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Post by: Absolutionis
Cannibal wrote:That allies matrix is wrong. It shows the Blood Angels and Necrons as an Unholy alliance. Shouldn't it be Brothers in arms?
Hey there, bro. Just cuz a bro give another bro a brofist don;t mean we be bros in arms, ya know? We only brofisted cuz them Tyranid losers ain't got no friends and the Necrobros had our back that day. No homo, bro.
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Post by: Kingsley
Altruizine wrote:Fetterkey wrote:
I guess you didn't read this thread, then, since Tyranids are getting hugely buffed by the new ruleset.
Please tell us how, wise one.
1. Buffs to psykers. Tyranids can field what, 15 psykers in an army? Maybe more? They commonly field five or more-- more psykers than any other army.
2. Buffs to FNP for Monstrous Creatures. At present, Tyranid Monstrous Creatures may have 4+ FNP, but they often lose it to AP 1/2 weapons. Now, they can get "only" a 5+ FNP, but can take it even against lascannons, plasma and meltaguns, dark lances, power fists, thunder hammers, etc.
3. Buffs to flying Monstrous Creatures. Tyranids are one of two armies that can field these in significant numbers.
4. Nerfs to vehicle survivability hurt every Codex except Tyranids.
5. Projected metagame changes act in favor of the Tyranid army.
There are some changes that hurt Tyranids, most notably 5+ cover making their infantry easier to kill, but overall 6th looks like it will be a solid buff to Tyranids and open up several previously-marginal units for new and exciting possibilities in competitive play.
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Post by: wuestenfux
Eldar are pretty damn nasty. Warlocks in guardian units, with the power that lets you overwatch at full BS - not the squishy target they once were, and that's not getting into the four-foot distance on bikes or Ally possibilities.
Elaborate please!
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Post by: Sasori
Fetterkey wrote:Altruizine wrote:Fetterkey wrote:
I guess you didn't read this thread, then, since Tyranids are getting hugely buffed by the new ruleset.
Please tell us how, wise one.
1. Buffs to psykers. Tyranids can field what, 15 psykers in an army? Maybe more? They commonly field five or more-- more psykers than any other army.
2. Buffs to FNP for Monstrous Creatures. At present, Tyranid Monstrous Creatures may have 4+ FNP, but they often lose it to AP 1/2 weapons. Now, they can get "only" a 5+ FNP, but can take it even against lascannons, plasma and meltaguns, dark lances, power fists, thunder hammers, etc.
3. Buffs to flying Monstrous Creatures. Tyranids are one of two armies that can field these in significant numbers.
4. Nerfs to vehicle survivability hurt every Codex except Tyranids.
5. Projected metagame changes act in favor of the Tyranid army.
There are some changes that hurt Tyranids, most notably 5+ cover making their infantry easier to kill, but overall 6th looks like it will be a solid buff to Tyranids and open up several previously-marginal units for new and exciting possibilities in competitive play.
Tyranids don't exactly field a lot of Psykers. Generally the Hive Tyrant, and Tervigons are the most common. Sometimes you see Zoanthropes. That's it really. Broodlords are also Psykers, but that's it. We'll have to see the full rulebook, to see if they are really buffed. Some things will be nice, but I'm not holding my breath.
Snapfire is going to hurt a lot as well.
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Post by: xttz
Sasori wrote:Tyranids don't exactly field a lot of Psykers. Generally the Hive Tyrant, and Tervigons are the most common. Sometimes you see Zoanthropes. That's it really. Broodlords are also Psykers, but that's it. We'll have to see the full rulebook, to see if they are really buffed. Some things will be nice, but I'm not holding my breath.
Zoanthropes and Broodlords are both only 60pts for 2 rolls each on the new psychic tables. Not only is that pretty cheap for a pair of decent buffs/debuffs from the biomancy/telepathy lores, but it should give extra power to the Deny the Witch ability for general psychic defense.
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Post by: Kingsley
Sasori wrote:Tyranids don't exactly field a lot of Psykers.
I've honestly never seen a Tyranid army with less than three. This is certainly a lot when you consider that most other Codices tend to have zero to two psykers in their lists, though I suppose Space Wolves can in theory take four.
Sasori wrote:Snapfire is going to hurt a lot as well.
Snapfire is IMO more or less an irrelevant "fun" mechanic (except for the occasional free shots against zooming flyers) now that we know that blast weapons can't use it-- BS1 simply isn't effective. Further, Overwatch is only a serious threat from units entirely equipped with template weapons (so, uhh... Burna Boyz?), twin-linked weapons (...normal Terminators with Lysander?) or "giant blob" style shooting units-- and even coming from giant blobs, Overwatch won't do much. The defensive fire from a 51-Guardsman super blob scores what, 16 lasgun hits? Not exactly terrifying.
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Post by: WonderAliceLand
I have a simple question that I am sure has a long answer, so are SM land raiders getting buffed or nerfed in 6th ed?
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Post by: H.B.M.C.
Hull Points give another avenue to destroy vehicles. So that's a universal nerf.
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Post by: Kharrak
Fetterkey wrote:Snapfire is IMO more or less an irrelevant "fun" mechanic (except for the occasional free shots against zooming flyers) now that we know that blast weapons can't use it-- BS1 simply isn't effective. Further, Overwatch is only a serious threat from units entirely equipped with template weapons (so, uhh... Burna Boyz?), twin-linked weapons (...normal Terminators with Lysander?) or "giant blob" style shooting units-- and even coming from giant blobs, Overwatch won't do much. The defensive fire from a 51-Guardsman super blob scores what, 16 lasgun hits? Not exactly terrifying.
That generally depends. Orks are bs2 already, so will only be losing half of their average hit ratio, compared to the meagre results of other races with fancy high BS.
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Post by: xttz
Some comments in bold:
Altruizine wrote:Some Warseerites have been keeping a decent tally:
Pros:
+ Gargoyles and Raveners have long charge ranges -- gargoyles also get I10 attack on charge
Debateable
- New Prefered Enemy rules -- afaik this means they get +1 to hit in both shooting and melee. this is actually a buff for units with dual ScyTals or twin-linked weapons
- New Feel No Pain Rules (5+ save, but works against AP 1/2) -- could see FNP being used more on MC's as a way to dodge wounds from lascannons etc
Cons
- Boneswords only AP3 -- not true
- Everything gets a chance to stop the Tyranid psychic powers -- isn't that only in a 6" range?
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Post by: Kingsley
Ryan_A wrote:I have a simple question that I am sure has a long answer, so are SM land raiders getting buffed or nerfed in 6th ed?
Too soon to tell. At this stage, it look like they become much worse against gauss and haywire weapons, but the edition will likely see a metagame shift that removes or deemphasizes some of their existing counters.
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Post by: JB
Land Raiders look weaker to me, as a IG player. If it is your only vehicle, it becomes a prime target for my lascannons and possibly my Manticore. If you have other vehicles and dreadnoughts then the survivability of your LR will depend on its passengers. if its empty then it will likely live for most of the game. if it has your death star unit then I will try to kill it early.
Vehicles have wounds now called hull points that glancing and penetrating hits remove. A LR has four hull points according to the rumors.
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Post by: Kingsley
H.B.M.C. wrote:Hull Points give another avenue to destroy vehicles. So that's a universal nerf.
Not quite. Glancing hits have been removed from the game as a method of suppressing vehicles. As such, certain vehicles-- most notably "gun tanks" like Predators, Leman Russes, or Hammerheads-- are actually buffed defensively by these changes, because they can no longer be suppressed by occasional random lucky shots, which don't occur with enough frequency in typical games to actually drain their hull points and kill them.
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Post by: Altruizine
abort
Fetterkey wrote:
Snapfire is IMO more or less an irrelevant "fun" mechanic (except for the occasional free shots against zooming flyers) now that we know that blast weapons can't use it-- BS1 simply isn't effective. Further, Overwatch is only a serious threat from units entirely equipped with template weapons (so, uhh... Burna Boyz?), twin-linked weapons (...normal Terminators with Lysander?) or "giant blob" style shooting units-- and even coming from giant blobs, Overwatch won't do much. The defensive fire from a 51-Guardsman super blob scores what, 16 lasgun hits? Not exactly terrifying.
Snapfires benefit from normal weapon modes (unlike stand and shoot in WHFB where each model makes one shot) and the D3 hits from template weapons will hurt. That's probably about ~2 extra dead models per charge.
People can interweave their units and compel the disadvantages from multiple charges (loss of extra attack, and twice as many snapfire shots).
xttz wrote:Some comments in bold:
Altruizine wrote:Some Warseerites have been keeping a decent tally:
Pros:
+ Gargoyles and Raveners have long charge ranges -- gargoyles also get I10 attack on charge
Debateable
- New Prefered Enemy rules -- afaik this means they get +1 to hit in both shooting and melee. this is actually a buff for units with dual ScyTals or twin-linked weapons
- New Feel No Pain Rules (5+ save, but works against AP 1/2) -- could see FNP being used more on MC's as a way to dodge wounds from lascannons etc
Cons
- Boneswords only AP3 -- not true
- Everything gets a chance to stop the Tyranid psychic powers -- isn't that only in a 6" range?
Preferred Enemy is reroll 1's to hit and to wound. Your other corrections look accurate.
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Post by: Mandor
Fetterkey wrote:Sasori wrote:Tyranids don't exactly field a lot of Psykers.
I've honestly never seen a Tyranid army with less than three. This is certainly a lot when you consider that most other Codices tend to have zero to two psykers in their lists, though I suppose Space Wolves can in theory take four.
Exactly. Tyranids are the most powerful psyker force in 6th at the moment. Someone posted a fairly low-point Tyranids army list the other day (1750 pts orso) that could take 22 rolls on the new psyker table.
Fetterkey wrote:Sasori wrote:Snapfire is going to hurt a lot as well.
Snapfire is IMO more or less an irrelevant "fun" mechanic (except for the occasional free shots against zooming flyers) now that we know that blast weapons can't use it-- BS1 simply isn't effective. Further, Overwatch is only a serious threat from units entirely equipped with template weapons (so, uhh... Burna Boyz?), twin-linked weapons (...normal Terminators with Lysander?) or "giant blob" style shooting units-- and even coming from giant blobs, Overwatch won't do much. The defensive fire from a 51-Guardsman super blob scores what, 16 lasgun hits? Not exactly terrifying.
The problem with defensive fire is that if you manage to get that few wounds in, with the new rules the assaulting unit has to take their casualties from the front. Defensive fire happens before the assault move is actually performed, so with random charge length, you might not make assault at all.
Now arguably, MEQ/ TEQ aren't that much affected, coz they won't take many casualties due to armour/invulnerable saves. However, take a look at DE wyches. They lose big time in assault distance with the nerfed transport and fleet rules. Current: 12+3+ D6+6 charge range, for an average of 24.5", new: 6+6+( 2D6 with reroll), for an average 19". They do get to shoot, but since the casualties they cause get removed from the front lines of the enemy unit they want to charge, you make reaching assault harder. Then when they assault, they take defensive fire and with their T3 Sv6+, they will take casualties, having to remove them from their front ranks again. So they might not reach assault at all, afterwards being 6" removed from their supporting transport and lounging out in the open.
With what I'm currently seeing of the 6th edition rules, all Eldar and Dark Eldar assault is not viable at all.
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Post by: WonderAliceLand
Fetterkey wrote:H.B.M.C. wrote:Hull Points give another avenue to destroy vehicles. So that's a universal nerf.
Not quite. Glancing hits have been removed from the game as a method of suppressing vehicles. As such, certain vehicles-- most notably "gun tanks" like Predators, Leman Russes, or Hammerheads-- are actually buffed defensively by these changes, because they can no longer be suppressed by occasional random lucky shots, which don't occur with enough frequency in typical games to actually drain their hull points and kill them.
I use my vanilla LRs as gunboats that transfer vets, so I do like that I won't get one-shotted, I do ee the disadvantage of 4 hits and I'm out though.
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Post by: GoDz BuZzSaW
Ryan_A wrote:Fetterkey wrote:H.B.M.C. wrote:Hull Points give another avenue to destroy vehicles. So that's a universal nerf.
Not quite. Glancing hits have been removed from the game as a method of suppressing vehicles. As such, certain vehicles-- most notably "gun tanks" like Predators, Leman Russes, or Hammerheads-- are actually buffed defensively by these changes, because they can no longer be suppressed by occasional random lucky shots, which don't occur with enough frequency in typical games to actually drain their hull points and kill them.
I use my vanilla LRs as gunboats that transfer vets, so I do like that I won't get one-shotted, I do ee the disadvantage of 4 hits and I'm out though.
There will be a dissadvantage but i'd like to see how Assault Ramp pans out, As people have mentioned earlier the Rhino Rush may be back so maybe the Assault Ramp will allow you to move 12" and disembark and charge, that will help give LR Assault Armies a realy Buff, Especially Death Company if the "Move towards nearest unit if not in a transport" stays.
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Post by: Reivax26
Ok I must have read something wrong or misunderstood it or whatever.
Is charging into Assault 2D6 pick the highest or 2D6 added together? I have seen it posted both ways so I am a little confused.
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Post by: GoDz BuZzSaW
Reivax26 wrote:Ok I must have read something wrong or misunderstood it or whatever.
Is charging into Assault 2D6 pick the highest or 2D6 added together? I have seen it posted both ways so I am a little confused.
I believe it's 2D6 together, which means normally you'll get higher than 5E but you can get lower, I'd also expect to see Beasts and Cav rolling 3D6 and using the 2 highest.
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Post by: skoffs
Oh jesus, 4 HQ at 2000 points level?
I have a feeling Solar Pulse spam is going to be a real problem, if you're allowed to bring four of them now...
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Post by: Reivax26
If its added together I take back everything bad I have said about 6th.
Now where did I put those Fiends of Slaanesh in the closet...
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Post by: Mandor
Reivax26 wrote:If its added together I take back everything bad I have said about 6th.
Now where did I put those Fiends of Slaanesh in the closet...
It's added together, but running (with fleet) does not allow you to charge afterwards. Beasts get 12" movement, 2D6 assault range with reroll and ignore difficult terrain.
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Post by: GoDz BuZzSaW
Mandor wrote:Reivax26 wrote:If its added together I take back everything bad I have said about 6th.
Now where did I put those Fiends of Slaanesh in the closet...
It's added together, but running (with fleet) does not allow you to charge afterwards. Beasts get 12" movement, 2D6 assault range with reroll and ignore difficult terrain.
Mandor wrote:Reivax26 wrote:If its added together I take back everything bad I have said about 6th.
Now where did I put those Fiends of Slaanesh in the closet...
It's added together, but running (with fleet) does not allow you to charge afterwards. Beasts get 12" movement, 2D6 assault range with reroll and ignore difficult terrain.
Cheers for clearing that up, I needed confirmation on exactly how it worked!
Still, stuff's gonna get gunned down with Overwatch and it's done before you move in, and seeing as you take guys from the front you might not make it in the end.
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Post by: Sigvatr
skoffs wrote:Oh jesus, 4 HQ at 2000 points level? I have a feeling Solar Pulse spam is going to be a real problem, if you're allowed to bring four of them now... Solar Spam AND you get another free Night Fight turn when your HQ is Strategic...which means...3 turns of Night Fight. Haha. I don't like seeing DC buffed so hard though...guess it's the same as always: run away from them and shoot dead from afar. But yeah, prepare to fight Necrons in the dark for pretty much the entire match from now on /e: woop woop, beasts now completely ignore any terrain. Yay scarabs!
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Post by: JB
skoffs wrote:Oh jesus, 4 HQ at 2000 points level?
I have a feeling Solar Pulse spam is going to be a real problem, if you're allowed to bring four of them now...
True, but we really need to see the codex FAQs and the rulebook. Four pulsing cryptoteks plus Imotekh would cause most opponents to simply pack up their models and walk away.
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Post by: skoffs
Sigvatr wrote:[Solar Spam AND you get another free Night Fight turn when your HQ is Strategic...which means...3 turns of Night Fight.
Wouldn't that be 5 turns of Night Fight? (4 Overlords = 4 Royal Courts = 4 Solar Pulses, + 1 round of Night Fight from bonus).
To make things even worse, is Dawn Of War still around?
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Post by: Sigvatr
JB wrote:skoffs wrote:Oh jesus, 4 HQ at 2000 points level? I have a feeling Solar Pulse spam is going to be a real problem, if you're allowed to bring four of them now... True, but we really need to see the codex FAQs and the rulebook. Four pulsing cryptoteks plus Imotekh would cause most opponents to simply pack up their models and walk away. Gunlines will cry. And I will rejoice and drink their sad, sad tears. skoffs wrote:Sigvatr wrote:[Solar Spam AND you get another free Night Fight turn when your HQ is Strategic...which means...3 turns of Night Fight.
Wouldn't that be 5 turns of Night Fight? (4 Overlords = 4 Royal Courts = 4 Solar Pulses, + 1 round of Night Fight from bonus). To make things even worse, is Dawn Of War still around? True. Haha, night fight throughout the entire game. Suck on that IG!
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Post by: GoDz BuZzSaW
Sigvatr wrote:JB wrote:skoffs wrote:Oh jesus, 4 HQ at 2000 points level?
I have a feeling Solar Pulse spam is going to be a real problem, if you're allowed to bring four of them now...
True, but we really need to see the codex FAQs and the rulebook. Four pulsing cryptoteks plus Imotekh would cause most opponents to simply pack up their models and walk away.
Gunlines will cry.
And I will rejoice and drink their sad, sad tears.
skoffs wrote:Sigvatr wrote:[Solar Spam AND you get another free Night Fight turn when your HQ is Strategic...which means...3 turns of Night Fight.
Wouldn't that be 5 turns of Night Fight? (4 Overlords = 4 Royal Courts = 4 Solar Pulses, + 1 round of Night Fight from bonus).
To make things even worse, is Dawn Of War still around?
True.
Haha, night fight throughout the entire game. Suck on that IA!
Necrons becoming even more the filth to make up for the time they had in 5th, I hope Tau get the same love!
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Post by: JB
Sigvatr wrote:
...
Gunlines will cry.
And I will rejoice and drink their sad, sad tears.
...
Haha, night fight throughout the entire game. Suck on that IG!
IG are one of the few armies that can do something during Night Fight. Of course, that assumes that my Vendettas can use their searchlights while zooming. And barrage weapons may not care much about night as long as they don't scatter, but we need the new rules and the codex FAQs to be sure.
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Post by: azazel the cat
I'm more looking forward to Imotekh + 4x Chronoteks.
That's a lot of re-rolls on the lightning strikes.
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Post by: Kroothawk
Seems like all Codices written by Mat Ward got buffed and all Codices written by others (except SW and IG) got massively nerfed.
Who has written 6th edition rules? Mat Ward! A bit juvenile but figures
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Post by: ChocolateGork
Fafnir wrote:Well, Tau can do well by being a solid pick for allies. Some of their units, such as broadsides, could end up being very potent alongside some other armies.
Space Marines... well, the whole "Jack of all trades, master of none" cliche really leaves them unable to offer anything to bolster any army in any meaningful way that another army can't do better.
Space Marines are definitely the better codex, comparing the two, but in terms of most relevant? It could be Tau, really.
Really? What about Vulcan-Vets
Really vulcan with his terminators is all they have to offer the IG or Anyone else will Melta Galore
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Post by: TBD
Kroothawk wrote:Who has written 6th edition rules? Mat Ward!
Did he?
I thought the writing of the big rulebook was a process that involved a whole lot of people actually.
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Post by: skoffs
Kroothawk wrote:Seems like all Codices written by Mat Ward got buffed and all Codices written by others (except SW and IG) got massively nerfed. Who has written 6th edition rules? Mat Ward! A bit juvenile but figures
Ward? juvenile? Surely you jest! (also, yeah, baring some sort of massive nerf via the new FAQ, it looks like the 'Crons are fast on their way to becoming top tier, thanks to all the ridiculous  'ole Matt gave us)
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Post by: H.B.M.C.
You never know. It might be like Ward's Marine Codex, awesome because of its extravagance and flashy nonsense and not like his latter efforts... including that one with the Grey Marines...
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Post by: Kingsley
Kroothawk wrote:Seems like all Codices written by Mat Ward got buffed and all Codices written by others (except SW and IG) got massively nerfed.
Who has written 6th edition rules? Mat Ward! A bit juvenile but figures
Uh? The most nerfed army is Grey Knights. The most buffed army is debatable, but probably Dark Eldar, Tau, Tyranids, or Black Templars-- none of which were written by Mat Ward.
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Post by: TBD
skoffs wrote:it loks like the 'Crons are fast on their way to becoming top tier, thanks to all the ridiculous  'ole Matt gave us)
Which I have mixed feelings about because it will now become a bandwagon army most likely.
But it's sure as hell still better than to see your army become something less than it was before...
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Post by: GoDz BuZzSaW
TBD wrote:Kroothawk wrote:Who has written 6th edition rules? Mat Ward!
Did he?
I thought the writing of the big rulebook was a process that involved a whole lot of people actually.
There's normally a main author, Ward did the War of The Ring (Awful) and the Fantasy one, which Is the most decent thing i've ever seen him write, I've grown fond of fantasy alot recently! Automatically Appended Next Post: Fetterkey wrote:Kroothawk wrote:Seems like all Codices written by Mat Ward got buffed and all Codices written by others (except SW and IG) got massively nerfed.
Who has written 6th edition rules? Mat Ward! A bit juvenile but figures
Uh? The most nerfed army is Grey Knights. The most buffed army is debatable, but probably Dark Eldar, Tau, Tyranids, or Black Templars-- none of which were written by Mat Ward.
Don't tell me Tau!
"Oh so your Failguns would need 4+ to hit my Vendetta?"
"It's 6's now"
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Post by: JB
Kroothawk wrote:Seems like all Codices written by Mat Ward got buffed and all Codices written by others (except SW and IG) got massively nerfed.
Who has written 6th edition rules? Mat Ward! A bit juvenile but figures
The Reddit source said that Ward, Jeremy Vetok, and Adam Troke have principal credit with a vast supporting cast.
Tau, Eldar, and Dark Eldar will need their fliers or something with Skyfire. It may also be time to shift to bikes and jump pack troops for some armies. Transports just don't look as good as more and more Necron armies reanimate.
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Post by: TBD
^ I don't see how Dark Eldar are "one of the most buffed armies". Wyches look to be almost worthless for example. I can't blame people who invested a lot of money into a Wych army to be slightly angry right now.
By reading everything in these threads so far Necrons seem to be the most buffed hands down.
Tau have become a cool ally option, so people can un-dust them and play them as such until a new codex comes out.
Tyranids and Black Templars remain to be seen.
And Grey Knights the most nerfed?? That is not the impression I get either.
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Post by: jcd386
Sigvatr wrote:
Haha, night fight throughout the entire game. Suck on that IG!
Night fight is different, though. According to the reddit rulebook guy, it's:
over 36" is untargetable
over 24" is +2 to cover saves
Over 12" is stealth (+1 to cover).
What isn't made clear to me is whether or not you get these saves if you do not have something other than night fight giving you cover, and if you don't, then night fighting only helps people in cover, and either way it still does not stop anyone within 36" from shooting you, evn if you do get a 3 or 4+ save. And, since most 'cron units cant really do anything outside of 36", that doesn't seem as much as it used to.
He has also said that night vision ignores the night fight rules entirely, meaning SW, DE, and to some extent Tau have a way around this.
We also--as far as i know--have no idea what search lights do, since the rolling to see things rules seem to be gone.
So, while all this night fighting may in fact be awesome, it could also be fairly lackluster/useless against some armies.
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Post by: JB
He must be referring to the hull point issue for GK razorback spam and Psyflemen dreads, but almost every army took the same bullet. It just means that GK may have to use Jokaero as their long range AT, and yes, that is a bit of a nerf. GK, dependent on apes!
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Post by: xttz
JB wrote:He must be referring to the hull point issue for GK razorback spam and Psyflemen dreads, but almost every army took the same bullet. It just means that GK may have to use Jokaero as their long range AT, and yes, that is a bit of a nerf. GK, dependent on apes!
Although on the other hand, their deathstar units just got 2 nice buffs. First off, normal power weapons won't hurt GK termies/paladins. This means that you need powerfists/axes to break their armour which means striking last (after getting nailed by I6 halberds). No more being eaten by Banshees.
Also despite FNP getting dropped to 5+, it now works against AP2 stuff. This means FNP saves against things like plasma which used to be the best counter to Paladin blobs.
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Post by: notprop
Just got an email saying my CE just shipped.
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Post by: FallenAfh
xttz wrote:JB wrote:He must be referring to the hull point issue for GK razorback spam and Psyflemen dreads, but almost every army took the same bullet. It just means that GK may have to use Jokaero as their long range AT, and yes, that is a bit of a nerf. GK, dependent on apes!
Although on the other hand, their deathstar units just got 2 nice buffs. First off, normal power weapons won't hurt GK termies/paladins. This means that you need powerfists/axes to break their armour which means striking last (after getting nailed by I6 halberds). No more being eaten by Banshees.
Also despite FNP getting dropped to 5+, it now works against AP2 stuff. This means FNP saves against things like plasma which used to be the best counter to Paladin blobs.
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Post by: Kingsley
TBD wrote:^ I don't see how Dark Eldar are "one of the most buffed armies". Wyches look to be almost worthless for example. I can't blame people who invested a lot of money into a Wych army to be slightly angry right now.
Wyches are immensely buffed, are you kidding? Haywire grenades actually kill vehicles now, and hit much more reliably. They can also be thrown. Even small units of Wyches are extremely dangerous to vehicles, up to and including Land Raiders. Scourges with haywire blasters are now one of the best anti-tank units in the game. Lances become much better relative to other weapons thanks to AP 2. Razorwings are one of the best flyers. Overall, Dark Eldar look to be sitting pretty.
TBD wrote:By reading everything in these threads so far Necrons seem to be the most buffed hands down.
Necrons are designed for 6th. The things that didn't make sense earlier are making sense now, but these updates should have been predicted (and indeed, in many cases were predicted) prior to 6th coming out. Everyone knew Destroyers would get better thanks to Preferred Enemy changes. Everyone knew Night Scythes would be buffed. These aren't really unanticipated things.
TBD wrote:And Grey Knights the most nerfed?? That is not the impression I get either.
What's the main strength of Codex: Grey Knights right now? It's probably Fortitude, but Fortitude is extremely nerfed by the changes to vehicles. It's really quite mediocre in 6th edition. I'm honestly not sure I would pay five points for it, and I certainly wouldn't do so across the board. Similarly, Venerable Dreadnoughts have become a garbage option. 60 points for +1 BS? Yeah, no thanks.
In short, many of the unique strengths of Grey Knights are no longer relevant, while others have been heavily downplayed-- for instance, storm bolters are a lot less unique and good when normal bolters can shoot at 24" on the move as well. The new Grey Knight Stormraven is clearly inferior to the Blood Angels Stormraven thanks to changes to the flyer rules. Changes to wound allocation substantially weaken Draigowing. Worst of all, basic Grey Knight NFWs look to be downgraded to AP3.
You have to remember that Grey Knights-- like Necrons-- were designed for 6th. The things they have that seem overpowered now, like Fortitude, make a lot more sense balance-wise in light of 6th edition.
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Post by: TBD
With this double FOC from 2000 pts and up + the ally rules GW has made it somewhat of a unpredictable wild wild west out there at the moment. Not sure yet how to feel about it.
These changes give us tons of flexibility and a new multitude of options, which is a positive way to explain it, but at the same time can be explained as a cheap money-grabbing attempt with a potential no regard to balance by getting people to buy more of certain spam units.
I mean, 6 Annihilation Barges for 540 pts isn't too bad.
3933
Post by: Kingsley
TBD wrote:With this double FOC from 2000 pts and up + the ally rules GW has made it somewhat of a unpredictable wild wild west out there at the moment. Not sure yet how to feel about it.
These changes give us tons of flexibility and a new multitude of options, which is a positive way to explain it, but at the same time can be explained as a cheap money-grabbing attempt with a potential no regard to balance by getting people to buy more of certain spam units.
I mean, 6 Annihilation Barges for 540 pts isn't too bad.
Don't go and buy 3 more barges just yet-- people probably won't play 2,000 point games anymore. I think we're going to see a lot of "1,999 point (one point leniency)" tournaments.
18072
Post by: TBD
Fetterkey wrote:Wyches are immensely buffed, are you kidding?
Lmao, no they are not, as you will soon find out.
27131
Post by: jcd386
TBD wrote:
And Grey Knights the most nerfed?? That is not the impression I get either.
GK force weapons might be AP3 now, which is a nerf.
So is the non-activated force weapon's inability to ignore FNP. Now, they have to wound you first (meaning you get to roll the FNP) before activating the force weapons, which means that the only way to deny FNP is to hit you at a higher initiative (sword, or halberd), wound you, activate the force weapons, and then hit you with a lower initiative (swords or hammers).
Vehicles are easier to kill with glances now. 4 unsaved glances and any tank in the game dies.
The new vehicle damage table and removal of the glance damage table makes fortitude a lot less useful, since you only get to use it when the vehicle is penned, not glanced (when in 5th edition the majority of stun/shaken results come from glances because of the -2 on the chart).
The wound closest to farthest allocation rules make paladins considerably weaker, in that it seems like you will be losing 1 model every 2 wounds the majority of the time.
Storm bolters have not been nerfed, but bolters have been buffed, in that they can move and shoot 24", making storm bolters only slightly better at long range (instead of infinitely better).
AP 3,4 5, 6, and - weapons roll on the new damage table with no modifiers, meaning that S8 autocannons and non-rending psycannon shots will only kill vehicles on a 6, rather than a 5 or 6. This is partly countered by the hull points making vehicles easy to 3-4glance/pen to death, but is still a nerf, as it is more difficult to kill tanks in 1 shot.
A lot more armies seem to have anti-psyker defenses, as well as the ability to ally with eldar (who's HQs can make psychic powers pretty worthless).
These are the only nerfs i can think of off the top of my head, but there could be more. There could also be less, in that i may have made mistakes here, or that not all of these may really be nerfs so much as just changes that are different rather than being good or bad.
20075
Post by: Vermillion
Thanks for the excellent roundup, just been saved buying another rulebook. Still regret buying 5th ed I played 2 or 3 games of it them chucked it in a box somewhere.
Guess my Eldar models will probably be getting sold off with the Dark Angels as these rules while bringing back elements of 2nd ed which should have stayed in 3rd, have not brought back armour save modeifiers which are the core reason imo the rules set is unbalanced when joined with "there is no formula for working out a models points cost". (lets face it we have seen that all codices since Oct '98  )
27131
Post by: jcd386
TBD wrote:Fetterkey wrote:Wyches are immensely buffed, are you kidding?
Lmao, no they are not, as you will soon find out.
In 5th edition, the only thing that wyches did that was very useful was haywire vehicles. They are bad at cc ( tac squads beat them in CC), and die easily to shooting. Competitively speaking, they are a bad unit, which is why most people bring warriors instead.
In 6th, they will still die easily to shooting, and will still be bad at assault. But they will scare the poop out of any tank they so much as look at. So, maybe people will actually use them now. Seems like a buff to me.
24150
Post by: ChocolateGork
Fetterkey wrote:TBD wrote:With this double FOC from 2000 pts and up + the ally rules GW has made it somewhat of a unpredictable wild wild west out there at the moment. Not sure yet how to feel about it.
These changes give us tons of flexibility and a new multitude of options, which is a positive way to explain it, but at the same time can be explained as a cheap money-grabbing attempt with a potential no regard to balance by getting people to buy more of certain spam units.
I mean, 6 Annihilation Barges for 540 pts isn't too bad.
Don't go and buy 3 more barges just yet-- people probably won't play 2,000 point games anymore. I think we're going to see a lot of "1,999 point (one point leniency)" tournaments.
\
meh 18 Hydras and 6 Manticores is pretty horrible against orks
18072
Post by: TBD
Fetterkey wrote:Don't go and buy 3 more barges just yet-- people probably won't play 2,000 point games anymore. I think we're going to see a lot of "1,999 point (one point leniency)" tournaments.
I don't play tournaments/cheezy lists anyway, so these changes likely will not affect me much.
24150
Post by: ChocolateGork
Hmm. Eldrad With Firewarriors? Psychic Defence and good shooting!
37352
Post by: Mandor
Fetterkey wrote:TBD wrote:^ I don't see how Dark Eldar are "one of the most buffed armies". Wyches look to be almost worthless for example. I can't blame people who invested a lot of money into a Wych army to be slightly angry right now.
Wyches are immensely buffed, are you kidding? Haywire grenades actually kill vehicles now, and hit much more reliably. They can also be thrown. Even small units of Wyches are extremely dangerous to vehicles, up to and including Land Raiders. Scourges with haywire blasters are now one of the best anti-tank units in the game. Lances become much better relative to other weapons thanks to AP 2. Razorwings are one of the best flyers. Overall, Dark Eldar look to be sitting pretty.
Wyches are immensely nerfed. With the nerf to fleet and transports, they lose 4.5" average on their assault threat range. Can't shoot their enemy for fear of not reaching assault after, because models need to be removed from the front. And need to suffer defensive fire at T3 Sv6+, again removing models from the front, making it even more unlikely to reach assault. Agoniser is a power weapon, so Wyches as a whole are now useless versus any TEQ. Multi-assaults make you lose your charge bonus and has you take defensive fire from both units. Haywires did get better and it's nice you can throw one grenade per unit, but every other weapon got better against vehicles as well.
Lances stay the same, as the damage chart got an overhaul and the +1 result is now "standard" compared to 5th. Of course, glances are better now, but that is not unique to Lances.
And how is a Razorwing better than any other flyer in 6th?
3933
Post by: Kingsley
Mandor wrote:Wyches are immensely nerfed. With the nerf to fleet and transports, they lose 4.5" average on their assault threat range. Can't shoot their enemy for fear of not reaching assault after, because models need to be removed from the front. And need to suffer defensive fire at T3 Sv6+, again removing models from the front, making it even more unlikely to reach assault. Agoniser is a power weapon, so Wyches as a whole are now useless versus any TEQ. Multi-assaults make you lose your charge bonus and has you take defensive fire from both units. Haywires did get better and it's nice you can throw one grenade per unit, but every other weapon got better against vehicles as well.
What competitively valid units do Wyches currently beat in assault? I guess Imperial Guard guys... who you still beat after the changes? Wyches are only really good as vehicle/parking lot hunters, and they get a lot better at that in 6th edition.
24892
Post by: Byte
azazel the cat wrote:
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
1x Rune Priest w/ LL, MH
1x Rune Priest w/ LL, JotWW
1x Rune Priest w/ LL, TW
1x Rune Priest w/ LL, SC
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
and...
1x Coteaz
7x Servitors (troops) w/ Plasma Cannons
3x Psyrifleman Dreads
3x Venerable Psyrifleman Dreads
So that's 3k points of pure broken right there.
This is actually a big concern to me. This list is totally illegal. This will become very common. List writers following the rules as they want to read it.
50832
Post by: Sigvatr
azazel the cat wrote:I'm more looking forward to Imotekh + 4x Chronoteks.
That's a lot of re-rolls on the lightning strikes.
You can't re-roll a re-roll.
31643
Post by: GoDz BuZzSaW
Fetterkey wrote:Mandor wrote:Wyches are immensely nerfed. With the nerf to fleet and transports, they lose 4.5" average on their assault threat range. Can't shoot their enemy for fear of not reaching assault after, because models need to be removed from the front. And need to suffer defensive fire at T3 Sv6+, again removing models from the front, making it even more unlikely to reach assault. Agoniser is a power weapon, so Wyches as a whole are now useless versus any TEQ. Multi-assaults make you lose your charge bonus and has you take defensive fire from both units. Haywires did get better and it's nice you can throw one grenade per unit, but every other weapon got better against vehicles as well.
What competitively valid units do Wyches currently beat in assault? I guess Imperial Guard guys... who you still beat after the changes? Wyches are only really good as vehicle/parking lot hunters, and they get a lot better at that in 6th edition.
Depends whether they get done by Stand And Shoot.
37352
Post by: Mandor
Sigvatr wrote:azazel the cat wrote:I'm more looking forward to Imotekh + 4x Chronoteks.
That's a lot of re-rolls on the lightning strikes.
You can't re-roll a re-roll.
But you can reroll the lightning strike on different targets to actually get (more) hits.
4884
Post by: Therion
night fight
over 36" is untargetable
over 24" is +2 to cover saves
Over 12" is stealth (+1 to cover).
This just keeps getting better and better. How can it even be possible? I didn't think it could. CCBs with 2+ cover saves when moving flat out and doing sweeping attacks, Doom Scythes being hit with 6's and if hit evading with 3+ cover saves, etc.
Seems like all Codices written by Mat Ward got buffed
Necrons are by far the biggest winner of this edition. It's the latest codex and written by Mat Ward with the new rulebook in hand so it makes sense. Second big winner might be Blood Angels, while IG is also a winner but mostly because they have everything in their codex and most of it is underpriced so if anything gets buffed they can spam that one type ad infinatum. I'd go and say Space Wolves are losers because they have no access to flyers or skyfire, Razorspam was gutted and beasts ( TWC) are now slower than jump infantry. Grey Knights didn't gain anything either and probably lost some ground both because wound allocation was fixed and because their mech spam can be tabled with flyers. Dark Eldar might benefit from the metagame shift (Chimera spam is dead), footslogga horde Orks might actually be decent, while Tyranids, Tau and Craftworld Eldar who already were the punching bags will pretty much stay the same.
Aren't they releasing the Craftworld Eldar flyer, Harpy and Void Raven later this year?
31643
Post by: GoDz BuZzSaW
If the rumours are true and AP- is no -1 to the chart, then Tesla's getting a massive boost against Vehicles and in Overwatch, think about all those extra hits!
18072
Post by: TBD
Byte wrote:azazel the cat wrote:
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
1x Rune Priest w/ LL, MH
1x Rune Priest w/ LL, JotWW
1x Rune Priest w/ LL, TW
1x Rune Priest w/ LL, SC
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
and...
1x Coteaz
7x Servitors (troops) w/ Plasma Cannons
3x Psyrifleman Dreads
3x Venerable Psyrifleman Dreads
So that's 3k points of pure broken right there.
This is actually a big concern to me. This list is totally illegal. This will become very common. List writers following the rules as they want to read it.
How exactly is it illegal and how are list writers "following the rules as they want to read them" when that FOC clearly allows it?
(if that actually is the FOC as in the book of course)
50832
Post by: Sigvatr
Therion wrote:night fight
over 36" is untargetable
over 24" is +2 to cover saves
Over 12" is stealth (+1 to cover).
This just keeps getting better and better. How can it even be possible? I didn't think it could. CCBs with 2+ cover saves when moving flat out and doing sweeping attacks, Doom Scythes being hit with 6's and if hit evading with 3+ cover saves, etc.
Why 2+ and sweeping attacks? Once you get in range for sweeping attacks, you will most likely be in 12'' to the enemy and thus get no advantage from night fight anymore. About Doom Scythes...hmm...not sold on it yet.
12271
Post by: JB
It is illegal because it has too many elite and heavy choices as allies. The Ally FOC only allows one of each after you take the compulsory HQ and one Troop choice.
5760
Post by: Drunkspleen
Fetterkey wrote:TBD wrote:^ I don't see how Dark Eldar are "one of the most buffed armies". Wyches look to be almost worthless for example. I can't blame people who invested a lot of money into a Wych army to be slightly angry right now. Wyches are immensely buffed, are you kidding? Haywire grenades actually kill vehicles now, and hit much more reliably. They can also be thrown. Even small units of Wyches are extremely dangerous to vehicles, up to and including Land Raiders. Scourges with haywire blasters are now one of the best anti-tank units in the game. Lances become much better relative to other weapons thanks to AP 2. Razorwings are one of the best flyers. Overall, Dark Eldar look to be sitting pretty. Yeah great, so Wyches can kill tanks now, big freaking deal, what they can't do is the thing they were designed to, which is be durable tarpit units, on account of, whenever you charge them at anything you have to expose them to a round of shooitng, shooting against which they don't have the durability they have in melee, meanwhile they have lost speed in comparison to other units since they can no longer run then assault, and pending the AP value on an Agonizer, potentially will hit softer than a wet noodle against many of the enemies they were meant to slowly be dragging down. Most of this is a symptom not of Dark Eldar problems but of the wider problem which is why on earth did they see fit to hit melee with a sledgehammer, and render the idea of a close combat specialist all but pointless. Fragile melee units that relied on a large threat range thanks to their fast vehicles to get them into melee untouched suffer particularly from the new rules. Dark Eldar aren't big losers in the new rules, but their more fragile melee units most certainly are, in fact, if anything the new edition reinforces the trueborn/warrior spamming mobile shooty Dark Eldar army list which had already largely come to dominate the meta game.
18072
Post by: TBD
They could at least have made a minimum of 4 troops choices at 2000+ pts a requirement, but that FOC still appears to only require 2.
37352
Post by: Mandor
TBD wrote:How exactly is it illegal and how are list writers "following the rules as they want to read them" when that FOC clearly allows it?
(if that actually is the FOC as in the book of course)
Ally FoC is confirmed to be 1-1 HQ, 0-1 Elites, 1-2 Troops, 0-1 FA, 0-1 HS.
And I know the rumours say that you can get a "free" FoC when your game is over 2k points. But call me naive, I still think you need to fill out 2k points in your first FoC before you can start filling a second. It makes much more sense.
31643
Post by: GoDz BuZzSaW
TBD wrote:Byte wrote:azazel the cat wrote: 6x Long Fangs w/ 5x ML 6x Long Fangs w/ 5x ML 6x Long Fangs w/ 5x ML 6x Long Fangs w/ 5x ML 6x Long Fangs w/ 5x ML 6x Long Fangs w/ 5x ML 1x Rune Priest w/ LL, MH 1x Rune Priest w/ LL, JotWW 1x Rune Priest w/ LL, TW 1x Rune Priest w/ LL, SC 5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino 5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino 5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino 5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino and... 1x Coteaz 7x Servitors (troops) w/ Plasma Cannons 3x Psyrifleman Dreads 3x Venerable Psyrifleman Dreads So that's 3k points of pure broken right there. This is actually a big concern to me. This list is totally illegal. This will become very common. List writers following the rules as they want to read it. How exactly is it illegal and how are list writers "following the rules as they want to read them" when that FOC clearly allows it? (if that actually is the FOC as in the book of course) I don't think you can always blame the list writers totally, GW have made a fairly complex new system and it's going to take a while before it completely settles in for everyone. Earlier i saw the 1995 Tau list was wrong as he used the 2000 chart despite it being 1995 points. Automatically Appended Next Post: Drunkspleen wrote:Fetterkey wrote:TBD wrote:^ I don't see how Dark Eldar are "one of the most buffed armies". Wyches look to be almost worthless for example. I can't blame people who invested a lot of money into a Wych army to be slightly angry right now. Wyches are immensely buffed, are you kidding? Haywire grenades actually kill vehicles now, and hit much more reliably. They can also be thrown. Even small units of Wyches are extremely dangerous to vehicles, up to and including Land Raiders. Scourges with haywire blasters are now one of the best anti-tank units in the game. Lances become much better relative to other weapons thanks to AP 2. Razorwings are one of the best flyers. Overall, Dark Eldar look to be sitting pretty. Yeah great, so Wyches can kill tanks now, big freaking deal, what they can't do is the thing they were designed to, which is be durable tarpit units. IE, wyches are now designed to work against the fluff.
18072
Post by: TBD
JB wrote:It is illegal because it has too many elite and heavy choices as allies. The Ally FOC only allows one of each after you take the compulsory HQ and one Troop choice.
Yes, on second glance he indeed has some Dreads too many.
58317
Post by: tuiman
Therion wrote:night fight
over 36" is untargetable
over 24" is +2 to cover saves
Over 12" is stealth (+1 to cover).
This just keeps getting better and better. How can it even be possible? I didn't think it could. CCBs with 2+ cover saves when moving flat out and doing sweeping attacks, Doom Scythes being hit with 6's and if hit evading with 3+ cover saves, etc.
Seems like all Codices written by Mat Ward got buffed
Necrons are by far the biggest winner of this edition. It's the latest codex and written by Mat Ward with the new rulebook in hand so it makes sense. Second big winner might be Blood Angels, while IG is also a winner but mostly because they have everything in their codex and most of it is underpriced so if anything gets buffed they can spam that one type ad infinatum. I'd go and say Space Wolves are losers because they have no access to flyers or skyfire, Razorspam was gutted and beasts ( TWC) are now slower than jump infantry. Grey Knights didn't gain anything either and probably lost some ground both because wound allocation was fixed and because their mech spam can be tabled with flyers.
We don't know what weapons have skyfire yet (unless I missed something) so space wolves have not lost out just yet
5269
Post by: lord_blackfang
TBD wrote:They could at least have made a minimum of 4 troops choices at 2000+ pts a requirement, but that FOC still appears to only require 2.
Only because it's more fun to make stuff up and then complain about it, than to actually read the rules as written.
24150
Post by: ChocolateGork
Therion wrote:night fight
over 36" is untargetable
over 24" is +2 to cover saves
Over 12" is stealth (+1 to cover).
This just keeps getting better and better. How can it even be possible? I didn't think it could. CCBs with 2+ cover saves when moving flat out and doing sweeping attacks, Doom Scythes being hit with 6's and if hit evading with 3+ cover saves, etc.
Seems like all Codices written by Mat Ward got buffed
Necrons are by far the biggest winner of this edition. It's the latest codex and written by Mat Ward with the new rulebook in hand so it makes sense. Second big winner might be Blood Angels, while IG is also a winner but mostly because they have everything in their codex and most of it is underpriced so if anything gets buffed they can spam that one type ad infinatum. I'd go and say Space Wolves are losers because they have no access to flyers or skyfire, Razorspam was gutted and beasts ( TWC) are now slower than jump infantry. Grey Knights didn't gain anything either and probably lost some ground both because wound allocation was fixed and because their mech spam can be tabled with flyers.
Well actually lose of gakky wound allocation is a big nerf to wolf because of the thunderwolfs getting pwned again.
18072
Post by: TBD
Mandor wrote:And I know the rumours say that you can get a "free" FoC when your game is over 2k points. But call me naive, I still think you need to fill out 2k points in your first FoC before you can start filling a second. It makes much more sense.
Let's hope so.
Right now it looks like a wild west of nonsense
683
Post by: Cheex
GoDz BuZzSaW wrote:I don't think you can always blame the list writers totally, GW have made a fairly complex new system and it's going to take a while before it completely settles in for everyone. Earlier i saw the 1995 Tau list was wrong as he used the 2000 chart despite it being 1995 points.
It'll most likely be that games with a limit of 2000pts or more will double the force org, rather than the size of the armies themselves, so that Tau army might not be incorrect at 1995pts. Of course, it'll all come down to the specific wording. However, it's incorrect to assume that the "Tau list was wrong" because of wording we don't know.
31643
Post by: GoDz BuZzSaW
Cheexsta wrote:GoDz BuZzSaW wrote:I don't think you can always blame the list writers totally, GW have made a fairly complex new system and it's going to take a while before it completely settles in for everyone. Earlier i saw the 1995 Tau list was wrong as he used the 2000 chart despite it being 1995 points.
It'll most likely be that games with a limit of 2000pts or more will double the force org, rather than the size of the armies themselves, so that Tau army might not be incorrect at 1995pts.
Of course, it'll all come down to the specific wording. However, it's incorrect to assume that the "Tau list was wrong" because of wording we don't know.
It's the same with the LF list, we don't know for sure how many allies we can take yet, I was just following the RAW implications of that example shown in the picture which was the list had to be 2000+ points to get a second FoC, and correct me if i'm wrong but isn't 1995 points less than 2000?
5760
Post by: Drunkspleen
GoDz BuZzSaW wrote:IE, wyches are now designed to work against the fluff.
I don't understand what you are trying to say here?
31643
Post by: GoDz BuZzSaW
Drunkspleen wrote:GoDz BuZzSaW wrote:IE, wyches are now designed to work against the fluff.
I don't understand what you are trying to say here?[/quote
Fluff tells about how they are born infantry killers, and now they suck at it, and they're decent at killing vehicles, so much for that swift armour to help you move faster with more agility when fighting the enemy in hand to hand...
36303
Post by: Puscifer
Fafnir wrote:Puscifer wrote:One thing I want to know, aside from allies, is the new rage USR.
Is it just +2A or does it include the 5th ed rules?
My opinion is, if it is just +2A, BADC Armies are going to become very very deadly and much more reliable.
It is only +2A, no other restrictions.
Cheers Dude. It's made my selection a little easier for the next army. I've always wanted a BADC army. Narrowed them down to Dark Angels, BADC and Chaos.
37352
Post by: Mandor
Drunkspleen wrote:GoDz BuZzSaW wrote:IE, wyches are now designed to work against the fluff.
I don't understand what you are trying to say here?
I'm guessing that he means that Wyches in the fluff are gladiators, lightning fast and able to play with their opponents without getting much damage in return. In fifth, this is (mostly) true, with their 4+ invulnerable and 4+ FnP. In sixth, Wyches are just cheap vehicle hunters that get shot up if they plan on assaulting anything else.
5760
Post by: Drunkspleen
Fluff tells about how they are born infantry killers, and now they suck at it, and they're decent at killing vehicles, so much for that swift armour to help you move faster with more agility when fighting the enemy in hand to hand... Right, thought for a second you were saying something almost entirely opposite, glad I checked before unleashing on you
4884
Post by: Therion
In fifth, this is (mostly) true, with their 4+ invulnerable and 4+ FnP. In sixth, Wyches are just cheap vehicle hunters that get shot up
Considering I've been following the rumours and metagaming scenarios and matchups in my head eight hours per day for the last week, pray tell me what changed so dramatically to make Wyches from unstoppable gladiators to cheap vehicle hunters ready to be shot to pieces? FNP 5+ and overwatch? FNP is as minor a nerf as it gets considering the buff it also received. It's more of an adjustment to bring it exactly in line with Reanimation Protocols. Overwatch then? What kind of squads have you been assaulting? Only one enemy unit in their entire army can overwatch per turn. That's nothing. Add in the fact that a standard MSU Marine squad of five guys with rapid fire weapons kills something like 0.5 Wyches when overwatching, and you're being ridiculous.
4139
Post by: wuestenfux
Overwatch seems to be pretty useless then.
58317
Post by: tuiman
Therion wrote:In fifth, this is (mostly) true, with their 4+ invulnerable and 4+ FnP. In sixth, Wyches are just cheap vehicle hunters that get shot up
Considering I've been following the rumours and metagaming scenarios and matchups in my head eight hours per day for the last week, pray tell me what changed so dramatically to make Wyches from unstoppable gladiators to cheap vehicle hunters ready to be shot to pieces? FNP 5+ and overwatch? FNP is as minor a nerf as it gets considering the buff it also received. It's more of an adjustment to bring it exactly in line with Reanimation Protocols. Overwatch then? What kind of squads have you been assaulting? Only one enemy unit in their entire army can overwatch per turn. That's nothing. Add in the fact that a standard MSU Marine squad of five guys with rapid fire weapons kills something like 0.5 Wyches when overwatching, and you're being ridiculous.
Wait...what?
I thought it was each squad can only overwatch once per turn, ie. if you are assaulted by more than 1 unit, you can only shoot one
Please correct me if I am wrong
5760
Post by: Drunkspleen
Therion wrote:Only one enemy unit in their entire army can overwatch per turn. That's nothing. No it's once per unit per turn, the AMA on Reddit confirms this. [–]Rixitotal[S] 7 points 14 hours ago once per unit per turn. like stand and shoot from fantasy. permalinkparent Add in the fact that a standard MSU Marine squad of five guys with rapid fire weapons kills something like 0.5 Wyches when overwatching How are you coming up with this, 10 bolter shots is 1.6 hits, for 1.1 wounds, no save, 0.74 after FNP and then there's the danger of losing far more guys to a lucky round of rolling, and the fact that you aren't necessarily assaulting miniscule squads, it's a serious impact on them.
12271
Post by: JB
My understanding of Overwatch was a bit different.
A defending unit uses it when charged. Only one use per assault phase.
If an attacking unit engages multiple defenders in assault, each of the defending units gets its own Overwatch fire.
3933
Post by: Kingsley
You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
4139
Post by: wuestenfux
Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
Burna Boys are better shot down anyway.
4884
Post by: Therion
wuestenfux wrote:Overwatch seems to be pretty useless then. 
The following discussion will start now:
"My overwatch army is useless!"
"I thought I could overwatch with normal BS with every unit every time they're assaulted so my entire army basically got an extra shooting phase against my friend's unarmoured naked lady assault troops!"
"Mat Ward ruined my plan! I hate him!"
" GW hates my army and wants to see it destroyed."
No it's once per unit per turn, the AMA on Reddit confirms this.
Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
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Post by: tuiman
JB wrote:My understanding of Overwatch was a bit different.
A defending unit uses it when charged. Only one use per assault phase.
If an attacking unit engages multiple defenders in assault, each of the defending units gets its own Overwatch fire.
Yeah thats right
So if one unit charges into two, both can overwatch
If two units charge one, the one can only overwatch one of the two attacking units
Hope that makes sense
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Post by: Kingsley
wuestenfux wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
Burna Boys are better shot down anyway.
Quite. In most games, Overwatch-- like Snap Fire-- will mean nothing but perhaps a few lucky hits over the course of a game, and the few units that are dangerous when overwatching can be dealt with by means other than assault.
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Post by: GoDz BuZzSaW
Therion wrote:In fifth, this is (mostly) true, with their 4+ invulnerable and 4+ FnP. In sixth, Wyches are just cheap vehicle hunters that get shot up
Considering I've been following the rumours and metagaming scenarios and matchups in my head eight hours per day for the last week, pray tell me what changed so dramatically to make Wyches from unstoppable gladiators to cheap vehicle hunters ready to be shot to pieces? FNP 5+ and overwatch? FNP is as minor a nerf as it gets considering the buff it also received. It's more of an adjustment to bring it exactly in line with Reanimation Protocols. Overwatch then? What kind of squads have you been assaulting? Only one enemy unit in their entire army can overwatch per turn. That's nothing. Add in the fact that a standard MSU Marine squad of five guys with rapid fire weapons kills something like 0.5 Wyches when overwatching, and you're being ridiculous.
I think that math is wrong providing out of 20 shots you should get a minimum of 3 hits and 2 wounds which means 1-2 dead as i believe the 4+ is against CC attacks, and in close combat the FnP gets worse against standard attacks too, another thing to look at is Wyches won't be as good at holding units up, and you can easily get more either if you're lucky and if your shooting at standard BS. Terminators an obvious thing here, previously wyches did really well killing a few off with an agoniser, but I believe it's wounds on a 4+ power weapon so it'll be AP3 now? correct me if i'm wrong.
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Post by: lord_blackfang
Therion wrote:Only one enemy unit in their entire army can overwatch per turn.
It's refreshing to see you misunderstand something in a way that makes you less appalled with the new edition for once!
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Post by: Drunkspleen
Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
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Post by: Therion
lord_blackfang wrote:Therion wrote:Only one enemy unit in their entire army can overwatch per turn.
It's refreshing to see you misunderstand something in a way that makes you less appalled with the new edition for once!
It's unsurprising to see you still have nothing to add to this discussion. I operate based on the rumours that are confirmed to be true.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
May I ask why it hurts fragile melee units more? Because more of them die to overwatch than Marines? Isn't that fragility supposed to be reflected in the points cost, meaning you get more of them, unless they're the glass cannon type that really hits hard once they get their way? There's nothing wrong in this overwatch rule at all in my opinion. A BS1 bolter round kills 0.028 Assault Marines for a total points cost of 0.56. A BS1 bolter round kills 0.074 Wyches for a total points cost of 0.74. Is this a dramatic difference? The difference doesn't exist because of the the relative armour saves or anything but because the differences in points cost. Wyches are (as you can see only slightly) more fragile than Assault Marines and if you don't feel that's justified by their close combat abilities then that's a problem the guy who wrote the codex should have addressed. We can't start making rules that make shooting less effective just because shooting kills more fragile guys than it does tough underpriced guys.
I see others have already addressed the other aspects in overwatch. The scale and impact has been blown out of proportion. If anything you should talk about snap fire and how it encourages movement and does nothing to help weapons that could already be fired on the move or simply all the time.
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Post by: Joey
Drunkspleen wrote:Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
Bollocks. Meleé units do just fine, and they will do in the new edition. A shooty unit has to shoot at a melee unit for several turns before it dies, but a melee unit charging a shooty unit will kill it straight off. Automatically Appended Next Post: Therion wrote:lord_blackfang wrote:Therion wrote:Only one enemy unit in their entire army can overwatch per turn.
It's refreshing to see you misunderstand something in a way that makes you less appalled with the new edition for once!
It's unsurprising to see you still have nothing to add to this discussion or in fact any discussions. I operate based on the rumours that are confirmed to be true.
Each UNIT can overwatch fire once per turn, not each unit per army.
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Post by: tuiman
Therion wrote:lord_blackfang wrote:Therion wrote:Only one enemy unit in their entire army can overwatch per turn.
It's refreshing to see you misunderstand something in a way that makes you less appalled with the new edition for once!
It's unsurprising to see you still have nothing to add to this discussion or in fact any discussions. I operate based on the rumours that are confirmed to be true.
But a player can overwatch as many times as he wants in his turn, only that each unit can only overwatch once, example
I have two units being charged, both can use overwatch to shoot the enemy and try to stop them getting into charge range
Edit: ninjad
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Post by: Joey
There seems to be some missunderstanding...you don't choose to stand and shoot (overwatch, although it's not called that) during your own turn, it's automatic.
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Post by: wuestenfux
Well, overwatch is based on BS 1 and so the opposite of killy.
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Post by: Byte
TBD wrote:JB wrote:It is illegal because it has too many elite and heavy choices as allies. The Ally FOC only allows one of each after you take the compulsory HQ and one Troop choice.
Yes, on second glance he indeed has some Dreads too many.
Caught you reading want you wanted to see.
0-1 is none or one for all you renegade list builders.
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Post by: Baronyu
I'm hoping agoniser will be FAQ'd to have AP2, what else would they expect us to do? Fly to the Imperium and buy a power axe? Would probably snap our frail arms with the weight anyway...
Lame jokes aside, I think part of 5th ed Wyches' advantage is that we can always assault on full strength, so having a few being knocked down before the assault happens would probably weakened the wyches quite considerably? Considering we aren't exactly hitting on good strength, but relying on sheer number of attacks + agoniser hekatrix to deal wounds. Against T4 or above, I meant. Don't have my BRB with me right now, but on average, the wyches unit would probably have a harder time winning combat, even against shooty space marines.
Couldn't all space marines shooty units get a flamer anyway?
I don't think the FNP changes is an intended nerf for wyches however, it's more like we got hit by a stray bullet, I believe they just want to make FNP marines even harder to kill in melee, or in a less "GW hates xeno's" way, units with good armour save will be harder to kill in combat.
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Post by: Kingsley
Drunkspleen wrote:Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
6th edition is a buff to melee over shooting. Melee units are much better (both in terms of accuracy and in terms of damage) against vehicles, have longer charge distances, and lots of restrictions have been put back on shooting (no killing models out of line of sight, no killing models out of range) to boot. Overwatch is mild "punishment" when it comes with the rewards given to melee units by the rest of the edition.
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Post by: Cheex
GoDz BuZzSaW wrote:Cheexsta wrote:GoDz BuZzSaW wrote:I don't think you can always blame the list writers totally, GW have made a fairly complex new system and it's going to take a while before it completely settles in for everyone. Earlier i saw the 1995 Tau list was wrong as he used the 2000 chart despite it being 1995 points.
It'll most likely be that games with a limit of 2000pts or more will double the force org, rather than the size of the armies themselves, so that Tau army might not be incorrect at 1995pts.
Of course, it'll all come down to the specific wording. However, it's incorrect to assume that the "Tau list was wrong" because of wording we don't know.
It's the same with the LF list, we don't know for sure how many allies we can take yet, I was just following the RAW implications of that example shown in the picture which was the list had to be 2000+ points to get a second FoC, and correct me if i'm wrong but isn't 1995 points less than 2000?
As I said, it's more likely that the extra FOC slots will be available to armies when the agreed points limit is 2000pts or more, rather than the armies themselves. I mean, you can take a 1995pt army to a 2000pt tournament, and your battles will still be called "2000pt games" because the limit is what typically determines the size of the game. Plus, I strongly doubt that an army would suddenly become illegal if it became 1pt cheaper.
It's like in older editions when special characters often required armies over a particular size (usually 1500 or 2000pts). It was ruled (or, at least, played) back then that this referred to the size limit of the game, not the total points cost of your army.
But, as I also said, it's not possible to say that something is definitely right or definitely wrong when we simply don't know the actual wording yet.
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Post by: Mandor
Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
16 rapid fire shots at BS1, 16/6 hits, 32/18 wounds, 64/54 casualties.
1 flamer, 2 hits, 4/3 wounds, 8/9 casualties.
1 missile launcher at BS1, 1/6 hits, 5/36 wounds, 5/36 casualties.
Total =~ 2.21 dead Wyches.
So, assuming I'm even reaching assault after 2-3 of my Wyches die, I have already lost 1/4 of my unit. How is that not a devastating blow? What purpose do my Wyches have now?
EDIT: Woops, I'm off on the missile launcher. Fixed now.
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Post by: Ovion
Drunkspleen wrote:Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
Personally I think it's a fine rule.
All the fear and uncertainty was rather fixed with 'BS1' to be fair.
On a thought - I realise this probably isn't the case, but a way to help 'nids and lessen the 'blow' of no allies, could be to make Tyranids the only race that can ally to itself.
Would fit with the endless horde thing, and offset the potential extra 7 foc slots of other armies.
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Post by: Cheex
Mandor wrote:So, assuming I'm even reaching assault after 2-3 of my Wyches die, I have already lost 1/3 of my unit. How is that not a devastating blow? What purpose do my Wyches have now?
We could cross our fingers and hope that GW rules in an FAQ that Wyches get their dodge save against overwatch?
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Post by: Kingsley
Mandor wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
16 rapid fire shots at BS1, 16/6 hits, 32/18 wounds, 64/54 casualties.
1 flamer, 2 hits, 4/3 wounds, 8/9 casualties.
1 missile launcher at BS1, 1/6 hits, 5/36 wounds, 5/36 casualties.
Total =~ 2.21 dead Wyches.
So, assuming I'm even reaching assault after 2-3 of my Wyches die, I have already lost 1/4 of my unit. How is that not a devastating blow? What purpose do my Wyches have now?
EDIT: Woops, I'm off on the missile launcher. Fixed now.
If losing 2-3 toughness 3 models is a "devastating blow," go home and rethink your army list. Also, nobody takes flamers in Tactical Squads anymore.
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Post by: TedNugent
Cheexsta wrote:
We could cross our fingers and hope that GW rules in an FAQ that Wyches get their dodge save against overwatch?
From an RP standpoint, that would be silly. Bullets travel faster at closer ranges and you have a smaller time window in which to avoid what was an already very small time window. At point blank the impact from a bullet is almost instantaneous, whereas at maximum range you may have several seconds before impact.
Then again, the idea of "hull points" is ridiculous from an RP standpoint, and it's in the game, so I don't know.
Maybe they could take an angle that actually balances units against each other and internally balances Codexes so that you don't have to worry about things like this.
Fetterkey wrote:
If losing 2-3 toughness 3 models is a "devastating blow," go home and rethink your army list. Also, nobody takes flamers in Tactical Squads anymore.
You must be kidding. It's an assault unit. To lose that many models -before- an assault in an assault unit is devastating, especially for a unit that relies on high initiative like Eldar. It could very easily shift momentum and allow another similarly costed unit to tip the balance.
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Post by: Drunkspleen
Fetterkey wrote:Drunkspleen wrote:Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
6th edition is a buff to melee over shooting. Melee units are much better (both in terms of accuracy and in terms of damage) against vehicles, have longer charge distances, and lots of restrictions have been put back on shooting (no killing models out of line of sight, no killing models out of range) to boot. Overwatch is mild "punishment" when it comes with the rewards given to melee units by the rest of the edition.
Longer charge distances, good one.
Nobody is going to be declaring charges over 6, maybe 7 inches, at 7 inches you have a 58% chance of succeeding with your 2d6 roll to get into combat, that means, 42% of the time, you a) don't get to assault the enemy and b) give the enemy a free round of shooting at your melee unit. Assault ranges haven't gotten significantly longer, even if you can roll up a 12 every once in a while.
What other "rewards" have melee units gotten? I'd honestly love for you to name a few, I really hope there's something I'm missing, as it stands, they are at a significant disadvantage compared to last edition in my mind.
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Post by: Mandor
Ovion wrote:Drunkspleen wrote:Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
Personally I think it's a fine rule.
All the fear and uncertainty was rather fixed with 'BS1' to be fair.
The rule is fine... to MEQ or TEQ assault units. It's just very powerful against Xenos assault armies. Especially Eldar and Dark Eldar, who have specialist units that excel in assault, but can't take getting shot up.
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Post by: GoDz BuZzSaW
That's just your 10 Tac Marines, it could get worse depending on the unit. considering if you charged a unit of Ward Knights with Dual Psycannon you'd not get FnP against and that's a lot of shots from them alone.
Also i seem to be thinking we're forgetting the points, would the Raider last THAT long for us not to whittle them down in shooting anyway?
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Post by: TBD
Byte wrote:TBD wrote:JB wrote:It is illegal because it has too many elite and heavy choices as allies. The Ally FOC only allows one of each after you take the compulsory HQ and one Troop choice.
Yes, on second glance he indeed has some Dreads too many.
Caught you reading want you wanted to see.
Not at all. I didn't pay attention to his last couple of 3x's though.
It is quite obvious that allies only allow 1 elite, FA & HS, so I don't know why he listed that.
Not as if 6x Long Fangs + 4x Rune Priest, etc, wouldn't be a basis for concern on their own
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Post by: Mandor
Fetterkey wrote:If losing 2-3 toughness 3 models is a "devastating blow," go home and rethink your army list. Also, nobody takes flamers in Tactical Squads anymore.
Losing 2-3 toughness 3 models is a "devastating blow", because I can hardly avoid it tactically and I happens to all of my assault units, not just the one. And of course I'll be rethinking my army list. But apparently you aren't, if you aren't taking a flamer in a Tactical Squad in 6th.
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Post by: H.B.M.C.
And when all is said and done, it could be 2nd Ed Overwatch:
"My army is on overwatch. Your turn."
"So is mine. Your turn."
"Still on overwatch. Your turn."
"Ditto. Your turn."
"Staying on overwatch. Your turn."
"Same again. Your turn."
Uhh... Overwatch in 2nd Ed was dreadful. This is a breath of fresh air in comparison.
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Post by: wuestenfux
Fetterkey wrote:Mandor wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
16 rapid fire shots at BS1, 16/6 hits, 32/18 wounds, 64/54 casualties.
1 flamer, 2 hits, 4/3 wounds, 8/9 casualties.
1 missile launcher at BS1, 1/6 hits, 5/36 wounds, 5/36 casualties.
Total =~ 2.21 dead Wyches.
So, assuming I'm even reaching assault after 2-3 of my Wyches die, I have already lost 1/4 of my unit. How is that not a devastating blow? What purpose do my Wyches have now?
EDIT: Woops, I'm off on the missile launcher. Fixed now.
If losing 2-3 toughness 3 models is a "devastating blow," go home and rethink your army list. Also, nobody takes flamers in Tactical Squads anymore.
Well, I wouldn't care about losing 2 Wyches from a 10 men/girls squads. Winning also depends on when, where, and what to charge.
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Post by: GoDz BuZzSaW
Mandor wrote:Fetterkey wrote:If losing 2-3 toughness 3 models is a "devastating blow," go home and rethink your army list. Also, nobody takes flamers in Tactical Squads anymore.
Losing 2-3 toughness 3 models is a "devastating blow", because I can hardly avoid it tactically and I happens to all of my assault units, not just the one. And of course I'll be rethinking my army list. But apparently you aren't, if you aren't taking a flamer in a Tactical Squad in 6th. How many Tacticals do you think they are going to kill anyway, do you really think 7 Wyches are going to do enough damage? Note that the SMs may also have a power fist to deny FnP as well as the wyches having an agoniser. If the fearless rule means no casualties now it's not going to do any harm for SMs if they lose combat because even if they run away they suffer the same ruling as Fearless. On average with 30 attacks you should hit 15 and wound with only 5, killing 2 or 3 marines first round, so you've equalled their overwatch tally, they will then kill some back, and you'll get less attacks each turn, and the marines may even take the day. And you won't know if No-one will take flamers in 6th,
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Post by: Cheex
TedNugent wrote:Cheexsta wrote:
We could cross our fingers and hope that GW rules in an FAQ that Wyches get their dodge save against overwatch?
From an RP standpoint, that would be silly. Bullets travel faster at closer ranges and you have a smaller time window in which to avoid what was an already very small time window. At point blank the impact from a bullet is almost instantaneous, whereas at maximum range you may have several seconds before impact.
I know...just trying to instil a little hope
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Post by: GoDz BuZzSaW
Cheexsta wrote:TedNugent wrote:Cheexsta wrote:
We could cross our fingers and hope that GW rules in an FAQ that Wyches get their dodge save against overwatch?
From an RP standpoint, that would be silly. Bullets travel faster at closer ranges and you have a smaller time window in which to avoid what was an already very small time window. At point blank the impact from a bullet is almost instantaneous, whereas at maximum range you may have several seconds before impact.
I know...just trying to instil a little hope
Tell that to Mr Ward's 5+ Dodge Death Cult Assassins which get it everywhere, including against stuff like flamers!
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Post by: Mandor
GoDz BuZzSaW wrote:Mandor wrote:Fetterkey wrote:If losing 2-3 toughness 3 models is a "devastating blow," go home and rethink your army list. Also, nobody takes flamers in Tactical Squads anymore.
Losing 2-3 toughness 3 models is a "devastating blow", because I can hardly avoid it tactically and I happens to all of my assault units, not just the one. And of course I'll be rethinking my army list. But apparently you aren't, if you aren't taking a flamer in a Tactical Squad in 6th.
How many Tacticals do you think they are going to kill anyway, do you really think 7 Wyches are going to do enough damage? Note that the SMs may also have a power fist to deny FnP as well as the wyches having an agoniser. If the fearless rule means no casualties now it's not going to do any harm for SMs if they lose combat because even if they run away they suffer the same ruling as Fearless. On average with 30 attacks you should hit 15 and wound with only 5, killing 2 or 3 marines first round, so you've equalled their overwatch tally, they will then kill some back, and you'll get less attacks each turn, and the marines may even take the day.
And you won't know if No-one will take flamers in 6th,
Exactly, you are totally right. So essentially you are saying Wyches are useless now. I agree.
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Post by: TBD
Mandor wrote:And of course I'll be rethinking my army list. But apparently you aren't
He appears to take his models' 6th edition logic, and apply it on potential opposing models' 5th edition metagame logic.
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Post by: N.I.B.
xttz wrote:Some comments in bold:
Altruizine wrote:Some Warseerites have been keeping a decent tally:
Pros:
+ Gargoyles and Raveners have long charge ranges -- gargoyles also get I10 attack on charge
Debateable
- New Prefered Enemy rules -- afaik this means they get +1 to hit in both shooting and melee. this is actually a buff for units with dual ScyTals or twin-linked weapons
- New Feel No Pain Rules (5+ save, but works against AP 1/2) -- could see FNP being used more on MC's as a way to dodge wounds from lascannons etc
Cons
- Boneswords only AP3 -- not true
- Everything gets a chance to stop the Tyranid psychic powers -- isn't that only in a 6" range?
Source on Boneswords AP3 not true? Because I think that was from the Reddit guy, reading the rule book.
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Post by: TBD
Btw how exactly does Overwatch work with flamers involved.
Wouldn't that actually be a very good weapon as it negates the BS1, or am I making some sort of error here?
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Post by: GoDz BuZzSaW
TBD wrote:Btw how exactly does Overwatch work with flamers involved.
Wouldn't that actually be a very good weapon as it negates the BS1, or am I making some sort of error here?
D3 Auto hits instead of models under the template, now THAT would be the Filth
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Post by: Griever
TBD wrote:Byte wrote:azazel the cat wrote:
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
6x Long Fangs w/ 5x ML
1x Rune Priest w/ LL, MH
1x Rune Priest w/ LL, JotWW
1x Rune Priest w/ LL, TW
1x Rune Priest w/ LL, SC
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
5x Grey Hunters w/ Melta, Wolf Standard & Mark of the Wulfen in a Rhino
and...
1x Coteaz
7x Servitors (troops) w/ Plasma Cannons
3x Psyrifleman Dreads
3x Venerable Psyrifleman Dreads
So that's 3k points of pure broken right there.
This is actually a big concern to me. This list is totally illegal. This will become very common. List writers following the rules as they want to read it.
How exactly is it illegal and how are list writers "following the rules as they want to read them" when that FOC clearly allows it?
(if that actually is the FOC as in the book of course)
You are only allowed 1 Heavy Support and 1 Elites choice of allies, that list took three.
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Post by: lord_blackfang
GoDz BuZzSaW wrote:TBD wrote:Btw how exactly does Overwatch work with flamers involved.
Wouldn't that actually be a very good weapon as it negates the BS1, or am I making some sort of error here?
D3 Auto hits instead of models under the template, now THAT would be the Filth 
Charge my 15 Burnas. Go on, do it.
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Post by: TBD
GoDz BuZzSaW wrote:TBD wrote:Btw how exactly does Overwatch work with flamers involved.
Wouldn't that actually be a very good weapon as it negates the BS1, or am I making some sort of error here?
D3 Auto hits instead of models under the template, now THAT would be the Filth 
So wouldn't Marine squads be more inclined to take flamers now, because of Overwatch?
We could maybe probably see less tanks in 6th as well, so changing a few meltas for flamers doesn't sound too crazy.
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Post by: wuestenfux
lord_blackfang wrote:GoDz BuZzSaW wrote:TBD wrote:Btw how exactly does Overwatch work with flamers involved.
Wouldn't that actually be a very good weapon as it negates the BS1, or am I making some sort of error here?
D3 Auto hits instead of models under the template, now THAT would be the Filth 
Charge my 15 Burnas. Go on, do it.
Well, I'd charge on my terms.
Units with the overwatch rule - do they stand and shoot at normal BS ?
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Post by: TBD
Griever wrote:[ou are only allowed 1 Heavy Support and 1 Elites choice of allies, that list took three.
Thank you, but at least 3 others have already pointed out that it was this part of the list that was referred to
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Post by: TedNugent
So do you get to use overwatch per unit when multi assaulted?
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Post by: GoDz BuZzSaW
wuestenfux wrote:lord_blackfang wrote:GoDz BuZzSaW wrote:TBD wrote:Btw how exactly does Overwatch work with flamers involved.
Wouldn't that actually be a very good weapon as it negates the BS1, or am I making some sort of error here?
D3 Auto hits instead of models under the template, now THAT would be the Filth 
Charge my 15 Burnas. Go on, do it.
Well, I'd charge on my terms.
Units with the overwatch rule - do they stand and shoot at normal BS ?
Not normally, but they can if they get one of the new spells off, but every burna boy would do D3 auto hits with Overwatch, shame cos you won't get the power weapon in addition :/
If it was 5E, the wyches would have more of a chance, so it's true they've been nerfed a bit, especially if the Agoniser is only AP3, gone will be the days of Tarpitting those 5 termies. Automatically Appended Next Post: TedNugent wrote:So do you get to use overwatch per unit when multi assaulted?
Yes, it was in the WD Battle Rep i believe
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Post by: TBD
So, if 10 wyches charge 10 Burna Boyz, how would Overwatch work out for everyone involved?
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Post by: tetrisphreak
TedNugent wrote:So do you get to use overwatch per unit when multi assaulted?
Each unit that is targeted for assault will get to immediately resolve an overwatch - this may result in more than one unit firing into a single assaulting unit. However, If a unit is assaulted by 2 enemy units, they may only overwatch fire on one or the other. Rapid fire guns shoot twice, assault weapons shoot the number of times on their profile, blast and heavy weapons may NOT fire. The resultant casualties from overwatch are pulled from the front as normal, which might keep an assaulting unit out of range. Pinning and Morale checks are not triggered by overwatch.
That is what we know of the rule so far.
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Post by: PrimarchX
How is it that people are posting rules clarifications already? Honestly. Wait 'til Saturday.
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Post by: GoDz BuZzSaW
TBD wrote:So, if 10 wyches charge 10 Burna Boyz, how would Overwatch work out for everyone involved?
Each Burna Boy inflicts D3 Auto Hits per Burna's stats i believe, IE, lots of Dead Wyches, not sure if these will be rolling a D3 per Burna or rolling a D3 resembling the whole squad, IE rolling a 6 and each getting 3 Auto hits or rolling individually, so some get 3 Auto some get 1 Ect.
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Post by: Formosa
Cadaver wrote:Formosa wrote:
Ah and there you have it "if someone turns up with imperial guard and dark eldar etc." you DONT hve to play them, its YOUR hobby, sit down with your mates/club and talk it out and come to an agreement
As to the "why should we fix our own game", simply because nothing is perfect, we (community) have beendoing this since 40k began, why stop now... i mean look at the Inat FAQ, this exiss mainly because GW are so half arsed, if they did a proper job in the first place then the INATFAQ wouldnt exist at all, also look at the massive amount of Rules lawering that goes on in 5th already...
all im trying to say is, if you dont like the way the game is going do something about it and try to organise something with your local meta groups, being lazy or apathetic about something never helps.
But your point is totally valid and i understand, i just dont dislike what i have seen to the extent you do
I didn't quote the whole multi-quote tree you guys had going, but I wanted to respond to a few points, so this is directed at the general conversation that you guys were having.
A better analogy than the one presented earlier is this: Alcohol is legal most everywhere. Some people also abuse this right and drive drunk, start fights, etc. Sometimes this has serious repercussions. However, we don't ban alcohol because of a few bad apples. Most people will behave as responsible adults. Those that don't will be removed from interacting with others should the group choose to do so, just as drunk drivers are removed from society on occasion for their actions. Everyone is free to do whatever they like, and sometimes they will get reprimanded for poor behavior. There will always be a small group who will abuse any ruleset no matter what the ruleset allows, but I'd rather not remove the ability of the many who will use it for personal enjoyment without negatively affecting those around them.
I feel the net lists and stuff that we can expect to see will push people's limits with allies quickly enough. The dude rolling up with GK/ SW spam fest list should promptly expect to find himself sitting around with noone to play because most people don't want to play WAAC uber cheese.
Now when Formosa brings his Ravenwing to the imaginary shop where I also happen to play, I would love to play his Ravenwing with Stormraven list cause that's cool as hell. Just as I'm sure he'd be cool with me bringing my CSM/Chaos Daemons list that is not built to spam but rather to provide a means for building a fluffy Chaos army. I don't actually know Formosa, but I imagine we'd get along just fine and have a fun game.
I know its a few pages back but i needed sleep, and absolutely i would play you with that list.. i mean c'mon why dont CSM get proper deamons lol, id just consider it playing the chaos codex as it should have been
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Post by: tetrisphreak
GoDz BuZzSaW wrote:TBD wrote:So, if 10 wyches charge 10 Burna Boyz, how would Overwatch work out for everyone involved?
Each Burna Boy inflicts D3 Auto Hits per Burna's stats i believe, IE, lots of Dead Wyches, not sure if these will be rolling a D3 per Burna or rolling a D3 resembling the whole squad, IE rolling a 6 and each getting 3 Auto hits or rolling individually, so some get 3 Auto some get 1 Ect.
Yeah...it'd be d3 per flamer...
Based on what we've seen I don't think assaulting ANYTHING with a 5+ or worse save into burna boyz is a good idea. Sometimes even space marines shouldn't do it either. Just shoot the scoundrels.
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Post by: Do_I_Not_Like_That
Good news everyone - I'm getting back into 40k
For weeks, I've been banging the FOW drum, and I'll stand by what I said. But these allies rules have brought me out of retirement in order to save the game I used to love.
I will be the last bastion of integrity in the gaming community. In other words, I will not sully my units with the taint of alien troops
I don't want to ally with Orks, I want to shoot the b******s!!! I don't want pointy-eared elves prancing around, I want large templates on top of them!!!
At the risk of sounding like a well known dictator, I will be enforcing a racial purity rule in my force.  (ratlings are excluded)
Also, apart from the rulebook, I won't be spending a penny on new stuff. I will make terrain and tap into my vast collection of models.
Here is my 1000 point Imperial Guard force for 6th edition. Come and have a go if you think you're hard enough!!
CCS: Powerfist, medic, Company standard, 2 bodyguards, plasma gun, vox (no melta guns or chimera. stick that up your tournament list
Troop: Veteran squad with chimera GL,Vox, and heavy flamer. Sargeant has power sword and plasma pistol
Troop: Veteran squad with GL and vox. Sergeant with plasma pistol and power sword
Troop: Veteran squad squad with GL and vox.
Elite: 5 Ratlings
Heavy: Leman Russ with heavy bolter sponsoons.
Fast Attack: Devildog tank.
My opponent will be using necrons and will be fielding: a lord, 2 x 10 man warrior squad, scarabs, some destroyers, some necron immortals, and some flying thing he's still painting. And maybe something else.
I expect it to be a fun game. Will I care if my plastic soldiers get beaten? I doubt it...
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Post by: Ovion
Mandor wrote:Ovion wrote:Drunkspleen wrote:Therion wrote:Even if it was (the very same guy said different last night) the exaggerations going on here are a bit wild.
Regardless, it's a punishment for melee units that wasn't warranted, and unsurprisingly, hurts the more fragile melee units much more than the ubiquitous Ward Marine.
It may not render these units useless, but they didn't need it at all, and it's a bad shift for the already shooting inclined metagame.
Personally I think it's a fine rule.
All the fear and uncertainty was rather fixed with 'BS1' to be fair.
The rule is fine... to MEQ or TEQ assault units. It's just very powerful against Xenos assault armies. Especially Eldar and Dark Eldar, who have specialist units that excel in assault, but can't take getting shot up.
I do run an assaulty Dark Eldar, and I'm still fine with it. (admittedly a coven but still.)
It also gives my Tau a teency bit better chance in cc.
FnP is also now 5+ but works vs power weapons, and I can take an Autarch to boost my reserves. Things change, we adapt, it's all good.
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Post by: Joey
PCSs with 4 flamers and a power fist just became pretty damn potent.
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Post by: god.ra
PrimarchX wrote:How is it that people are posting rules clarifications already? Honestly. Wait 'til Saturday.
Please b ..... , go back where you are coming from ... Cave?
Anyone can confirm the squadron and dreds rules. Also does obscured is still 4+ save?
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Post by: TBD
Cadaver wrote:
A better analogy than the one presented earlier is this: Alcohol is legal most everywhere. Some people also abuse this right and drive drunk, start fights, etc. Sometimes this has serious repercussions. However, we don't ban alcohol because of a few bad apples. Most people will behave as responsible adults. Those that don't will be removed from interacting with others should the group choose to do so, just as drunk drivers are removed from society on occasion for their actions. Everyone is free to do whatever they like, and sometimes they will get reprimanded for poor behavior. There will always be a small group who will abuse any ruleset no matter what the ruleset allows, but I'd rather not remove the ability of the many who will use it for personal enjoyment without negatively affecting those around them.
Not that I don't agree with you, but now what if there is a "get as drunk as possible" contest being held (aka a competitive tournament) and people suddenly get access to 40% alcohol drinks instead of the usual much lower % (aka the amount of spam and shenanigans)?
It seem to be mostly tournament players who are concerned, as casual players can simply refuse to play cheeze and/or not use certain part of the rules if they don't like them.
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Post by: whigwam
god.ra wrote:Anyone can confirm the squadron and dreds rules. Also does obscured is still 4+ save?
Obscured is now a 5+.
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Post by: elrabin
Drunkspleen wrote:
Longer charge distances, good one.
Nobody is going to be declaring charges over 6, maybe 7 inches, at 7 inches you have a 58% chance of succeeding with your 2d6 roll to get into combat, that means, 42% of the time, you a) don't get to assault the enemy and b) give the enemy a free round of shooting at your melee unit. Assault ranges haven't gotten significantly longer, even if you can roll up a 12 every once in a while.
With Fleet/Jump Infantry's ability to reroll the charge dice, that's a 92% success rate of making a 6" charge, 82% success rate of making a 7" charge, and a 65% success rate to make an 8" charge. You still have a 48% chance to make a 9" charge. So fleet has a slightly reduced assault threat range (with the ability to get closer faster via run rerolls), and jump infantry get a boost to threat range.
Drunkspleen wrote:What other "rewards" have melee units gotten? I'd honestly love for you to name a few, I really hope there's something I'm missing, as it stands, they are at a significant disadvantage compared to last edition in my mind.
Can only kill what is visible and in range is a big one. Night fighting for at least turn 1 will also help against most armies. Jump Infantry are now fantastic assaulters, especially with the extra I10 hit on the charge. No more fearless wounds is also a very big deal.
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Post by: TBD
Joey wrote:PCSs with 4 flamers and a power fist just became pretty damn potent.
Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
(and Grey Hunters & Blood Angels assault squads, for example, can take 2 flamers per 10 guys)
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Post by: whigwam
TBD wrote:Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
I really hope not. Sisters of Vulkan anyone? *Edit: oh, they're Grudging Allies apparently. Nevermind!
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Post by: tetrisphreak
Nothing at all points to this but i wish special characters were prohibited from joining an ally detachment.
Is a Great Unclean One a unique or special character? Automatically Appended Next Post: TBD wrote:Joey wrote:PCSs with 4 flamers and a power fist just became pretty damn potent.
Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
(and Grey Hunters & Blood Angels assault squads, for example, can take 2 flamers per 10 guys)
Blood angels and Space wolves do not have the 'combat tactics' special rule, so they couldn't benefit from Vulkan anyway.
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Post by: tedurur
tetrisphreak wrote:Nothing at all points to this but i wish special characters were prohibited from joining an ally detachment.
Is a Great Unclean One a unique or special character?
Automatically Appended Next Post:
TBD wrote:Joey wrote:PCSs with 4 flamers and a power fist just became pretty damn potent.
Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
(and Grey Hunters & Blood Angels assault squads, for example, can take 2 flamers per 10 guys)
Blood angels and Space wolves do not have the 'combat tactics' special rule, so they couldn't benefit from Vulkan anyway.
You dont need combat tactics to benefit from Vulkans abilities. So Assuming effects carry over between brotheers in arms taking Vulkan would indeed twin link meltas and flamers.
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Post by: Kurce
TBD wrote:So, if 10 wyches charge 10 Burna Boyz, how would Overwatch work out for everyone involved?
Those wyches would die a horrible death. Not. Even. Close.
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Post by: GoDz BuZzSaW
Kurce wrote:TBD wrote:So, if 10 wyches charge 10 Burna Boyz, how would Overwatch work out for everyone involved?
Those wyches would die a horrible death. Not. Even. Close.
Let's just say the Wyches Declare an Assault, Nothing More
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Post by: TBD
tetrisphreak wrote:Nothing at all points to this but i wish special characters were prohibited from joining an ally detachment.
Is a Great Unclean One a unique or special character?
Automatically Appended Next Post:
TBD wrote:Joey wrote:PCSs with 4 flamers and a power fist just became pretty damn potent.
Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
(and Grey Hunters & Blood Angels assault squads, for example, can take 2 flamers per 10 guys)
Blood angels and Space wolves do not have the 'combat tactics' special rule, so they couldn't benefit from Vulkan anyway.
Does a Dreadnought or a Land Speeder with a flamer not currently benefit from Vulkan's rules too?
I thought that they do, but I could be wrong.
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Post by: rigeld2
TBD wrote:tetrisphreak wrote:Blood angels and Space wolves do not have the 'combat tactics' special rule, so they couldn't benefit from Vulkan anyway.
Does a Dreadnought or a Land Speeder with a flamer not currently benefit from Vulkan's rules too?
I thought that they do, but I could be wrong.
They do, you don't need combat tactics.
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Post by: H.B.M.C.
Is it 100%-totally-and-utterly-no-takebacks-confirmed that No Retreat wounds are g-o-n-e-gone from the rules?
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Post by: infinite_array
I know it would most likely be a terrible idea, but I do enjoy the thought of SW players taking 8 HQs in a 2000+ point game.
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Post by: lord_blackfang
H.B.M.C. wrote:Is it 100%-totally-and-utterly-no-takebacks-confirmed that No Retreat wounds are g-o-n-e-gone from the rules?
It's 100%-totally-and-utterly-no-takebacks-confirmed that one guy from Reddit couldn't find them in the book.
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Post by: GoDz BuZzSaW
lord_blackfang wrote:H.B.M.C. wrote:Is it 100%-totally-and-utterly-no-takebacks-confirmed that No Retreat wounds are g-o-n-e-gone from the rules?
It's 100%-totally-and-utterly-no-takebacks-confirmed that one guy from Reddit couldn't find them in the book.
It's 100%-totally-and-utterly-no-takebacks-confirmed that no sarcasm or smart arse comments were included in this and the quoted post.
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Post by: Kirasu
duplicate
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Post by: EmperorsChampion
I want to know more info about this PE rule. It is either going to make or break my Templars. Or make them shooty...
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Post by: ChocolateGork
infinite_array wrote:I know it would most likely be a terrible idea, but I do enjoy the thought of SW players taking 8 HQs in a 2000+ point game.
In the old rules it would have been unstoppable to have 8 wolf lords of Thunder Wolves All kitted Out
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Post by: rigeld2
EmperorsChampion wrote:I want to know more info about this PE rule. It is either going to make or break my Templars. Or make them shooty...
Instead of rerolling to hit (in 5th) you re-roll ones on to hit and to wound (in 6th).
Assuming the to hit/wound charts haven't changed (only saying that because I haven't seen them) it'll be a nerf on to-hit (on average vs MEQ) and a buff on to wound (on average vs MEQ).
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Post by: EmperorsChampion
rigeld2 wrote:EmperorsChampion wrote:I want to know more info about this PE rule. It is either going to make or break my Templars. Or make them shooty...
Instead of rerolling to hit (in 5th) you re-roll ones on to hit and to wound (in 6th).
Assuming the to hit/wound charts haven't changed (only saying that because I haven't seen them) it'll be a nerf on to-hit (on average vs MEQ) and a buff on to wound (on average vs MEQ).
Ew...that rule does not sound fun at all. Oh well, looks like im packing Chaplains again.
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Post by: Griever
tedurur wrote:tetrisphreak wrote:Nothing at all points to this but i wish special characters were prohibited from joining an ally detachment.
Is a Great Unclean One a unique or special character?
Automatically Appended Next Post:
TBD wrote:Joey wrote:PCSs with 4 flamers and a power fist just became pretty damn potent.
Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
(and Grey Hunters & Blood Angels assault squads, for example, can take 2 flamers per 10 guys)
Blood angels and Space wolves do not have the 'combat tactics' special rule, so they couldn't benefit from Vulkan anyway.
You dont need combat tactics to benefit from Vulkans abilities. So Assuming effects carry over between brotheers in arms taking Vulkan would indeed twin link meltas and flamers.
Yes, yes you do. Re-read his rule. You must exchange Combat Tactics for the twin-looked goodness, only Codex: Space Marine models have Combat Tactics.
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Post by: Angel_of_Rust
Feels pretty lopsided so far towards Marine flavors vs my Eldar flavors. I think everything with Fleet got the short end of the stick with the new charge range, whereas everything that didn't have it has been effectively buffed. At best Fleet units break even if we are charging into difficult terrain, and if not it's less reliable than before. Everybody else basically gained an extra d6 analogous to the run move before a 6" charge. I don't think the ability to reroll makes up for that especially if it's an all dice or none situation.
The comparison made about Wyches having a lower cost than marines as far as Overwatch deaths is nonsense. I don't charge squads at other equally costed squads. I charge with what fits in a transport, which is 10 Wyches, or 9 and a Haem. Unless you are suggesting I march the ladies across the table without a transport before I charge? As someone mentioned, the 4+ dodge is only against CC attacks, and even 5+ armor doesn't fair well against Bolter Overwatch. 9 Bolters Rapid Fire kill 2 with FnP 3 without, and a Missile Launcher is Instant Death (S 8 to T 3) one sixth of the time which skirts FnP anyway. 2.166 dead Wyches is just shy of 25% of the 9 man squad with FnP and 3.166 is over 30% of the 10 man squad. I'm sorry but that is not negligible, that is a morale test if you killed that many on your turn. I can't see how it becomes negligible considering you get it for free, on my turn, when I am trying to charge you. This doesn't just hold true just for Wyches, any 5+ armor unit fares just as poorly, and more so without access to FnP.
The FnP changes also look to benefit marines more than Eldar. From my experience, FnP gave units with poor armor saves at least a chance to save against Bolters and the like that ignored their armor. It was the saving grace for T3 things like Termagants and Wyches. I understand it is a 5+ instead of a 4+ now, but the methods of circumventing have disappeared. Problem is, Eldar still die to plasma because it's Instant Death, Marines no longer have that problem. In addition we don't have wide access to Power Fists and Hammers and the like. In most cases the best we can get is a plain old Power Weapon. Case and point are my Incubi and Banshees. Also we don't have a proliferation of 3+ or 2+ armor save that you need to get past before the FnP comes into question.
So now it takes a S8 anti-vehicle shot to Ignore FnP on a normal Marine. I think the Scorpion Claw is the only fist I can think of available to either army. Did anyone catch whether or not Rending weapons count as a Power Weapon as they do in 5th? That would be icing on the cake. On the flipside though, it's not like there are any high volume of fire S6 and S7 weaponry that would Instant Death and ignore FnP on Eldar that armies tend to take in droves on their vehicles like Scatter Lasers, Multi Lasers, Psycannons, Assault Cannons, Autocannons, etc.
So if you are T4 with 3+ armor things look pretty slick but not so much for T3 with 5+. I don't want to sound like the boy who cried wolf, and I know I at least don't have the full rulebook in front of me for the big picture, but I can't say things look too exciting with what I've learned so far. And as an added note am I the only one disappointed that Rapid Fire weapons seem to get better every edition and Assault weapons are almost shooting yourself in the foot at this point? I remember being excited back in third that a unit had Assault weapons instead of rapid fire. Now it almost seems like a disappointment.
Edit: And does the new Jink save make Flickerfields completely redundant and useless assuming I can move more than 0'?
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Post by: elrabin
Griever wrote:
Yes, yes you do. Re-read his rule. You must exchange Combat Tactics for the twin-looked goodness, only Codex: Space Marine models have Combat Tactics.
I looked at this yesterday. It says all your units lose Combat Tactics, but all flamers, etc become twin-linked.
This is different wording from Shrike and others, who says that units with Combat Tactics trade it for another rule (like fleet).
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Post by: GoDz BuZzSaW
Griever wrote:tedurur wrote:tetrisphreak wrote:Nothing at all points to this but i wish special characters were prohibited from joining an ally detachment.
Is a Great Unclean One a unique or special character?
Automatically Appended Next Post:
TBD wrote:Joey wrote:PCSs with 4 flamers and a power fist just became pretty damn potent.
Vulkan He'stan and his friends probably like this rule too.
I think his chapter tactics apply to potential "brothers in arms" allies as well?
(and Grey Hunters & Blood Angels assault squads, for example, can take 2 flamers per 10 guys)
Blood angels and Space wolves do not have the 'combat tactics' special rule, so they couldn't benefit from Vulkan anyway.
You dont need combat tactics to benefit from Vulkans abilities. So Assuming effects carry over between brotheers in arms taking Vulkan would indeed twin link meltas and flamers.
Yes, yes you do. Re-read his rule. You must exchange Combat Tactics for the twin-looked goodness, only Codex: Space Marine models have Combat Tactics.
No, No, No, That's not how it works
Read the entry again, All your marines exchange combat tactics making all of the weapons listed Twin Linked/Master Crafted meaning things without Combat Tactics such as vehicles are affected.
If you wanted it that way, providing they all count as 'One Army' as the Vulkan text says in 'Your Army' then indeed your allies would benefit from said ability.
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Post by: Kirasu
I feel like GW boys just kept getting crushed by assault armies and then hobbled them with the new rules (Still waiting for actual rules to make the judgment call tho).
Where as the rest of the world is getting shot off the board with assault being more of an afterthought.
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Post by: N.I.B.
If FNP unlike currently won't work on Instant Death, along with nerfed cover saves, it sounds like GW have sold their last Tyranid Warriors and Raveners. That's basically a huge nerf to FNP overall, regardless if it gets a slight boost when used on MC's.
A shame, I really thought 6th ed would unlock the 75% of my codex that I can't deploy outside beer&pretzel games. Instead the viable pool of units got even smaller. Look how the mighty Genestealers have fallen.
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Post by: GoDz BuZzSaW
As a Chaos player who used plague marines a lot i'd prefer it on a 4+ to a 5+ as I never seem to get shot by those low AP weapons and i'd still get my 4+ FnP against Flamestorm cannons and other AP3 weaponry. This FnP is not going to help gaunts very much as they will die to a volume of attacks not power weapons anyway.
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Post by: Sephyr
I have to agree, Angel_of_Rust. Though I don't think Assault weapons are getting weaker as much as assaulting in general is getting less desirable unless you are a unit of terminators or MeQs with FNP and a Power Fist.
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Post by: rigeld2
Griever wrote:Yes, yes you do. Re-read his rule. You must exchange Combat Tactics for the twin-looked goodness, only Codex: Space Marine models have Combat Tactics.
Back at you.
All units lose Combat Tactics.
All TH are mastercrafted, etc.
It's not a trade out - hence the reason vehicles benefit as well.
EmperorsChampion wrote:rigeld2 wrote:EmperorsChampion wrote:I want to know more info about this PE rule. It is either going to make or break my Templars. Or make them shooty...
Instead of rerolling to hit (in 5th) you re-roll ones on to hit and to wound (in 6th).
Assuming the to hit/wound charts haven't changed (only saying that because I haven't seen them) it'll be a nerf on to-hit (on average vs MEQ) and a buff on to wound (on average vs MEQ).
Ew...that rule does not sound fun at all. Oh well, looks like im packing Chaplains again.
Remember, it applies to shooting as well. It's an overall buff counting the shooting buff.
36612
Post by: Zyllos
N.I.B. wrote:If FNP unlike currently won't work on Instant Death, along with nerfed cover saves, it sounds like GW have sold their last Tyranid Warriors and Raveners. That's basically a huge nerf to FNP overall, regardless if it gets a slight boost when used on MC's.
A shame, I really thought 6th ed would unlock the 75% of my codex that I can't deploy outside beer&pretzel games. Instead the viable pool of units got even smaller. Look how the mighty Genestealers have fallen.
Yup, this is the exact same I am seeing for 6th for Tyranids. ID makes one third of the book useless, reserves kills another one third.
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Post by: EmperorsChampion
rigeld2 wrote:Griever wrote:Yes, yes you do. Re-read his rule. You must exchange Combat Tactics for the twin-looked goodness, only Codex: Space Marine models have Combat Tactics.
Back at you.
All units lose Combat Tactics.
All TH are mastercrafted, etc.
It's not a trade out - hence the reason vehicles benefit as well.
EmperorsChampion wrote:rigeld2 wrote:EmperorsChampion wrote:I want to know more info about this PE rule. It is either going to make or break my Templars. Or make them shooty...
Instead of rerolling to hit (in 5th) you re-roll ones on to hit and to wound (in 6th).
Assuming the to hit/wound charts haven't changed (only saying that because I haven't seen them) it'll be a nerf on to-hit (on average vs MEQ) and a buff on to wound (on average vs MEQ).
Ew...that rule does not sound fun at all. Oh well, looks like im packing Chaplains again.
Remember, it applies to shooting as well. It's an overall buff counting the shooting buff.
Well, I could see a reason to take bolter crusader squads now and more tactical terminators. Least it is not a complete nerf and just a slight change.
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Post by: xttz
N.I.B. wrote:If FNP unlike currently won't work on Instant Death, along with nerfed cover saves, it sounds like GW have sold their last Tyranid Warriors and Raveners. That's basically a huge nerf to FNP overall, regardless if it gets a slight boost when used on MC's.
A shame, I really thought 6th ed would unlock the 75% of my codex that I can't deploy outside beer&pretzel games. Instead the viable pool of units got even smaller. Look how the mighty Genestealers have fallen.
If the bonesword rules don't get FAQ'd away, you better start sticking wings + swords on all your Warriors... as it stands Shrikes get a free I10 attack that ignores armour on the charge.
I also read something about Beasts ignoring terrain, which could effectively mean Raveners count has having assault grenades.
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Post by: streamdragon
Just pointing out that the AMA dude on Reddit said that anything that acts like a power weapon but with special rules of its own still counts as AP3. So Boneswords are most likely AP3, not 2. Also, the Hammer of Wrath hits don't benefit from your weapons, they hit at base S like Impact Hits in fantasy; so you won't be ignoring armor saves with shrikes.
edited for quote:
[–]Rixitotal[S] 6 points 19 hours ago
no, if it has its own special rules but counts as a power weapon its the same but AP3. again, FAQ should sort it.
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Post by: rigeld2
streamdragon wrote:Just pointing out that the AMA dude on Reddit said that anything that acts like a power weapon but with special rules of its own still counts as AP3. So Boneswords are most likely AP3, not 2. Also, the Hammer of Wrath hits don't benefit from your weapons, they hit at base S like Impact Hits in fantasy; so you won't be ignoring armor saves with shrikes.
edited for quote:
[–]Rixitotal[S] 6 points 19 hours ago
no, if it has its own special rules but counts as a power weapon its the same but AP3. again, FAQ should sort it.
Boneswords don't "count as" power weapons, they make your attacks ignore armor saves.
Minor but distinct difference.
But yeah, the FAQ/Errata will have to sort it out.
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Post by: Ovion
streamdragon wrote:Just pointing out that the AMA dude on Reddit said that anything that acts like a power weapon but with special rules of its own still counts as AP3. So Boneswords are most likely AP3, not 2. Also, the Hammer of Wrath hits don't benefit from your weapons, they hit at base S like Impact Hits in fantasy; so you won't be ignoring armor saves with shrikes.
edited for quote:
[–]Rixitotal[S] 6 points 19 hours ago
no, if it has its own special rules but counts as a power weapon its the same but AP3. again, FAQ should sort it.
I think Bone Swords aren't power weapons, but specifically ignore armour saves.
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Post by: tetrisphreak
Ok going by the Battle report in White Dwarf - they didn't use special characters in their ally detachments. There is hope that Draigo wont' show up to every ultramarine battle. Hopefully someone on reddit will ask the man with the book if special/unique characters are prohibited from being in an allied detachment.
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Post by: xttz
streamdragon wrote:Just pointing out that the AMA dude on Reddit said that anything that acts like a power weapon but with special rules of its own still counts as AP3. So Boneswords are most likely AP3, not 2. Also, the Hammer of Wrath hits don't benefit from your weapons, they hit at base S like Impact Hits in fantasy; so you won't be ignoring armor saves with shrikes.
edited for quote:
[–]Rixitotal[S] 6 points 19 hours ago
no, if it has its own special rules but counts as a power weapon its the same but AP3. again, FAQ should sort it.
xttz wrote:The rules for Boneswords in their codex (which take precedence) state: No armour saves may be taken against wounds inflicted in close combat by a Tyranid with a Bonesword...
To me this means two things:
1) They're not power weapons, they just ignore armour saves. Meaning they're effectively AP2 but without the damage bonus to vehicles.
2) As the rule applies to all Tyranid close combat attacks (RAW), it means that Shrikes with boneswords will also ignore armour for their I10 'Hammer of Wrath' attacks. I'll just let that one sink in for a minute.
" counts as power weapon" is not the same as " no armour saves may be taken"
It probably needs a FAQ, but until I see one I'm going to be cautiously optimistic about this!
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Post by: lord_blackfang
Ovion wrote:I think Bone Swords aren't power weapons, but specifically ignore armour saves.
ib4 FAQs say Warscythes are AP2 but Bone Swords are AP3
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Post by: GoDz BuZzSaW
tetrisphreak wrote:Ok going by the Battle report in White Dwarf - they didn't use special characters in their ally detachments. There is hope that Draigo wont' show up to every ultramarine battle. Hopefully someone on reddit will ask the man with the book if special/unique characters are prohibited from being in an allied detachment.
I thought Draigo allied the Guard?
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Post by: wyomingfox
kirsanth wrote:Am I the only one playing Tyranids that takes the next bit of spite in line?
Mostly it is ok because it only indirectly inhibits us playing, right?
I mean, if you are awesome, things still go well!
Most people just get kicked since they are down.
A better question Kirsanth...are you and I the only ones still playing Tyranids
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Post by: rigeld2
lord_blackfang wrote:Ovion wrote:I think Bone Swords aren't power weapons, but specifically ignore armour saves.
ib4 FAQs say Warscythes are AP2 but Bone Swords are AP3
... Yeah. I can see that happening. No sarcasm.
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Post by: tetrisphreak
GoDz BuZzSaW wrote:tetrisphreak wrote:Ok going by the Battle report in White Dwarf - they didn't use special characters in their ally detachments. There is hope that Draigo wont' show up to every ultramarine battle. Hopefully someone on reddit will ask the man with the book if special/unique characters are prohibited from being in an allied detachment.
I thought Draigo allied the Guard?
CSM allied a deamon detachment, IG allied a GK detachment. The Daemon HQ was a Great Unclean One, the GK HQ was a GK Librarian in Terminator armor.
What i'm HOPING for is that special characters cannot be taken as allies, no matter what your main codex is. It wouldn't prevent all the tomfoolery but it would keep Draigo, Njal, Mephiston, etc from showing up at every battle ever.
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Post by: ZebioLizard2
Feels pretty lopsided so far towards Marine flavors vs my Eldar flavors. I think everything with Fleet got the short end of the stick with the new charge range, whereas everything that didn't have it has been effectively buffed. At best Fleet units break even if we are charging into difficult terrain, and if not it's less reliable than before. Everybody else basically gained an extra d6 analogous to the run move before a 6" charge. I don't think the ability to reroll makes up for that especially if it's an all dice or none situation.
You get to re-roll your run move, and one die from the 2D6 charge. So you get movement, rerolled run dice, and a rerolled low die for charging.
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Post by: DarkStarSabre
wyomingfox wrote:kirsanth wrote:Am I the only one playing Tyranids that takes the next bit of spite in line?
Mostly it is ok because it only indirectly inhibits us playing, right?
I mean, if you are awesome, things still go well!
Most people just get kicked since they are down.
A better question Kirsanth...are you and I the only ones still playing Tyranids 
Am I chopped liver?
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Post by: GoDz BuZzSaW
Thinking about it, Preferred enemy will be the filth with Overwatch when GKs play Daemons, Bloodletters charge and i get more hits and wounds, yes please! And it will ensure my hammers do Justice.
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Post by: rigeld2
DarkStarSabre wrote:wyomingfox wrote:kirsanth wrote:Am I the only one playing Tyranids that takes the next bit of spite in line?
Mostly it is ok because it only indirectly inhibits us playing, right?
I mean, if you are awesome, things still go well!
Most people just get kicked since they are down.
A better question Kirsanth...are you and I the only ones still playing Tyranids 
Am I chopped liver?
There is only one Tyranid player. The rest of us are extensions of The One Hive Mind.
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Post by: streamdragon
rigeld2 wrote:Boneswords don't "count as" power weapons, they make your attacks ignore armor saves.
Minor but distinct difference.
But yeah, the FAQ/Errata will have to sort it out.
Ovion wrote:I think Bone Swords aren't power weapons, but specifically ignore armour saves.
xttz wrote:counts as power weapon" is not the same as "no armour saves may be taken"
It probably needs a FAQ, but until I see one I'm going to be cautiously optimistic about this!
I agree the FAQ will be the final arbiter, but from what we've seen the melee weapons that are AP2 are the ones that reduce your Init. to 1: power fists, power axe, thunder hammer. Boneswords don't fall into this category. Not definitive, obviously, but it does imply a pattern.
lord_blackfang wrote:Ovion wrote:I think Bone Swords aren't power weapons, but specifically ignore armour saves.
ib4 FAQs say Warscythes are AP2 but Bone Swords are AP3
You know it's going to happen... you just know it.
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Post by: tetrisphreak
ZebioLizard2 wrote:Feels pretty lopsided so far towards Marine flavors vs my Eldar flavors. I think everything with Fleet got the short end of the stick with the new charge range, whereas everything that didn't have it has been effectively buffed. At best Fleet units break even if we are charging into difficult terrain, and if not it's less reliable than before. Everybody else basically gained an extra d6 analogous to the run move before a 6" charge. I don't think the ability to reroll makes up for that especially if it's an all dice or none situation. You get to re-roll your run move, and one die from the 2D6 charge. So you get movement, rerolled run dice, and a rerolled low die for charging. It was actually confirmed that you can either run, or assault, but not both. Fleet only allows a re-roll of the run or assault dice. Hazy on whether you can re-roll just one of the 2d6 for assault, or both of them (i've heard both).
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Post by: streamdragon
ZebioLizard2 wrote:Feels pretty lopsided so far towards Marine flavors vs my Eldar flavors. I think everything with Fleet got the short end of the stick with the new charge range, whereas everything that didn't have it has been effectively buffed. At best Fleet units break even if we are charging into difficult terrain, and if not it's less reliable than before. Everybody else basically gained an extra d6 analogous to the run move before a 6" charge. I don't think the ability to reroll makes up for that especially if it's an all dice or none situation.
You get to re-roll your run move, and one die from the 2D6 charge. So you get movement, rerolled run dice, and a rerolled low die for charging.
I'd say the biggest hit to Fleet is the loss of charging after the run.
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Post by: GoDz BuZzSaW
streamdragon wrote:
lord_blackfang wrote:Ovion wrote:I think Bone Swords aren't power weapons, but specifically ignore armour saves.
ib4 FAQs say Warscythes are AP2 but Bone Swords are AP3
You know it's going to happen... you just know it.
"MATTHEW! GO TO YOUR ROOM, YOU'VE BEEN A BAD BAD BOY MATTHEW!"
"But all i wanted was to make my robots awesome"
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Post by: rigeld2
So Fleet is overall worse than before on average. 5th: 6" move, 3" run, 6" assault = 21" average threat range 6th: 6" move, 9" assault (depending on how you re-roll, but we'll go with this) = 15" average threat range. Added to the fact that if you have to leave cover there's zero guarantee you won't fail the charge and get shot off the board next turn. edit: leaving my fail there for everyone to see and mock me for. Corrected: 5th: 6" move, 3" run, 6" assault = 15" average threat range 6th: 6" move, 9" assault (depending on how you re-roll, but we'll go with this) = 15" average threat range. I still think Fleet is worse in 6th than it was in 5th - assaults are less reliable, and you have to commit to being out of cover to attempt the charge. In 5th if the run roll was low enough you just didn't bother leaving cover.
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Post by: tetrisphreak
rigeld2 wrote:So Fleet is overall worse than before on average.
5th: 6" move, 3" run, 6" assault = 21" average threat range
6th: 6" move, 9" assault (depending on how you re-roll, but we'll go with this) = 15" average threat range.
Added to the fact that if you have to leave cover there's zero guarantee you won't fail the charge and get shot off the board next turn.
6+3+6 = 21???
Both your examples add up to 15". you've proven yourself wrong in a single post. I say to you, sir: fail.
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Post by: streamdragon
Edit 2: Double post resolved, original post eaten.
Hormagaunts really lose out, since they already get 3 dice take the best for Run, Fleet only really helps them during charges now. (which they can no longer do after a run...)
Thanks GW, I was looking for an excuse to not put my gaunts together. Thanks bro.
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Post by: lord_blackfang
rigeld2 wrote:So Fleet is overall worse than before on average.
5th: 6" move, 3" run, 6" assault = 21" average threat range
6th: 6" move, 9" assault (depending on how you re-roll, but we'll go with this) = 15" average threat range.
Quoted for posterity.
6+3+6=21
6+9=15
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Post by: rigeld2
... Apparently I fail at math. I have no idea how I added another 6" in there.
Oops. Editing.
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Post by: GoDz BuZzSaW
tetrisphreak wrote:rigeld2 wrote:So Fleet is overall worse than before on average.
5th: 6" move, 3" run, 6" assault = 21" average threat range
6th: 6" move, 9" assault (depending on how you re-roll, but we'll go with this) = 15" average threat range.
Added to the fact that if you have to leave cover there's zero guarantee you won't fail the charge and get shot off the board next turn.
6+3+6 = 21???
Both your examples add up to 15". you've proven yourself wrong in a single post. I say to you, sir: fail.
Haha, although he has a point when it comes to Wyches.
12" move, 2" Disembark, 3" fleet, 6 inch assault. =23"
6" move, 6" Disembark, 9" Charge 21"
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Post by: Zakriv
Anyone know if there is a confirmed list of allies? As in, who can ally with who.
I remember seeing one a while back, but I'm not sure if that one was just a rumor or not.
...more specifically, anyone know who Dark Eldar can ally with?
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Post by: Angel_of_Rust
Zakriv wrote:Anyone know if there is a confirmed list of allies? As in, who can ally with who.
I remember seeing one a while back, but I'm not sure if that one was just a rumor or not.
...more specifically, anyone know who Dark Eldar can ally with?
It's in the first post for posterity I believe.
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Post by: rigeld2
Someone else posted a chart that says what I was trying to say (except they didn't fail basic math).
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Post by: Ovion
Zakriv wrote:Anyone know if there is a confirmed list of allies? As in, who can ally with who.
I remember seeing one a while back, but I'm not sure if that one was just a rumor or not.
...more specifically, anyone know who Dark Eldar can ally with?
Black Templars, Chaos Daemons, Chos Space Marines, Eldar, Grey Knights, Imperial Guard, Orks, Sisters of Battle, Space Marines, Space Wolves and Tau Empire
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Post by: wyomingfox
Fetterkey wrote:1. Buffs to psykers. Tyranids can field what, 15 psykers in an army? Maybe more? They commonly field five or more-- more psykers than any other army.
If we took 9 Zoes, 2 HQ, and 6 Genestealer Broods with Broodlords, we would max out at 17 Psychers. We would also be tabled by turn 2. Most Tyranid players don't run Zoes or Broodlords due to thier expense. The most psychers you typically see is 5 and that is with Tervigon Spam lists. Otherwise 2-3 is more common. You are probably thinking of Grey Knights  .
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Post by: Therion
Well, jump infantry moves faster.
12" move, 9" assault. Bonus 3 inches.
Does anybody remember how beasts move? They're probably slower now.
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Post by: streamdragon
used to be 12" move, Fleet, I believe?
Edit; according to the AMA, they're still 12" move with Fleet.
So on average it should be about the same I guess?
used to be 12" move, 3" fleet, 6" charge for 21"
Now 12" move, ~9" charge using the fleet re-roll for 21" still?
It's just that their variance has gone down:
Old: 18 + 1d6
New: 12 + (2d6 reroll lowest die)
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Post by: Zakriv
Haha, wow, that's an expansive list.
So can allies be used in a normal game? Say, my buddy and I playing a 1500 point game or something. I'm guessing the 'Unholy Alliance' thing means you have to roll on a chart or something like that to determine if your forces start freaking the hell out.
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Post by: Therion
used to be 12" move, Fleet, I believe?
They move 6"+ D6"+12" in 5th but since in 6th everyone assaults 2D6" I'm just curious if beasts are identical to infantry with fleet now.
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Post by: tetrisphreak
Therion wrote:Well, jump infantry moves faster. 12" move, 9" assault. Bonus 3 inches. Does anybody remember how beasts move? They're probably slower now. 12" move, fleet, 2d6" charge. Ignores penalty for charging through terrain ( 3d6" drop highest). edit - so that makes them 2-3" slower than now, but more maneuverable thanks to a 12" move. Baron sathonyx can use his skyboard with a beast unit now.
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Post by: Therion
12" move, fleet, 2d6" charge. Ignores penalty for charging through terrain (3d6" drop highest).
So that's the exact same distance as (new) jump infantry, except they ignore terrain when charging and jump infantry ignores it when moving?
Either way, everything else either stayed the same or was nerfed except jump infantry which got better.
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Post by: tetrisphreak
Therion wrote:12" move, fleet, 2d6" charge. Ignores penalty for charging through terrain (3d6" drop highest).
So that's the exact same distance as (new) jump infantry, except they ignore terrain when charging and jump infantry ignores it when moving? That sounds right, if the facts i've read are accurate. edit to include quote: Calvary/ Beast movements and assaults info please [–]Rixitotal[S] 1 point 42 seconds ago move 12. are fleet. cav arnt slowed by terrain but counts as dangerous. beasts ignore terrain altogether!
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Post by: Baronyu
On the bright side, we now get to fire our pistols before charging!
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Post by: Therion
beasts ignore terrain altogether!
I've discovered that if a rule change could possibly benefit Necrons in any way, in 6th edition it will.
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Post by: rigeld2
Necrons release.
Community: "Wow - decent codex - not overpowered but has some strong combos and works well overall. Good job GW!"
GW: LOLNEWEDITION
Community: "Um. So everything we just said about the Necron codex? Yeah. What were you thinking?"
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Post by: quilava1
wyomingfox wrote:Fetterkey wrote:1. Buffs to psykers. Tyranids can field what, 15 psykers in an army? Maybe more? They commonly field five or more-- more psykers than any other army.
If we took 9 Zoes, 2 HQ, and 6 Genestealer Broods with Broodlords, we would max out at 17 Psychers. We would also be tabled by turn 2. Most Tyranid players don't run Zoes or Broodlords due to thier expense. The most psychers you typically see is 5 and that is with Tervigon Spam lists. Otherwise 2-3 is more common. You are probably thinking of Grey Knights  .
But I I took 2 Tyrants as HQs, a full brood of zoes, and a tervigon as a troop, thats 6
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Post by: tetrisphreak
Quark wrote:Edit: double post?
Dakka is making ghosted double posts lately, has been for the entire weekend.
To your comment about shooting yourself out of assault range --it happens in 5e all the time. There are plenty of instances where i say "no, i don't want to shoot with that unit; i'd rather make sure i have range to assault."
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Post by: quilava1
Quark wrote:Baronyu wrote:On the bright side, we now get to fire our pistols before charging!
I'll laugh the first time an assault unit shoots itself out of range. Unless it's me.
My guess is the assault phase would be a mini game turn.
1) Assualt unit
2) Charging unit fires pistols, charged unit overwatch
3) Start chopping things to bits
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Post by: GoDz BuZzSaW
tetrisphreak wrote:Quark wrote:Edit: double post?
Dakka is making ghosted double posts lately, has been for the entire weekend.
To your comment about shooting yourself out of assault range --it happens in 5e all the time. There are plenty of instances where i say "no, i don't want to shoot with that unit; i'd rather make sure i have range to assault."
A least allocation makes it less likely with the prised melta at the front.
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Post by: tetrisphreak
GoDz BuZzSaW wrote:tetrisphreak wrote:Quark wrote:Edit: double post?
Dakka is making ghosted double posts lately, has been for the entire weekend.
To your comment about shooting yourself out of assault range --it happens in 5e all the time. There are plenty of instances where i say "no, i don't want to shoot with that unit; i'd rather make sure i have range to assault."
A least allocation makes it less likely with the prised melta at the front.
Yeah meltas and flamers will still find their way to the fronts of squads. I foresee a lot of "Look out!" saves being taken on models holding the prized special weaponry.
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Post by: quilava1
With the new remove casualties from the front, I'm predicting the fall of the flamer (and liquefier, and anything else flamer like). The only reason you would NEED a flame template is if you play a redeemer or pyrovore or some unit thats either vehicle or pure flamer.
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Post by: rigeld2
Flamers can still work fine not in the front of the unit. It just take some care with placement.
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Post by: Baronyu
Actually, if we count the shooting we now get before an assault, what will the mathammer says about the wyches' chance? Assuming we're sending 10 wyches against a full 10 tactical squad...
Splinter pistol x 10 - 6.67 hits - 3.33 wounds - 2.22 dead marines after save
Amateur mathammer there, hope I've done it right... Now, I was gonna do the death count for wyches next, but my lack of experience is hurting me right now, as I have not an idea what a typical tact squad would take at 10 men, I'm assuming a flamer is mostly standard now with overwatch... So, if anyone could be so nice to finish this death count for me I'd be a very happy dark eldar...
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Post by: Pacific
Fetterkey wrote:wuestenfux wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
Burna Boys are better shot down anyway.
Quite. In most games, Overwatch-- like Snap Fire-- will mean nothing but perhaps a few lucky hits over the course of a game, and the few units that are dangerous when overwatching can be dealt with by means other than assault.
It does however do away with the ridiculous level of abstraction involved with your unit just standing there, presumably discussing the merits of diesel or petrol engines in cars, while the enemy just charges in to hack you to bits!
It's definitely one of the better looking changes in this edition I think.
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Post by: ChocolateGork
Pacific wrote:Fetterkey wrote:wuestenfux wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
Burna Boys are better shot down anyway.
Quite. In most games, Overwatch-- like Snap Fire-- will mean nothing but perhaps a few lucky hits over the course of a game, and the few units that are dangerous when overwatching can be dealt with by means other than assault.
It does however do away with the ridiculous level of abstraction involved with your unit just standing there, presumably discussing the merits of diesel or petrol engines in cars, while the enemy just charges in to hack you to bits!
It's definitely one of the better looking changes in this edition I think.
Does it really do away with the abstraction though? OH NO IM A WELL DRILLED AND EXPERIENCED SOLDIER AND THE ENEMY ARE 30 METERS AWAY FROM MEEEEE!!! LETS NOT HIT THEM! INSTEAD IM GOING TO NOT HIT A BARN DOOR SOMEWHERE FAR ABOVE THEIR HEADS! Automatically Appended Next Post: I agree its better though
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Post by: Goresaw
I don't think many players will stick their special weapons in the front. Even with Look out Sir rules, any chance of losing the useful model is to much of a chance to be worth taking.
Its definitely a damned if you do, damned if you don't sort of system for flamers/melta. You want to be close so you can get range. The problem is, if you decide to stay close, you either will be a) vulnerable to return fire because you're in the front rank or b). vulnerable to blast because all of your guys are clumped up closely at the front of the squad's position.
I personally like the rule, because I can foresee it driving people to make manueverable armies. Right now, its all about volume of fire attempting to make the special weapon guys take wounds and fail saves. If casualities are directional, it will make the game about manuvering. Bikes, Scourges, infiltrators, etc all become very good at shooting squads; either risking the guy's special weapon or forcing him to position it awkwardly.
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Post by: Morathi's Darkest Sin
Did anyone find out what the force weapon ap is?
Just wondering what options to take on my Grey Knight Terminators before I put them together.
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Post by: xttz
Morathi's Darkest Sin wrote:Did anyone find out what the force weapon ap is?
Just wondering what options to take on my Grey Knight Terminators before I put them together.
Magnets!
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Post by: Therion
I personally like the rule
I like the rule too because the whole 'hidden super weapon that always dies last' system has only ever benefited a handful of armies. Many specialist armies have the entire unit armed with the same expensive weaponry and always lose something of value when they lose a model. The ablative wounds concept is imbalanced because it doesn't treat everyone fairly.
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Post by: Drunkspleen
Baronyu wrote:Actually, if we count the shooting we now get before an assault, what will the mathammer says about the wyches' chance? Assuming we're sending 10 wyches against a full 10 tactical squad...
Splinter pistol x 10 - 6.67 hits - 3.33 wounds - 2.22 dead marines after save
Amateur mathammer there, hope I've done it right... Now, I was gonna do the death count for wyches next, but my lack of experience is hurting me right now, as I have not an idea what a typical tact squad would take at 10 men, I'm assuming a flamer is mostly standard now with overwatch... So, if anyone could be so nice to finish this death count for me I'd be a very happy dark eldar...
Interesting, I never knew Space Marines failed 2 thirds of their 3+ saves on average.
Pacific wrote:Fetterkey wrote:wuestenfux wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
Burna Boys are better shot down anyway.
Quite. In most games, Overwatch-- like Snap Fire-- will mean nothing but perhaps a few lucky hits over the course of a game, and the few units that are dangerous when overwatching can be dealt with by means other than assault.
It does however do away with the ridiculous level of abstraction involved with your unit just standing there, presumably discussing the merits of diesel or petrol engines in cars, while the enemy just charges in to hack you to bits!
It's definitely one of the better looking changes in this edition I think.
You mean the abstraction where there was an entire section of the assault rules titled "Defenders React" which described the reaction that defenders had when assaulted which was to prepare properly for the ensuing combat and get to grips with their opponent.
Not to mention the entire turn structure is an abstraction for simultaneous events, so what you did while they charged you was shoot at whoever you shot in your previous turn.
I wouldn't mind this Overwatch change so much if it were done in lieu of the defenders fighting in the ensuing melee, not only does that make a lot more sense than what we have now, but it gives the shooty armies their defense against melee without skewing the balance of melee away from specialists and more towards all rounder units.
What I'm really dreading though, is when units with Counter Attack are still allowed to take their overwatch shooting, explain to me why some supposedly ferocious Space Wolves who leap headlong at their attackers should get to unleash an extra volley of bolter fire while doing so but my assaulting units aren't allowed to fire their weapons during the assault phase.
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Post by: GoDz BuZzSaW
Morathi's Darkest Sin wrote:Did anyone find out what the force weapon ap is?
Just wondering what options to take on my Grey Knight Terminators before I put them together.
I've got a bid of Sad Face Sydrome, I love Power Armoured GKs and they've taken a real hit, but now they could have a 4+ Inv in combat, Although i'd take Termie killing power over a 4+ inv any day
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Post by: Mohoc
Charge at a squadron of three Punisher LRBs w/ Heavy Bolters and Heavy Stubbers..... watch unit get torn apart with SnapFire
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Post by: Goresaw
Therion wrote:I personally like the rule
I like the rule too because the whole 'hidden super weapon that always dies last' system has only ever benefited a handful of armies. Many specialist armies have the entire unit armed with the same expensive weaponry and always lose something of value when they lose a model. The ablative wounds concept is imbalanced because it doesn't treat everyone fairly.
I agree with you on the fact it doesn't treat eveyone fairly.. but just not in the way you are thinking.
When I think about alibative wounds, I think about one of the worst troop choices in the game... the SM tact squad. You are paying for... and MUST pay for, 8 very expensive alibative wounds.
I don't think any army truly LIKES alibative wounds. I don't think any ork player ever said "hmm, wish I had some normal boyz mixed in with my burnaz," or a DE player that didn't take 3-4 trueborn with blasters with zero alibatives.
So in my opinion, the new system actually treats these sort of alibative wound more fairly because now you know (provided you positioned properly) the enemy MUST kill 4 space marines before he gets your melta, rather than wound wrapping to get him. In my opinion is that before, it was somewhat unfair because many players HAD to take these lousy alibative wounds, that didn't want to take them at all.
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Post by: warboss
edit: double post strikes again in this thread.
edit: and now my original quote/post disappeared.
N.I.B. wrote:
If FNP unlike currently won't work on Instant Death, along with nerfed cover saves, it sounds like GW have sold their last Tyranid Warriors and Raveners. That's basically a huge nerf to FNP overall, regardless if it gets a slight boost when used on MC's.
A shame, I really thought 6th ed would unlock the 75% of my codex that I can't deploy outside beer&pretzel games. Instead the viable pool of units got even smaller. Look how the mighty Genestealers have fallen.
Last I checked, FNP doesn't work versus ID currently so that's not a change. You're trading a 4+ that is negated by ap1-2 and power weapons for an otherwise always there 5+ ( ID notwithstanding of course).
As for genestealers, I suspect their viability would hinge on the assault into cover rules. Does anyone know if you're still going last if you don't have frag grenade equivalents?
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Post by: Ovion
Drunkspleen wrote:Pacific wrote:Fetterkey wrote:wuestenfux wrote:Fetterkey wrote:You know, if your Wyches assault 10 Marines, you take a mighty 1.48 casualties with Feel no Pain up-- not exactly a devastating blow. As I said earlier, the impact of Overwatch is vastly overblown. Unless you're charging Burna Boyz, it's not something to really worry about.
Burna Boys are better shot down anyway. Quite. In most games, Overwatch-- like Snap Fire-- will mean nothing but perhaps a few lucky hits over the course of a game, and the few units that are dangerous when overwatching can be dealt with by means other than assault. It does however do away with the ridiculous level of abstraction involved with your unit just standing there, presumably discussing the merits of diesel or petrol engines in cars, while the enemy just charges in to hack you to bits! It's definitely one of the better looking changes in this edition I think. You mean the abstraction where there was an entire section of the assault rules titled "Defenders React" which described the reaction that defenders had when assaulted which was to prepare properly for the ensuing combat and get to grips with their opponent. Not to mention the entire turn structure is an abstraction for simultaneous events, so what you did while they charged you was shoot at whoever you shot in your previous turn. I wouldn't mind this Overwatch change so much if it were done in lieu of the defenders fighting in the ensuing melee, not only does that make a lot more sense than what we have now, but it gives the shooty armies their defense against melee without skewing the balance of melee away from specialists and more towards all rounder units. What I'm really dreading though, is when units with Counter Attack are still allowed to take their overwatch shooting, explain to me why some supposedly ferocious Space Wolves who leap headlong at their attackers should get to unleash an extra volley of bolter fire while doing so but my assaulting units aren't allowed to fire their weapons during the assault phase. If you had to choose between full shots at standard BS, or CC attacks, then instead of would make sense. Otherwise at BS1 99% of the time you'd be better off just trying to hit back anyway. Now I wouldn't mind that either, as it would be more beneficial to my Tau, but hey.
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Post by: Therion
When I think about alibative wounds, I think about one of the worst troop choices in the game... the SM tact squad
I think Grey Hunters or Blood Angel Assault Squads, some of the best troop choices in the game, that can spend 5 or 10 points for anti-tank versatility that in 5th edition stays with the squad untill the very last model.
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Post by: Mohoc
Anyone got the new pen chart?
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Post by: Baronyu
Drunkspleen wrote:Baronyu wrote:Actually, if we count the shooting we now get before an assault, what will the mathammer says about the wyches' chance? Assuming we're sending 10 wyches against a full 10 tactical squad...
Splinter pistol x 10 - 6.67 hits - 3.33 wounds - 2.22 dead marines after save
Amateur mathammer there, hope I've done it right... Now, I was gonna do the death count for wyches next, but my lack of experience is hurting me right now, as I have not an idea what a typical tact squad would take at 10 men, I'm assuming a flamer is mostly standard now with overwatch... So, if anyone could be so nice to finish this death count for me I'd be a very happy dark eldar...
Interesting, I never knew Space Marines failed 2 thirds of their 3+ saves on average.
Oops, I did say it's noob mathammer!
So..hmm.. 1.11 dead after save? So... I don't think the death count would be that different for the wyches with only 1 dead marine then...
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Post by: Mandor
Mohoc wrote:Anyone got the new pen chart?
Yes, we've hidden in this thread's 80+ pages. Have fun finding it!
20867
Post by: Just Dave
rigeld2 wrote:Necrons release.
Community: "Wow - decent codex - not overpowered but has some strong combos and works well overall. Good job GW!"
GW: LOLNEWEDITION
Community: "Um. So everything we just said about the Necron codex? Yeah. What were you thinking?"
This did make me giggle and nod a bit.
Too early to tell of course, but Necrons are looking incredibly strong. Both as an army and allies.
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Post by: Zakriv
Anyone know if you can only use Allies if you are playing 2v2, or can it be used in casual 1v1 games? Or do both you and your opponent have to be using them? And does 'Unholy Alliance' mean that you'll probably have to make a sort of check to see if your allies start beating on your own dudes?
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Post by: Praxiss
DarthDiggler wrote:I'm pretty sure most major North American tournaments will allow allies as some army books are unplayable without them. It's really not that bad in practice.
As for the Necron Phalanx being back, I thought losing an assault and getting the whole unit run down killed that unit? Are negative modifiers to morale in a losing assault gone? Otherwise I don't see 12 warriors and a Phaeron being around very long on the tabletop.
maybe not on foot, but a Ghost Ark filled with warriors and a couple of Lanceteks/StormTeks is now an anti-tank gunboat.
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Post by: Ovion
Zakriv wrote:Anyone know if you can only use Allies if you are playing 2v2, or can it be used in casual 1v1 games? Or do both you and your opponent have to be using them? And does 'Unholy Alliance' mean that you'll probably have to make a sort of check to see if your allies start beating on your own dudes?
Everything from the 'confirmed' says that the default list includes allies for every game.
So 1v1 pickup games at 1500pts.
Of course, every allied unit takes points away from your main army.
Battle Brothers = Work as a single unified force, ICs can join allied units, allied ICs can join main force units etc.
Allies of Convenience = Basically bringing 2 seperate armies, that work independantly.
Desperate Allies = If any allied units are within 6" of regular units at the start of a turn, they need to roll a D6 and on a roll of a 1, they just sit there and do nothing.
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Post by: Zakriv
Ovion wrote:Zakriv wrote:Anyone know if you can only use Allies if you are playing 2v2, or can it be used in casual 1v1 games? Or do both you and your opponent have to be using them? And does 'Unholy Alliance' mean that you'll probably have to make a sort of check to see if your allies start beating on your own dudes?
Everything from the 'confirmed' says that the default list includes allies for every game.
So 1v1 pickup games at 1500pts.
Of course, every allied unit takes points away from your main army.
Battle Brothers = Work as a single unified force, ICs can join allied units, allied ICs can join main force units etc.
Allies of Convenience = Basically bringing 2 seperate armies, that work independantly.
Desperate Allies = If any allied units are within 6" of regular units at the start of a turn, they need to roll a D6 and on a roll of a 1, they just sit there and do nothing.
That is AWESOME, thank you.
I've been dying to use my Khorne Berzerkers, their Land Raider, and my Chaos Lord SO BAD, but they're the only CSM models I have. Now I can field them with my Dark Eldar!
I figure it's a nice trade off. Slaves for Commorragh, and Blood for the Blood God.
(Also bummer that if I face an army that can reliably glance a Land Raiders, that's not gonna go over well.)
...
...
(Though generally this idea is silly to begin with, BUT I CAN DO IT AND THAT'S WHAT MATTERS.)
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Post by: xole
I was under the impression that the Brothers in Arms/Grudging/Unholy Alliance stuff was only from some tournament and that there was only two types of alliances in the rulebook, fluffy kind and unfluffy kind.
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Post by: Bongfu
Confirmed with the new rulebook. Sorry, typed these out on the phone with my cousin in Wales.
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Epidemius
Each mission is roll a d6 it determines what happens at each turn of the mission.
Power Weapons are - AP 3
Powerfist are - AP2
Chainfist - AP2
Poweraxe - AP2 +2 Str and I1
Heavy Chainsword - AP5
AP1 doesn't do the samething anymore.
6+ defense against Psykers.
Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
Heliosgun - AA weapon that every army can buy. Skyfire weapon means you can hit on BS when shooting flyers.
Flyers can crash while flying. Transported units take a Str10 AP 1 hit when crashing.
Rules for wreckage.
FNP is 5+
Hull Points:
Glancing hits don't do anything except take a hull point.
Can be repaired, a Techmarine can repair d3 hull points a turn.
Dreads - 3
Russ, Raiders - 4
Rhinos - 3
Pens take hull points and do damage.
Cover for vehicles is much harder.
Vehicles have the same shooting.
Can always shoot with snapfire.
Random Game Length is gone!!!
Buy Nightfight at the beginning of the game.
Buy Acute Senses as well.
Still seize the initiative.
Victory points are changed, you don't have to wipe out who units.
Challenges. Squad leaders can challenge squad leaders and ICs, stops combat for that unit except for the two combatants.
Wound Allocation:
Wounds taken from shooting is the closest units first then go in AP order, starting with the lowest AP.
Snipers - No Rending. On a 6 you pick the target.
Charging is 2d6. Assault marines and cavalry get to reroll. Charging through cover, take the highest dice away. Assaulting through terrain makes you I1.
Pre-measuring is in.
Str can now go above 10.
FOC doubles at >2000
All bikes and jetbikes that turboboost are 4+ cover with a "Jink" save.
Walkers are the same.
Nightvision ignores night fighting. - A warlord ability.
Rage - +2 Attacks on the Charge
Jump Packs can jump into assault.
Wound allocation based on wargear is out.
Daemons can Fear a unit when they charge. Roll a Ld, if you fail you strike at I1.
Mixed armored rules are back in, really complicated.
Multiple toughness for taking wounds is in. So no longer going on the average toughness.
ICs can be wounded based on where they are in the squad.
Rapid Fire is the same as 5th Ed
Plastic Chaos Dreadnought sighted in the rulebook.
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Post by: rigeld2
Bongfu wrote:Mixed armored rules are back in, really complicated.
Multiple toughness for taking wounds is in. So no longer going on the average toughness.
And people were saying that the current wound allocation rules took forever (even though I've never had it take more than 30 seconds to resolve combat against a fully diverse paladin squad).
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Post by: January_Doomsday
*Wanders in*
Ello there. Been trying to keep up with this as best as possible, but the damned thing moves so fast.
Aaaaaaanyway... 6th Ed all seems fairly interesting, but one thing has got my Jimmies Rustled a tad. Knowing what we know, which obviously isn't the whole story until we all get a good aul read of the new rules, what we're saying is that basicaly any army (cept you Nid types) could now take my beloved Tau Railguns? Things with Railguns get blown up all the time, its just more from a 'fluff' point of view that it has infact gotten my goat. They're one of our most iconic thing-a-ma-jigs!
But yeah. Lookin forward to seeing the book and trying my damnest not to be lured into... Allies.
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Post by: wuestenfux
Rapid Fire is the same as 5th Ed
Really, I read something different here. Move and shoot at max. distance once.
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Post by: Bongfu
wuestenfux wrote:Rapid Fire is the same as 5th Ed
Really, I read something different here. Move and shoot at max. distance once.
He was looking at the rulebook.
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Post by: streamdragon
A lot of that list seems at odds with the AMA guy on reddit, who also had a rulebook.
For instance, you have multiple allies within a single FoC, which doesn't sound correct.
The afore mentioned rapid fire.
You have plasma grenades as S6, while AMA has them at S4 AP4...
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Post by: elrabin
Bongfu wrote:Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
This sounds like a strange combo of Snapfire and Overwatch.
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Post by: KGatch113
Therion wrote:Well, jump infantry moves faster.
12" move, 9" assault. Bonus 3 inches.
Does anybody remember how beasts move? They're probably slower now.
I wonder how fleet and jump packs work (Raven Guard)....
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Post by: Joe Mama
I looked through the Reddit guy's stuff and tried to stay on top of things here, but haven't seen much info about the general psychic powers psykers can take instead of the one's from their codex. Did I miss that?
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Post by: Bongfu
elrabin wrote:Bongfu wrote:Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
This sounds like a strange combo of Snapfire and Overwatch.
There is no Overwatch, its all under the Snap Fire rules.
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Post by: SickSix
I enjoy the rumor mill as much as anyone, but when you get to the point when all will be revealed in just a few days, it seems kind of pointless. I mean really, are people going to keep arguing over it until the 11th hour?
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Post by: schadenfreude
I wonder if units are considered to be in CC when they take wounds from overwatch. That's going to be a big deal for wyches.
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Post by: Kroothawk
Small tidbit on the 40k starter set:
Kaelarr wrote:I must make a retraction - There is a Chaos dread in the starter set, but it is not the multipart plastic kit, that will be released separately. Sorry, there were some crossed wires in my info...
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Post by: d-usa
Kroothawk wrote:Small tidbit on the 40k starter set:
Kaelarr wrote:I must make a retraction - There is a Chaos dread in the starter set, but it is not the multipart plastic kit, that will be released separately. Sorry, there were some crossed wires in my info...
So pretty similar to the 5th edition SM setup then.
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Post by: GoDz BuZzSaW
SickSix wrote:I enjoy the rumor mill as much as anyone, but when you get to the point when all will be revealed in just a few days, it seems kind of pointless. I mean really, are people going to keep arguing over it until the 11th hour?
Of Course, God what a silly question...
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Post by: Carnage43
Joe Mama wrote:I looked through the Reddit guy's stuff and tried to stay on top of things here, but haven't seen much info about the general psychic powers psykers can take instead of the one's from their codex. Did I miss that?
Yes, you missed it. All the powers have been listed.
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Post by: lord_blackfang
schadenfreude wrote:I wonder if units are considered to be in CC when they take wounds from overwatch. That's going to be a big deal for wyches.
Considering overwatch fire happens before the charging unit even moves, I very much doubt that.
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Post by: Ovion
Due to not more than a little boredom and the need to make myself busy / procrastinate about painting: Allies in text from the chart so you can just look at the one you want: And a nice shiny graphic that covers the new FoC:
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Post by: coyotius
Bongfu wrote:
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Since allies are separate detachments from the FOC, I wonder if when you hit 2000pts (and get a second FOC) you can take allies from yet another codex. Example: First FOC is army X with allied detachments of army Y. Hit 2000 pts and the second FOC is army Z.
Bongfu wrote:
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
No word on EMP grenades? If it defaults back to the codex they could be interesting.
Bongfu wrote:
Can always shoot with snapfire.
I wonder if markerlight hits can increase snapfire BS, seems like they would...networked ML for stand and shoot and other MLs for fast moving vehicles.
Bongfu wrote:Buy Acute Senses as well.
"Buy"...as in a strategem or army wide ability?
Bongfu wrote:Rapid Fire is the same as 5th Ed
I thought the rule was modified so a moving unit can still fire once up to the weapons max range.
5+ obscured vehicles made disruption pods worthless. On piranhas you probably won't need them thanks to the 4+ for flat out...but you have to go flat out all the time.
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Post by: Joe Mama
Carnage43 wrote:Joe Mama wrote:I looked through the Reddit guy's stuff and tried to stay on top of things here, but haven't seen much info about the general psychic powers psykers can take instead of the one's from their codex. Did I miss that?
Yes, you missed it. All the powers have been listed.
Where? The only thing I saw was power names, but almost none of them had rules to go with them.
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Post by: Bongfu
coyotius wrote:Bongfu wrote:
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Since allies are separate detachments from the FOC, I wonder if when you hit 2000pts (and get a second FOC) you can take allies from yet another codex. Example: First FOC is army X with allied detachments of army Y. Hit 2000 pts and the second FOC is army Z.
Bongfu wrote:
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
No word on EMP grenades? If it defaults back to the codex they could be interesting.
Bongfu wrote:
Can always shoot with snapfire.
I wonder if markerlight hits can increase snapfire BS, seems like they would...networked ML for stand and shoot and other MLs for fast moving vehicles.
Bongfu wrote:Buy Acute Senses as well.
"Buy"...as in a strategem or army wide ability?
Bongfu wrote:Rapid Fire is the same as 5th Ed
I thought the rule was modified so a moving unit can still fire once up to the weapons max range.
5+ obscured vehicles made disruption pods worthless. On piranhas you probably won't need them thanks to the 4+ for flat out...but you have to go flat out all the time.
My source said he was for certain there were rules for multiple allies.
No word on EMP, those were just examples.
Snap Fire can be modified with a Psychic power that makes it the model's BS, but I don't know about Marker Lights, expect that to be covered in the Errata released for Tau.
There are universal "strategems", wargear, terrain, and psychic powers you can buy your army.
As far as the rulebook states, Rapid Fire is the same. Not moving = full distance, moved two shots at half distance.
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Post by: A Town Called Malus
Bongfu wrote:elrabin wrote:Bongfu wrote:Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
This sounds like a strange combo of Snapfire and Overwatch.
There is no Overwatch, its all under the Snap Fire rules.
Obviously GW was lying in White Dwarf when they said that units could go into Overwatch then.
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Post by: Morathi's Darkest Sin
Ah, my planned Inquisitor leading a Guard army has taken a slight knock if they are allies if convience, although that makes sense for the Grey Knights themselves. Have to hope they errata Inquisitors to count as Battle Brothers to most of the Imperial armies, as they should be able to take full command of any Imperial Unit.
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Post by: Green is Best!
So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
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Post by: Bongfu
Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
Epidemus makes Plague Marines Toughness 6
Oh and regular Chaos Marines with MoN have FNP
Plague Bikers? Toughness 7 with FNP
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Post by: Therion
Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
Of course they roll over. His ability says 'friendly' units.
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Post by: Goresaw
Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
I'm not a daemon player, but I am fairly certain his rule specifies only daemon invulnerable save throws. Even then its already been stated you may not ally special characters. So big daddy fates will be staying on the shelf if you are using a csm army.
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Post by: undertow
Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
That was one of the first things I thought of, but give the changes to MC rules (Vector Strike, etc) I'd rather stick with my Bloodthirster and just use a Demon Prince for the CSM HQ.
Automatically Appended Next Post:
Goresaw wrote:Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
I'm not a daemon player, but I am fairly certain his rule specifies only daemon invulnerable save throws. Even then its already been stated you may not ally special characters. So big daddy fates will be staying on the shelf if you are using a csm army.
I haven't seen that you can't ally special characters, only people hoping that you can't.
Also, the Daemon codex explicitly states that any FREINDLY units with 6" get the re-roll. Unlike the Eldar codex which states that only Eldar may benefit from Fortune. As I also play Eldar, I'm hoping that I can at least extend fortune to Dark Eldar.
//corrected ALLIED to FRIENDLY
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Post by: MasterSlowPoke
We only know how psychic powers interact and if ICs can join allied units. We'll have to wait for faqs for how special rules interact.
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Post by: Kurce
Bongfu wrote:coyotius wrote:Bongfu wrote:
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Since allies are separate detachments from the FOC, I wonder if when you hit 2000pts (and get a second FOC) you can take allies from yet another codex. Example: First FOC is army X with allied detachments of army Y. Hit 2000 pts and the second FOC is army Z.
Bongfu wrote:
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
No word on EMP grenades? If it defaults back to the codex they could be interesting.
Bongfu wrote:
Can always shoot with snapfire.
I wonder if markerlight hits can increase snapfire BS, seems like they would...networked ML for stand and shoot and other MLs for fast moving vehicles.
Bongfu wrote:Buy Acute Senses as well.
"Buy"...as in a strategem or army wide ability?
Bongfu wrote:Rapid Fire is the same as 5th Ed
I thought the rule was modified so a moving unit can still fire once up to the weapons max range.
5+ obscured vehicles made disruption pods worthless. On piranhas you probably won't need them thanks to the 4+ for flat out...but you have to go flat out all the time.
My source said he was for certain there were rules for multiple allies.
No word on EMP, those were just examples.
Snap Fire can be modified with a Psychic power that makes it the model's BS, but I don't know about Marker Lights, expect that to be covered in the Errata released for Tau.
There are universal "strategems", wargear, terrain, and psychic powers you can buy your army.
As far as the rulebook states, Rapid Fire is the same. Not moving = full distance, moved two shots at half distance.
I think the guy on Reddit said there are no strategems in 6th from what he could tell. Now that I think about it, almost everything you posted is at odds with what the guy on Reddit said.
So, given that, Nids are still terrible and random charge distance is dumb.
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Post by: Therion
Also, the Daemon codex explicitly states that any ALLIED units with 6" get the re-roll
Codex: Chaos Daemons page 49: "Because of the incredible prescience of the Oracle of Tzeentch, Fateweaver and all friendly units within 6" may re-roll all failed Armour, Invulnerable and Cover saves. However, for every unsaved wound suffered by Fateweaver, take a Ld test. If the test is failed, he retreats in shock and is removed as a casualty"
Where does it explicitly say 'ALLIED' again?
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Post by: DarkStarSabre
Bongfu wrote:Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
Epidemus makes Plague Marines Toughness 6
Oh and regular Chaos Marines with MoN have FNP
Plague Bikers? Toughness 7 with FNP
Hrmmm? Have they hinted at the new Chaos book in the rulebook? Or is this from the forthcoming FAQ bomb?
Epidemius...hrmm. Makes sense they'd FAQ him. Don't want AP 2 Plague Terminator combi bolter spam of DOOOOOOOOOOM.
Still, good thing I'm getting rid of most my daemons apart from the Nurgle stuff
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Post by: SickSix
Well I think we just got some insight into fluff changes.
Tau are 'Battle Brothers' with Imp Guard and Space marines.
What I find a big ridiculous is that Dark Eldar and Chaos Demons are allowed as allies for any Imperial force. Maybe they let some Chaos be allies with Imperial guard so people and play traitor guard?
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Post by: Warboss Hazrat
Hi all, I may have missed something further up the thread, but has anyone paid any attention to by far (in my eyes) the most awesome thing in the rulebook, on p43 of WD, where it talks about the rulebooks appendix, homo sapien variatus, and the beastman model in Mike Anderson's Imperial Guard force featured on the page (I know it's his conversion)?
Now, a long time ago, I remember the 40k compendium from Rogue Trader days, which had a section on abhumans. It featured beastmen, (which were then erased from the canon as being to chaos-y), and some stumpy little guys who liked trikes. Can't remember their name....
Anyone else super intrigued by this?
Hazrat
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Post by: Kurce
Warboss Hazrat wrote:Hi all, I may have missed something further up the thread, but has anyone paid any attention to by far (in my eyes) the most awesome thing in the rulebook, on p43 of WD, where it talks about the rulebooks appendix, homo sapien variatus, and the beastman model in Mike Anderson's Imperial Guard force featured on the page (I know it's his conversion)?
Now, a long time ago, I remember the 40k compendium from Rogue Trader days, which had a section on abhumans. It featured beastmen, (which were then erased from the canon as being to chaos-y), and some stumpy little guys who liked trikes. Can't remember their name....
Anyone else super intrigued by this?
Hazrat
Nope because squats were dumb and nobody liked the idea of goats in space.
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Post by: Just Dave
Beastmen are meh IMHO. I think the stumpy guys are Squa*BLAM!*
Looking forward to a piccie of the Chaos Dread though.
39519
Post by: solles
Morathi's Darkest Sin wrote:Ah, my planned Inquisitor leading a Guard army has taken a slight knock if they are allies if convience, although that makes sense for the Grey Knights themselves.
Have to hope they errata Inquisitors to count as Battle Brothers to most of the Imperial armies, as they should be able to take full command of any Imperial Unit.
Well, to be fair, nobody really trusts the inquisition from what I've seen, just as much as the inquisition doesn't trust anybody else.
On a different but related note, I'm still apprehensive about eldar/dark eldar being battle brothers, or templar and sisters being unholy alliance. though i suppose i can see the templar one if they view the sisters faith powers as some sort of witchcraft. haven't read too much on them.
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Post by: matphat
Is anyone bothered by the fact that Allies are made available to an army based purely on the fluff, and that using the fluff as a basis for who can ally with who completely ignores the idea of game balance?
There is no way that the allies rules are balanced, and I dare say no way to balance the ally rules based on the fluff.
Example?
Look how many "brothers" various Sm chapters get, and then look at how say, Orks have none, and of course Tyranids actually have NO allies.
No one is bothered by this?
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Post by: A Town Called Malus
solles wrote:Morathi's Darkest Sin wrote:Ah, my planned Inquisitor leading a Guard army has taken a slight knock if they are allies if convience, although that makes sense for the Grey Knights themselves.
Have to hope they errata Inquisitors to count as Battle Brothers to most of the Imperial armies, as they should be able to take full command of any Imperial Unit.
Well, to be fair, nobody really trusts the inquisition from what I've seen, just as much as the inquisition doesn't trust anybody else.
On a different but related note, I'm still apprehensive about eldar/dark eldar being battle brothers, or templar and sisters being unholy alliance. though i suppose i can see the templar one if they view the sisters faith powers as some sort of witchcraft. haven't read too much on them.
Eldar and Dark Eldar are apparently battle brothers?! What is going on there?
Next you'll be telling me that Thousand Sons and Space Wolves are battle brothers.
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Post by: Bongfu
Kurce wrote:
I think the guy on Reddit said there are no strategems in 6th from what he could tell. Now that I think about it, almost everything you posted is at odds with what the guy on Reddit said.
So, given that, Nids are still terrible and random charge distance is dumb.
Haven't seen what the Reddit guy has been posting.
All I know is that my cousin had the rulebook in front of him at his FLGS.
Sooooo, don't know what to tell you mate.
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Post by: Warboss Hazrat
I'm more amused by the fact that it's almost a 180 in the fluff - how does all that "purge the mutant" stuff work out now?
I think Sq**s are deeply misunderstood - people look at what are now very dated models, with dated fluff, and of course it can't compare to the current stuff. Ditto beastmen.
I'll be glad to see them come back, the more variation the better as far as I'm concerned.
Hazrat
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Post by: Noir
matphat wrote:Is anyone bothered by the fact that Allies are made available to an army based purely on the fluff, and that using the fluff as a basis for who can ally with who completely ignores the idea of game balance?
There is no way that the allies rules are balanced, and I dare say no way to balance the ally rules based on the fluff.
Example?
Look how many "brothers" various Sm chapters get, and then look at how say, Orks have none, and of course Tyranids actually have NO allies.
No one is bothered by this?
Just joined the Thread, did you.
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Post by: Ovion
solles wrote:Morathi's Darkest Sin wrote:Ah, my planned Inquisitor leading a Guard army has taken a slight knock if they are allies if convience, although that makes sense for the Grey Knights themselves.
Have to hope they errata Inquisitors to count as Battle Brothers to most of the Imperial armies, as they should be able to take full command of any Imperial Unit.
Well, to be fair, nobody really trusts the inquisition from what I've seen, just as much as the inquisition doesn't trust anybody else.
On a different but related note, I'm still apprehensive about eldar/dark eldar being battle brothers, or templar and sisters being unholy alliance. though i suppose i can see the templar one if they view the sisters faith powers as some sort of witchcraft. haven't read too much on them.
Eldar Webway lists now become possible and Dark Eldar Webway lists become more viable thanks to the Autarch.
It works ok. xD
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Post by: solles
A Town Called Malus wrote:solles wrote:
Well, to be fair, nobody really trusts the inquisition from what I've seen, just as much as the inquisition doesn't trust anybody else.
On a different but related note, I'm still apprehensive about eldar/dark eldar being battle brothers, or templar and sisters being unholy alliance. though i suppose i can see the templar one if they view the sisters faith powers as some sort of witchcraft. haven't read too much on them.
Eldar and Dark Eldar are apparently battle brothers?! What is going on there?
Next you'll be telling me that Thousand Sons and Space Wolves are battle brothers.
The guy on the reddit ama confirmed the chart from that doubles tournament was accurate as far as he could see. i'm hoping he overlooked something personally.
oh yeah, and if it's 100% accurate, it also means dark eldar are unholy alliance with chaos and daemons. it just got easier for slaanesh to find some snacks >.>
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Post by: matphat
Noir wrote:matphat wrote:Is anyone bothered by the fact that Allies are made available to an army based purely on the fluff, and that using the fluff as a basis for who can ally with who completely ignores the idea of game balance?
There is no way that the allies rules are balanced, and I dare say no way to balance the ally rules based on the fluff.
Example?
Look how many "brothers" various Sm chapters get, and then look at how say, Orks have none, and of course Tyranids actually have NO allies.
No one is bothered by this?
Just joined the Thread, did you.
Yes.
=(
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Post by: Neffertech
I'm confused why there is this long list of possible allies for all of the armies except for tyranids (who can't ally with anyone). It feels so arbitrary for to exclude one army for no real reason. Genestealer cults still exist in the fluff don't they? And isn't that just like an imperial guard army with tyranid allies?
Weird that Dark Eldar and Marines can work together but nobody can/will work with the Nids.
Guess they're the big bad villain now, since everybody can team up with an enemy to fight a bigger enemy. Tyranids must be everyone's worst enemy.
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Post by: wuestenfux
Neffertech wrote:I'm confused why there is this long list of possible allies for all of the armies except for tyranids (who can't ally with anyone). It feels so arbitrary for to exclude one army for no real reason. Genestealer cults still exist in the fluff don't they? And isn't that just like an imperial guard army with tyranid allies?
Weird that Dark Eldar and Marines can work together but nobody can/will work with the Nids.
Guess they're the big bad villain now, since everybody can team up with an enemy to fight a bigger enemy. Tyranids must be everyone's worst enemy.
Well, how would a human communicate with Nids?
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Post by: wyomingfox
DarkStarSabre wrote:wyomingfox wrote:kirsanth wrote:Am I the only one playing Tyranids that takes the next bit of spite in line?
Mostly it is ok because it only indirectly inhibits us playing, right?
I mean, if you are awesome, things still go well!
Most people just get kicked since they are down.
A better question Kirsanth...are you and I the only ones still playing Tyranids 
Am I chopped liver?
Certainly not...I just thought you have moved on to pappa nurgle
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Post by: Dantalian
wuestenfux wrote:
Well, how would a human communicate with Nids?
Tau could technically have a form of tyranid allies. I mean there are rules written for Kroot Genestealer Broods.
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Post by: Baronyu
wuestenfux wrote:Neffertech wrote:I'm confused why there is this long list of possible allies for all of the armies except for tyranids (who can't ally with anyone). It feels so arbitrary for to exclude one army for no real reason. Genestealer cults still exist in the fluff don't they? And isn't that just like an imperial guard army with tyranid allies?
Weird that Dark Eldar and Marines can work together but nobody can/will work with the Nids.
Guess they're the big bad villain now, since everybody can team up with an enemy to fight a bigger enemy. Tyranids must be everyone's worst enemy.
Well, how would a human communicate with Nids?
See: Mass Effect.
The game, not the sciencey stuff.
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Post by: Mr Morden
matphat wrote:Is anyone bothered by the fact that Allies are made available to an army based purely on the fluff, and that using the fluff as a basis for who can ally with who completely ignores the idea of game balance?
There is no way that the allies rules are balanced, and I dare say no way to balance the ally rules based on the fluff.
Example?
Look how many "brothers" various Sm chapters get, and then look at how say, Orks have none, and of course Tyranids actually have NO allies.
No one is bothered by this?
Does not seem to based on fluff - it all seems a bit random
Sisters not getting on with Black Templars but they do with Space Wolves - wrong.
Orks (specfically Blood Axes) can act as mercs - they can also (its hard but not impossible) be used by Chaos
Genstealers should be able to be taken as Allies by Orks, Eldar, Guard
I don't mind that the Guard can ally with Chaos -a gain Chaos corrupts and I guess it saves them making a proper Traitor Guard codex
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Post by: Bongfu
wuestenfux wrote:Neffertech wrote:I'm confused why there is this long list of possible allies for all of the armies except for tyranids (who can't ally with anyone). It feels so arbitrary for to exclude one army for no real reason. Genestealer cults still exist in the fluff don't they? And isn't that just like an imperial guard army with tyranid allies?
Weird that Dark Eldar and Marines can work together but nobody can/will work with the Nids.
Guess they're the big bad villain now, since everybody can team up with an enemy to fight a bigger enemy. Tyranids must be everyone's worst enemy.
Well, how would a human communicate with Nids?
The best way to a Tyranids heart, is through his stomach... Literally...
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Post by: wuestenfux
Bongfu wrote:wuestenfux wrote:Neffertech wrote:I'm confused why there is this long list of possible allies for all of the armies except for tyranids (who can't ally with anyone). It feels so arbitrary for to exclude one army for no real reason. Genestealer cults still exist in the fluff don't they? And isn't that just like an imperial guard army with tyranid allies?
Weird that Dark Eldar and Marines can work together but nobody can/will work with the Nids.
Guess they're the big bad villain now, since everybody can team up with an enemy to fight a bigger enemy. Tyranids must be everyone's worst enemy.
Well, how would a human communicate with Nids?
The best way to a Tyranids heart, is through his stomach... Literally...
But there is no way to the brain.
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Post by: kronk
matphat wrote:Noir wrote:matphat wrote:No one is bothered by this?
Just joined the Thread, did you.
Yes.
=(
Seriously. Lots of people are bothered by this. Just go read the 90 pages here plus the 5 or so page thread on Allies in the 40k Discussion area.
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Post by: Noir
Mr Morden wrote:matphat wrote:Is anyone bothered by the fact that Allies are made available to an army based purely on the fluff, and that using the fluff as a basis for who can ally with who completely ignores the idea of game balance?
There is no way that the allies rules are balanced, and I dare say no way to balance the ally rules based on the fluff.
Example?
Look how many "brothers" various Sm chapters get, and then look at how say, Orks have none, and of course Tyranids actually have NO allies.
No one is bothered by this?
Does not seem to based on fluff - it all seems a bit random
Sisters not getting on with Black Templars but they do with Space Wolves - wrong.
Orks (specfically Blood Axes) can act as mercs - they can also (its hard but not impossible) be used by Chaos
Genstealers should be able to be taken as Allies by Orks, Eldar, Guard
I don't mind that the Guard can ally with Chaos -a gain Chaos corrupts and I guess it saves them making a proper Traitor Guard codex
Orks have sold there might since RT days, it just there is a really good chance after the fighting. We turn the weapons you paid us with on you. Thing with Genestealers cults there would be eating first at plaent fall, so more true Nid could join the fight.
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Post by: morgendonner
Here's my 2 cents on allies for what it's worth. Originally I really loathed the idea from a balance standpoint. There will be some really good combinations of course. But at the same time when you're only playing a game at 2000 or less, I think I'd rather just take more units from my own army unless my army is a bottom feeder, at which point it does help balance.
Now things may change if say 2500 becomes the new standard game size, but at 1750 I don't think you'll see much of it all from the upper tier armies and even at 2000 I think it'll be only common for certain armies.
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Post by: GoDz BuZzSaW
wuestenfux wrote:Neffertech wrote:I'm confused why there is this long list of possible allies for all of the armies except for tyranids (who can't ally with anyone). It feels so arbitrary for to exclude one army for no real reason. Genestealer cults still exist in the fluff don't they? And isn't that just like an imperial guard army with tyranid allies?
Weird that Dark Eldar and Marines can work together but nobody can/will work with the Nids.
Guess they're the big bad villain now, since everybody can team up with an enemy to fight a bigger enemy. Tyranids must be everyone's worst enemy.
Well, how would a human communicate with Nids?
How would Tau communicate with Daemons, their minds barely register in the warp and Andy Hore claimed it was nigh impossible for such things to occur in the 'Dex
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Post by: Absolutionis
wuestenfux wrote:Well, how would a human communicate with Nids?
Probably the same way Tau can communicate with and ally with Daemons.
Chaos can ally with IG because we're assuming traitor guard.
Is it too farfetched to assume Genestealer Cult guard?
EDIT: Dammit, got ninja'd
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