and use the large blast marker causing S6 AP- to units under templates, also models who where inside must be placed within 3" of the center hole or be removed.
Hope that helps =)



Hadnt seen this. It seems air cavalry wont be as popular and what happens to the occupants of an exploded vehicle?


Well i can think of 2 vehicles to go with 2 of the new types, chariot and CCB and monolith with heavy ( in its profile already) so it could see some changes for poeple worried about their land raiders ( another vehicle i would think to receive such a status) =)


Well the chaos demons have actually have chariots. So there is those for chariot. I reckon land raider will probably be heavy


Automatically Appended Next Post:
And hover will account for slow skimmers. Like the tau fish.


Automatically Appended Next Post:
Well i would hope that a missile launcher might have skyfire.

It makes sense anyway.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:35:19


Post by: AlmightyWalrus


Hoping that Heavy vehicles somehow are more resilient than the rumours would suggest so far, as otherwise Land Raiders are going to be pointless, especially versus Necrons.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:35:28


Post by: Therion


All excellent points as to why allies NEED to be taken in any serious 40k tournament.

That's still a possibility but it would be awful games design. It would mean everyone allies with IG and noone else, because everyone needs to patch their army's anti-flyer weakness by taking a squadron of 3 Hydras, a single Vendetta (or squadron) and a Company Command Squad with the Fleet Officer who messes up with the opponent's reserve rolls. The allied contingent would therefore be the same for every single army in the game who can have it.

...and even then it wouldn't be even close to enough for armies with no skyfire in their own codex because a single Vendetta and a single Hydra Squadron won't turn a battle against five Night Scythes and three Doom Scythes.

I'm still hoping that we'll be positively surprised and skyfire and interceptor are special rules that will be accessible to more units than just flyers and Hydras and very expensive fortifications you can only have one of, but nothing in the whole rumour universe currently points to that direction.

Necrons will achieve air superiority in every game except when getting outplayed badly and then the opponent just has to hope for the game to end fast while fighting against the scoring units.

GW will sell a lot of those flyer kits. Orks will use tons of their flyers. IG might even start fielding Vendettas in squadrons instead of singles. Why not have 9 of them?

Wasn't there even a rumour the Craftworld Eldar get their flyer kit later this year in the wave with the Void Raven etc?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:39:47


Post by: puree


GoDz BuZzSaW wrote:all you have to do is get jammy and then you kill a LR


What's changed there?

6 to penetrate, 6 to kill, you jammy ******.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:40:59


Post by: GoDz BuZzSaW


puree wrote:
GoDz BuZzSaW wrote:all you have to do is get jammy and then you kill a LR


What's changed there?

6 to penetrate, 6 to kill, you jammy ******.


I'm talking about those S8 Missiles or the Gauss which always glances on a 6, you'd have to get like 9 or 10 glancing hit's to kill a LR if you're lucky because you need to destroy 4 weapons and immobilise it but now it'll be much easier.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:42:43


Post by: Joey


I'm amazed at how many people apparently glance Land Raiders to death. I've never shot at LRs with anything other than melta, lascannons are a waste.
Hull Points don't make it easier to kill tanks, they just make it more reliable. My chimera spam guard will still be viable.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:44:06


Post by: Therion


My chimera spam guard will still be viable.

I'm sorry I haven't laughed this good all day.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:44:23


Post by: GoDz BuZzSaW


Joey wrote:I'm amazed at how many people apparently glance Land Raiders to death. I've never shot at LRs with anything other than melta, lascannons are a waste.


Play against a Necron army, watch him shoot 2 units of warriors at your LR and immobilise it, then scarabs tear it apart.

It has also happened by my friend simply shooting at them with gauss, he has several warriors squads which just turned it into a box.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:45:55


Post by: Joey


GoDz BuZzSaW wrote:
puree wrote:
GoDz BuZzSaW wrote:all you have to do is get jammy and then you kill a LR


What's changed there?

6 to penetrate, 6 to kill, you jammy ******.


I'm talking about those S8 Missiles or the Gauss which always glances on a 6, you'd have to get like 9 or 10 glancing hit's to kill a LR if you're lucky because you need to destroy 4 weapons and immobilise it but now it'll be much easier.

Each Krak Missile has a 2/3*1/6 chance of glancing a Land Raider, that's 0.11. To put it another way, if you want to glance a LR to death, you'd need 4/0.11 shots, or 36 shots. Given 4 guys in a LF squad, that's 9 turns of shooting, or 4.5 turns for two squads, assuming no cover whatsoever.
So you can fire two squads of Long Fangs at a Land Raider and blow it up turn 5...if you want to do that, go nuts. I'd rather blow it up turn 2 with melta before its occupants come out and kill me.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:46:38


Post by: Morathi's Darkest Sin


AlmightyWalrus wrote:Hoping that Heavy vehicles somehow are more resilient than the rumours would suggest so far, as otherwise Land Raiders are going to be pointless, especially versus Necrons.


Aye, this is a rule I'd like to see. Ideally it would be glancing hits don't remove hull points.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:48:05


Post by: Joey


Therion wrote:
My chimera spam guard will still be viable.

I'm sorry I haven't laughed this good all day.

I've played mech guard for a long while and I can tell you 90% of my tanks die from penetrating hits without taking more than 1 or 2 glancing hits first.
Not that you should let experience and logical thinking stop you from thinking that GW has broken the game


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:48:42


Post by: GoDz BuZzSaW


Joey wrote:
GoDz BuZzSaW wrote:
puree wrote:
GoDz BuZzSaW wrote:all you have to do is get jammy and then you kill a LR


What's changed there?

6 to penetrate, 6 to kill, you jammy ******.


I'm talking about those S8 Missiles or the Gauss which always glances on a 6, you'd have to get like 9 or 10 glancing hit's to kill a LR if you're lucky because you need to destroy 4 weapons and immobilise it but now it'll be much easier.

Each Krak Missile has a 2/3*1/6 chance of glancing a Land Raider, that's 0.11. To put it another way, if you want to glance a LR to death, you'd need 4/0.11 shots, or 36 shots. Given 4 guys in a LF squad, that's 9 turns of shooting, or 4.5 turns for two squads, assuming no cover whatsoever.
So you can fire two squads of Long Fangs at a Land Raider and blow it up turn 5...if you want to do that, go nuts. I'd rather blow it up turn 2 with melta before its occupants come out and kill me.


Mathammer never works, people use it but it never works that way in games.

Take Fantasy for example, My Skinks shoot at a monster and on average should do 2 wounds from poision, however i've had many times when i get 5 or 6 sixes and kill the monster with ease.

And you respond to the Long Fang scenario, but not the gauss one, another thing to look at is the fact that Necrons don't have melta as common but they can get the job done at a longer range with their gauss fire.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:48:59


Post by: Therion


GoDz BuZzSaW wrote:
Joey wrote:I'm amazed at how many people apparently glance Land Raiders to death. I've never shot at LRs with anything other than melta, lascannons are a waste.


Play against a Necron army, watch him shoot 2 units of warriors at your LR and immobilise it, then scarabs tear it apart.

It has also happened by my friend simply shooting at them with gauss, he has several warriors squads which just turned it into a box.


Voltaic Staff is assault 4 haywire. The guy holding it costs 25 points. He is in a unit of five Necron Warriors. The whole unit costs 90 points total. They shoot at a Land Raider: Necron Warriors hit 6.6 times and remove 1.1 hull points. Cryptek shoots 4 times and removes 2.2 hull points. There's also 0.44 penetrating hits that might destroy it outright, but on average rolls the Land Raider lost 3.3 hull points to a 90 point unit. With just a tiny margin over average rolls these guys kill it in one volley. They have friends and aren't the only unit in the Necron army. As a second example, 12 Necron Warriors with an attached phaeron cause 4 hull points of damage in one volley. Repeat after me: Tanks are paper.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:49:26


Post by: Halfpast_Yellow


I'm not feeling the 'well it's OBVIOUS allies won't be allowed in tournaments, duh' sentiment.

Plenty of competitive players are getting excited over it. It'll probably be standard in USA tournaments and gaming groups will follow from there.

Necrons got their 4th ed Gauss back. I started with them in 4th so it's nice to see. Tank armies won't like playing Necrons again.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:50:42


Post by: d-usa


I like the rumored rule that you can only kill as many people in a squad as you can see. No more killing a 10 man squad because one persons elbow was sticking out behind a corner.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:52:12


Post by: H.B.M.C.


d-usa wrote:I like the rumored rule that you can only kill as many people in a squad as you can see.


And in range as well, it seems.

Thank God for that... 5th Ed casualty removal rules were a joke.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:52:29


Post by: HAZZER


Dice and tape mesure limted edtion? I was told in GW they wasen't going to be? HELP!!!!!!!!!!


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:53:20


Post by: GoDz BuZzSaW


The Servo Skull TM looks shocking anyway and i'm not paying for objective markers, i'd rather convert my own as you can make them look better.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:53:33


Post by: Morathi's Darkest Sin


d-usa wrote:I like the rumored rule that you can only kill as many people in a squad as you can see. No more killing a 10 man squad because one persons elbow was sticking out behind a corner.


Aye same, with some of my rocky themed terrain, and the larger pieces, it will mean battles are going to much more interesting to play.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:53:57


Post by: Joey


GoDz BuZzSaW wrote:
Mathammer never works, people use it but it never works that way in games.

Take Fantasy for example, My Skinks shoot at a monster and on average should do 2 wounds from poision, however i've had many times when i get 5 or 6 sixes and kill the monster with ease.

And you respond to the Long Fang scenario, but not the gauss one, another thing to look at is the fact that Necrons don't have melta as common but they can get the job done at a longer range with their gauss fire.

My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).
Also regarding Long Fangs, AP3 is now -1 to damage chart, so all they can really do is glance vehicles to death.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:55:14


Post by: Morathi's Darkest Sin


Has anyone mentioned the delay noted by the GW facebook staff, regarding the dice and Tape measure pre-order date?

Can't remember what it said exactly, just that there was some kind of delay. Sadly can't check here at work.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:55:23


Post by: tyrannosaurus


Lots of the supporters of the allies rule are giving examples of team ups in extreme circumstances to defeat a particular enemy, e.g. Tau and Daemons team up to defeat a Tyranid invasion - ok, but in that case they should only ally if they are playing Tyranids right?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:56:29


Post by: puree


I'm late to the discussion, and only just recently back into 40K.

But the bit about fliers being hit on a 6 if going fast, whilst blast no longer having to have the hole over them, does that not mean you fire blast in their direction (they are big models) ignoring the whole 6 to hit thing. Or are fliers immune to blasts?

Fliers may be hard to hit, but they tend to be light armor, how many hull points are they getting?

And how easy are they going to be to actually use. Have to go in reserve, and can only make 1 90 degree single turn at the start of their 18" move makes it sound like you will find it hard to get huge mileage out of them. If you don't go 18" then they probably die fast.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:56:53


Post by: Da Boss


The changes to multiassaults really bone horde close combat armies. And we all know what powerhouses THEY were this edition, right?

Hmmmmmm. Not seeing much good coming out of this edition. Also, if transports can only move 6" before disembarking, what's the point? This is such a blatant "Time to change your armies, folks!" it's not even funny.

As for people getting excited about allies, you do realise you could have done exactly this before in your home games against other fluffy players? Or are you not quite so fluffy as all that, and need GW to tell you you're allowed to?
My group used to do allied games whenever we felt like it, but our basic assumption for having a game was the rulebook. That is why allies will see play, and people dismissing them are being foolish.

Also, a victory condition based on getting the first kill point? Like 40K wasn't biased enough towards "got first turn, gonna win!" already.

Edit: And while the rules for killing units now make more sense (and benefit my army a lot more, to be fair) it's taking a useful abstraction out of the game and replacing it with a very subjective and open to argument method. TLOS is not a lot of fun for a lot of people to play.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:57:07


Post by: GoDz BuZzSaW


Joey wrote:
GoDz BuZzSaW wrote:
Mathammer never works, people use it but it never works that way in games.

Take Fantasy for example, My Skinks shoot at a monster and on average should do 2 wounds from poision, however i've had many times when i get 5 or 6 sixes and kill the monster with ease.

And you respond to the Long Fang scenario, but not the gauss one, another thing to look at is the fact that Necrons don't have melta as common but they can get the job done at a longer range with their gauss fire.

My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).
Also regarding Long Fangs, AP3 is now -1 to damage chart, so all they can really do is glance vehicles to death.


Some rumours say AP3 is now -1, some say it's 0 and AP2 is +1 and AP1 is +2, i think that adding a -1 makes it unfair on some armies at the same time, take GKs for example who only have Psycannons/Psyriflemen as a reliable long range AT source and who made GW think.

"The Vendetta isn't that good atm, let's make it better" ?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:57:28


Post by: Therion


My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).

I'd gladly take on that challenge. You do realise Necron armies in 6th will be nothing but flyers and you hit them on 6's and they can keep evading and evading because the snap fire disadvantage barely affects them? If you don't think you need to revamp your army entirely you need to take a reality check. You're already behind the curve.

AP3 is now -1 to damage chart, so all they can really do is glance vehicles to death.

AP3 is not -1 on the vehicle damage chart. AP1 is +2. AP2 is +1. AP3 and worse is no modifiers at all. In short if you take into account the new damage chart: AP1 was buffed. AP2 stayed the same. AP3, AP4, AP5 and AP6 was nerfed and AP- stayed the same (pen roll of 6 kills).



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:57:41


Post by: Halfpast_Yellow


Joey wrote:
My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).


It's 4.4 actually.
6.6 if they have a Phaeron.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 11:59:28


Post by: H.B.M.C.


And if it's 4.4, then whatever it is is dead without a single damage table result being rolled.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:04:20


Post by: Morathi's Darkest Sin


GoDz BuZzSaW wrote:

"The Vendetta isn't that good atm, let's make it better" ?


I know, and heres me with my second Valkyrie in its box, and a second lot of Vendetta conversion parts that arrived on Friday morning. Might as well throw it in the bin.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:05:10


Post by: DarthDiggler


H.B.M.C. wrote:And if it's 4.4, then whatever it is is dead without a single damage table result being rolled.


Isn't that a 420+ pt unit shooting at the vehicle? Shouldn't 420pts of anything shooting be able to kill a vehicle half it's cost? Assault the Necrons and they die.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:05:40


Post by: Therion


I know, and heres me with my second Valkyrie in its box, and a second lot of Vendetta conversion parts that arrived on Friday morning. Might as well throw it in the bin.

You might want something like six of them especially if the squadron rules were revamped for the better.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:06:54


Post by: puree


DarthDiggler wrote:Isn't that a 420+ pt unit shooting at the vehicle? Shouldn't 420pts of anything shooting be able to kill a vehicle half it's cost? Assault the Necrons and they die.


Full 20 necron warrior unit = 260 pts.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:09:01


Post by: Morathi's Darkest Sin


Therion wrote:
You might want something like six of them especially if the squadron rules were revamped for the better.


Hehe, don't tempt me. I'm already one foot in the door of having a fully 'air cav' sub force to my main army, just want carapace guard in plastic first ideally.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:10:23


Post by: Therion


DarthDiggler wrote:
H.B.M.C. wrote:And if it's 4.4, then whatever it is is dead without a single damage table result being rolled.


Isn't that a 420+ pt unit shooting at the vehicle? Shouldn't 420pts of anything shooting be able to kill a vehicle half it's cost? Assault the Necrons and they die.

I already established examples above where 90 points of Necrons autokills a 3 hull point vehicle and almost kills a Land Raider in one volley. If you want to ignore the best anti-tank weapon in the game that only costs 25 points for the whole model for some bizarre reason, you need 18 Necron Warriors to kill a Land Raider in one volley. That costs 234 points. Normally you need atleast twice the amount of points to math hammer kill a target in one volley. 129 points (now you have the Voltaic Staff and 8 Warriors in there) killing 250 points guaranteed in one volley is just absurd. There's a list on the army lists forum with 8 flyers and 10 Voltaic Staffs already I believe Maelstrom would play such an army only to see the faces of every guy who's been stuck in the time machine and still used his 5th edition parking lot army.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:10:43


Post by: ChocolateGork


Morathi's Darkest Sin wrote:
GoDz BuZzSaW wrote:

"The Vendetta isn't that good atm, let's make it better" ?


I know, and heres me with my second Valkyrie in its box, and a second lot of Vendetta conversion parts that arrived on Friday morning. Might as well throw it in the bin.


Well as gunships they are better.

But as transports haven't they got worse?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:10:47


Post by: prpetros


I think the hp are a good idea.
I have been building a sm Imperial fist siege army with two vindicator tanks in it.

my main concern was that a lucky glancing hit would destroy or stop the main weapon from firing, of witch there is only one. Once that weapon is gone the tank is pretty much useless, and not worth shooting at again. at least now one lucky glance will take a hp instead of the main weapon.

I'm not the most knowledgeable 40k player but that just my thought.

Also maybe tank upgrades like extra armour may make tanks more resilient to losing hp.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:12:49


Post by: GoDz BuZzSaW


ChocolateGork wrote:
Morathi's Darkest Sin wrote:
GoDz BuZzSaW wrote:

"The Vendetta isn't that good atm, let's make it better" ?


I know, and heres me with my second Valkyrie in its box, and a second lot of Vendetta conversion parts that arrived on Friday morning. Might as well throw it in the bin.


Well as gunships they are better.

But as transports haven't they got worse?


Depends whether objectives are a 3" bubble or if you're in that area no matter how high up in 6E and you can still capture in transports as they can hover or just last turn cature in fly mode and make the enemy hit you on 6s


Automatically Appended Next Post:
prpetros wrote:I think the hp are a good idea.
I have been building a sm Imperial fist siege army with two vindicator tanks in it.

my main concern was that a lucky glancing hit would destroy or stop the main weapon from firing, of witch there is only one. Once that weapon is gone the tank is pretty much useless, and not worth shooting at again. at least now one lucky glance will take a hp instead of the main weapon.

I'm not the most knowledgeable 40k player but that just my thought.

Also maybe tank upgrades like extra armour may make tanks more resilient to losing hp.


I agree, i think maybe they should make it so only Pen hits take off a hull point outright, and if you get a glance then on a 6 on a damage chart you take one off instead.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:16:41


Post by: Therion


and if you get a glance then on a 6 on a damage chart you take one off instead.

There is no damage chart for glancing hits anymore. All glances remove a hull point and nothing else.

I know you don't have to but it would help you discuss the new rules if you even read the thread you're replying to. All of this has been said a dozen times or more.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:17:06


Post by: CthuluIsSpy


How are the number of Hull points determined? Is there a mathematical way of doing it?
I don't think they would list all of the vehicles in the BRB, as it would have been too difficult to add more vehicles afterwords.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:17:36


Post by: puree


Are fliers immune to blasts? and do blasts still all get the scatter thing? Seems like the way to bypass the need a 6 to hit if you can come with enough blast weapons.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:20:35


Post by: GoDz BuZzSaW


Therion wrote:
and if you get a glance then on a 6 on a damage chart you take one off instead.

There is no damage chart for glancing hits anymore. All glances remove a hull point and nothing else.

I know you don't have to but it would help you discuss the new rules if you even read the thread you're replying to. All of this has been said a dozen times or more.


I'm just saying what would be more fair, I never said it'd be a proper rule, and it's not official yet it's just a rumour. I'm just discussing the rumours.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:21:40


Post by: lord_blackfang


H.B.M.C. wrote:
d-usa wrote:I like the rumored rule that you can only kill as many people in a squad as you can see.


And in range as well, it seems.

Thank God for that... 5th Ed casualty removal rules were a joke.


Agreed. This was the chief reason I couldn't stomach playing 5th.


6th edition rumour and news summary (1st post updated daily with new info!) @ 14125112/06/24 12:22:23


Post by: xttz


So is the rulebook actually available in stores for people to read? I got the impression it was but thought we'd have more of the missing pieces by now.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:23:44


Post by: ChocolateGork


GoDz BuZzSaW wrote:
ChocolateGork wrote:
Morathi's Darkest Sin wrote:
GoDz BuZzSaW wrote:

"The Vendetta isn't that good atm, let's make it better" ?


I know, and heres me with my second Valkyrie in its box, and a second lot of Vendetta conversion parts that arrived on Friday morning. Might as well throw it in the bin.


Well as gunships they are better.

But as transports haven't they got worse?


Depends whether objectives are a 3" bubble or if you're in that area no matter how high up in 6E and you can still capture in transports as they can hover or just last turn cature in fly mode and make the enemy hit you on 6s


If they cant capture then i think air-cav got alot worse.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:29:35


Post by: Drunkspleen


Therion wrote:Now what about armies with zero units with skyfire, like standard pattern Space Wolves? Maybe everyone has access to something but even then it probably won't be nearly enough unless you go all out and that's my point. Will the metagame be all about cramming anti-flyer units in your army (flyers themselves qualify as anti-flyer units)? Whoever can get the most of them (Necrons) wins.


It won't just be some air superiority spam fest if flyers only get to make their evade against other flyers as has been suggested, being hard to hit is hardly the big drama you are making it out to be, especially when you can expect flyers to have far fewer hull points (which you claim leaves vehicles as "paper"), all this doom and gloom about flyers being indestructible seems more and more ridiculous each time new rumours come out.

Therion wrote:
GoDz BuZzSaW wrote:
Joey wrote:I'm amazed at how many people apparently glance Land Raiders to death. I've never shot at LRs with anything other than melta, lascannons are a waste.


Play against a Necron army, watch him shoot 2 units of warriors at your LR and immobilise it, then scarabs tear it apart.

It has also happened by my friend simply shooting at them with gauss, he has several warriors squads which just turned it into a box.


Voltaic Staff is assault 4 haywire. The guy holding it costs 25 points. He is in a unit of five Necron Warriors. The whole unit costs 90 points total. They shoot at a Land Raider: Necron Warriors hit 6.6 times and remove 1.1 hull points. Cryptek shoots 4 times and removes 2.2 hull points. There's also 0.44 penetrating hits that might destroy it outright, but on average rolls the Land Raider lost 3.3 hull points to a 90 point unit. With just a tiny margin over average rolls these guys kill it in one volley. They have friends and aren't the only unit in the Necron army. As a second example, 12 Necron Warriors with an attached phaeron cause 4 hull points of damage in one volley. Repeat after me: Tanks are paper.


Can you please try using anything OTHER than Necrons to prove your point about how weak vehicles are, all you have demonstrated is that Gauss and Haywire possible need to be rebalanced.


Automatically Appended Next Post:
lord_blackfang wrote:
H.B.M.C. wrote:
d-usa wrote:I like the rumored rule that you can only kill as many people in a squad as you can see.


And in range as well, it seems.

Thank God for that... 5th Ed casualty removal rules were a joke.


Agreed. This was the chief reason I couldn't stomach playing 5th.


Who would have possibly thought they could actually make them worse.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:30:51


Post by: JB


puree wrote:Are fliers immune to blasts? and do blasts still all get the scatter thing? Seems like the way to bypass the need a 6 to hit if you can come with enough blast weapons.


We discussed this earlier. No confirmation whether fliers are affected by templates while zooming and/ or moving flat out. No word on scatter yet but there is no reason to believe it will change. I agree that a Manticore could end up being very good against zooming fliers.

Necron fliers have another weakness against IG. We can bubble wrap better than most armies. Fliers cannot end their move wIth their base within an inch of my models. They cannot arrive from reserve until turn two at the earliest so I get at least one turn to expand my infantry bubble. this should make it possible to keep Necron fliers out of their 24 inch firing range. Bubble wrap and Hydras (72 inch range) means advantage to the Hydras.

Blobs stay sexy and conscripts suddenly look more appealing in sixth edition.






6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:31:48


Post by: Therion


If they cant capture then i think air-cav got alot worse.

One has to be crazy to keep troops inside flyers in the first place. Every model takes a S10 hit with no saves of any kind allowed if they're inside a flyer (in fly mode) when it dies. Well, every other troop than Necrons that is, because if a Night Scythe pops the embarked guys come in from the reserve.

Fliers cannot end their move within an inch of my models.

That's a good point. They can move over anything but can't end their move on top of your models so all you need is a ton of infantry to block ground 24 inches into every direction out of every target you don't want dead.

Can you please try using anything OTHER than Necrons to prove your point about how weak vehicles are

I'll try to make it as easy as possible and ignore all the hard math:

9 BS4 krak missiles vs AV12 out in the open:

5th:

1 glancing hit 2 penetrating hits

Glance either shakes, stuns or immobilises or destroys a weapon. The 2 penetrating hits both have a 33% chance to destroy. End result in layman's terms, your vehicle won't fire next turn, sometimes its dead but mostly it just took some damage. You have about 50% chance to survive. There's also the chance that you got lucky and took no damage at all and only for example got stunned twice and shaken once. We've all seen our Chimeras and Rhinos occasionally survive a very long time despite the entire enemy army pouring fire on them.

6th:

1 glancing hit 2 penetrating hits

You're dead.

In both circumstances the first gun has the lottery chance to kill the vehicle, but in 6th the hull points guarantee an expiration date on the vehicle.

This brings vehicles very close to the survivability of monstrous creatures. Monsters are often harder to kill in 6th but that varies a lot between army to army depending on what kind of AP you have access to. Krak Missiles, Gauss weapons and Autocannons all kill vehicles, but the latter two won't kill monsters very effectively.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:35:10


Post by: Morathi's Darkest Sin


Aye, my kind of air cav, would be fast move, drop troops near objectives or in good locations. Then go round shooting at things with three twin linked lascannons while laughing like a loon.

No idea if its effective, but it sure sounds fun.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:36:52


Post by: Robbietobbie


If the rules about passengers only being able to shoot at bs 1 when the vehicle moves over 6" it will hurt dark eldar.. the 5+ cover save would save some points on flickerfields though


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:37:40


Post by: H.B.M.C.


I was leery about "remove from front ranks first", because my first thought was "what ranks?". But it appears to apply in HTH as well, and I really like that. I think position and manoeuvring should be important, so if you want certain elements to survive you have to place them towards the back but you could suffer range/LOS issues because of that. It presents a choice to the player. That's a good thing.

Sadly it's combined with odd things I don't like, like 2D6" charge ranges which kind've take that "manoeuvre is important" aspect and adds in a "but only if you roll well LOL!". As always with GW - two steps forward, and then sometimes two to three steps back.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:39:05


Post by: Drunkspleen


Robbietobbie wrote:If the rules about passengers only being able to shoot at bs 1 when the vehicle moves over 6" it will hurt dark eldar.. the 5+ cover save would save some points on flickerfields though


Except, before, Dark Eldar couldn't fire at all above 6 inches, fast vehicles in 5th were bound by the same rules for shooting embarked units as non-fast, it appears it will still be the same, I would happily welcome a change to that though.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:40:20


Post by: Bloodhorror


I'd ASSUME (this is just guesswork) That it scatters the full 2d6 and always scatters.


6th edition rumour and news summary (1st post updated daily with new info!) @ 0024/02/25 21:06:17


Post by: Drunkspleen


H.B.M.C. wrote:I was leery about "remove from front ranks first", because my first thought was "what ranks?". But it appears to apply in HTH as well, and I really like that. I think position and manoeuvring should be important, so if you want certain elements to survive you have to place them towards the back but you could suffer range/LOS issues because of that. It presents a choice to the player. That's a good thing.

Sadly it's combined with odd things I don't like, like 2D6" charge ranges which kind've take that "manoeuvre is important" aspect and adds in a "but only if you roll well LOL!". As always with GW - two steps forward, and then sometimes two to three steps back.


My big issue with the whole pull from the front thing is from a gaming perspective it makes little to no sense, you have two types of special weapons generally, the type that have shorter range and can be used on the move, that require you to manoeuvre your unit and expose it to enemy fire to use, and then there's the long range special weapons that sit around in cover with a handful of ablative wounds that tend to have weapons with ranges to short to ever use practically, if either of these deserve to be made more vulnerable to being pulled out of a squad first, it's most certainly not the things like flamers and meltas.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:46:30


Post by: JB


Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:47:39


Post by: d-usa


Drunkspleen wrote:
H.B.M.C. wrote:I was leery about "remove from front ranks first", because my first thought was "what ranks?". But it appears to apply in HTH as well, and I really like that. I think position and manoeuvring should be important, so if you want certain elements to survive you have to place them towards the back but you could suffer range/LOS issues because of that. It presents a choice to the player. That's a good thing.

Sadly it's combined with odd things I don't like, like 2D6" charge ranges which kind've take that "manoeuvre is important" aspect and adds in a "but only if you roll well LOL!". As always with GW - two steps forward, and then sometimes two to three steps back.


My big issue with the whole pull from the front thing is from a gaming perspective it makes little to no sense, you have two types of special weapons generally, the type that have shorter range and can be used on the move, that require you to manoeuvre your unit and expose it to enemy fire to use, and then there's the long range special weapons that sit around in cover with a handful of ablative wounds that tend to have weapons with ranges to short to ever use practically, if either of these deserve to be made more vulnerable to being pulled out of a squad first, it's most certainly not the things like flamers and meltas.


It's a risk benefit thing IMO, and makes for tactical play. If a special weapon is short range and high value, then what is it doing in the front rank anyway? It should be hiding in the back rank until is is ready to fire. Keep your guys safe, and move them forward only when you are ready to use them. Flamers are still beneficial in the back rank when charged as well. I am okay with making some tactics more complex.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:48:40


Post by: Drunkspleen


JB wrote:Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.



Except now instead of disembarking within 2" of the doors, they disembark in base contact and move 6 inches, so the disembarking models aren't losing 6 inches from their disembark, only 2.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:48:40


Post by: Compel


Some people have mentioned them not being able to find the collectors edition. - It actually is gone now.

"The Collectors Edition has proven to be extremely popular, and now we are down to the last few copies in Europe. So if you have been pondering buying one, order now to avoid disappointment. Once they are gone, they are gone!"

as of this morning.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:50:39


Post by: Drunkspleen


d-usa wrote:It's a risk benefit thing IMO, and makes for tactical play. If a special weapon is short range and high value, then what is it doing in the front rank anyway? It should be hiding in the back rank until is is ready to fire. Keep your guys safe, and move them forward only when you are ready to use them. Flamers are still beneficial in the back rank when charged as well. I am okay with making some tactics more complex.


The problem is it's making the ones that already had to think about this stuff think about it more, meanwhile you can bet havocs or devestators or what have you will be sitting in their cover with their bolter buddies lined up in front of them just waiting to get shot in the face, it adds no tactics to the special weapons that most warranted having tactics added to them.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:50:39


Post by: Therion


JB wrote:Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.

Indeed. A lot of players are still in a sort of denial that their armies would stay competitive without any changes but it's still early. It'll take quite a while before these changes start to sink in.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:51:24


Post by: H.B.M.C.


Yeah by the time I got to the Oz pre-orders section the only things there were the psychic cards, the templates and the basic rulebook.

Not that I was going to buy the collector's edition. That's just silly...



6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:52:25


Post by: JB


Drunkspleen wrote:
JB wrote:Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.



Except now instead of disembarking within 2" of the doors, they disembark in base contact and move 6 inches, so the disembarking models aren't losing 6 inches from their disembark, only 2.



Ah, thanks! I won't weep for any lost assault inches in any case.




6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 12:57:49


Post by: GoDz BuZzSaW


If they cant captrue in a vehicle, It's a bit unfair on some units like Tau FW's, especially when some cover's been made worse ect.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:00:16


Post by: d-usa


Drunkspleen wrote:
d-usa wrote:It's a risk benefit thing IMO, and makes for tactical play. If a special weapon is short range and high value, then what is it doing in the front rank anyway? It should be hiding in the back rank until is is ready to fire. Keep your guys safe, and move them forward only when you are ready to use them. Flamers are still beneficial in the back rank when charged as well. I am okay with making some tactics more complex.


The problem is it's making the ones that already had to think about this stuff think about it more, meanwhile you can bet havocs or devestators or what have you will be sitting in their cover with their bolter buddies lined up in front of them just waiting to get shot in the face, it adds no tactics to the special weapons that most warranted having tactics added to them.


Havocs and Devestators have always been hiding in the back and in cover, how is that new? Nothing has changed there.

If it is a 10 man squad, then you simply but the other 5 non-heavy weapon guys in front to take wound first, no different than in 5th when you simply removed the non-HW guys first.

Tactics for those two squads have not changed at all.

Bolter buddies in front of them makes no difference, unless there is target priority in 6th, which I have not noticed.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:00:21


Post by: Drunkspleen


Therion wrote:
Can you please try using anything OTHER than Necrons to prove your point about how weak vehicles are

I'll try to make it as easy as possible and ignore all the hard math:

9 BS4 krak missiles vs AV12 out in the open:

5th:

1 glancing hit 2 penetrating hits

Glance either shakes, stuns or immobilises or destroys a weapon. The 2 penetrating hits both have a 33% chance to destroy. End result in layman's terms, your vehicle won't fire next turn, sometimes its dead but mostly it just took some damage. You have about 50% chance to survive. There's also the chance that you got lucky and took no damage at all and only for example got stunned twice and shaken once. We've all seen our Chimeras and Rhinos occasionally survive a very long time despite the entire enemy army pouring fire on them.

6th:

1 glancing hit 2 penetrating hits

You're dead.

In both circumstances the first gun has the lottery chance to kill the vehicle, but in 6th the hull points guarantee an expiration date on the vehicle.


So your issue is, 9 krak missiles, which would cost a player something in the realm of 250 points, and that's assuming you can jam them in a-la Long Fangs, can reliably kill AV 12 (i.e. middle of the pack) vehicles in a single turn of shooting?

Forgive me if I don't mourn quite as loudly as you, but I really don't see how this is a problem, they can more reliably be killed than before, but they were too tough before, just look at the 5th ed meta game and you see that, they are hardly paper thin now, heck they actually seem pretty well balanced.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:03:05


Post by: puree


GoDz BuZzSaW wrote:If they cant captrue in a vehicle, It's a bit unfair on some units like Tau FW's, especially when some cover's been made worse ect.


If the game does go more infantry centric then I'm not sure FW are that bad, 30" move and fire, 15" double fire If I'm understanding rapid fire weapons right. They can even glance necron fliers.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:03:22


Post by: Da Boss


I think the change to transports is still a nerf, even if you do get to move afterwards. Transports plough through terrain almost all of the time, allowing you to avoid it. Forcing more infantry moves slows down the game for one, and means more difficult terrain tests for two.


6th edition rumour and news summary (1st post updated daily with new info!) @ 0006/02/02 13:25:43


Post by: Drunkspleen


d-usa wrote:
Drunkspleen wrote:The problem is it's making the ones that already had to think about this stuff think about it more, meanwhile you can bet havocs or devestators or what have you will be sitting in their cover with their bolter buddies lined up in front of them just waiting to get shot in the face, it adds no tactics to the special weapons that most warranted having tactics added to them.


Havocs and Devestators have always been hiding in the back and in cover, how is that new? Nothing has changed there.

If it is a 10 man squad, then you simply but the other 5 non-heavy weapon guys in front to take wound first, no different than in 5th when you simply removed the non-HW guys first.

Tactics for those two squads have not changed at all.

Bolter buddies in front of them makes no difference, unless there is target priority in 6th, which I have not noticed.


That's my entire point, it doesn't change the boring unit that has been camping around not thinking about this stuff at all, meanwhile the guys who already had to manoeuvre their weapons carefully are being hit with an extra thing to think about, it makes no sense from a gameplay perspective.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:04:56


Post by: GoDz BuZzSaW


puree wrote:
GoDz BuZzSaW wrote:If they cant captrue in a vehicle, It's a bit unfair on some units like Tau FW's, especially when some cover's been made worse ect.


If the game does go more infantry centric then I'm not sure FW are that bad, 30" move and fire, 15" double fire If I'm understanding rapid fire weapons right. They can even glance necron fliers.


They will be better in some ways, worse in others, many a time i've fired 24 rapid fire shots and still only killed 3 marines max, it's just not good enough.


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:05:12


Post by: Joey


Halfpast_Yellow wrote:
Joey wrote:
My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).


It's 4.4 actually.
6.6 if they have a Phaeron.

20 shots, divided by 2/3 is 12.2, divided by 6 is 2.2.
Or do necrons get 4 shots each when they rapid fire?

Therion wrote:
My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).

I'd gladly take on that challenge. You do realise Necron armies in 6th will be nothing but flyers and you hit them on 6's and they can keep evading and evading because the snap fire disadvantage barely affects them? If you don't think you need to revamp your army entirely you need to take a reality check. You're already behind the curve.

No, necrons have one flier, the one that came out recently. Everything else is a skimmer.
And it's AV11 to boot, my hydras will take care of it in a jiffy.
Therion wrote:
AP3 is now -1 to damage chart, so all they can really do is glance vehicles to death.

AP3 is not -1 on the vehicle damage chart. AP1 is +2. AP2 is +1. AP3 and worse is no modifiers at all. In short if you take into account the new damage chart: AP1 was buffed. AP2 stayed the same. AP3, AP4, AP5 and AP6 was nerfed and AP- stayed the same (pen roll of 6 kills).

What is your source for this, beyond an assumption that GW hate their player base?


6th edition rumour and news summary (1st post updated daily with new info!) @ 2012/06/24 13:06:41


Post by: Goresaw


Wow... just wow. I know I sound like the sky is falling, but my god, they seem to hate assault. (In particular xeno assault armies).

Assault can come in two flavors, foot slogging blob or transported squad. Trade squad size for agility/quickness of getting into combat.

Foot slogging is going to get shot to pieces with these new rules. Now that you can just shoot the models out of cover, and ignore the one that would get a save, you can significantly whittle down an assault unit. The entire reason you took a foot assault unit was that the unit was to big to fit into a transport (and therefore will be too big to fit into cover, etc).

Transported troopers are now facing a significant nerf in their range. You can no longer get a "free" two inches from a transport. You can no longer dismount if the transport moved over 6. So now your unit has to spend even more time in its increasingly flimsy metal box of death. But you say "But assault troops get a potential 12 in assault now! This makes up for losing the 6 inches that you don't get from moving 12 and dismounting!" No. No it doesn't. Now your troops have to get out of their metal box of death into (more than likely) open ground. Now more than ever you are at the whims of the dice gods as to whether you make it into combat. If you fail the charge. You. Are. Dead. As a transported unit, you don't have the model size to endure a round of shooting.

And even when your mauled assault unit FINALLY gets into combat, it has to endure MORE shooting with snap fire. And your power weapons are AP 3 (as if terminators needed to be MORE durable...).

All of this just compounds when you factor in the weak armor saves on almost all xeno armies (except for the new chosen race, crons). With cover being nerfed, the gap between power armor and 5 up saves is going to get huge.

I have not seen a single rumor that makes assault armies better yet other than assault weapons getting AP. But lets not kid ourselves, almost none will be AP 3 or better (lolpowerarmorstillisgod).

The current tournament scene is absolutely dominated by shooting. If these armies take assault, its mean as more of a counter unit or is so ridiculous beat face its broken (DCAs anyone?).


I'm not trying to overreact or scream "I'm going to play warmahordes!" But I can't help but be extremely worried that my favored method of play, assault, is going to go the way of the do-do.