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New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 17:12:58


Post by: Red Corsair


Therion wrote:

Necron armies all the way.

Don't forget that in the rumoured rule set the living metal is light years ahead of fortitude in terms of defensive ability. Living metal gives a saving throw against all of those shaken and stunned results that would soon kill you because they stack into more dangerous results. Fortitude just cancels the effects of shaken and stunned at the start of the GK's own turn -- Only the GK vehicles will never get to use it because they're dead.

I think almost all of the rumoured rule changes specifically improve the Necrons, and they were already very good. Bonuses for jump infantry assault troops, FNP nerf to be in line with RP, glances being much more dangerous to vehicles (I'm not talking about Gauss Flayers but Tesla Destructors -- Who cares if AP- is -1 to damage chart if all you need is a few glances and the target is auto-destroyed since you covered all the results), fast vehicles being harder to hit (and being harder to hit is better than just having more armor now plus Tesla Destructors are mostly twin-linked so you'll see more 6's yourself), moving chargers being before the shooting phase (Scarabs and Wraiths don't have any shooting weapons that they don't get to shoot), vehicles being easier to hit in close combat directly buffs Scarabs, preferred enemy now working for Destroyers and Destroyer Lords, etc. Those flat out skimmer vehicles being hit with 6's with shooting weapons is absolutely hilarious for CCB Overlords who can move flat out all game and inflict the sweep attacks every turn.

Rarely if ever has a new rule set so much buffed an existing army. It only proves that when Ward designed Codex: Necrons he had the new edition rulebook in his hands already.


WAAAAAAAAAAARD!.....we need to pay Shatner to get that in a clip. Now that I have justified Pretre's sig I am glad that someone else picked up on this. I will be happy to see the meta of necron armies shift from plebeian maintenance bots back to phalanxes of warriors though. Honestly they used to function this way, warriors glancing vehicles to death was pretty much their thing, remember when they had gaus disruptors for CC? lol.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 18:31:45


Post by: Mathieu Raymond


That psyker in the new teaser... could they be linking W40K to Prometheus?

Before anyone flames me: this was a joke.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 18:32:22


Post by: pretre


Mathieu Raymond wrote:That psyker in the new teaser... could they be linking W40K to Prometheus?

Before anyone flames me: this was a joke.

If you have to explain it, it wasn't a good one.

And no.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 18:40:15


Post by: Vaktathi


Therion wrote:
Indeed. Warhammer games have always been about humanity's eternal struggle against Chaos. I think the people who claim 40K isn't mostly about Space Marines are new to the game, or simply delusional.







To be fair, from the cover art of RT, 2E, 3E, and 5E, it looks much more like the Space Marine's struggle against the Orks, than Humanity's struggle against Chaos


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 18:54:29


Post by: Sigvatr


Red Corsair wrote:

WAAAAAAAAAAARD!.....we need to pay Shatner to get that in a clip. Now that I have justified Pretre's sig I am glad that someone else picked up on this. I will be happy to see the meta of necron armies shift from plebeian maintenance bots back to phalanxes of warriors though. Honestly they used to function this way, warriors glancing vehicles to death was pretty much their thing, remember when they had gaus disruptors for CC? lol.


We have been trash tier for so long, time to riiiiise and shiiine!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 19:14:29


Post by: ColdSadHungry


Therion wrote:

Necron armies all the way.

Don't forget that in the rumoured rule set the living metal is light years ahead of fortitude in terms of defensive ability. Living metal gives a saving throw against all of those shaken and stunned results that would soon kill you because they stack into more dangerous results. Fortitude just cancels the effects of shaken and stunned at the start of the GK's own turn -- Only the GK vehicles will never get to use it because they're dead.

I think almost all of the rumoured rule changes specifically improve the Necrons, and they were already very good. Bonuses for jump infantry assault troops, FNP nerf to be in line with RP, glances being much more dangerous to vehicles (I'm not talking about Gauss Flayers but Tesla Destructors -- Who cares if AP- is -1 to damage chart if all you need is a few glances and the target is auto-destroyed since you covered all the results), fast vehicles being harder to hit (and being harder to hit is better than just having more armor now plus Tesla Destructors are mostly twin-linked so you'll see more 6's yourself), moving chargers being before the shooting phase (Scarabs and Wraiths don't have any shooting weapons that they don't get to shoot), vehicles being easier to hit in close combat directly buffs Scarabs, preferred enemy now working for Destroyers and Destroyer Lords, etc. Those flat out skimmer vehicles being hit with 6's with shooting weapons is absolutely hilarious for CCB Overlords who can move flat out all game and inflict the sweep attacks every turn.

Rarely if ever has a new rule set so much buffed an existing army. It only proves that when Ward designed Codex: Necrons he had the new edition rulebook in his hands already.


The updated glancing rules made an appearance in the leaked 6th ed book but in there, the glances didn't stack from shooting by the same squad but on a squad by squad basis so there was no glancing to death from just 1 squad firing, rather each squad after the next could up the damage of the glance. Personally I feel that it's more likely to end up that way otherwise most vehicles won't last more than a turn or two against any army that can spam S6+ shooting.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 19:22:10


Post by: davethepak


labmouse42 wrote:
Sidstyler wrote:Honestly I wouldn't have as much of a problem with the background revolving mostly around the Marines, as long as the game rules were balanced so every race was viable to play. What most people have a problem with are Marines being the poster boys, and having the best rules, and often being the cheapest army to collect/play (even with $75 land raiders or $82 storm ravens).
Saying all marine armies have the best rules is simply incorrect. BT and C:SM are at the bottom of the power curve right now. [i]IG, DE, and Necrons all have codex's that are easily better than those 2.


Exquese me? My tau beg to differ greatly with the assertion that Codex space marines are at the bottom of the power curve.

I have to agree 100% that its ok that the game focuses on the Human Heros...its because we are humans ...if this was a tau game, the tau would be the A#1 spot. I could care less about fluff focus, I just want the rules balanced ...

I am hoping some of the "rumored" changes do make it in - as a few of them might just give my beloved xenos a bit of a needed boost.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 19:26:59


Post by: ShumaGorath


davethepak wrote:
labmouse42 wrote:
Sidstyler wrote:Honestly I wouldn't have as much of a problem with the background revolving mostly around the Marines, as long as the game rules were balanced so every race was viable to play. What most people have a problem with are Marines being the poster boys, and having the best rules, and often being the cheapest army to collect/play (even with $75 land raiders or $82 storm ravens).
Saying all marine armies have the best rules is simply incorrect. BT and C:SM are at the bottom of the power curve right now. [i]IG, DE, and Necrons all have codex's that are easily better than those 2.


Exquese me? My tau beg to differ greatly with the assertion that Codex space marines are at the bottom of the power curve.

I have to agree 100% that its ok that the game focuses on the Human Heros...its because we are humans ...if this was a tau game, the tau would be the A#1 spot. I could care less about fluff focus, I just want the rules balanced ...

I am hoping some of the "rumored" changes do make it in - as a few of them might just give my beloved xenos a bit of a needed boost.


I argue in the opposite direction, C:SM is pretty well bottom tier. Not tau bad, but definitely bottom rung. Black templars however have some pretty tier one builds with tank hunting missile spam since they get cyclones and typhoons cheap and can double up in 5 man term squads with tank hunter. With sixth the army is going to become pretty amazing considering 100% of it's shooting will be improved with preferred enemy.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 19:42:13


Post by: davethepak


ShumaGorath wrote:
davethepak wrote:
labmouse42 wrote:
Sidstyler wrote:Honestly I wouldn't have as much of a problem with the background revolving mostly around the Marines, as long as the game rules were balanced so every race was viable to play. What most people have a problem with are Marines being the poster boys, and having the best rules, and often being the cheapest army to collect/play (even with $75 land raiders or $82 storm ravens).
Saying all marine armies have the best rules is simply incorrect. BT and C:SM are at the bottom of the power curve right now. IG, DE, and Necrons all have codex's that are easily better than those 2.


Exquese me? My tau beg to differ greatly with the assertion that Codex space marines are at the bottom of the power curve.

I have to agree 100% that its ok that the game focuses on the Human Heros...its because we are humans ...if this was a tau game, the tau would be the A#1 spot. I could care less about fluff focus, I just want the rules balanced ...

I am hoping some of the "rumored" changes do make it in - as a few of them might just give my beloved xenos a bit of a needed boost.


I argue in the opposite direction, C:SM is pretty well bottom tier. Not tau bad, but definitely bottom rung. Black templars however have some pretty tier one builds with tank hunting missile spam since they get cyclones and typhoons cheap and can double up in 5 man term squads with tank hunter. With sixth the army is going to become pretty amazing considering 100% of it's shooting will be improved with preferred enemy[u].


I really hate to break this to you, but a really close look at the vow on page 25 says...."[i]IN CLOSE COMBAT.
.." for preferred enemy. Yeah, sad day. :( My other BT buddies were fairly upset at this too...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 20:00:49


Post by: Do_I_Not_Like_That


In all honesty, I couldn't give two hoots for allies. It was magic that made me walk away from 8th edition fantasy, and if they wreck this new version of 40k, then GW will probably lose more players to FOW or other games.

I'm not against psychic powers on principle, quite the opposite, but it should be used as a tactical aid, and not as something that can destroy a unit. I can buy a battlecannon shell destroying a unit through casulties and failed morale, but not two 6s a la fantasy.

Fingers crossed for everybody.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 20:01:02


Post by: Morathi's Darkest Sin


Well with my planned Dark Angels army being dropped, I was wondering what I was going to do with the two sniper Scout units I'd already picked up.

Looks like my Guard will have Astartes watching over them if this allies confirmation is accurate.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 21:13:06


Post by: ShumaGorath


davethepak wrote:
ShumaGorath wrote:
davethepak wrote:
labmouse42 wrote:
Sidstyler wrote:Honestly I wouldn't have as much of a problem with the background revolving mostly around the Marines, as long as the game rules were balanced so every race was viable to play. What most people have a problem with are Marines being the poster boys, and having the best rules, and often being the cheapest army to collect/play (even with $75 land raiders or $82 storm ravens).
Saying all marine armies have the best rules is simply incorrect. BT and C:SM are at the bottom of the power curve right now. IG, DE, and Necrons all have codex's that are easily better than those 2.


Exquese me? My tau beg to differ greatly with the assertion that Codex space marines are at the bottom of the power curve.

I have to agree 100% that its ok that the game focuses on the Human Heros...its because we are humans ...if this was a tau game, the tau would be the A#1 spot. I could care less about fluff focus, I just want the rules balanced ...

I am hoping some of the "rumored" changes do make it in - as a few of them might just give my beloved xenos a bit of a needed boost.


I argue in the opposite direction, C:SM is pretty well bottom tier. Not tau bad, but definitely bottom rung. Black templars however have some pretty tier one builds with tank hunting missile spam since they get cyclones and typhoons cheap and can double up in 5 man term squads with tank hunter. With sixth the army is going to become pretty amazing considering 100% of it's shooting will be improved with preferred enemy[u].


I really hate to break this to you, but a really close look at the vow on page 25 says...."[i]IN CLOSE COMBAT.
.." for preferred enemy. Yeah, sad day. :( My other BT buddies were fairly upset at this too...


That is disappointing though as someone who doesn't play templars it's also somewhat of a relief.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 22:24:10


Post by: Kid_Kyoto


Morathi's Darkest Sin wrote:Well with my planned Dark Angels army being dropped, I was wondering what I was going to do with the two sniper Scout units I'd already picked up.

Looks like my Guard will have Astartes watching over them if this allies confirmation is accurate.


And I'll reconsider that Arbies IG army if I can now bring in =I= henchmen to fill in some of the missing units.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 22:51:49


Post by: H.B.M.C.


Chaos can take Daemons again!



And I can’t believe I had to type that...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:07:10


Post by: Therion


H.B.M.C. wrote:Chaos can take Daemons again!

It's so Games Workshop-like games design if you think about it. No need to balance anything anymore if everyone can take everything. Well not everyone of course. Chaos gets one ally, Necrons and Eldar and Dark Eldar and Tau and Nids and Orks get zip and the Imperium allies with half the armies in the game. Now that I think of it maybe they're consolidating all the Imperium books to 'Codex Imperium' this way.

Allies are the easiest way to destroy an entire game system. Compared to this none of the random this random that or crazy psychic powers seem bad. Once allies are in, people are truly then just playing with their toy soldiers instead of playing an actual game that makes any sense whatsoever.

Before someone says there's probably some restrictions to allies -- It's irrelevant, unless the restriction is 'with your opponent's consent'. Even if you have to take a HQ and 2 troops from each book (which I doubt) it'll create a whole new tier 1 of armies. In case you were wondering they're all Imperium combinations, GK+IG being one of the most overpowered ones from dual armies. It's crazy because whenever an army has one 'broken good' unit the situation might still be manageable unless that unit can be spammed for more than 3 slots. Allies allow players to pick the broken units from multiple army books and put them together and then even the last resemblance of balance disappears.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:15:17


Post by: ShumaGorath


Therion wrote:
H.B.M.C. wrote:Chaos can take Daemons again!

It's so Games Workshop-like games design if you think about it. No need to balance anything anymore if everyone can take everything. Well not everyone of course. Chaos gets one ally, Necrons and Eldar and Dark Eldar and Tau and Nids and Orks get zip and the Imperium allies with half the armies in the game. Now that I think of it maybe they're consolidating all the Imperium books to 'Codex Imperium' this way.

Allies are the easiest way to destroy an entire game system. Compared to this none of the random this random that or crazy psychic powers seem bad. Once allies are in, people are truly then just playing with their toy soldiers instead of playing an actual game that makes any sense whatsoever.

Before someone says there's probably some restrictions to allies -- It's irrelevant, unless the restriction is 'with your opponent's consent'. Even if you have to take a HQ and 2 troops from each book (which I doubt) it'll create a whole new tier 1 of armies. In case you were wondering they're all Imperium combinations.


I thought the rumor said that allies were only a thing in team games and they were just a guideline to that type of play. If not this would certainly be one of the stakes in the heart of 40k, there would be no way to balance this system at all. Here's hoping they aren't stupid enough to throw away their franchise!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:18:54


Post by: H.B.M.C.


I'm not necessarily disagreeing with you Therion – allies are a tremendous way to destroy any notion of balance – but looking at 40K’s most recent history with allies, the Daemonhunters and Witch Hunter Codices, I don’t recall either of them breaking the game?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:20:58


Post by: Harriticus


I'm fine with allies as long as it doesn't creep into and ruin fluff. Like that god-awful "Tau are an Ultramarines protectorate" rumor we got a while ago.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:27:03


Post by: ShumaGorath


H.B.M.C. wrote:I'm not necessarily disagreeing with you Therion – allies are a tremendous way to destroy any notion of balance – but looking at 40K’s most recent history with allies, the Daemonhunters and Witch Hunter Codices, I don’t recall either of them breaking the game?


You never had your deep striking army shot at preemptively by nine Leman russ battletanks as it landed because there was a 45 point model hiding in a chimera apparently. That said, that's about the extent of the broken before. The old allies system had the fact that inqisitorial and demon hunting units were pretty awful which kept it balanced. The moment every army can have psyfledreads or whatever the powercore equivalent is in the next meta is the moment you're going to start seeing it happen. That's when the system breaks down.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:28:37


Post by: Therion


H.B.M.C. wrote:I'm not necessarily disagreeing with you Therion – allies are a tremendous way to destroy any notion of balance – but looking at 40K’s most recent history with allies, the Daemonhunters and Witch Hunter Codices, I don’t recall either of them breaking the game?

I do recall those books being completely idiotic. Taking allies from either book was disallowed from basically every European tournament for the entire duration of those books, because all it did was allow perfectly competitive armies like IG to take a psychic hood and some other nonsense that they didn't need and weren't designed to need. The fact just was that those books didn't have much other useful stuff to grab. I'm pretty sure you understand the notion that armies have some weaker force organisation slots and are supposed to have some inherent weaknessess. Vendettas are the best fast attack choice in the entire game for example, and allowing armies that have garbage fast attack to use them just breaks the balance. Same goes for stuff like Purifiers which are the single most undercosted infantry unit in the game. Why should Grey Knights suddenly have access to Vendettas?

The sad thing is that I'm sure there's hundreds of players out there who would honestly use these rules just to make funny or fluffy armies, but allowing this garbage would be a killing blow to the tournament scene. That's why it'll never be allowed in any form of course even if the rulebook has it, but that won't stop me from being pissed off about the fact that GW forces active players to house rule the game just so that it's even remotely playable.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:31:28


Post by: H.B.M.C.


@Shummy:

Admittedly no, but then again I was the guy with an Inquisitorial army, not the other way around, and any time I did out-of-phase shooting it was my Kyoto-Pattern Inquisitorial Fire Team (1 Psycannon, 2 Heavy Bolters, 1 Plasma Cannon + 1 Re-Roll) that did the shooting.

There was the Liber Heresius. That was fairly easy to abuse.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:42:14


Post by: Davor


Therion wrote:
H.B.M.C. wrote:Chaos can take Daemons again!

It's so Games Workshop-like games design if you think about it. No need to balance anything anymore if everyone can take everything. Well not everyone of course. Chaos gets one ally, Necrons and Eldar and Dark Eldar and Tau and Nids and Orks get zip and the Imperium allies with half the armies in the game. Now that I think of it maybe they're consolidating all the Imperium books to 'Codex Imperium' this way.

Allies are the easiest way to destroy an entire game system. Compared to this none of the random this random that or crazy psychic powers seem bad. Once allies are in, people are truly then just playing with their toy soldiers instead of playing an actual game that makes any sense whatsoever.

Before someone says there's probably some restrictions to allies -- It's irrelevant, unless the restriction is 'with your opponent's consent'. Even if you have to take a HQ and 2 troops from each book (which I doubt) it'll create a whole new tier 1 of armies. In case you were wondering they're all Imperium combinations, GK+IG being one of the most overpowered ones from dual armies. It's crazy because whenever an army has one 'broken good' unit the situation might still be manageable unless that unit can be spammed for more than 3 slots. Allies allow players to pick the broken units from multiple army books and put them together and then even the last resemblance of balance disappears.


Uh are you forgetting that Necrons can team up with Blood Angels? And if we go by rumours the Tau will ally up with Ultra Marines


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:46:59


Post by: Therion


Uh are you forgetting that Necrons can team up with Blood Angels? And if we go by rumours the Tau will ally up with Ultra Marines

Oh yeah. Sanguinary Priests on jump packs keeping their best buddy Wraiths alive and kicking. Mephiston hops on the bandwagon as well just so that the Necrons can join the PSYCHIC DEVASTATION! I'm so excited.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:47:23


Post by: ShumaGorath


Therion wrote:
H.B.M.C. wrote:I'm not necessarily disagreeing with you Therion – allies are a tremendous way to destroy any notion of balance – but looking at 40K’s most recent history with allies, the Daemonhunters and Witch Hunter Codices, I don’t recall either of them breaking the game?

I do recall those books being completely idiotic. Taking allies from either book was disallowed from basically every European tournament for the entire duration of those books, because all it did was allow perfectly competitive armies like IG to take a psychic hood and some other nonsense that they didn't need and weren't designed to need. The fact just was that those books didn't have much other useful stuff to grab. I'm pretty sure you understand the notion that armies have some weaker force organisation slots and are supposed to have some inherent weaknessess. Vendettas are the best fast attack choice in the entire game for example, and allowing armies that have garbage fast attack to use them just breaks the balance. Same goes for stuff like Purifiers which are the single most undercosted infantry unit in the game. Why should Grey Knights suddenly have access to Vendettas?

The sad thing is that I'm sure there's hundreds of players out there who would honestly use these rules just to make funny or fluffy armies, but allowing this garbage would be a killing blow to the tournament scene. That's why it'll never be allowed in any form of course even if the rulebook has it, but that won't stop me from being pissed off about the fact that GW forces active players to house rule the game just so that it's even remotely playable.


I agree with most of what you're saying though I disagree about the "intention" of any of the design flaws. Codex choices that are weak and underutilized are such due to bad codex design, not because of intentionally "weak" assets giving an army "flavor".


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:50:28


Post by: Therion


Codex choices that are weak and underutilized are such due to bad codex design, not because of intentionally "weak" assets giving an army "flavor".

I meant it just happens that some force organisation slots are weaker every single time, and that in addition to that the books need some inherent weaknessess. If your army is one of the strongest shooty armies, it's probably not intended to be the best assault army in the same time. The armies are supposed to have different strengths and weaknessess (diversity). Otherwise why have more than one army in the game altogether? The alliance rules basically remove a lot of armies from the game as the only remaining armies are 'Imperium' and a couple of Xenos punching bags.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/18 23:55:11


Post by: labmouse42


davethepak wrote:
labmouse42 wrote: BT and C:SM are at the bottom of the power curve right now. [i]IG, DE, and Necrons all have codex's that are easily better than those 2.
Exquese me? My tau beg to differ greatly with the assertion that Codex space marines are at the bottom of the power curve.
Curve indicates there is more room for multiple bottom tier armies. Some can even be lower on the curve. Don't worry, there is a spot there for the Tau too


Automatically Appended Next Post:
ShumaGorath wrote:That is disappointing though as someone who doesn't play templars it's also somewhat of a relief.
Sadly, if I remember correctly SW chaplins give a flat out preferred enemy vs. one type of your choice.

Stick one in with your double PG GH squad and your rerolling missed 'to hits'. I wonder how 'HOT' that would get?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 00:20:17


Post by: Kid_Kyoto


H.B.M.C. wrote:@Shummy:

Admittedly no, but then again I was the guy with an Inquisitorial army, not the other way around, and any time I did out-of-phase shooting it was my Kyoto-Pattern Inquisitorial Fire Team (1 Psycannon, 2 Heavy Bolters, 1 Plasma Cannon + 1 Re-Roll) that did the shooting.

There was the Liber Heresius. That was fairly easy to abuse.


Ah the old Kyoto pattern fire team... my moment of glory.

I still have a half dozen psycannon inquisitors on the shelf.

DAMN YOU WARD!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 00:25:47


Post by: ForgeMarine


I havent sorted thru all of the post yet, however last I read there were going to be magic cards similiar to Fantasy. Any thoughts to how this will impact characters such as Mephiston? Any Thoughts? Thanks


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 00:59:34


Post by: Carnage43


ForgeMarine wrote:I havent sorted thru all of the post yet, however last I read there were going to be magic cards similiar to Fantasy. Any thoughts to how this will impact characters such as Mephiston? Any Thoughts? Thanks


The "card" portion is largely irrelevant, they are basically printed off versions of what you will find in the rule book from what I understand. From what I've seen/heard there will be 35 spells spread across 5 schools. I imagine the schools will be sorted into various categories,

Battle field control (+to reserve rolls, negative to enemy's, increased cover saves, "the Gate", Lash of slaanesh..etc)
Personal buffs (Sanguine sword, Unleashed rage, quickening, wings of sanguinius, hammer-hand, might of heroes, leech life...etc)
Army buffs (Fortune, Catalyst, sanctuary, shrouding, force dome/shield, something to grant FC)
Offensive (Blood boil, avenger, warp rift, jaws of the world wolf, doombolt, smite, vortex of doom, lightning, eldrich storm)
Debuffs (Fear of the darkness, Doom, Paroxym)

Of course they could play the old race spell schools; Eldar, Space Marines, Orks, Tyranids and "Misc" or imperial guard. Hell, the spells could be entirely new, and in addition or instead of current spells.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 01:05:11


Post by: Davor


They already have psychic cards you can download. At least for Tyranids. So this is really nothing new except that they are charging us for it now.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 01:59:39


Post by: H.B.M.C.


Davor wrote:They already have psychic cards you can download. At least for Tyranids. So this is really nothing new except that they are charging us for it now.


Next you'll be telling me that those Tyranid cards were made in preparation for 6th.

This is new, because it's a completely new psychic system.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 02:11:35


Post by: Farseer Mael Dannan


sennacherib wrote:
As far as the play for fun/WAAC/tournament player argument that occupied the prior page, i have to say that you can play however you want. Just make sure your opponent is on the same page as you. Playing a fluffy army against a honed tourni list is no fun at all. And in answer to someones post about how no one enters a match with the hopes of loosing. Not true. There are less experienced players at my local club that i have seriously dumbed my army down when i faced them. I started off with the intent that they would have the best chance of winning possible. They still usually lost because they made some wonky decisions or one or two critical rolls didnt go their way. But what was most important to me was that they had fun and that i did too. i always meter my list so that it balances well with the level/style of play that i expect my foe to bring. that is all.


I do this very same thing. Heck, even within my group of people I consistently play with I can tell when, playing my "typical" game I would crust the enemy team or not. If I would, than the list can be toned down to something more fun or I can bring that "one unit" I love but just never pulls their points. This allows me to play honestly on the field and not absolutley crush them or have to hold myself back.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 02:28:38


Post by: Brian P


Carnage43 wrote:
ForgeMarine wrote:I havent sorted thru all of the post yet, however last I read there were going to be magic cards similiar to Fantasy. Any thoughts to how this will impact characters such as Mephiston? Any Thoughts? Thanks


The "card" portion is largely irrelevant, they are basically printed off versions of what you will find in the rule book from what I understand. From what I've seen/heard there will be 35 spells spread across 5 schools. I imagine the schools will be sorted into various categories,

Battle field control (+to reserve rolls, negative to enemy's, increased cover saves, "the Gate", Lash of slaanesh..etc)
Personal buffs (Sanguine sword, Unleashed rage, quickening, wings of sanguinius, hammer-hand, might of heroes, leech life...etc)
Army buffs (Fortune, Catalyst, sanctuary, shrouding, force dome/shield, something to grant FC)
Offensive (Blood boil, avenger, warp rift, jaws of the world wolf, doombolt, smite, vortex of doom, lightning, eldrich storm)
Debuffs (Fear of the darkness, Doom, Paroxym)

Of course they could play the old race spell schools; Eldar, Space Marines, Orks, Tyranids and "Misc" or imperial guard. Hell, the spells could be entirely new, and in addition or instead of current spells.


That's my big question, especially for Weirdboyz. They get to use psychic powers instead of rolling on the chart? In addition to rolling on the chart? Are they just going to invalidate every single psychic power in every codex? I actually don't care either way.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 03:51:26


Post by: Marrak


There are psychic cards for Tyranids to download? o.O Where?

On another note, the idea of allies worries me only due to the way that the restrictions were from 2nd. Meaning the Nids are left high and dry. Now, the thing is in 2nd edition, Tyranids didn't need allies as their book was strong, in some ways ridiculously so. Obviously in 5th that is by no means the case, and we struggle with a handicap against many armies right out the gate.

I'm curious to see how 6th will handle this, and what future it'll hold for my Hive Fleet.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 04:13:09


Post by: morgendonner


Up until this point no rumors have really left me too concerned.. allies certainly does though.

White Dwarf leaks should hit in a day or two so hopefully that will shed some light on it.

My expectation is that it will be an addendum type section of the rulebook, just like Buildings currently are. I can't tell you the last time I played a 40k game with actual AV Buildings. Regardless of whether it's an addendum or not, I expect GTs will disallow allies if they are just take anything you like as it's skewed towards imperial armies and patches everyone's weaknesses.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 08:42:14


Post by: N.I.B.


I wouldn't get my knickers in a bunch over allies. If it will unbalance the game (and it will, most likely, as it has in the past) it will be banned in tournaments, and by thus allies won't be allowed in the majority of club games either, at least in my region were most games are either finetuning lists for tournaments or testing ideas for the next tournament, using tournament missions and restrictions.
Which leaves the ally rules to the beer&pretzel games, or pick-up games at your LGS. As it should be.

And what's with the fuss over psychic cards? It's the equivalent of wound markers, or objective markers, or spell cards in fantasy. They've been around fantasy forever, and very few use them, as the spells (psychich powers) are described in the rule book anyway. Just look up the powers in the rule book or codex, you wont be forced to buy psychic cards.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 09:28:19


Post by: Dantalian


Tau with no allies? According to that allies chart GW released last month for the tournament Tau could ally with everyone lol. Hell my local store just had a teams tournament a couple days ago and I played with a Necron player. And let me tell you what, I think we easily made proof that allies would break the game worse than anything else. We aptly named out team "Night Fight LOL" because we were took advantage of one thing people never seem to prepare for. My ally ran C'tan with runecape and Imotekh, I took full broadsides with BSF and we pretty much cheesed our way to victory (of course the scarab farm and sweep attack pimp mobile helped too). Every game we played no one could break the night, and by the time we rolled bad on the storm almost everything of threat was killed.
The idea of my friend being able to field broadsides scares me to no end. It will go well with the rest of his army being able to glance things to death and scarabs reducing armor.

I should have the Batreps of these games posted by tomorrow.

On another note I like the new spell cards. Something new like this into the game would be a nice change, so long as it doesn't go out of control like it did in fantasy magic. Teclis still leave a pretty bitter taste in my mouth to this day.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 09:42:10


Post by: Darkseid


morgendonner wrote:White Dwarf leaks should hit in a day or two ...


Leaks incomming (from Warseer)

- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

- It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 09:51:21


Post by: Spartan089


Well there goes my meq army which I didn't even finish, 12 rhino's down the drain... apparently even a guardsman's flashlight can take down a tank.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 09:52:59


Post by: Cerebrium


Allies rules back in so I can get proper daemons in my word bearers and traitor guard in my iron warriors?

I REALLY hope that's true.

Chaos need a points cut on sorcerors and better psychic powers though.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:01:29


Post by: Crazyterran


Spartan089 wrote:Well there goes my meq army which I didn't even finish, 12 rhino's down the drain... apparently even a guardsman's flashlight can take down a tank.


Necrons having the ability to take away Hull Points immediately means that Guardsmen w/ Lasguns can take down Armor.

Clearly an appropriate reaction!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:02:40


Post by: Cerebrium


Yeah, I was thinking that. Rhinos will still be immune to lasguns. It's purely an improvement to Necrons.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:06:14


Post by: Crazyterran


I'm interested in seeing what Hullpoints do, and the new Vehicle Damage chart(s) to see the change.

One army being stronger against vehicles isn't making me all of a sudden want to throw all of my vehicles out of my army. We need more information first.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:10:22


Post by: Ledabot


Crazyterran wrote:
Spartan089 wrote:Well there goes my meq army which I didn't even finish, 12 rhino's down the drain... apparently even a guardsman's flashlight can take down a tank.


Necrons having the ability to take away Hull Points immediately means that Guardsmen w/ Lasguns can take down Armor.

Clearly an appropriate reaction!


I think he might have missread the post.

Some of these things look like they moght really help me, but then again, some is terrable. 2d6 charge?! I have visions of daemon princes, especially with wings becoming verry good very fast with the new dex.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:12:11


Post by: Spartan089


Crazyterran wrote:I'm interested in seeing what Hullpoints do, and the new Vehicle Damage chart(s) to see the change.

One army being stronger against vehicles isn't making me all of a sudden want to throw all of my vehicles out of my army. We need more information first.


Granted maybe using guardsman as an example was a bit much, but the fact remains vehicles have been wholly nerfed and necrons extremely buffed, and everyone hops on board the power train, saw it with Tau with Fish of Fury, saw it with Grey Knights, gonna see it with Necrons (unless we get an errata that doesn't make crons broken, though considering Ward had a hand in the Necron codex we are more likley to see them buffed even more then balanced .


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:17:08


Post by: Crazyterran


Necrons are also one army. They also suffer from a sever case of 'no psykers'.

Use the advantages that Space Marines have. Blow them away with Psychic Powers, considering we are getting a whole bunch of new ones to potentially play with. And since, other than Eldar and CSM, Imperium Armies are the only ones with Psykers to begin with! (well, Orks could count, I suppose, depends on if weirdboys join in on the new powers.)

And not only that, Imperial Players and Eldar are the only ones with effective Psychic Defense. We get Hoods, Eldars get Runes of Eldarstuff.

We have to wait and see what happens with the entire Rulebook before bitching about an army that severely lacks in a new, powerful area gets a buff to their Anti Tank arsenal. In a way that we don't even know how big of a buff it is - because, again, it all depends on how Hull Points and the new Vehicle Damage Chart(s) work.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:25:20


Post by: spaceelf


Marrak wrote:
On another note, the idea of allies worries me only due to the way that the restrictions were from 2nd. Meaning the Nids are left high and dry. Now, the thing is in 2nd edition, Tyranids didn't need allies as their book was strong, in some ways ridiculously so. Obviously in 5th that is by no means the case, and we struggle with a handicap against many armies right out the gate.

I'm curious to see how 6th will handle this, and what future it'll hold for my Hive Fleet.

I always thought that the Nids could ally with the Squats.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:37:21


Post by: Leth


One of the things I heard was that it was critical hits which makes me think it will be limited to penetrating results, not glancing.

Easy way to make gauss not as overpowered, and I think that is how they will do it.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:43:26


Post by: Therion


And not only that, Imperial Players and Eldar are the only ones with effective Psychic Defense. We get Hoods, Eldars get Runes of Eldarstuff.

Necrons have the Gloom Prism which is allright against offensive spells atleast or debuffs. Tyranids and Space Wolves also have psychic defence.

Easy way to make gauss not as overpowered, and I think that is how they will do it.

Gauss is good enough if those shaken and stunned results stack towards immobilised and weapon destroyed and wrecked. The hull point system is a needless complication and once again I can't see why a rule like that was implemented in the first place. Also what's the basis for the hull point allowance if Ghost Arks and Land Raiders have an equal amount, considering that one is dirt cheap in comparison? Ward just looks at a model and thinks "yeah this looks tough I'll give it five Ward points"...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:51:27


Post by: Nvs


Wonder what they'll give Dark Eldar for psychic powers. All the fluff implies they don't get any, but their codex options at stopping psykers are somewhat limited when you consider how much they're expanding the psychic system.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:53:15


Post by: Requiem


Therion wrote:Also what's the basis for the hull point allowance if Ghost Arks and Land Raiders have an equal amount, considering that one is dirt cheap in comparison? Ward just looks at a model and thinks "yeah this looks tough I'll give it five Ward points"...

This is just really hard to believe... an equal amount of hull points for ghost arks and land raiders would be insane


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:56:17


Post by: BrookM


Makes me wonder how many the good Old Russ will get and, what they'll slap onto the Baneblade.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 10:58:36


Post by: DarthOvious


labmouse42 wrote: Automatically Appended Next Post:
ShumaGorath wrote:That is disappointing though as someone who doesn't play templars it's also somewhat of a relief.
Sadly, if I remember correctly SW chaplins give a flat out preferred enemy vs. one type of your choice.

Stick one in with your double PG GH squad and your rerolling missed 'to hits'. I wonder how 'HOT' that would get?


Four words.

Blood Angels - Unleash Rage


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:05:28


Post by: Dantalian


I like the idea of the Commanders getting a special ability. This sounds like a nice idea of introducing something useful for every codices army all at once. Though Just like random psychic powers, I'm not a fan of this being random as well. With one roll it could determine if your HQ is now more or less useless than your opponents HQ? Of course that will depend on what the abilities per tree are, they all might be really useful.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:13:48


Post by: Therion


Dantalian wrote:I like the idea of the Commanders getting a special ability. This sounds like a nice idea of introducing something useful for every codices army all at once. Though Just like random psychic powers, I'm not a fan of this being random as well. With one roll it could determine if your HQ is now more or less useless than your opponents HQ? Of course that will depend on what the abilities per tree are, they all might be really useful.


GW loves random. The fact that you'll never know what your general is able to do is fun supposedly. I'd imagine those psychic powers are like the minor psychic powers of old. You'll spend 10 points to get a roll on the table. All of the tables will be awful except one which has a new version of 'Siren' which makes you unkillable for the whole game, and you have near-automatic access to the spell if you buy 6 or more rolls for the table.

The funny thing with these rumours is once again that we were told nothing concrete. We weren't told about the missions, how many turns a game has and if random game length is in or if the turn structure is the same as before overall, how the movevement & assault & shooting phases are structured, etc. I don't really care if counter-assault is slightly different or if the AP value of a lightning claw was changed in comparison to how the game is actually played, but it seems like the little birds who chirp these rumours only focus on irrelevant tidbits instead of reading the rules of the game.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:14:28


Post by: DarthOvious


Darkseid wrote:
morgendonner wrote:White Dwarf leaks should hit in a day or two ...

- The Rage USR gives you +2 attacks on the charge


Erm, Death Company are already fantastic in combat. With a Chaplain attached this will just make them completely insane.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:17:08


Post by: Marrak


spaceelf wrote:
I always thought that the Nids could ally with the Squats.


Just because my tacos were delicious doesn't mean I'm going to let them shoot guns next to be in battle.

Some of these new rumors are intriguing... the flying MC vector strike, combined with always needing a 6 to hit, would actually pull the harpy out of "why the heck is this guy hanging around" and put him into "yeah I could see using him."

Doubling the strength of MCs against vehicles is nice for everyone but my Carnifex, who now literally has no purpose in the codex, since the doubling will take every TMC to 10, and the rest all fight better than he does, especially the Trygon. Still, that removes the biggest weakness Trygons have currently, where an AV 14 vehicle can give them some problems, so I'm curious how these hull points will work, probably just like vehicle wounds.

Making your general scoring suddenly turns a Hive Tyrant and his guard into a very, very hard to kill objective grabber. I'd like it because right now my HT basically exists to sit in the back and play defensively. This would make it more appealing to make him aggressive.

I wonder how "no retreat" wounds are handled now, as that is still the biggest killer that Tyranids have to consider and overcome when we consider assaulting armies... it turns minor losses into major issues.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:18:50


Post by: spectreoneone


BrookM wrote:Makes me wonder how many the good Old Russ will get and, what they'll slap onto the Baneblade.


Baneblade already has 3 Structure Points...I presume that it won't have hull points, as SP fill pretty much the same role. Nevermind that it's a Superheavy for Apoc, and we haven't seen how Apoc will be affected by 6th...if it will be affected at all.

On another note...I know a lot of folks are upset about this rule, or that rule...but we all have to remember that we really cannot declare that certain rules are broken without more context. For all we know, the "broken" rules work in synergy with other rules that balance them out. I know we all have our cynicism about GW's ability to release anything balanced, but let's at least give them the benefit of the doubt. I'm honestly more frustrated at GW's silly marketing strategy...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:25:58


Post by: Therion


Some of these new rumors are intriguing... the flying MC vector strike, combined with always needing a 6 to hit, would actually pull the harpy out of "why the heck is this guy hanging around" and put him into "yeah I could see using him."

You think? You realise that requiring 6's to hit makes it impractically hard to kill with shooting weapons. It takes 29 BS4 missile launcher shots to do 4 wounds on a monster flying fast with no cover save. It will do sweeping attacks all game and never move less than 24" per turn, always ending the move somewhere safe from assault and hopefully with cover saves or entirely hidden from sight. Necron CCBs already do this and when they're only hit on 6's they'll be a ridiculous pain in the ass. I could easily see it being smart for Tyranids to cram in as many flying monsters as they can and just win games by doing vector strikes all day long.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:29:08


Post by: Green is Best!


spectreoneone wrote: I'm honestly more frustrated at GW's silly marketing strategy...


There was one?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:29:27


Post by: DarthDiggler


Hmmmm. Necron sweep attacks were a preview of flying MC sweep attacks. GK grand strategy was a preview of your Generals random ability. What else in those two books were previews?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:30:24


Post by: Therion


What else in those two books were previews?

That they are imbalanced.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:33:58


Post by: DarthDiggler


Therion wrote:
Some of these new rumors are intriguing... the flying MC vector strike, combined with always needing a 6 to hit, would actually pull the harpy out of "why the heck is this guy hanging around" and put him into "yeah I could see using him."

You think? You realise that requiring 6's to hit makes it impractically hard to kill with shooting weapons. It takes 29 BS4 missile launcher shots to do 4 wounds on a monster flying fast with no cover save. It will do sweeping attacks all game and never move less than 24" per turn, always ending the move somewhere safe from assault and hopefully with cover saves or entirely hidden from sight. Necron CCBs already do this and when they're only hit on 6's they'll be a ridiculous pain in the ass. I could easily see it being smart for Tyranids to cram in as many flying monsters as they can and just win games by doing vector strikes all day long.



Flyers needing a 6 to hit them will be offset by "AA" guns which use their BS to hit instead of the 6 like other weapons. With the new fortification rules, everyone will have access to them and then other books will have their own. Hydras are an example of an AA gun which hits flyers on its own BS. If they make any dread with twin weapons an AA gun then Mr.Harpie meet Mr Psyrifleman dread.


Automatically Appended Next Post:
Therion wrote:
What else in those two books were previews?

That they are imbalanced.



Hardly. Ever see a Bloodthirster zoom around at 24" with sweep attacks and them jump into combat with the weak part of your army? You will now. He has a 2+ save vs all GK CC weapons. Good luck stopping him.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:36:11


Post by: Kirasu


Am I insane to think the impossible? That Vanguard veterans with jump packs may be somewhat useful now with a 2d6" re-roll charge range?

I'm sure the actual rules will crush those dreams.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:36:47


Post by: d-usa


Twin-linked dreads would make sense for AA guns. Maybe even Whirlwind tanks?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:43:49


Post by: Marrak


DarthDiggler wrote:
Therion wrote:
Some of these new rumors are intriguing... the flying MC vector strike, combined with always needing a 6 to hit, would actually pull the harpy out of "why the heck is this guy hanging around" and put him into "yeah I could see using him."

You think? You realise that requiring 6's to hit makes it impractically hard to kill with shooting weapons. It takes 29 BS4 missile launcher shots to do 4 wounds on a monster flying fast with no cover save. It will do sweeping attacks all game and never move less than 24" per turn, always ending the move somewhere safe from assault and hopefully with cover saves or entirely hidden from sight. Necron CCBs already do this and when they're only hit on 6's they'll be a ridiculous pain in the ass. I could easily see it being smart for Tyranids to cram in as many flying monsters as they can and just win games by doing vector strikes all day long.



Flyers needing a 6 to hit them will be offset by "AA" guns which use their BS to hit instead of the 6 like other weapons. With the new fortification rules, everyone will have access to them and then other books will have their own. Hydras are an example of an AA gun which hits flyers on its own BS. If they make any dread with twin weapons an AA gun then Mr.Harpie meet Mr Psyrifleman dread.


Automatically Appended Next Post:
Therion wrote:
What else in those two books were previews?

That they are imbalanced.



Hardly. Ever see a Bloodthirster zoom around at 24" with sweep attacks and them jump into combat with the weak part of your army? You will now. He has a 2+ save vs all GK CC weapons. Good luck stopping him.


Yeah, the AA guns are what I was keeping in mind with my initial post. Although combine the vector strike with the harpy dropping spore mines... it may not last for very long but it'll be a party while it's there. spamming three may be a bit much as they may get in each other's way.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:47:35


Post by: Therion


Flyers needing a 6 to hit them will be offset by "AA" guns which use their BS to hit instead of the 6 like other weapons.

First of all, only one vehicle in the entire game has an AA gun, so your point is entirely moot. Are you really saying that the way everyone should react to this rule is spend 200 points from their 1500 point army to buy a building with one AA autocannon on top and that would somehow solve all the problems and be helpful to the tournament scene? Are we playing team fortress here? Secondly, why do you imagine something as ridiculous as Psyriflemen would get AA guns? Because everything in GK army is already overpowered so why stop there? But hey, you could always just take an allied detachment of 9 Hydras from the IG codex, right? Now what about the other 8 armies that can't ally with Imperial Guard or any Imperial army for that matter? Let's make Tesla Destructors AA guns because they shoot so much lightning, right? We could also make Venom Cannons AA guns, and Bright & Dark Lances if they're mounted on tanks. Everything with a targeting lock could also count as an AA gun. Now remind me what was the point of the 6's to hit rule again?

Hardly. Ever see a Bloodthirster zoom around at 24" with sweep attacks and them jump into combat with the weak part of your army? You will now. He has a 2+ save vs all GK CC weapons. Good luck stopping him.

I see you completely missed my point but I'm not surprised.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:49:07


Post by: spectreoneone


Green is Best! wrote:
spectreoneone wrote: I'm honestly more frustrated at GW's silly marketing strategy...


There was one?


My point exactly. These "teasers" should have been put out months ago. At this point, GW should be going nuts with tidbits to hype up the release., maybe something giving us a hint as to the progression of the storyline as it pertains to the background of this edition...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:50:37


Post by: Ledabot


Any missile tank would be good against flyers. I don't even see a point to the whirlwind right now. The missiles seem so bad.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:56:03


Post by: lord_blackfang


It all sounds pretty neat so far.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 11:59:55


Post by: DarthDiggler


Therion wrote:
Flyers needing a 6 to hit them will be offset by "AA" guns which use their BS to hit instead of the 6 like other weapons.

First of all, only one vehicle in the entire game has an AA gun, so your point is entirely moot. Are you really saying that the way everyone should react to this rule is spend 200 points from their 1500 point army to buy a building with one AA autocannon on top and that would somehow solve all the problems and be helpful to the tournament scene? Are we playing team fortress here? Secondly, why do you imagine something as ridiculous as Psyriflemen would get AA guns? Because everything in GK army is already overpowered so why stop there? But hey, you could always just take an allied detachment of 9 Hydras from the IG codex, right? Now what about the other 8 armies that can't ally with Imperial Guard or any Imperial army for that matter? Let's make Tesla Destructors AA guns because they shoot so much lightning, right? We could also make Venom Cannons AA guns, and Bright & Dark Lances if they're mounted on tanks. Everything with a targeting lock could also count as an AA gun. Now remind me what was the point of the 6's to hit rule again?
.


All marine lists can take a dread with two twin linked auto cannons. Those might very well be AA mounts. Harpies get no saves from those guns. Why might dreads with double weapons be AA? Because they are in Forgeworld and the to hit of 6 with flyers came from Forgeworld also. Many of these new rules seem to have their birth in the Forgeworld rules. It would be wise to look to there. All flyers can hit other flyers with their BS in FW. That might be another missing piece of the puzzle. Since all other books have flyers themselves, GW has given every army the ability to deal with with flyers without taking 9 Hydras.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:02:29


Post by: Therion


DarthDiggler wrote:
Therion wrote:
Flyers needing a 6 to hit them will be offset by "AA" guns which use their BS to hit instead of the 6 like other weapons.

First of all, only one vehicle in the entire game has an AA gun, so your point is entirely moot. Are you really saying that the way everyone should react to this rule is spend 200 points from their 1500 point army to buy a building with one AA autocannon on top and that would somehow solve all the problems and be helpful to the tournament scene? Are we playing team fortress here? Secondly, why do you imagine something as ridiculous as Psyriflemen would get AA guns? Because everything in GK army is already overpowered so why stop there? But hey, you could always just take an allied detachment of 9 Hydras from the IG codex, right? Now what about the other 8 armies that can't ally with Imperial Guard or any Imperial army for that matter? Let's make Tesla Destructors AA guns because they shoot so much lightning, right? We could also make Venom Cannons AA guns, and Bright & Dark Lances if they're mounted on tanks. Everything with a targeting lock could also count as an AA gun. Now remind me what was the point of the 6's to hit rule again?
.


All marine lists can take a dread with two twin linked auto cannons. Those might very well be AA mounts. Harpies get no saves from those guns. Why might dreads with double weapons be AA? Because they are in Forgeworld and the to hit of 6 with flyers came from Forgeworld also. Many of these new rules seem to have their birth in the Forgeworld rules. It would be wise to look to there. All flyers can hit other flyers with their BS in FW. That might be another missing piece of the puzzle. Since all other books have flyers themselves, GW has given every army the ability to deal with with flyers without taking 9 Hydras.

Just the rule that every flyer hits other flyers normally pushes this edition to become all about the flyers. Everyone's taking them and you can't hit them unless you also take nothing but them. We'll see how this turns out.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:03:20


Post by: Testify


Requiem wrote:
Therion wrote:Also what's the basis for the hull point allowance if Ghost Arks and Land Raiders have an equal amount, considering that one is dirt cheap in comparison? Ward just looks at a model and thinks "yeah this looks tough I'll give it five Ward points"...

This is just really hard to believe... an equal amount of hull points for ghost arks and land raiders would be insane

Terminators and guardsmen have the same amount of wounds. Madness.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:06:46


Post by: His Master's Voice


Testify wrote:Terminators and guardsmen have the same amount of wounds. Madness.


It would be madness to give a guardsman a 2+ save without jacking the cost up.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:07:53


Post by: d-usa


Testify wrote:
Requiem wrote:
Therion wrote:Also what's the basis for the hull point allowance if Ghost Arks and Land Raiders have an equal amount, considering that one is dirt cheap in comparison? Ward just looks at a model and thinks "yeah this looks tough I'll give it five Ward points"...

This is just really hard to believe... an equal amount of hull points for ghost arks and land raiders would be insane

Terminators and guardsmen have the same amount of wounds. Madness.


Termigants and Rattlings all move 6 inches, the humanity of it all.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:08:56


Post by: Therion


Justifying a bad rule by saying the game is already filled with bad rules is really clever.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:13:04


Post by: d-usa


Saying a rule is bad without knowing what any of the other rules are or what codex updates are going to include is also really clever.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:14:26


Post by: andrewm9


DarthDiggler wrote:
All marine lists can take a dread with two twin linked auto cannons. Those might very well be AA mounts. Harpies get no saves from those guns. Why might dreads with double weapons be AA? Because they are in Forgeworld and the to hit of 6 with flyers came from Forgeworld also. Many of these new rules seem to have their birth in the Forgeworld rules. It would be wise to look to there. All flyers can hit other flyers with their BS in FW. That might be another missing piece of the puzzle. Since all other books have flyers themselves, GW has given every army the ability to deal with with flyers without taking 9 Hydras.


Actually flyers without AA mounts hit like everybody else. There are flyers specifically built to deal with other flying units like the Lightning. Its Long barrel autocannon specifically has the AA rule as do its Skystrike missiles.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:15:35


Post by: lord_blackfang


You have no clue how many weapons will be errata'd to be AA mounts, so stop freaking out. You'll also be able to buy AA turrets in your Fortification slots. How many do you really need to take out a few AV10-11 vehicles that are too tall to hide from anything ever?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:16:09


Post by: Graphite


Hmm. Works well for Orks - half the normal number of hits vs. flyers isn't really so much of a problem if you take lots of dakka


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:16:15


Post by: Therion


d-usa wrote:Saying a rule is bad without knowing what any of the other rules are or what codex updates are going to include is also really clever.

What types of codex updates or additional rules do you think there might be that somehow make a Land Raider and a Ghost Ark having the same amount of hull points logical or in fact a good rule? You have to have some insight considering you're making sarcastic jokes about the rule being nothing to be concerned about. Illuminate us.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:18:47


Post by: Testify


His Master's Voice wrote:
Testify wrote:Terminators and guardsmen have the same amount of wounds. Madness.


It would be madness to give a guardsman a 2+ save without jacking the cost up.

That's not what's been done.
Hull points accumilate glancing hits, asfar as well know. So having different vehicles having the same amounts makes sense.
They're still different Armour Values, still just as difficult to penetrate.


Automatically Appended Next Post:
Therion wrote:
d-usa wrote:Saying a rule is bad without knowing what any of the other rules are or what codex updates are going to include is also really clever.

What types of codex updates or additional rules do you think there might be that somehow make a Land Raider and a Ghost Ark having the same amount of hull points logical or in fact a good rule? You have to have some insight considering you're making sarcastic jokes about the rule being nothing to be concerned about. Illuminate us.

I will re-iterate my earlier point. Terminators and guardsmen have the same amount of wounds, it's stupid and broken.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:20:22


Post by: notprop


lord_blackfang wrote:You have no clue how many weapons will be errata'd to be AA mounts, so stop freaking out. You'll also be able to buy AA turrets in your Fortification slots. How many do you really need to take out a few AV10-11 vehicles that are too tall to hide from anything ever?


I would guess that as a minimum all pintle mounted weapons must be AA, that being the point of the mount and all?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:20:41


Post by: d-usa


Therion wrote:
d-usa wrote:Saying a rule is bad without knowing what any of the other rules are or what codex updates are going to include is also really clever.

What types of codex updates or additional rules do you think there might be that somehow make a Land Raider and a Ghost Ark having the same amount of hull points logical or in fact a good rule? You have to have some insight considering you're making sarcastic jokes about the rule being nothing to be concerned about. Illuminate us.


I am looking at rumored rules that nobody knows exactly how true they are, how they apply to the rest of the rulebooks, and without knowing what the codex updates are going to bring to the table.

Basically, everytime there is a leak about a singular rule it always gets analyzed based on how it performs in the current ruleset even though it has nothing to do with the current ruleset and we have no clue what it will be like without having all the rules in our hands.

But everytime we have a leak, we basically get this:



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:22:30


Post by: Therion


They're still different Armour Values, still just as difficult to penetrate.

You mean still as easy to penetrate. T4 to T6 doesn't matter when you're being shot with S8 weapons and higher. Likewise, AV14 isn't really helpful when everyone is toting meltaguns, gauss weapons and lances. A high number of hull points or wounds for a vehicle that pays a ton of points for its survivability would be a good way to offset the fact that AV14 is overpriced. GW doesn't agree. Your analogy of Terminators and Guardsmen is awful. Infantry models and their differences in survivability isn't in any way comparable to AV12 versus AV14 because of the various special rules in play. Besides, noone ever said removing movement values and armour save modifiers and the 3D6 terminator armour save was a good rule. You're using bad examples of bad rules to justify a new bad rule.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:24:35


Post by: Maelstrom808


His Master's Voice wrote:
Testify wrote:Terminators and guardsmen have the same amount of wounds. Madness.


It would be madness to give a guardsman a 2+ save without jacking the cost up.


Except if it was more like a 2.5+ save that went to a 5+ save the first ti...Er, screw the stupid side comparisons. Before people freak out about 4 hull points on both lets take a look at a few things:

LR - AV 14/14/14
GA - AV 13/13/11 until it gets it's first penetrating hit then it drops to AV 11/11/11

GA is open-topped

LR has smoke launchers to give it'self a cover save

LR usually packs a far heavier armament

Now the GA has Living Metal which is really nice, but offest somewhat by it being open-topped as previously mentioned.

Also there is a post up on BOLS that mentioned MOST vehicles will have 3+ hullpoints so the disparity is not as great as it would seem. Are the same players that are freaking out about the GA going to freak out when their predators have only one less hull point than a land raider for a half to a third of it's points?

So yeah, the GA is about half the points, but it's also not nearly as surviable or as threatening as a LR and the gap between what different vehicles have might not be as bad as you think, so chill out till we see how the whole thing actually works.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:24:44


Post by: spitfire6x


why dont we wait and see what is actualy in the rulebook and see what the rules actualy are before worring about them. Unltil we have the book is in our hands, will we be sure what the new rules are!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:26:05


Post by: Testify


Therion wrote:
They're still different Armour Values, still just as difficult to penetrate.

You mean still as easy to penetrate. T4 to T6 doesn't matter when you're being shot with S8 weapons and higher. Likewise, AV14 isn't really helpful when everyone is toting meltaguns, gauss weapons and lances. A high number of hull points or wounds for a vehicle that pays a ton of points for its survivability would be a good way to offset the fact that AV14 is overpriced. GW doesn't agree.

I've literally never heard a complaint about too many lance/gauss weapons before in the game. You've decided that it is so prevailant that GW's failure to address it is worthy of doomsaying. How bizarre.
Regarding meltaguns, protip - stay more than 6" away.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:26:33


Post by: DarthDiggler


d-usa wrote:

I am looking at rumored rules that nobody knows exactly how true they are, how they apply to the rest of the rulebooks, and without knowing what the codex updates are going to bring to the table.

Basically, everytime there is a leak about a singular rule it always gets analyzed based on how it performs in the current ruleset even though it has nothing to do with the current ruleset and we have no clue what it will be like without having all the rules in our hands.

]


Can I say +100 to this.

Overall I don't know if it will be good or bad, but I do know it won't be as good or as bad as it seems to some.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:27:47


Post by: Cyrax


BoW Andy wrote:But what about the biggest rumor… the changes to Psychic Powers?

Well it’s been hinted at, that Psychic Powers are now going to be divided into 6 disciplines (Biomancy, Divination, Pyromancy, Telekinesis & Telepathy) and each Pskyer in the 40K universe will have access to a limited number of them, lending credence to the rumour that 40K psychic powers are going the way of Fantasy Battle magic.

Of course the changes to psychic powers should be detailed in the rulebook, but the smart money says you will probably be able to buy a deck of Psychic Power Cards (just like in Fantasy Battle!)… so you can all look forward to the demise of some of those powerful psychic based lists

http://www.beastsofwar.com/warhammer-40k/40k-6th-released-june30/


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:29:18


Post by: Therion


Testify wrote:
Therion wrote:
They're still different Armour Values, still just as difficult to penetrate.

You mean still as easy to penetrate. T4 to T6 doesn't matter when you're being shot with S8 weapons and higher. Likewise, AV14 isn't really helpful when everyone is toting meltaguns, gauss weapons and lances. A high number of hull points or wounds for a vehicle that pays a ton of points for its survivability would be a good way to offset the fact that AV14 is overpriced. GW doesn't agree.

I've literally never heard a complaint about too many lance/gauss weapons before in the game. You've decided that it is so prevailant that GW's failure to address it is worthy of doomsaying. How bizarre.
Regarding meltaguns, protip - stay more than 6" away.

Protip, play in a couple of competitive 5th ed tournaments with your AV14 boxes. Stay away from forums untill you've been enlightened. That last bit is for everyone else's sake.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:32:57


Post by: Testify


Therion wrote:
Testify wrote:
Therion wrote:
They're still different Armour Values, still just as difficult to penetrate.

You mean still as easy to penetrate. T4 to T6 doesn't matter when you're being shot with S8 weapons and higher. Likewise, AV14 isn't really helpful when everyone is toting meltaguns, gauss weapons and lances. A high number of hull points or wounds for a vehicle that pays a ton of points for its survivability would be a good way to offset the fact that AV14 is overpriced. GW doesn't agree.

I've literally never heard a complaint about too many lance/gauss weapons before in the game. You've decided that it is so prevailant that GW's failure to address it is worthy of doomsaying. How bizarre.
Regarding meltaguns, protip - stay more than 6" away.

Protip, play in a couple of competitive tournaments with your AV14 boxes. Stay away from forums untill you've been enlightened.

AV 14 tanks-
Russ - long range fire support. Unlikley to draw meltagun fire unless your opponent deepstrikes near to you, in which case he's completely exposed.
Land Raider - delivers troops to the front lines. Expect them to take melta guns
Monolith - generally regarded as somewhat nerfed. Short range firepower with no resistance to meltaguns.
Maybe there's more.
Actually you're probably right. There's so much anti-vehicle stuff, that's why mech armies are so unpopular


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:36:17


Post by: Therion


Actually you're probably right. There's so much anti-vehicle stuff, that's why mech armies are so unpopular

The most popular and succesful mech armies:

Imperial Guard with CCS in Chimeras, PCS in Chimeras, Infantry Squads in Chimeras, Vet Squads in Chimeras, PBS in Chimeras, Vendettas, Hydras and Manticores. Full AV12.

GK with Dreadnoughts, Purifiers in Razorbacks, Henchmen in Razorbacks/Chimeras. All AV11/AV12.

Blood Angels/SW with a various amount of Razorbacks/Rhinos. All AV11. Honorable mention for sometimes including an AV13 Baal Predator or two for the scout move+smoke cover save wall for the AV11 tanks.

Noone in their right mind uses AV14 boxes in a competitive setting both because of their points cost, inherent weaknessess, redundancy, target saturation and other reasons. You would know this if you played in tournaments. I refer to my previous post. Just a tip, for free.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:37:50


Post by: reds8n


Let's stay calm please people.

Thanks.



Another snippet from Mr. Darnok's source over on 'seer..

I keep remembering stuff, damn brain doesn't work straight wi'out caffeine.

Anyway, Land Speeders have the special rule "Jink", which gives them a 5+ save all the time, this changes to 4+ if they go flat out. (I'm reasonably sure all fast skimmers get this, I'm not sure whether it's a USR or just a quality Fast Skimmers get)

Also, (and I can't believe I forgot this one) models are taken from the front when they're shot. Or, to put it another way, when a unit gets shot at, models from the part of the unit closest to the firer are removed first.


..hmm.... guess I just saved myself some points with regards to flicker fields anyway perhaps ?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:42:43


Post by: Therion


..hmm.... guess I just saved myself some points with regards to flicker fields anyway perhaps ?

Yes you did but it can still be seen as a nerf to Venoms. It's an interesting rule but after seeing that I'm really interested in seeing what the slower vehicles get for special rules, considering the fast ones are seemingly getting all sorts of buffs. A Catacomb Command Barge that moves flat out is hit with 6's and gets a 4+ save against hits that glance or penetrate?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:43:38


Post by: Alpharius


The whole 'from the front' thing is going to make things really annoying.

And needlessly complex and precise from a game which claims to be neither...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:44:12


Post by: Maelstrom808


reds8n wrote: Let's stay calm please people.

Thanks.



Another snippet from Mr. Darnok's source over on 'seer..

I keep remembering stuff, damn brain doesn't work straight wi'out caffeine.

Anyway, Land Speeders have the special rule "Jink", which gives them a 5+ save all the time, this changes to 4+ if they go flat out. (I'm reasonably sure all fast skimmers get this, I'm not sure whether it's a USR or just a quality Fast Skimmers get)

Also, (and I can't believe I forgot this one) models are taken from the front when they're shot. Or, to put it another way, when a unit gets shot at, models from the part of the unit closest to the firer are removed first.


..hmm.... guess I just saved myself some points with regards to flicker fields anyway perhaps ?


Possibly, but if it's still a cover save(most likely) it may still be worth it to have invulns on your most important stuff.


Automatically Appended Next Post:
Therion wrote:
..hmm.... guess I just saved myself some points with regards to flicker fields anyway perhaps ?

Yes you did but it can still be seen as a nerf to Venoms. It's an interesting rule but after seeing that I'm really interested in seeing what the slower vehicles get for special rules, considering the fast ones are seemingly getting all sorts of buffs. A Catacomb Command Barge that moves flat out is hit with 6's and gets a 4+ save against hits that glance or penetrate?


The 4+ is nothing new. Again if the 3+ hull points on most vehicles is true, I have a feeling that the fast vehicles will be the exception to "most".


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:51:21


Post by: Palindrome


Alpharius wrote:The whole 'from the front' thing is going to make things really annoying.

And needlessly complex and precise from a game which claims to be neither...


I don't see how, its hardly complex, and there will doubtless be some clarity as to what happens with excess wounds, equal distance models, hidden models etc. It also fixes the frankly broken wound allocation rules of 5th.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:53:10


Post by: Alpharius


It is going to make the 'movement phase' needlessly complicated as people try to arrange their squads for maximum benefit and minimum damage, and then the shooting phase will suffer from a similar slowdown for similar reasons.

You do remember the whole 'range sniping' thing?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:54:23


Post by: lord_blackfang


Alpharius wrote:You do remember the whole 'range sniping' thing?


I remember it being much faster than the current system


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:55:03


Post by: MajorWesJanson


Alpharius wrote:The whole 'from the front' thing is going to make things really annoying.

And needlessly complex and precise from a game which claims to be neither...


It may fit with the idea of a squad sergeant from the pancake edition- you choose one model in the squad, and use him for things like challenges and measuring closest models when shooting. It would keep it consistent.

As for the Jink save, it may be a Dark Angels Ravenwing thing from the battle report, and not an ability of all fast skimmers.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:56:09


Post by: Therion


It also fixes the frankly broken wound allocation rules of 5th.

I think most people, even ones that were using wound allocation to their advantage, would welcome any rule change that removes that old system. Frankly it's annoying that you're being an idiot if you don't buy small upgrades that you don't even want to diversify your squad.

Naturally the wound allocation can be fixed in many ways, not just by removing closest models in their entirety first. I don't have fond memories from the sniping era.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:56:11


Post by: Alpharius


lord_blackfang wrote:
Alpharius wrote:You do remember the whole 'range sniping' thing?


I remember it being much faster than the current system


You sure you're not misremembering things?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 12:56:20


Post by: Praxiss


Therion wrote: A Catacomb Command Barge that moves flat out is hit with 6's and gets a 4+ save against hits that glance or penetrate?




All this and

3 Attacks in the movement phase hitting rear armour of tanks
Ignoring Shaken and Stunned on a 2+/4+
Conteracting a Weapon Destroyed or Immobilized result, essentially for free




I may need to buy more of them.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:01:27


Post by: Palindrome


Alpharius wrote:It is going to make the 'movement phase' needlessly complicated as people try to arrange their squads for maximum benefit and minimum damage, and then the shooting phase will suffer from a similar slowdown for similar reasons.

You do remember the whole 'range sniping' thing?


Again i am not seeing the issue, provided that the rules themselves are well worded and properly thought out. I doubt that friendly squads will go back to blocking LOS so all that is left for players to do, if they so wished, was to try and estimate units that will be in range in the opponents shooting phase, which is most cases will be difficult to do especially with more random movement.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:06:12


Post by: reds8n


I guess the casualty removal system is going to make it a bit more awkward with regards to placing melta guns and the like perhaps ?

I know we haven't got the full "story" yet, but this seems somewhat at odds IMO with Gw's other idea of squads being led, normally from the front, by "characters" (vet sergs, exarchs etc etc ). Possibly makes ork nobz in squads a bit more vulnerable too perhaps ?

We'll see I guess. I'd rather they left things more or less as they are and just reintroduced something along the lines of the old "torrent of fire" rule.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:06:56


Post by: Alpharius


Palindrome wrote:
Alpharius wrote:It is going to make the 'movement phase' needlessly complicated as people try to arrange their squads for maximum benefit and minimum damage, and then the shooting phase will suffer from a similar slowdown for similar reasons.

You do remember the whole 'range sniping' thing?


Again i am not seeing the issue, provided that the rules themselves are well worded and properly thought out. I doubt that friendly squads will go back to blocking LOS so all that is left for players to do, if they so wished, was to try and estimate units that will be in range in the opponents shooting phase, which is most cases will be difficult to do especially with more random movement.


So, there's a slight chance of an issue then?

I guess I wasn't being too clear then...

reds8n wrote: I guess the casualty removal system is going to make it a bit more awkward with regards to placing melta guns and the like perhaps ?

I know we haven't got the full "story" yet, but this seems somewhat at odds IMO with Gw's other idea of squads being led, normally from the front, by "characters" (vet sergs, exarchs etc etc ). Possibly makes ork nobz in squads a bit more vulnerable too perhaps ?

We'll see I guess. I'd rather they left things more or less as they are and just reintroduced something along the lines of the old "torrent of fire" rule.


That's kind of what I'm talking about.

Trying to 'save' the important parts of the squad is going to make the movement phase needlessly annoying.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:06:59


Post by: SlaveToDorkness


When you're shooting at a unit and the powerfist Sgt. is 1/32" closer than the Goob With Bolter then it will get ugly. Very.

Think of how fun it is when some models are in cover to some shooters and determining LOS from each individual model then throw in precise game-changing measurements. feth that!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:09:02


Post by: Alpharius


SlaveToDorkness wrote:When you're shooting at a unit and the powerfist Sgt. is 1/32" closer than the Goob With Bolter then it will get ugly. Very.


Another good point, and exactly what I was talking about.

Unless, you know, GW has thought of this and figured something out to help with it?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:09:47


Post by: BrookM


Specialists die and other mooks pick up the goods?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:11:39


Post by: ShumaGorath


- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")


Oh good, more inane pointless randomness to make the game less fun.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:16:09


Post by: tuiman


Alpharius wrote:
SlaveToDorkness wrote:When you're shooting at a unit and the powerfist Sgt. is 1/32" closer than the Goob With Bolter then it will get ugly. Very.


Another good point, and exactly what I was talking about.

Unless, you know, GW has thought of this and figured something out to help with it?


Have a d6 roll off?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:16:33


Post by: Alpharius


As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:17:23


Post by: tetrisphreak


Alpharius wrote:
SlaveToDorkness wrote:When you're shooting at a unit and the powerfist Sgt. is 1/32" closer than the Goob With Bolter then it will get ugly. Very.


Another good point, and exactly what I was talking about.

Unless, you know, GW has thought of this and figured something out to help with it?


BrookM wrote:Specialists die and other mooks pick up the goods?


Something along those lines, like the 'field promotion' rule in Warmachine/Hordes.

Another way to make it less of an argument is to stipulate in the casualty removal that "Models that are within 1" of the closest model(s) can be allocated wounds". That would keep the theme and idea while making measurements quick and less contested. It's too late for input on it now, the rules are written, printed, and soon to be shipped. Let's all grit our teeth in anticipation while we wait to game the system.

EDIT - As an addendum, who else has noticed that Beasts of War's website has been woefully silent on all things 40K related for a couple of weeks now? Last month they were doing videos almost every day with 'rumor' snippets they had gleaned from a source (or sources). here we are 11 days away from the Street date, 3 days away from the White Dwarf hitting stores, and nothing from the BoW crew. I don't have a point here, i just found it odd.


EDIT 2 - Whooops, I was mistaken. http://www.beastsofwar.com/warhammer-40k/40k-6th-released-june30/ . Nothing mind-blowing as we've heard all this from many sources, but they have made a comment regarding 6th.

Still no videos from Darrell or Warren though, as of this post.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:19:35


Post by: ShumaGorath


Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


The level of GW fun im willing to spend money on is dwindling quickly.


Automatically Appended Next Post:
tetrisphreak wrote:
Alpharius wrote:
SlaveToDorkness wrote:When you're shooting at a unit and the powerfist Sgt. is 1/32" closer than the Goob With Bolter then it will get ugly. Very.


Another good point, and exactly what I was talking about.

Unless, you know, GW has thought of this and figured something out to help with it?


BrookM wrote:Specialists die and other mooks pick up the goods?


Something along those lines, like the 'field promotion' rule in Warmachine/Hordes.

Another way to make it less of an argument is to stipulate in the casualty removal that "Models that are within 1" of the closest model(s) can be allocated wounds". That would keep the theme and idea while making measurements quick and less contested. It's too late for input on it now, the rules are written, printed, and soon to be shipped. Let's all grit our teeth in anticipation while we wait to game the system.

EDIT -


Given the idiots that make this game I doubt they'll do anything to reduce the incidence of arguments.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:28:57


Post by: Palindrome


Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


Given that the entire system is based upon dice rolls everyone who enjoys 40k must also like randomness. I don't understand why people have such a hatred of randomness, providing that it sin't all pervasive and doesn't detract from the game itself then I think that it is a good thing.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:35:04


Post by: ShumaGorath


Palindrome wrote:
Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


Given that the entire system is based upon dice rolls everyone who enjoys 40k must also like randomness. I don't understand why people have such a hatred of randomness, providing that it sin't all pervasive and doesn't detract from the game itself then I think that it is a good thing.


It's creeping into pervasive and detracting. It was already there with some things (reserves, stealing the initiative), but when crucial bits of army planning or in game tactics are at the mercy of dice instead of human decision making (warlord strategies, assaults) it detracts strongly. I play 40k to play a game, not watch the dice feth one player into losing.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:38:13


Post by: KingCracker


Therion wrote:
It also fixes the frankly broken wound allocation rules of 5th.

I think most people, even ones that were using wound allocation to their advantage, would welcome any rule change that removes that old system. Frankly it's annoying that you're being an idiot if you don't buy small upgrades that you don't even want to diversify your squad.

Naturally the wound allocation can be fixed in many ways, not just by removing closest models in their entirety first. I don't have fond memories from the sniping era.



This I agree with. The 5th edition wound allocation is honestly part of the reason I stopped bringing Nobz so much. It was fething annoying and REALLY bogged down the flow of the game. To save myself and my opponents time, I just stopped taking them.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:38:52


Post by: Testify


Palindrome wrote:
Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


Given that the entire system is based upon dice rolls everyone who enjoys 40k must also like randomness. I don't understand why people have such a hatred of randomness, providing that it sin't all pervasive and doesn't detract from the game itself then I think that it is a good thing.

Stealing initiative is capable of losing your whole game with a single dice throw.
There are far too many instances like this where single dice rolls are becoming more important, I do find it worrying. Random charge movement is one, it's already kind of in.
The other day I charged my blob in against someone, because I went over a tiny bit of difficult terrain I had to do a difficult terrain test, rolled a 1 and a 2. Yeah, feth that.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:40:16


Post by: AgeOfEgos


Well, Ghost Arks just got more interesting;

4 Hull points, so it's pretty survivable
Can ignore the shaken/stunned
Rapid fire enables it to move 6 (I presume?) and fire 20 gauss--which is 2ish hull point glances
The Warriors can also rapid fire 10 gauss--likely landing another hull point glance

If the flyer rumor is correct, Scythe spam became a great deal more interesting as well;

6 x Scythe
3 x Doom Scythe
= 36 Twin Linked Tesla a turn = 24ish hits = 8 additional hits from the Tesla rule = 32 hits before twin linked. Twin linked nets you another 8 hits, at least one of which should be a 6 = 10 more hits = 42 hits + Whatever the 3 x Death Rays does.
Shoot everything with skyfire and that's fast first, shoot everything else second. The entire army needs 6s to be hit.


Provided the rumors are true of course.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:40:34


Post by: Therion


ShumaGorath wrote:
Palindrome wrote:
Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


Given that the entire system is based upon dice rolls everyone who enjoys 40k must also like randomness. I don't understand why people have such a hatred of randomness, providing that it sin't all pervasive and doesn't detract from the game itself then I think that it is a good thing.


It's creeping into pervasive and detracting. It was already there with some things (reserves), but when crucial bits of army planning or in game tactics are at the mercy of dice instead of human decision making (warlord strategies, assaults) it detracts strongly. I play 40k to play a game, not watch the dice feth one player into losing.

Well said. Maybe next edition they'll introduce incredibly funny random armies: You're supposed to buy enough of every model so you can field every unit in your codex multiple times and then in the start of every game after choosing which side deploys first you random roll your army and the weapon options and then you play! If you don't have the models available for the unit you random rolled you lose that roll and have to play with a smaller army than your opponent so make sure your miniature case is stacked! The edition after that you start by random rolling your army book! But don't worry: Even if you end up getting a weaker army than your opponent, you'll be random rolling at the end of the game anyway who won because in 40K moral victories are what count. 1-2 player A won, 3-4 player B won, 5 draw, 6 Jervis Johnson won.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:44:49


Post by: Danny Internets


Palindrome wrote:
Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


Given that the entire system is based upon dice rolls everyone who enjoys 40k must also like randomness. I don't understand why people have such a hatred of randomness, providing that it sin't all pervasive and doesn't detract from the game itself then I think that it is a good thing.


Sample size matters.

The more dice you roll the less luck remains a factor (as the number of rolls approaches infinity, the results will conform more and more to the expected probabilistic outcomes). However, when a single die roll has a substantial impact on the outcome of the game, that's a bad thing. Whether or not this will be the case with this alleged addition to the rules is unknown; however, if an HQ model can be designated a scoring unit, that potentially grants some armies a tremendous advantage, and it's exactly this kind of thing that should be avoided.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:46:43


Post by: nkelsch


KingCracker wrote:

This I agree with. The 5th edition wound allocation is honestly part of the reason I stopped bringing Nobz so much. It was fething annoying and REALLY bogged down the flow of the game. To save myself and my opponents time, I just stopped taking them.


OMFG agree. I have been taking MANZ not because they are better than NOBZ (as they aren't) but because they really don't have the same tediousness of WAC. I have really just been avoiding nob-dependant builds.

I look forward to this being out of the ruleset.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:47:33


Post by: Cappizzano


I see both good, and bad in the rumors. That bad thing is that at the moment they are just that...... Rumors. GW has refused to comment on anything until 6th edition is released so I guess we just have to wait and see.

On another note I saw someone in the forum mention something about a digital copy of the rulebook, but that is news to me. Anyone else heard anything on this?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:49:49


Post by: pretre


Added BoW, Darnok and Warseer rumors from the last day or so to Rumor Accuracy thread.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:56:13


Post by: spectreoneone


ShumaGorath wrote:
Palindrome wrote:
Alpharius wrote:As Therion mentioned elsewhere, GW thinks random = fun, so I expect lots more random this time around!


Given that the entire system is based upon dice rolls everyone who enjoys 40k must also like randomness. I don't understand why people have such a hatred of randomness, providing that it sin't all pervasive and doesn't detract from the game itself then I think that it is a good thing.


It's creeping into pervasive and detracting. It was already there with some things (reserves), but when crucial bits of army planning or in game tactics are at the mercy of dice instead of human decision making (warlord strategies, assaults) it detracts strongly. I play 40k to play a game, not watch the dice feth one player into losing.


I completely and utterly disagree. "No plan survives contact with the enemy." I'm going to go out on a limb here and assume you've never served in the military. We train, and train, and train, but when it comes time to apply the training we undergo to prepare ourselves for a combat situation, SOMETHING always changes/goes wrong. Our plan is never executed flawlessly, and we have to adapt. It is how we adapt to the chaos of our plans failing that determines victory. The randomness of the dice rolls imitates warfare quite brilliantly. It is in how you react to the dice rolls, the unknowns, the equipment failures, etc. that determine how good of a commander you are. Sure, there are times where the dice gods will completely and utterly hate you and ruin your day, but the same thing happens in warfare. That awesome piece of "perfectly" engineered weaponry could suddenly fail without warning, and you lose the battle because of it. I've had it happen to me on several occasions...not in a battle (thankfully) per se, but when we really needed an important piece of equipment to work to properly accomplish a mission, it failed just out of the blue. So, I see it as a good thing that reserves are at the mercy of a dice roll (reinforcements can, and will get delayed...timing is NEVER perfect), random assault distances represent the fact that a charge is a moving mass of bodies, "controlled chaos," so to speak (not to mention that not every soldier has exactly the same endurance, nor is every piece of terrain the same, thusly making a charge a gamble. A quick look back in history shows the serious gamble a "bayonet charge" really is). So, I say bring on the randomness...it makes a commander have to adapt and overcome the challenges of trying to control a battle.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 13:58:29


Post by: ShumaGorath


I'm going to go out on a limb here and assume you've never served in the military.


I'm going to go out on a limb and say that that's irrelevant and stupid. I'm playing a game. I want meaningful input within that game. If I don't have it I'm not going to play it. I'm not here to watch a gakky "simulation" of space samurai kicking eachother, I'm here to make decisions and attempt to outplay someone within a defined set of rules. When bs gets in the way I start playing a different game. I'm not here to respect the random chaos of everyday life, if I wanted to do that i'd just go play roulette all day.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:03:10


Post by: English Assassin


spectreoneone wrote:I'm going to go out on a limb here and assume you've never served in the military.

I'm going to go out on a limb and assume you've never commanded an army...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:04:03


Post by: Dantalian


Alpharius wrote:The whole 'from the front' thing is going to make things really annoying.

And needlessly complex and precise from a game which claims to be neither...


I honestly don't see how grabbing models from the front is any harder than grabbing models from the back. It would really be hard not to see which models are closest. And the arguments over measuring are going to be no different than those moments that your gun is just shy of reaching a vehicle hull or your night fight test is just short of the enemy. If you are so worried about your sergeants then keep them in the back ranks since they are still likely to get within 2" of models on the charge anyways.





New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:06:26


Post by: tetrisphreak


English Assassin wrote:
spectreoneone wrote:I'm going to go out on a limb here and assume you've never served in the military.

I'm going to go out on a limb and assume you've never commanded an army...


I'm going to go out on a limb here and say none of that post adds to the thread, nor does this one, ironically.


Edit - to add to the topic -
Dantalian wrote:
Alpharius wrote:The whole 'from the front' thing is going to make things really annoying.

And needlessly complex and precise from a game which claims to be neither...


I honestly don't see how grabbing models from the front is any harder than grabbing models from the back. It would really be hard not to see which models are closest.



Right now when firing at vehicles, players determine what facing they're in by eyeballing an X that goes through the center of the hull and stretches for infinity. It's worked fine in my common opponent pool, I agree that eyeballing the nearest model or models will be similarly easy. Among the tournament crowd who care WAY too much about winning i see problems ahead, however.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:11:18


Post by: Ledabot


Only 3 days to go.... Oh wait, diffrent time zones. :( dang it being 12 hrs ahead.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:11:41


Post by: spectreoneone


ShumaGorath wrote:
I'm going to go out on a limb here and assume you've never served in the military.


I'm going to go out on a limb and say that that's irrelevant and stupid. I'm playing a game. I want meaningful input within that game. If I don't have it I'm not going to play it. I'm not here to watch a gakky "simulation" of space samurai kicking eachother, I'm here to make decisions and attempt to outplay someone within a defined set of rules. When bs gets in the way I start playing a different game. I'm not here to respect the random chaos of everyday life, if I wanted to do that i'd just go play roulette all day.


Well, considering that 40k is a tabletop WARgame, you're doing exactly what I stated in my post. Sure, we're in an unrealistic, OTT, environment, but in the end it all boils down to one thing: it's a battle that is part of an ongoing war. War is frought with chaos and randomness, which is why it makes a good game, because no two games will ever be the same. You seem to fail to understand that concept. There is meaningful input in a battle/wargame, but it only lasts so long in a dynamic warfare environment, and it is mostly reactionary. If you really have that much of a problem with the chaos and randomness of war, then perhaps you really should stop playing the game.

All of that aside, as I stated, perhaps in another thread, all of these rules are completely out of context without the whole BRB, and we're speculating, getting angry, etc. over nothing until we see how the rules work in synergy.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:12:48


Post by: Cyrax


spectreoneone wrote:...random assault distances represent the fact that a charge is a moving mass of bodies, "controlled chaos," so to speak (not to mention that not every soldier has exactly the same endurance, nor is every piece of terrain the same, thusly making a charge a gamble. A quick look back in history shows the serious gamble a "bayonet charge" really is). So, I say bring on the randomness...it makes a commander have to adapt and overcome the challenges of trying to control a battle.

If a squad of space marines (genetically enhanced super soldiers) fail to charge in open terrain because you roll snake eyes, it eliminates the excuses of endurance and terrain. So unless they fail in a slapstick fashion what makes them fail.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:13:19


Post by: Graphite


ShumaGorath wrote:
I'm going to go out on a limb here and assume you've never served in the military.


I'm going to go out on a limb and say that that's irrelevant and stupid. I'm playing a game. I want meaningful input within that game. If I don't have it I'm not going to play it. I'm not here to watch a gakky "simulation" of space samurai kicking eachother, I'm here to make decisions and attempt to outplay someone within a defined set of rules. When bs gets in the way I start playing a different game. I'm not here to respect the random chaos of everyday life, if I wanted to do that i'd just go play roulette all day.


So you want a WARgame that doesn't have anything to do with the randomness of war?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:15:58


Post by: ShumaGorath


Well, considering that 40k is a tabletop WARgame, you're doing exactly what I stated in my post. Sure, we're in an unrealistic, OTT, environment, but in the end it all boils down to one thing: it's a battle that is part of an ongoing war. War is frought with chaos and randomness, which is why it makes a good game, because no two games will ever be the same.


War also makes a gakky game, that's why wargames tend to have stringent rules that reduce the randomness of it and distill it down to a relateable and enjoyable format.

You seem to fail to understand that concept.


You seem to fail to understand that this is a game first and a war second. If the game is gakky and unfun because it's lolrandom and everything is decided by the flip of a coin then it's not a good game.

There is meaningful input in a battle/wargame, but it only lasts so long in a dynamic warfare environment, and it is mostly reactionary. If you really have that much of a problem with the chaos and randomness of war, then perhaps you really should stop playing the game.


I might. There is at least 3 major competitors with significantly better wargames on the market. I like GWs fluff and models, but if the game is gakky then it's gakky and you'll have to have fun playing alone.

All of that aside, as I stated, perhaps in another thread, all of these rules are completely out of context without the whole BRB, and we're speculating, getting angry, etc. over nothing until we see how the rules work in synergy.


True, but if you don't want to actually discuss the ramifications of the rumors then what are you doing here?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:16:55


Post by: spectreoneone


Cyrax wrote:
spectreoneone wrote:...random assault distances represent the fact that a charge is a moving mass of bodies, "controlled chaos," so to speak (not to mention that not every soldier has exactly the same endurance, nor is every piece of terrain the same, thusly making a charge a gamble. A quick look back in history shows the serious gamble a "bayonet charge" really is). So, I say bring on the randomness...it makes a commander have to adapt and overcome the challenges of trying to control a battle.

If a squad of space marines (genetically enhanced super soldiers) fail to charge in open terrain because you roll snake eyes, it eliminates the excuses of endurance and terrain. So unless they fail in a slapstick fashion what makes them fail.


Doesn't necessarily have to be in "slapstick" fashion. We all forget that, although the game is represented in a turn based format, if we were to play these battles out cinematically, many of these actions would take place simultaneously. Have you ever tried to charge through a hail of gunfire. Perhaps your courage takes over, and you charge right through, or perhaps you're forced to dodge evasively as your running up. There are so many different ways this could realistically happen, even to the Space Marines. Just because they're genetically enhanced super soldiers does not mean they're infallible.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:18:14


Post by: Dantalian


I would love to have the randomness taken out of the game! Every time I shoot a railgun at a tank I know it will blow up! No need to roll since the result should already be given in the rule book. Sure glad my codex also said I go first instead of rolling a d6 for it at the beginning of the game.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:18:26


Post by: Mathieu Raymond


Has anyone ever played Stargrunt2? In most missions, you'd get dummy counters to represent ECM on the battlefield, but both you and your opponent would get to "scan" the opposing deployment and remove a few counters of your choice. Which meant that, if you're just not lucky, you show up with a lot less models, of a far lower quality, than your opponent.

I admit, the fact that the entire game had no point cost for models, squads or vehicles made it hard to grasp the exact situation as well. Pinning was also ubiquitous, so it bogged down to a static game very often too.

I'm not sure I want that much randomness in my game.

And as a side note, I know this is the interwebz and all, but could we, I don't know, keep it a tad more respectful, maybe?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:18:42


Post by: ShumaGorath


spectreoneone wrote:
Cyrax wrote:
spectreoneone wrote:...random assault distances represent the fact that a charge is a moving mass of bodies, "controlled chaos," so to speak (not to mention that not every soldier has exactly the same endurance, nor is every piece of terrain the same, thusly making a charge a gamble. A quick look back in history shows the serious gamble a "bayonet charge" really is). So, I say bring on the randomness...it makes a commander have to adapt and overcome the challenges of trying to control a battle.

If a squad of space marines (genetically enhanced super soldiers) fail to charge in open terrain because you roll snake eyes, it eliminates the excuses of endurance and terrain. So unless they fail in a slapstick fashion what makes them fail.


Doesn't necessarily have to be in "slapstick" fashion. We all forget that, although the game is represented in a turn based format, if we were to play these battles out cinematically, many of these actions would take place simultaneously. Have you ever tried to charge through a hail of gunfire. Perhaps your courage takes over, and you charge right through, or perhaps you're forced to dodge evasively as your running up. There are so many different ways this could realistically happen, even to the Space Marines. Just because they're genetically enhanced super soldiers does not mean they're infallible.


And welcome to the apologists argument. Remember kids, just because your terminators weren't shot at, are behind the enemy, and are running across an open road does't mean the road isn't wet. Realism!


Automatically Appended Next Post:
Dantalian wrote:I would love to have the randomness taken out of the game! Every time I shoot a railgun at a tank I know it will blow up! No need to roll since the result should already be given in the rule book. Sure glad my codex also said I go first instead of rolling a d6 for it at the beginning of the game.





This game seems like it might be more your style.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:23:04


Post by: Dantalian


ShumaGorath wrote:



This game seems like it might be more your style.


Someone rolled a 1 on their sarcasm detection today.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:25:52


Post by: Danny Internets


spectreoneone wrote:
ShumaGorath wrote:
I'm going to go out on a limb here and assume you've never served in the military.


I'm going to go out on a limb and say that that's irrelevant and stupid. I'm playing a game. I want meaningful input within that game. If I don't have it I'm not going to play it. I'm not here to watch a gakky "simulation" of space samurai kicking eachother, I'm here to make decisions and attempt to outplay someone within a defined set of rules. When bs gets in the way I start playing a different game. I'm not here to respect the random chaos of everyday life, if I wanted to do that i'd just go play roulette all day.


Well, considering that 40k is a tabletop WARgame, you're doing exactly what I stated in my post. Sure, we're in an unrealistic, OTT, environment, but in the end it all boils down to one thing: it's a battle that is part of an ongoing war. War is frought with chaos and randomness, which is why it makes a good game, because no two games will ever be the same. You seem to fail to understand that concept. There is meaningful input in a battle/wargame, but it only lasts so long in a dynamic warfare environment, and it is mostly reactionary. If you really have that much of a problem with the chaos and randomness of war, then perhaps you really should stop playing the game.

All of that aside, as I stated, perhaps in another thread, all of these rules are completely out of context without the whole BRB, and we're speculating, getting angry, etc. over nothing until we see how the rules work in synergy.


40k is above all a game, not a battlefield simulator. Like most games, there's a certain degree of skill involved. Most people feel more satisfied when the outcome of the game is determined by the extent to which they were able to employ their skills in said game. A game decided primarily by luck always leaves at least one party unhappy whereas close games tend to be remembered more favorably. The goal should be maximizing players' satisfaction, not maximizing accuracy to which the game emulates war between psychic space aliens and laser-toting robots.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:26:03


Post by: ShumaGorath


Dantalian wrote:
ShumaGorath wrote:



This game seems like it might be more your style.


Someone rolled a 1 on their sarcasm detection today.


If you were being sarcastic that implies that you're pro randomize everything which means the gif was accurate.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:26:26


Post by: H.B.M.C.


Watching people arguing against a Therion/Shummy tag-team. It's like a fething bloodbath in here.

I must say I enjoyed the "it's called a WARgame" comment. Yeah, and that's called semantics.



Adding more 'LOL RANDOM' to the game does not enhance it. It not only takes choice and cause/effect away from the players, it also slows down the game. Let's roll for this, now let's roll for that. How 'bout rather than joining squads automatically at the end of the movement phase we have IC's roll to see if they join? 4+ they join the unit. How about when a unit disembarks we roll to see if they do it quickly enough, and on a 3 or less they're too slow and cannot do anything else this turn. More dice rolls for everyone!!!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:28:30


Post by: Dantalian


ShumaGorath wrote:
Dantalian wrote:
ShumaGorath wrote:



This game seems like it might be more your style.


Someone rolled a 1 on their sarcasm detection today.


If you were being sarcastic that implies that you're pro randomize everything which means the gif was accurate.


You will argue with anyone on anything for the sake of arguing. I will be the bigger man here and advise you to please move it on to your own thread and keep things on track here. I'm sure the MODs would be very happy if you did.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:30:59


Post by: spectreoneone


ShumaGorath wrote:War also makes a gakky game, that's why wargames tend to have stringent rules that reduce the randomness of it and distill it down to a relateable and enjoyable format.
But not all do, and enjoyment is a highly subjective argument.


You seem to fail to understand that this is a game first and a war second. If the game is gakky and unfun because it's lolrandom and everything is decided by the flip of a coin then it's not a good game.

Yes, it is a game, but I don't see it as "a game first, war second" scenario. It's a game of warfare. I view it as warfare. I will concede that there can be excessive randomness, but on the level of having random charge distances, commander traits, etc. I think it adds a human element, instead of a mechanical element. In juxtaposition to your coin flip argument, I offer that a game is unfun if there is a set, surefire way of winning every time, because then there are no winners.


I might. There is at least 3 major competitors with significantly better wargames on the market. I like GWs fluff and models, but if the game is gakky then it's gakky and you'll have to have fun playing alone.

And that's fine. It's your opinion, and I won't judge you for it, because I don't believe in doing something I don't personally enjoy, if I don't have to. I just hope that you're able to find a system that fits your own desires.


True, but if you don't want to actually discuss the ramifications of the rumors then what are you doing here?

There's nothing wrong with discussing the ramifications of change...but getting a ragequit mentality, or saying "I'm gonna quit 'cuz the internets said 40k iz gunna suk!" is getting really old. That's just more me venting my frustration about it.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:31:30


Post by: Danny Internets


Dantalian wrote:

You will argue with anyone on anything for the sake of arguing. I will be the bigger man here and advise you to please move it on to your own thread and keep things on track here. I'm sure the MODs would be very happy if you did.



The bigger man typically doesn't need to puff out his chest and announce that he is, in fact, the bigger man...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:33:20


Post by: Dantalian


Danny Internets wrote:
Dantalian wrote:

You will argue with anyone on anything for the sake of arguing. I will be the bigger man here and advise you to please move it on to your own thread and keep things on track here. I'm sure the MODs would be very happy if you did.



The bigger man typically doesn't need to puff out his chest and announce that he is, in fact, the bigger man...


He does when he has a low self esteem and is sitting in his room in the dark at 6:30AM reading a forum on tabletop gaming and laughing at people arguing over rumors.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:35:27


Post by: H.B.M.C.


'Cept he's not really arguing over rumours. He's arguing about how random =/= more fun.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:35:40


Post by: Graphite


Mathieu Raymond wrote:Has anyone ever played Stargrunt2? In most missions, you'd get dummy counters to represent ECM on the battlefield, but both you and your opponent would get to "scan" the opposing deployment and remove a few counters of your choice. Which meant that, if you're just not lucky, you show up with a lot less models, of a far lower quality, than your opponent.

I admit, the fact that the entire game had no point cost for models, squads or vehicles made it hard to grasp the exact situation as well. Pinning was also ubiquitous, so it bogged down to a static game very often too.

I'm not sure I want that much randomness in my game.

And as a side note, I know this is the interwebz and all, but could we, I don't know, keep it a tad more respectful, maybe?


I really like Stargrunt 2, and it's firing resolution and indeed movement can be random as hell. Things get pinned and bogged down by stuff going Very Badly Wrong all the time, casualties could be any member of a squad and you won't necessarily know how badly they're hurt until you take a break to tend their wounds.

It's great.

It's NOT designed, even vaguely, for tournament play. It's not particularily good for pick up games either.

If 40k goes more towards the Stargrunt end of the spectrum, I will be happy. If it adds a whole load of pinning and psychology I'll be even happier. A bit of WAR in a WARgame, as I mentioned above.

This isn't necessarily to eveyone's taste, and for that I'm sorry, but a game can't please everyone.

I found the previous two editions of Warhammer loathesome and think 8th is great, so clearly GW think it's my turn


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:36:14


Post by: BladeWalker


I'm all for full randomness, crazy allies combos, and "rule of cool" game changes. I like soft score tournaments and getting a nice swerve on when I play too. The very vocal and very competitive players will always be there, but I believe in reality they are far outnumbered by the beer/pretzel gamers and kids just having fun. I kind of secretly hope it makes pure competition tournaments all but impossible, then it will be easier to find the fun events to attend...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:38:27


Post by: Dantalian


H.B.M.C. wrote:'Cept he's not really arguing over rumours. He's arguing about how random =/= more fun.


Which all spawned from everyone putting their input in on randomness being part of the game as a rumor.

Now if everyone wants to direct their attention to BOWs new 40k post about the 6th edition book, I think you might find it rather amusing.

http://www.beastsofwar.com/warhammer-40k/40k-6th-released-june30/



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:41:45


Post by: H.B.M.C.


BladeWalker wrote:I'm all for full randomness, crazy allies combos, and "rule of cool" game changes. I like soft score tournaments and getting a nice swerve on when I play too. The very vocal and very competitive players will always be there, but I believe in reality they are far outnumbered by the beer/pretzel gamers and kids just having fun. I kind of secretly hope it makes pure competition tournaments all but impossible, then it will be easier to find the fun events to attend...


Yes! Punch that straw man. He can't fight back, so tear him limb from limb!

Ain't nothin' quite like shifting the argument to 'very competitive players'. Such an easy target.


Dantalian wrote:Which all spawned from everyone putting their input in on randomness being part of the game as a rumor.


And? So? But? Therefore?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:42:04


Post by: spectreoneone


BladeWalker wrote:I'm all for full randomness, crazy allies combos, and "rule of cool" game changes. I like soft score tournaments and getting a nice swerve on when I play too. The very vocal and very competitive players will always be there, but I believe in reality they are far outnumbered by the beer/pretzel gamers and kids just having fun. I kind of secretly hope it makes pure competition tournaments all but impossible, then it will be easier to find the fun events to attend...


In terms of allies...I'm really hoping that there are more stipulations than the allies chart. Hopefully they implement some sort of penalty if the factions you take are not trusted allies, etc. But, then again, how broken would a GK + IG combo be? There really has to be more to the allies than we're getting. (either that or we're being massively trolled).

I definitely agree with you, though, on the amount B&P gamers vs. tourney gamers, and a lot of these new rules cater to that (B&P) crowd, I believe. However, I don't think that tournaments will be on the decline. It's always up to the TO to set the format for the tournament, and they can always set house rules as they see fit. Win-win IMHO.

Edit: for clarity


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:44:33


Post by: BladeWalker


spectreoneone wrote:

I definitely agree with you, though, on the amount B&P gamers vs. tourney gamers, and a lot of these new rules cater to that (B&P) crowd, I believe. However, I don't think that tournaments will be on the decline. It's always up to the TO to set the format for the tournament, and they can always set house rules as they see fit. Win-win IMHO.

Edit: for clarity


Agreed, if the base game format caters to more people and then tournaments are tweaked for the local or regional meta and players desires it is a win-win for sure.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 3012/06/22 03:59:45


Post by: Trasvi


The thing about randomness is that some things you can plan for, build in redundancies to the list, and work around with mathhammer. Some events can be gamechanging; they're only fun if you can realistically plan ahead.

Imagine that for each unit, you had to roll a dice before the game: and if you rolled a 1, that unit's dropship sucked a bird into its engine and crashed on the way down. Representative of 'real warfare'? maybe. Fun and interestingly tactical? no.
Imagine that you similarly had to roll a leadership test every time your unit wanted to do anything at all, to represent them receiving communications. Or that, every time a unit activates, they roll 2D6 and on snake-eyes their munitions explode and the unit is removed from the game. Neither would be fun, even though both could happen in real warfare.




New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:45:35


Post by: H.B.M.C.


It is a fallacy to assume that "B&P" gamers must have opposite wants and needs to 'tournament gamers'. Balanced clear rules benefit everyone. What about that is so hard to understand?

But anyway, RE: Allies, correct me if I'm wrong but doesn't the WFB rulebook have a main section for the rules and then another sort of 'optional' rule section with loads of fun add-ons and whatnot. I could see the Allies being in that section, rather than part of the standard core game.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:47:14


Post by: Dantalian


I have to agree with a lot of people when I say I also hope there will be a lot more stipulations on the allies chart. This didn't work in 2nd edition and I think it will do far worse now than ever. I know I'm wishing for a miracle here, but I would hope that GW really doesn't go out of their way to reinstate a previously failed design. Think of the nids guys, those poor buggers



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:48:30


Post by: Darkseid


40K is already far to random; why do we have to roll to hit and to wound anyway? Wouldn't it be much more fun if two SM squads in combat automatically hit with 50% of their attacks, wound with 50% of their hits and 1/3 of wounded marines die? The game would be much more controllable and a joy to play!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:49:19


Post by: Gorechild


spectreoneone wrote:...random assault distances represent the fact that a charge is a moving mass of bodies, "controlled chaos," so to speak (not to mention that not every soldier has exactly the same endurance, nor is every piece of terrain the same, thusly making a charge a gamble. A quick look back in history shows the serious gamble a "bayonet charge" really is). So, I say bring on the randomness...it makes a commander have to adapt and overcome the challenges of trying to control a battle.

Surely if the chaos of the ensuing battle is able to effect your ability to run so noticably, it should do the same to effect your movement phase and shooting ability just as much? Why can everyone always move 6" in open ground, but all of a sudden when it comes to running, things get so crazy that they can only go 1" some turns and 6" later? If its that manic, why is that heavy bolter weilding Devastator able to roll 3 dice every shooting phase? Surely sometimes they'd only have the chance to fire one or two rounds?

If they're using that logic to justify randomizing some things then they should do it for everything. I'd much prefer a game that has a greater dependancy on player skill than randomly deciding stuff though. Sure its okay to have the occasional random quirks that forces the player to adapt, but a game with too much randomness takes away from the fun IMO


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:51:38


Post by: Cyrax


Nobody is against rolling dices when they make sense, I mean if you're charging through difficult terrain or you're getting shot because of the overwatch, then it's ok. I'm also ok with 3"+d3 at least then you have some certainty in your actions but the new system is complete random and I think has no reasons to back it up. Yes it's just a game but it isn't backgammon it's Warhammer.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:52:57


Post by: spectreoneone


H.B.M.C. wrote:It is a fallacy to assume that "B&P" gamers must have opposite wants and needs to 'tournament gamers'. Balanced clear rules benefit everyone. What about that is so hard to understand?

But anyway, RE: Allies, correct me if I'm wrong but doesn't the WFB rulebook have a main section for the rules and then another sort of 'optional' rule section with loads of fun add-ons and whatnot. I could see the Allies being in that section, rather than part of the standard core game.


I don't necessarily think they have different "needs," but I think that, for the most part at least, they have different "wants." For a B&P player (and, I'm generalizing here), a fun game is more important than winning said game. For a tourney player (again, generalization), winning is more important than fun. Wants (i.e. their reason for playing) are different, but their needs (a playable, and yes, balanced game) are the same.

For allies, don't play WFB, but technically, all rules are optional within your gaming group. If your group doesn't like the allies rule, or any rule for that matter, you can make house rules for that (the 5th ed. 40k BRB even states that somewhere, if I remember correctly). As gamers, we just have to think outside of the box.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:55:18


Post by: Manchu


@all: Please stay on-topic and refrain from sniping at each other.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:55:32


Post by: ShumaGorath


Dantalian wrote:
H.B.M.C. wrote:'Cept he's not really arguing over rumours. He's arguing about how random =/= more fun.


Which all spawned from everyone putting their input in on randomness being part of the game as a rumor.

Now if everyone wants to direct their attention to BOWs new 40k post about the 6th edition book, I think you might find it rather amusing.

http://www.beastsofwar.com/warhammer-40k/40k-6th-released-june30/




I don't think I've ever seen a group of people manage to be more smug and offputting in everything they put out than BOW. That just took like 12 paragraphs to say the exact same thing I've seen in six bullets elsewhere.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:55:39


Post by: Graphite


Never mind, pointless non-rumour post


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:58:28


Post by: Manchu


spectreoneone wrote:For a B&P player (and, I'm generalizing here), a fun game is more important than winning said game. For a tourney player (again, generalization), winning is more important than fun.
This is tricky. It sounds like you're contrasting a competitive person playing competitively against having fun. Certainly, a fun game for a competitive player is one that will allow him to play competitively -- and that generally entails clear rules that give players real control over the gameplay. Like HBMC, I don't see how players who don't necessarily like tournaments could suffer for having such rules.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 14:58:55


Post by: Dantalian


ShumaGorath wrote:
Dantalian wrote:
H.B.M.C. wrote:'Cept he's not really arguing over rumours. He's arguing about how random =/= more fun.


Which all spawned from everyone putting their input in on randomness being part of the game as a rumor.

Now if everyone wants to direct their attention to BOWs new 40k post about the 6th edition book, I think you might find it rather amusing.

http://www.beastsofwar.com/warhammer-40k/40k-6th-released-june30/




I don't think I've ever seen a group of people manage to be more smug and offputting in everything they put out than BOW. That just took like 12 paragraphs to say the exact same thing I've seen in six bullets elsewhere.


I would have to agree with you on that.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:00:08


Post by: H.B.M.C.


spectreoneone wrote:For a tourney player (again, generalization), winning is more important than fun.


What??? Did you really just type that?



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:04:48


Post by: Dantalian


H.B.M.C. wrote:
spectreoneone wrote:For a tourney player (again, generalization), winning is more important than fun.


What??? Did you really just type that?


Well depending on the game I would say this is true, but not warhammer by a longshot. I would never collect and play warhammer if I wasn't having fun. I mean the only reason you would ever compete in a competition where you sacrificed any fun you are having is if there is a significant prize at the end (protip: 40k doesn't have this).

Now I think what he meant to say is that winning is the fun part rather than just playing. Again, I don't agree with this (but on some other games I do).



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:05:20


Post by: ShumaGorath


spectreoneone wrote:
H.B.M.C. wrote:It is a fallacy to assume that "B&P" gamers must have opposite wants and needs to 'tournament gamers'. Balanced clear rules benefit everyone. What about that is so hard to understand?

But anyway, RE: Allies, correct me if I'm wrong but doesn't the WFB rulebook have a main section for the rules and then another sort of 'optional' rule section with loads of fun add-ons and whatnot. I could see the Allies being in that section, rather than part of the standard core game.


I don't necessarily think they have different "needs," but I think that, for the most part at least, they have different "wants." For a B&P player (and, I'm generalizing here), a fun game is more important than winning said game. For a tourney player (again, generalization), winning is more important than fun. Wants (i.e. their reason for playing) are different, but their needs (a playable, and yes, balanced game) are the same.

For allies, don't play WFB, but technically, all rules are optional within your gaming group. If your group doesn't like the allies rule, or any rule for that matter, you can make house rules for that (the 5th ed. 40k BRB even states that somewhere, if I remember correctly). As gamers, we just have to think outside of the box.


I recently played a game where half my army in reserves came in turn five. The game ended turn five. I can not control my rolling, all I can do is make the yes/no decision of "put this in reserve". No one would enjoy this. The badly placed randomization of the reserves mechanic gave the game to my opponent. I didn't enjoy it, he didn't enjoy it. No game was actually played since 1k vs 2k isn't a fair fight. There was no decision making or reaction to this. I rolled double ones and then some exceptionally bad deep strike scatters that put things back into reserve. The differences between B&P players and tourney players is almost non existent in what they actually want. Clearly written and balanced rules with consistency and interest benefit everyone. Scenarios like this, which are indicative of a badly written ruleset hurt both camps equally. It made me not want to play the game anymore. I could of played two games of warmachine in that time frame and had a better experience in both. This is the kind of randomness that I hate. The kind that takes personal involvement in the stakes of the game out. When I can blame two or three rolls for how the game turned out then it wasn't a game. It was a bad run at a dice table.

Tournament players "want" less badly placed randomization and more balance. So do B&P players, though they sometimes don't know it since they often conflate randomization with realism or zaniness or they decide to attempt to reduce the argument to one where any presence of randomness at all is what is at stake. There is a big difference between randomized shooting or combat and a randomized force org or scoring trait on a general just as there is a big difference in a randomized game length and one player getting to go first because he rolled a six. Randomization is not inherently good or bad, it's just how it's utilized by the games design. GW game designers are very bad at knowing when and when not to make something random.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:08:41


Post by: spectreoneone


H.B.M.C. wrote:
spectreoneone wrote:For a tourney player (again, generalization), winning is more important than fun.


What??? Did you really just type that?


You're reading too far into my generalization. I'm not saying that a tournament player does not want to have fun by any means. I'm saying that getting that "W" in a tournament is more important than having a grand old time doing it. Competitive tournament play in ANY game is stressful, and many folks who play games competitively are in it for the thrill of winning, not necessarily for the fun of the game itself.

I realize that not all tournament players are like that (that's why I put the generalization caveat on my statement). I also realize that not all B&P players are laid back guys that aren't competitive. I was just illustrating my point using the opposite ends of the spectrum.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:14:16


Post by: ShumaGorath


spectreoneone wrote:
H.B.M.C. wrote:
spectreoneone wrote:For a tourney player (again, generalization), winning is more important than fun.


What??? Did you really just type that?


You're reading too far into my generalization. I'm not saying that a tournament player does not want to have fun by any means. I'm saying that getting that "W" in a tournament is more important than having a grand old time doing it. Competitive tournament play in ANY game is stressful, and many folks who play games competitively are in it for the thrill of winning, not necessarily for the fun of the game itself.

I realize that not all tournament players are like that (that's why I put the generalization caveat on my statement). I also realize that not all B&P players are laid back guys that aren't competitive. I was just illustrating my point using the opposite ends of the spectrum.


You're using a reductionist logical fallacy to attempt to support your arguments since they're not particularly sturdy otherwise. Please don't do that.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:16:25


Post by: Manchu


In other words, tournament players are having fun at tournaments.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:19:13


Post by: Dantalian


I honestly hate the idea of psychic powers being random like fantasy. I play Tau (and Dwarfs) and have no psychers, but the idea of someone getting screwed out of their list with a lot of bad rolls does not settle well with me. But in the long run this will be a strength of the Tau I guess, since Tau never have had to rely on psychic benefits before we don't have that random factor to effect us.

Random traits on your commander also sounds really cool. I like the idea of their being universal set of traits a commander can have to influence the game. But then GW decided to make this a dice roll too like psychic powers which is very blah to me. Depending on the list of what is available as a trait, this could swing very hard to one persons favor or not depending on your roll.

Also think of HQs like Eldrad who would have to roll for both these things. Suddenly one person on the field is holding a lot more power and has become a greater target in which his elimination may strongly weaken the enemy players game. Of course this could also make him really strong if the trait buffed psychic powers.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:21:45


Post by: H.B.M.C.


I remember random psychic powers from 2nd Ed.

"Ok... my Libby draws... Scan. Great. And... Machine Curse. I'm fighting 'Nids!!! AHH!"

I'm intrigued by what these sets of powers will be, but again, this is an area where more random =/= more fun.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:22:43


Post by: spectreoneone


Manchu wrote:In other words, tournament players are having fun at tournaments.


Exactly. Obviously, it's not always the case, but for some it's just about that competitive environment. They just happen to be good at 40k, or they like the aesthetic, etc., and couldn't really give a hoot how fun the game itself actually is. They know they can win, and that's what matters to them, because it satisfies their desire to be recognized at being the best at something.


Automatically Appended Next Post:
Dantalian wrote:I honestly hate the idea of psychic powers being random like fantasy. I play Tau (and Dwarfs) and have no psychers, but the idea of someone getting screwed out of their list with a lot of bad rolls does not settle well with me. But in the long run this will be a strength of the Tau I guess, since Tau never have had to rely on psychic benefits before we don't have that random factor to effect us.

Random traits on your commander also sounds really cool. I like the idea of their being universal set of traits a commander can have to influence the game. But then GW decided to make this a dice roll too like psychic powers which is very blah to me. Depending on the list of what is available as a trait, this could swing very hard to one persons favor or not depending on your roll.

Also think of HQs like Eldrad who would have to roll for both these things. Suddenly one person on the field is holding a lot more power and has become a greater target in which his elimination may strongly weaken the enemy players game. Of course this could also make him really strong if the trait buffed psychic powers.


I think that randomness in psykers makes sense, in terms of that their power is drawn from the warp. I just think that it needs to be implemented intelligently, obviously. Perhaps instead of doing a separate test for perils of the warp, each psyker has a table that includes their powers, plus a perils of the warp option...we'll just have to see, though.

As for the commander traits...I think that if there are like three options, a d3 determining the style my commander has isn't so bad. Enough randomness to keep games interesting, but nothing excessive.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:31:59


Post by: Dantalian


spectreoneone wrote:
As for the commander traits...I think that if there are like three options, a d3 determining the style my commander has isn't so bad. Enough randomness to keep games interesting, but nothing excessive.


From what I understand there are three categories in which you choose one beforehand, and then roll for your trait from that categories pool at the start of the game.
The choice of which type of abilities you want is chosen by you, but the dice determines what ability you get. I'm assuming that all these commander trait trees will have either three or six traits a piece.





New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:35:26


Post by: spectreoneone


Dantalian wrote:
spectreoneone wrote:
As for the commander traits...I think that if there are like three options, a d3 determining the style my commander has isn't so bad. Enough randomness to keep games interesting, but nothing excessive.


From what I understand there are three categories in which you choose one beforehand, and then roll for your trait from that categories pool at the start of the game.
The choice of which type of abilities you want if chosen by you, but the dice determines what ability you get. I'm assuming that all these commander trait trees will have either three or six traits a piece.





That still sounds pretty good, but I would hope they went with three rollable traits per category. With 9 total commander traits, you would get a nice variance within the game. Personally, I would like it to go one step further, and roll a d3 for the category. I think it would cut down on a lot of list tailoring/netlisting shenanigans. I'm still unsure. I'd like to see what exactly they will be implementing in this area, and how it will affect the overall game.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:38:00


Post by: darrkespur


I can just imagine a space marine librarian sitting in his inner sanctum, concentrating on his learning. Books of arcane knowledge are stacked up on the table and he has been practicing the rites to the Null Zone spell for months. All of a sudden, the warp strikes at him and grants him the ability to see round corners. The librarian sighs, packs up his books and proceeds to his drop pod, hoping that next time the Emperor might reward his hard work with something a bit more appropriate to the matter in hand...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:40:57


Post by: ShumaGorath


spectreoneone wrote:
Dantalian wrote:
spectreoneone wrote:
As for the commander traits...I think that if there are like three options, a d3 determining the style my commander has isn't so bad. Enough randomness to keep games interesting, but nothing excessive.


From what I understand there are three categories in which you choose one beforehand, and then roll for your trait from that categories pool at the start of the game.
The choice of which type of abilities you want if chosen by you, but the dice determines what ability you get. I'm assuming that all these commander trait trees will have either three or six traits a piece.





That still sounds pretty good, but I would hope they went with three rollable traits per category. With 9 total commander traits, you would get a nice variance within the game. Personally, I would like it to go one step further, and roll a d3 for the category. I think it would cut down on a lot of list tailoring/netlisting shenanigans. I'm still unsure. I'd like to see what exactly they will be implementing in this area, and how it will affect the overall game.


How about we base our armies color schemes on a d6 as well? I mean, it's not like people try to theme their armies around anything, clearly we want all of our decision making and list building done at random. You should try out mordheim, you'd love it.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:41:33


Post by: Testify


Except we know from recent codexes that pyskers can still choose their spells so you're complaining about something that we know for definite will not be in the new edition.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:42:26


Post by: Dantalian


spectreoneone wrote:
That still sounds pretty good, but I would hope they went with three rollable traits per category. With 9 total commander traits, you would get a nice variance within the game. Personally, I would like it to go one step further, and roll a d3 for the category. I think it would cut down on a lot of list tailoring/netlisting shenanigans. I'm still unsure. I'd like to see what exactly they will be implementing in this area, and how it will affect the overall game.


Psycher powers sure, but this is really out of line for HQs. I mean I would love to randomly roll into the melee trait tree or psycher power buff trait tree with my Crisis Suit Commander.
Having played Fantasy for a while I know they have ways of getting around random rolls for magic, and sure I can handle a random roll for a trait of my chosen tree. But to make the trait tree and the trait itself a roll would really be pushing it hard. I would like to be able to at least choose the trait tree that would be most beneficial to me since there are armies and HQs in the game with very narrow set of strengths (Tau).



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:47:01


Post by: spectreoneone


darrkespur wrote:I can just imagine a space marine librarian sitting in his inner sanctum, concentrating on his learning. Books of arcane knowledge are stacked up on the table and he has been practicing the rites to the Null Zone spell for months. All of a sudden, the warp strikes at him and grants him the ability to see round corners. The librarian sighs, packs up his books and proceeds to his drop pod, hoping that next time the Emperor might reward his hard work with something a bit more appropriate to the matter in hand...


I like it!

In all seriousness, I see it in terms of accessing those powers in battle, not really learning it. If we view it in terms of magic, I see the randomness as if the caster misspoke part of an incantation, or they didn't do the proper motion, etc., as if they were put under combat stress. Back to 40k, though, there is a lot we're not seeing here. Perhaps the introduced randomness is due to some sort of surge in the warp that has unleashed even more powerful psyker potential, but with the penalty of being highly unstable. I see it as a way GW can justify massive psyker power creep. I personally like it, though. It makes using a powerful psyker a gamble that has potentially huge payoff, or possibly huge detriment. Sounds fun to me!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:50:20


Post by: Altruizine


darrkespur wrote:I can just imagine a space marine librarian sitting in his inner sanctum, concentrating on his learning. Books of arcane knowledge are stacked up on the table and he has been practicing the rites to the Null Zone spell for months. All of a sudden, the warp strikes at him and grants him the ability to see round corners. The librarian sighs, packs up his books and proceeds to his drop pod, hoping that next time the Emperor might reward his hard work with something a bit more appropriate to the matter in hand...

I laughed. But, to be fair, a psyker getting called to battle against Tyranids and then engaging in a late-night cramming session to make sure he's memorized the JotWW chapter of his Norton's Anthology of Psychic Destruction, 654th Edition (Terra: Emperor's Press, 999.M41) is equally ridiculous.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:50:56


Post by: ShumaGorath


spectreoneone wrote:
darrkespur wrote:I can just imagine a space marine librarian sitting in his inner sanctum, concentrating on his learning. Books of arcane knowledge are stacked up on the table and he has been practicing the rites to the Null Zone spell for months. All of a sudden, the warp strikes at him and grants him the ability to see round corners. The librarian sighs, packs up his books and proceeds to his drop pod, hoping that next time the Emperor might reward his hard work with something a bit more appropriate to the matter in hand...


I like it!

In all seriousness, I see it in terms of accessing those powers in battle, not really learning it. If we view it in terms of magic, I see the randomness as if the caster misspoke part of an incantation, or they didn't do the proper motion, etc., as if they were put under combat stress. Back to 40k, though, there is a lot we're not seeing here. Perhaps the introduced randomness is due to some sort of surge in the warp that has unleashed even more powerful psyker potential, but with the penalty of being highly unstable. I see it as a way GW can justify massive psyker power creep. I personally like it, though. It makes using a powerful psyker a gamble that has potentially huge payoff, or possibly huge detriment. Sounds fun to me!


Thats not how psychic or sorcerous abilities work in the fluff. The tides of the warp effect how powerful a psychic is on any given day, but they don't really change what said psyker knows how to do. If the psyker can't use his normal powers it's because he can't use any at all and it's a very rare scenario.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:56:03


Post by: Dantalian


spectreoneone wrote:
darrkespur wrote:I can just imagine a space marine librarian sitting in his inner sanctum, concentrating on his learning. Books of arcane knowledge are stacked up on the table and he has been practicing the rites to the Null Zone spell for months. All of a sudden, the warp strikes at him and grants him the ability to see round corners. The librarian sighs, packs up his books and proceeds to his drop pod, hoping that next time the Emperor might reward his hard work with something a bit more appropriate to the matter in hand...


I like it!

In all seriousness, I see it in terms of accessing those powers in battle, not really learning it. If we view it in terms of magic, I see the randomness as if the caster misspoke part of an incantation, or they didn't do the proper motion, etc., as if they were put under combat stress. Back to 40k, though, there is a lot we're not seeing here. Perhaps the introduced randomness is due to some sort of surge in the warp that has unleashed even more powerful psyker potential, but with the penalty of being highly unstable. I see it as a way GW can justify massive psyker power creep. I personally like it, though. It makes using a powerful psyker a gamble that has potentially huge payoff, or possibly huge detriment. Sounds fun to me!


I'm pretty sure things like this would detriment races like Eldar more than it will ever help them. Especially when most of their psychic abilities are more support oriented rather than offensive. I can't see a lot of Eldar lists even coming close to working without guide, doom, or fortune being guaranteed things. And I see Eldrad being a giant 210 point pile of uselessness considering Eldar have just as many useful spells as they do useless.





New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 15:57:47


Post by: spectreoneone


ShumaGorath wrote:
spectreoneone wrote:
darrkespur wrote:I can just imagine a space marine librarian sitting in his inner sanctum, concentrating on his learning. Books of arcane knowledge are stacked up on the table and he has been practicing the rites to the Null Zone spell for months. All of a sudden, the warp strikes at him and grants him the ability to see round corners. The librarian sighs, packs up his books and proceeds to his drop pod, hoping that next time the Emperor might reward his hard work with something a bit more appropriate to the matter in hand...


I like it!

In all seriousness, I see it in terms of accessing those powers in battle, not really learning it. If we view it in terms of magic, I see the randomness as if the caster misspoke part of an incantation, or they didn't do the proper motion, etc., as if they were put under combat stress. Back to 40k, though, there is a lot we're not seeing here. Perhaps the introduced randomness is due to some sort of surge in the warp that has unleashed even more powerful psyker potential, but with the penalty of being highly unstable. I see it as a way GW can justify massive psyker power creep. I personally like it, though. It makes using a powerful psyker a gamble that has potentially huge payoff, or possibly huge detriment. Sounds fun to me!


Thats not how psychic or sorcerous abilities work in the fluff. The tides of the warp effect how powerful a psychic is on any given day, but they don't really change what said psyker knows how to do. If the psyker can't use his normal powers it's because he can't use any at all and it's a very rare scenario.

I understand that is how it works under the current fluff, but this is PSYCHIC DEVASTATION!!!! I forsee that we'll see a change to the fluff in relation to psykers that will justify this. Will it be a progression or a retcon? Who knows.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 16:20:06


Post by: Praxiss


i am looking forward to the "remove odels from the shooters direction" thing, if it turns out that way.

It opens the door for the possibility of more tactical deployments. Suddenly fast shooty troops (bikes, destroyers, jetbikes for example) become more valuable as they can whip round to the back of a target unit (where your opponent might be keeping their sergeant/special weapons) and take out a high value target.

It's not quite "directed strikes" as per Pancake but it's a better option than we have now.





EDIT - Just looking at how 6th ed seems to be buffing the 'Crons quite a lot. it occurs to me that, with Psykers getting massive boost (potentially) in this edition, mayeb the buffs to necrons are due tot he fact that they have no psykers in the army at all.

I think every other army has access to psyers of one type or another (not 100% about Tau or DE though).


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 16:47:18


Post by: Starfarer


Hadn't seen this posted yet:

Faeit 212 wrote: Rules listed in the White Dwarf are leaking out for our 6th edition. There are some great ones here, including how allies are going to work... (not just for team play). Monstrous Creatures, Longer Assault Moves, Hull points, Warlords, Vehicle Damage, and more are below... check them out.

Oh yea, the leaked photo cover is correct too.

Please remember that until these are in our hands, they are still considered rumors, at least mostly rumors at this point.

via Birdy /Darnok
changes reported as per new WD:
The leaked photo of the cover is correct, that is the new cover of the normal hardback rulebook. The collectors edition looks *******' sweet though, with amazing artwork and brass doodads, etc etc. The skull measuring tape is pretty cool too, and the munitorum dice come in a lasgun charge pack case, and are also pretty nicely designed. The special edition templates follow the Fantasy example of being somewhat visually-related to the game, except instead of faux-gold framing, they're faux-steel framed, with coruscating arcs of blue psychic fire spoking out from the middle of each (or the narrow end of the flame template)

- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

- It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.

- Land Speeders have the special rule "Jink", which gives them a 5+ save all the time, this changes to 4+ if they go flat out. (I'm reasonably sure all fast skimmers get this, I'm not sure whether it's a USR or just a quality Fast Skimmers get)

-Also,models are taken from the front when they're shot. Or, to put it another way, when a unit gets shot at, models from the part of the unit closest to the firer are removed first.




Looks like Allies is probably more restricted than most Kneejerkers were assuming. I'm ridiculously excited about the prospect of having real Daemons with my CSMs. Chaos Lord on Juggernaught leading a squad of bloodcrushers. Hell yeah!

The overall move to randomness is still not exciting, but many of the changes do sound really cool.

Edit: Rumors already posted on page 12.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 16:56:52


Post by: pretre


Pretty sure that is a couple pages back, but it should really be in the OP.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:00:28


Post by: Starfarer


Sure enough, 5 pages back. I only bothered to go back to page 14 to check.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:00:57


Post by: Grugknuckle


Ozymandias wrote:I want this book to come out like tomorrow. Not because I'm excited to play 6th Ed, but only so the flood of contradictory rumors stops!


Bump.

But until then Ozymandias, we can entertain ourselves with quotes from from the Civilization IV tech tree.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:04:41


Post by: RiTides


Would be great to have that in the OP. Very interesting...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:05:40


Post by: AresX8


Got some more stuff from: http://www.warseer.com/forums/showthread.php?329875-Official-WarSeer-Warhammer-40-000-6th-Edition-discussion-thread&p=6275422&viewfull=1#post6275422

Highlights from the link

allies chart is in for sure, a matrix
you need 1 HQ 2 Troop of your own army, then you can ally, need 1 HQ 1 Troop of that army, then may take other slots
can special characters be brought as allies
didn't see any limit on (taking special characters as allies)

it's still move shoot assault

"snapshop" = stand and shoot for an assaulted unit, BS1, no template or blast
snapshot is also for HWs that have moved
you can fire a krak missile as a snapshot; heavy bolter that moves = 3 shots at BS1

psychic powers are IN ADDITION to your codex powers; so you don't lose any of the powers in a current codex

premeasure all the time

random charges 2d6 for foot, 3d6 drop lowest for jump pack troops

jump pack troops get "hammer of wrath" = impact hits, 1 A @ I 10, normwal weapon normal attack (for jump packs, not sure about wings, maybe)

6 missions, and 3 deployment zones, primary and 3 secondary objectives
vps for objectives
"first blood" = 2nd objective
worth 1 vp
no more dawn of war, no more spearhead
one is like triangles
cleanse 2?

power weapon is AP2

there is a hull point systemm, damage chart changed
1-2 shaked 3 = stuned 4 = weapon destroyed 5 = wrecked 6 = kablam
didnt seen an immobile on the chart

terrain is a part of the FoC, "fortifcation FOC slot"
1 per game
aegis defense line 50pts
cover is 5+

rapid fire is half range not 12"
rapid fire isnt limited by movement


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:08:37


Post by: BladeWalker


I am looking forward to shouting "HAMMER OF WRATH!" and "VECTORED SMASH ATTACK!" in the near future.

Also looking forward to unleashing my Defiler and Land Raider again! Me have hull points, me not die in turn 1 (as much). :-)


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:09:31


Post by: pretre


Thanks, Aresx8! Looks to be Chipstar as the original poster.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:11:55


Post by: Praxiss




- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

So gauss can now auto-glance AND strip hull points (which i'm assumign work the same as Structure points for super-heavies)? interesting....

- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

just Jump Packs or all Jump Infantry?

- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

EEP! 'Nid Winged Hive Hyrant / Winged Deamon prince!!


- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

See above!


- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

thus implying that they no longer get 2D6 vs armour?.....


- Land Speeders have the special rule "Jink", which gives them a 5+ save all the time, this changes to 4+ if they go flat out. (I'm reasonably sure all fast skimmers get this, I'm not sure whether it's a USR or just a quality Fast Skimmers get)

if this hits all Fast Skimmers then the CCB just got even nicer

-Also,models are taken from the front when they're shot. Or, to put it another way, when a unit gets shot at, models from the part of the unit closest to the firer are removed first.

YAY! I really like this one.





New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:13:24


Post by: pretre


Added to the rumor track thread.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:15:52


Post by: Praxiss


This might have already been addressed....but why bother making power weapons AP2? Why not just say they ignore armour saves?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:20:57


Post by: tuebor


Praxiss wrote:This might have already been addressed....but why bother making power weapons AP2? Why not just say they ignore armour saves?


Presumably for the same reasons a plasma gun doesn't just ignore armor saves.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:21:24


Post by: Starfarer


Praxiss wrote:This might have already been addressed....but why bother making power weapons AP2? Why not just say they ignore armour saves?


Probably for clarification. I'm sure it will interact with other rules or USRs like Feel No Pain. It certainly can't hurt to be overly specific with rules, especially given the crazy arguments people try to make to wiggle around the intention of rules.

Also, winged Princes did just get awesome. I'm sure we can expect 60 point wings like the Codex Daemons version in the new CSM codex, however.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:21:47


Post by: ShumaGorath


AresX8 wrote:Got some more stuff from: http://www.warseer.com/forums/showthread.php?329875-Official-WarSeer-Warhammer-40-000-6th-Edition-discussion-thread&p=6275422&viewfull=1#post6275422

Highlights from the link

allies chart is in for sure, a matrix
you need 1 HQ 2 Troop of your own army, then you can ally, need 1 HQ 1 Troop of that army, then may take other slots
can special characters be brought as allies
didn't see any limit on (taking special characters as allies)

it's still move shoot assault

"snapshop" = stand and shoot for an assaulted unit, BS1, no template or blast
snapshot is also for HWs that have moved
you can fire a krak missile as a snapshot; heavy bolter that moves = 3 shots at BS1

psychic powers are IN ADDITION to your codex powers; so you don't lose any of the powers in a current codex

premeasure all the time

random charges 2d6 for foot, 3d6 drop lowest for jump pack troops

jump pack troops get "hammer of wrath" = impact hits, 1 A @ I 10, normwal weapon normal attack (for jump packs, not sure about wings, maybe)

6 missions, and 3 deployment zones, primary and 3 secondary objectives
vps for objectives
"first blood" = 2nd objective
worth 1 vp
no more dawn of war, no more spearhead
one is like triangles
cleanse 2?

power weapon is AP2

there is a hull point systemm, damage chart changed
1-2 shaked 3 = stuned 4 = weapon destroyed 5 = wrecked 6 = kablam
didnt seen an immobile on the chart

terrain is a part of the FoC, "fortifcation FOC slot"
1 per game
aegis defense line 50pts
cover is 5+

rapid fire is half range not 12"
rapid fire isnt limited by movement


Oh good, longfang spam + sanguinary priests is gonna become a thing. Fun. I wonder if I can fit a full palladin squad inside a vendetta? This is gonna cause problems.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:23:25


Post by: Altruizine


Praxiss wrote:
EEP! 'Nid Winged Hive Hyrant / Winged Deamon prince!!

Oh my god, I didn't even consider the Hive Tyrant, as preoccupied as I was with figuring out if that would make the Harpy worthwhile.

A flying, vector striking, objective claiming, only-hit-on 6s Hive Tyrant is going to be the complete badass that he always should have been.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:27:43


Post by: AgeOfEgos


Regarding allies, further rumors state;

It's a matrix
You need one HQ, two troops of your main army before you can take allies
Then you can take one HQ, one troop of the ally army---this presumably then open other slots up

If true, that's somewhat of a constraint--although I'm not sure if that's much of a tax (If the only restriction)


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:29:41


Post by: pretre


Pretty easy to take a librarian and two cheap scoring units and add them to any list for giggles.

Njal or Normal RP plus 2 5 man GH with Melta.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:30:23


Post by: Da Boss


Hmmm, not too gone on the terrain rules. I'm at a stage in my life where I need mobility and space efficiency in my collection. 40K and Fantasy seem less and less like that game...

Hrrrmmmm. It's tough, I've been playing 40K for so long it's hard to really countenance selling off my army and making a clean break, but pretty soon I have to move country and I have to make some pretty serious decisions about which material goods I have are worth shipping. Currently, my WM/H stuff is a no brainer, my unfinished projects get a free pass, but my finished armies that have barely seen use in 2 years...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:30:57


Post by: ShumaGorath


pretre wrote:Pretty easy to take a librarian and two cheap scoring units and add them to any list for giggles.

Njal or Normal RP plus 2 5 man GH with Melta.


Apparently grey hunters are the basic troop of every marine army now. Guess there were more wolves out there than we thought.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:33:00


Post by: Palindrome


ShumaGorath wrote:You should try out mordheim, you'd love it.


Oh I do although Necromunda is more random due to the stat upgrades. How about completely moving away from this completely off topic discussion? It has already filled at least a couple of pages with crap, some filler is expected in any rumour thread but it has gone well beyond that now and has definately moved into the realms of spam.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:37:50


Post by: Scottywan82


ShumaGorath wrote:

Oh good, longfang spam + sanguinary priests is gonna become a thing. Fun. I wonder if I can fit a full palladin squad inside a vendetta? This is gonna cause problems.


As others have said, "with opponents permission" is implicit in all rules because if you don't want to play with someone YOU DON'T HAVE TO. Also, I imagine the allies will not be able to use allied transports, which is consistent with past behavior.

So chill, please.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:42:33


Post by: ShumaGorath


Scottywan82 wrote:
ShumaGorath wrote:

Oh good, longfang spam + sanguinary priests is gonna become a thing. Fun. I wonder if I can fit a full palladin squad inside a vendetta? This is gonna cause problems.


As others have said, "with opponents permission" is implicit in all rules because if you don't want to play with someone YOU DON'T HAVE TO. Also, I imagine the allies will not be able to use allied transports, which is consistent with past behavior.

So chill, please.


I haven't read in this rumors that "with opponents permission" is in there. If I missed it then thank you for pointing that out.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:45:41


Post by: Scottywan82


ShumaGorath wrote:
Scottywan82 wrote:
ShumaGorath wrote:

Oh good, longfang spam + sanguinary priests is gonna become a thing. Fun. I wonder if I can fit a full palladin squad inside a vendetta? This is gonna cause problems.


As others have said, "with opponents permission" is implicit in all rules because if you don't want to play with someone YOU DON'T HAVE TO. Also, I imagine the allies will not be able to use allied transports, which is consistent with past behavior.

So chill, please.


I haven't read in this rumors that "with opponents permission" is in there. If I missed it then thank you for pointing that out.


You misunderstand. EVERYTHING is with opponents permission. It's a game, you need to agree or just choose not to play against that person....


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:49:55


Post by: ShumaGorath


Scottywan82 wrote:
ShumaGorath wrote:
Scottywan82 wrote:
ShumaGorath wrote:

Oh good, longfang spam + sanguinary priests is gonna become a thing. Fun. I wonder if I can fit a full palladin squad inside a vendetta? This is gonna cause problems.


As others have said, "with opponents permission" is implicit in all rules because if you don't want to play with someone YOU DON'T HAVE TO. Also, I imagine the allies will not be able to use allied transports, which is consistent with past behavior.

So chill, please.


I haven't read in this rumors that "with opponents permission" is in there. If I missed it then thank you for pointing that out.


You misunderstand. EVERYTHING is with opponents permission. It's a game, you need to agree or just choose not to play against that person....


Ahh, well it's lovely that you have a seemingly infinite pool of opponants that don't care when you refuse to play them based on their army choices. I don't have that.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:51:29


Post by: Praxiss


The terrain part is something that will almost definately be ignored in my gaming group. We struggle to afford army models, let alone expensive building and terrain.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:55:08


Post by: Scottywan82


ShumaGorath wrote:
Ahh, well it's lovely that you have a seemingly infinite pool of opponants that don't care when you refuse to play them based on their army choices. I don't have that.


So you can't find anyone who won't spam things like Sanguiniary Priests and Long Fangs? Man, you're in the store from hell, I guess. I know there's always a few TFGs in any store, but you can't find ANYONE? You have my unending pity.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:55:30


Post by: daedalus-templarius


2d6 assault range you say?

More randomness, wonderful... -.-


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:55:40


Post by: N.I.B.


As a Nid player, no flamers for Snap Fire, that's a relief. Not too glad for JotWW staying on top of other powers. Nids have no Jump Infantry, only units that moves like Jump Infantry, the wording/errata will decide.
I expect allies to be banned in tournaments, so I don't care about that.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:55:45


Post by: Sunoccard


Only reason I care for the buying of terrain is for the massive number of sentry turrets i've built from left over weapon bitz.

If I can drop 150 points on half a dozen sentries, i'd be very happy.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 17:57:33


Post by: ShumaGorath


Scottywan82 wrote:
ShumaGorath wrote:
Ahh, well it's lovely that you have a seemingly infinite pool of opponants that don't care when you refuse to play them based on their army choices. I don't have that.


So you can't find anyone who won't spam things like Sanguiniary Priests and Long Fangs? Man, you're in the store from hell, I guess. I know there's always a few TFGs in any store, but you can't find ANYONE? You have my unending pity.


Well after several years of painfully unbalanced codex releases the local population that was always kind of slim has started to rotate into warmachine. There's only so long that they can feth up 40k before they run out of players. It's lame to tell someone "no, i won't play against the army you brought today". It was lame when they were playing grey knights and it'll be lame now. Refusing to play because this game is becoming broken unless your opponent decides to let you fingerpaint their army is lame.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:04:41


Post by: Just Dave


And probably not-so-coincidentally, terrain just got a lot of price increases IIRC...

I wonder if 6th edition could pretty much render assault armies invalid? Largely on account of the 2D6 assault alone.
Could be interesting or disheartening to see.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:04:50


Post by: Da Boss


I'm with Shuma. The core rules set the tone and the environment for play. If the core rules are silly, then the "standard" game will be silly. If I want to house rule 40K, I can. But at this point the main attraction of 40K is that it is easily transfered if you move and need to find a new group, so pick up games should be solid. It's a major strength. Fragmenting the playerbase by encouraging house rules and "comp" is not a good thing at all in an expensive hobby like this.

You never know. Perhaps the insane will balance out. But I doubt it will make the game a lot better.

One thing though. I run a club for a bunch of 12 to 14 year old boys. I don't play, I just supervise and make terrain. They LOVE allies, and being able to take the new cool thing that conceivably could work with their faction. The rules as suggested are pretty much how they already play the game, right down to making a cool terrain piece with guns and wanting to use it in game as if it was a model. I don't stop them or try to dictate the "right" way to play, although I do advise using points rather than "all my stuff fights all your stuff". But I've got Grey Knight Space Marine Blood Angel armies with Stormravens led by Pedro Cantor with a unit of Ravenwing bikes in there as a regular occurrence. I can easily believe these rumoured rules, if true, are simply a way for GW to encourage these youngsters to keep buying the new hotness and getting to use it, at minimal investment.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:07:13


Post by: lord_blackfang


Just Dave wrote:And probably not-so-coincidentally, terrain just got a lot of price increases IIRC...

I wonder if 6th edition could pretty much render assault armies invalid? Largely on account of the 2D6 assault alone.
Could be interesting or disheartening to see.


Why would increasing assault ranges hurt assault armies?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:08:03


Post by: Grundz


If this has been posted, sorry:

-Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all. -Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:08:03


Post by: N.I.B.


I expect the 'buy a terrain piece to abuse' rules will go the same way as the rules for buildings Fantasy - never used.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:08:23


Post by: Da Boss


Yeah, average should be 7 with as much chance of a crazy 12 as a 2. I'm almost always rolling dice to assault anyhow, because of terrain, so that makes little difference to me. I prefer games with defined movement distances, but I can live with random assault range.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:12:39


Post by: ThePhish


lord_blackfang wrote:
Just Dave wrote:And probably not-so-coincidentally, terrain just got a lot of price increases IIRC...

I wonder if 6th edition could pretty much render assault armies invalid? Largely on account of the 2D6 assault alone.
Could be interesting or disheartening to see.


Why would increasing assault ranges hurt assault armies?


No set assault distance. You aren't guaranteed a minimum. You may have just moved into the open and rolled double 1's to assault when you're only 3" away and are going to get gang raped the following turn. Randomness. Your assault becomes a gamble.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:13:19


Post by: xole


My thoughts on allies are that everything will be ok as long as everyone is equally broken. Just ask my IG/Space Wolf alliance.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:13:38


Post by: JB


N.I.B. wrote:I expect the 'buy a terrain piece to abuse' rules will go the same way as the rules for buildings Fantasy - never used.


Maybe but unlike Fantasy, terrain additions in 6th Edition 40K appear to be part of the FOC...not just a section of options added by agreed upon random rolls in the rulebook for terrain pieces. The other problem in fantasy is that not many people or FLGS own the terrain pieces, but if you want it in your 40K army you have to bring it to the game like any other model in your list.

Opponents can just say "No" but at this early stage I'm likely to let people play them just so I can see how it works.

I'm tempted to get a defense line myself. I've wanted one anyway.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:15:39


Post by: Crazyterran


So, is the 2d6" assault range in addition to movement, or?

Guess we'll find out.

And if Hull Points work like Structure points, or as someone mentioned before, something we can use to negate damage effects, Vehicles will probably be just as durable. Besides, you could already get glanced to death through various immobilized/weapon destroyed results. (And for some vehicles, being immobilized / weapon destroyed was just as bad as being killed.)


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:17:23


Post by: Goresaw


I think its very bad because random charges don't let you set up hammer and anvil charges like you do now. For example:

The only way an ork player can hope to beat alpha level assault units (death cult, paladin, genestealers etc) is to charge 20-30 in and tie up the models. Then you bring meganobz in on the side and get only into base to base with a few of the deathstar. That way your hammer can only get tagged by a few attacks and you can then turn around and murder the unit with powerklawz.

You cant do this (at least under current assault rules, I know they're changing) with a random charge. I don't like the sound of this at all for my boyz.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:18:14


Post by: Therion


N.I.B. wrote:I expect the 'buy a terrain piece to abuse' rules will go the same way as the rules for buildings Fantasy - never used.

Both the allies and the purchaseable terrain completely break competitive gaming so they will never be allowed like you said. That's what's sad. Everyone hopes (or hoped) for a core rule set that doesn't need a 30 page tournament restrictions leaflet to go with it. I would've liked a game that I know is the same everywhere I go like Da Boss said. It just seems 5th edition 40K was some sort of an anomaly just like the previous edition of Warhammer. A decent core rule set imbalanced by bad army books, followed by a ridiculously bad new core rule set. Basically it's just getting from bad to worse as new rumours are trickling in. The final thing I need right now is someone to come yelling how the spell lists have the pink sun of tzeentch that destroys the entire target unit if they fail one initiative test or whatever.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:20:19


Post by: Brother SRM


Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:20:38


Post by: spectreoneone


ThePhish wrote:Your assault becomes a gamble.

As it rightfully should be, IMHO. It could definitely help my Tau, that's for sure. Nothing like that group of Orks stopping dead cold a couple inches from my gun line... Then again...that squad of SS/TH Termies just huffed it an additional 11" to take on my armor...I think it'll balance itself out in the end.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:22:04


Post by: Goresaw


I think my dark eldar bastion will be two inches deep and a foot long and a foot tall. Don't worry they will never make a model so.mine will be legit.forever!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:22:17


Post by: ShumaGorath


spectreoneone wrote:
ThePhish wrote:Your assault becomes a gamble.

As it rightfully should be, IMHO. It could definitely help my Tau, that's for sure. Nothing like that group of Orks stopping dead cold a couple inches from my gun line... Then again...that squad of SS/TH Termies just huffed it an additional 11" to take on my armor...I think it'll balance itself out in the end.


You know whats weird? Crisis suits always get to shoot the same distance, i mean, what happens if one of them accidentally looks at the sun or something? I can't tell you how often I would be saved if they would just have a 9 inch range instead of that damn 12 inch double tap! Then again, sometimes maybe they could shoot 40 inches also. That'd be fun. Lets just get rid of the measurements in this game, they're just holding it back. It'll all even out in the end.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:23:35


Post by: Crazyterran


spectreoneone wrote:
ThePhish wrote:Your assault becomes a gamble.

As it rightfully should be, IMHO. It could definitely help my Tau, that's for sure. Nothing like that group of Orks stopping dead cold a couple inches from my gun line... Then again...that squad of SS/TH Termies just huffed it an additional 11" to take on my armor...I think it'll balance itself out in the end.


Not to mention, for your Tau, removing those Ork Boyz barreling in from front to back.

I have a feeling this edition is going to make fast skimmers awesome, if only because they'll let people jocky for position to get at the rear part of squads, where Missile Launchers/Heavy Weapons are hiding out. I know I'd enjoy killing a nob that's hiding in the back of a mob.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:24:05


Post by: Therion


Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.

Haha, that's great Can three or four armies ally? Necrons want 4-5 Overlords in CCBs and IG want 6-9 independent Vendettas. I guess you could take duplicates of the same special character this way too.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:24:44


Post by: Crazyterran


Therion wrote:
Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.

Haha, that's great Can three or four armies ally? I guess you could take duplicates of the same special character this way too.


As long as they aren't unique, sure. I imagine things like that will still apply.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:24:50


Post by: Goresaw


spectreoneone wrote:
ThePhish wrote:Your assault becomes a gamble.

As it rightfully should be, IMHO. It could definitely help my Tau, that's for sure. Nothing like that group of Orks stopping dead cold a couple inches from my gun line... Then again...that squad of SS/TH Termies just huffed it an additional 11" to take on my armor...I think it'll balance itself out in the end.


No. No it should not be. Assault is how some armies do business. The only way they do business
Saying assault should be a gamble is like saying your shooting should be a gamble. All ranged attacks, all night fighting, all the time. Sound like fun now? That's how assault players feel.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:27:21


Post by: Therion


Crazyterran wrote:
Therion wrote:
Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.

Haha, that's great Can three or four armies ally? I guess you could take duplicates of the same special character this way too.


As long as they aren't unique, sure. I imagine things like that will still apply.

Can anyone explain to me what's the point of a FOC then? I mean, Necron Overlords in CCBs are very good now and seemingly insanely good in 6th because of all the buffs they're getting, but I get to take only two of them. So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:28:24


Post by: Grundz


Goresaw wrote: All ranged attacks, all night fighting, all the time. Sound like fun now? That's how assault players feel.


sounds like you are playing necrons

But really if you areplaying against a decent opponent, you'll be assaulting through cover at least 40-50% of the time, so the difference is that now you have a chance of going more than 6 (and will average a little more)

This is to help with the removing casualties from the front thing.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:31:17


Post by: lord_blackfang


Therion wrote:Can anyone explain to me what's the point of a FOC then? I mean, Necron Overlords in CCBs are pretty good now and seemingly insanely good in 6th because of all the buffs they're getting, but I get to take only two of them. So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


No, this is just you going off on a wild, uninformed hyperbole.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:31:24


Post by: Crazyterran


Therion wrote:
Crazyterran wrote:
Therion wrote:
Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.

Haha, that's great Can three or four armies ally? I guess you could take duplicates of the same special character this way too.


As long as they aren't unique, sure. I imagine things like that will still apply.

Can anyone explain to me what's the point of a FOC then? I mean, Necron Overlords in CCBs are pretty good now and seemingly insanely good in 6th because of all the buffs they're getting, but I get to take only two of them. So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


That or they will make detachments have to be from completely separate codices.

Speaking of which, CCBs are flyers? I never saw that when i glanced over their rules.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:32:03


Post by: TBD


Therion wrote:So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


I am pretty sure that is not the way it will work.

You will be able to take allies within the current FOC, so only 2 HQ total, 6 troops, etc.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:32:56


Post by: Thunderfrog


Brother SRM wrote:Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.


Hi! This is my Brood of Red Aliens. They like to evolve wings to take the fight to the enemy really fast! They use 90 gargoyles! These are their allies, the Blue Aliens! They like to evolve wings as well but only on big aliens. They have 27 Shrikes! Each faction is led by a Tyranid Prime and they both have 2 squads of 20 gaunts for troops.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:34:52


Post by: Therion


TBD wrote:
Therion wrote:So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


I am pretty sure that is not the way it will work.

You will be able to take allies within the current FOC, so only 2 HQ total, 6 troops, etc.

So basically the entire point of the allies rule set is to merge all the unit options in IG, BA, SW, GK, SM, etc. into one Codex: Imperium. That's nice, completely balanced, and totally fair for all the non-Imperial players. It will also make tournaments very interesting. There's like a huge civil war going on the Imperium! Armies filled with GK, BA, SW and supported by Hydras and Vendettas are killing other armies filled with those exact same guys! We can call it Jervis Johnson Heresy.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:36:12


Post by: Scottywan82


Quick, everyone panic before all the facts are in!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:36:59


Post by: lord_blackfang


Scottywan82 wrote:Quick, everyone panic before all the facts are in!


Well, it's now or never, isn't it? There probably won't be a reason anymore once we know everything


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:37:18


Post by: xole


There are just so many things that can go wrong I can't imagine it going right.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:38:03


Post by: Therion


Quick, everyone panic before all the facts are in!

Facts aren't in untill the 30th of June most likely. We're simply discussing the rumours as they've been presented. Currently there's plenty of reasons to be disappointed.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:38:05


Post by: Scottywan82


lord_blackfang wrote:
Scottywan82 wrote:Quick, everyone panic before all the facts are in!


Well, it's now or never, isn't it? There probably won't be a reason anymore once we know everything


This book cannot come out soon enough. Seriously.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:38:08


Post by: haroon


You guys have drawn a lot of conclusions with little to no information.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:41:18


Post by: gorgon


Therion wrote:
Crazyterran wrote:
Therion wrote:
Tyranids allying with Tyranids means that they might finally be able to use all those Elites choices in some capacity.

Haha, that's great Can three or four armies ally? I guess you could take duplicates of the same special character this way too.


As long as they aren't unique, sure. I imagine things like that will still apply.

Can anyone explain to me what's the point of a FOC then? I mean, Necron Overlords in CCBs are very good now and seemingly insanely good in 6th because of all the buffs they're getting, but I get to take only two of them. So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


Follow the money. I hazard to guess that the allies rules are at least partially there to drive model sales. It's becoming pricier for newbies to own multiple armies (and GW knows this), but adding a few units from another army is both desirable and more affordable.


Regarding the rest of the rumors, the thing I really want to learn more about are 1) movement and 2) mission objectives. I thought they were where pancake really shined. Seems like we aren't getting one-phase movement (boo!) but I at least hope Fleet adds inches in the move phase rather than staying another random roll. And turn-by-turn objective scoring did a lot to get units out of their armored boxes. Guess we'll know soon.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:43:35


Post by: Sigvatr


We already agreed on banning both the terrain and allies rules.

For pretty damn obvious reasons.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:44:12


Post by: Dr Mathias


There's plenty of theoretical and unsubstantiated reasons to be disappointed.

This thread is a perfect example why GW doesn't have their own forum!


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:44:47


Post by: Goresaw


The problem is, its pretty easy to see one conclussion. There are more dice to roll this edition.

The next logical conclusion is... rolling more dice means more things fail. You don't add dice rolls to see successes. You add dice rolls t make things NOT happen. You roll to hit. You roll to wound. You roll to save. You roll to chargen. You roll for powers. All of these rolls are.meant to make sure what the player wants to happen does NOT happen. In other words, to make it so a players strategy means little compaired to his dice. And I think we can all agree, is a bad thing.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:45:02


Post by: Therion


Here's what was said about the allies rule by someone who saw the rulebook on Warseer (for reference):

Allies are IN: As had been suspected, a new army chart will report the level of cooperation various armies can have. This will not allow cherrypicking of valuable units from another codex, but instead the ability to integrate a second FOC chart into you army from the selected ally. How deep you can develop this second tree (beyond the mandatory HQ and 2 troops) is determined by what level of cooperation the armies have on the chart.


Basically it does look like it's a second FOC chart. It also seems like you have access to the various slots based on how deep the cooperation is (unlikely allies, trusted brothers etc. whatever). I'd assume every army is on the highest level of cooperation with itself. Therefore you get to use two FOCs if you just take atleast one HQ from each, two troops from one and one troops from the other. Basically if you were using two HQs and three troops already nothing changed except you can go up to 4 HQs, 12 Troops, 6 Elites, 6 FA and 6 HS.

Follow the money

Of course. Both the allies and the terrain rule stinks of young kids fighting eachother with every model that they own whether they're from the same book or not.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:47:26


Post by: Da Boss


Well, if this is fluff based, it's going to favour the IoM and Chaos, and screw over the Xenos (of course.).
Because that's what 40K needed more of! IoM dominance!

(cue person telling me the game is "about" the IoM in 3,2,1...)


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:48:59


Post by: lord_blackfang


Therion wrote:Basically it does look like it's a second FOC chart. It also seems like you have access to the various slots based on how deep the cooperation is (unlikely allies, trusted brothers etc. whatever). I'd assume every army is on the highest level of cooperation with itself. Therefore you get to use two FOCs if you just take atleast one HQ from each, two troops from one and one troops from the other. Basically if you were using two HQs and three troops already nothing changed except you can go up to 4 HQs, 12 Troops, 6 Elites, 6 FA and 6 HS.


Nope. Still making unfounded assumptions.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:49:23


Post by: ShumaGorath


lord_blackfang wrote:
Therion wrote:Basically it does look like it's a second FOC chart. It also seems like you have access to the various slots based on how deep the cooperation is (unlikely allies, trusted brothers etc. whatever). I'd assume every army is on the highest level of cooperation with itself. Therefore you get to use two FOCs if you just take atleast one HQ from each, two troops from one and one troops from the other. Basically if you were using two HQs and three troops already nothing changed except you can go up to 4 HQs, 12 Troops, 6 Elites, 6 FA and 6 HS.


Nope. Still making unfounded assumptions.


Yes, it's a rumor thread. You're doing the same by assuming he's wrong.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:50:13


Post by: tuebor


Dr Mathias wrote:There's plenty of theoretical and unsubstantiated reasons to be disappointed.

This thread is a perfect example why GW doesn't have their own forum!


They used to have one and it was the worst thing ever. Forums in general are pretty bad but the GW one was a special sort of horrible.

I'm not really worried about the ally rules until we get a better look at them and if they're that bad my club will probably just not use them. What I'm really interested in is the new psychic system, what the new powers are and who gets them, I really hope my Primaris Psyker gets access to something interesting.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:51:06


Post by: Altruizine


Here are my thoughts on 2D6 assaults:

I'm a proponent of random charging, but I really wanted it to be Set Value + Xd6 so that it ended up being a healthy spectrum of guaranteed charges, surprise failures, and long-shot payoffs.

So when I read today that it was evidently going to be 2D6 flat, my initial reaction was disappointment, and agreement with the idea of a nerf towards assault.

But.... well... now I'm not so sure.

In WHFB the penalty for a failed assault distance roll is clear. You must forsake your regular movement in order to declare a charge, so you've passed up the option to reposition. Then when you fail the charge you must move forward a given number of inches, so you may be drawn into a bad position.

However, none of the rumours indicate that the same thing is true in 6th edition 40K. Today's batch indicates that move -- shoot -- charge is still the event order, so even when you fail to make contact with an assault you will have moved already in the movement phase.

There's no suggestion of a failed charge advance, and iirc, in current 5th edition 40K, a failed charge just means that the unit stands still.

So if that stays the same in 6th, a failed charge won't pull you out of position. The main upshot of the change will be that assault armies can start declaring charges earlier in the game, hoping for good rolls. This would seem to be a boost to assault armies, since at least some of the time your units will be getting into contact earlier than they would have in 5th.

The only times it will hurt are those moments when you're within 6" of the target and get a low roll. But this will likely be offset by that fact that you've already had more opportunities to execute long charges in these games than you would have had in 5th edition games.

I've been playing WHFB for the last two years, so my 40K knowledge is rusty. Am I missing something here?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:51:09


Post by: Scottywan82


Goresaw wrote:The problem is, its pretty easy to see one conclussion. There are more dice to roll this edition.

The next logical conclusion is... rolling more dice means more things fail. You don't add dice rolls to see successes. You add dice rolls t make things NOT happen. You roll to hit. You roll to wound. You roll to save. You roll to chargen. You roll for powers. All of these rolls are.meant to make sure what the player wants to happen does NOT happen. In other words, to make it so a players strategy means little compaired to his dice. And I think we can all agree, is a bad thing.


We cannot agree. Strategy is all about risk management. Risk is the chance of failure. Therefore, without the possibility of failure, there is no strategy. Even the board game Diplomacy, which has no dice, has elements of randomness. Having greater randomness doesn't break the game, it chanes the game. Apparently in a way YOU (and others, I assume) do not like. Not in a way NO ONE likes.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:51:40


Post by: JB


I'm curious to see how casualties are removed from shooting attacks with indirect fire blast templates. My initial assumption is that it will be the same way that we do it now rather than pulling models from the edge of the unit closest to the firer.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:52:14


Post by: daedalus-templarius


spectreoneone wrote:
ThePhish wrote:Your assault becomes a gamble.

As it rightfully should be, IMHO. It could definitely help my Tau, that's for sure. Nothing like that group of Orks stopping dead cold a couple inches from my gun line... Then again...that squad of SS/TH Termies just huffed it an additional 11" to take on my armor...I think it'll balance itself out in the end.


Joke post?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:53:16


Post by: lord_blackfang


ShumaGorath wrote:
lord_blackfang wrote:
Therion wrote:Basically it does look like it's a second FOC chart. It also seems like you have access to the various slots based on how deep the cooperation is (unlikely allies, trusted brothers etc. whatever). I'd assume every army is on the highest level of cooperation with itself. Therefore you get to use two FOCs if you just take atleast one HQ from each, two troops from one and one troops from the other. Basically if you were using two HQs and three troops already nothing changed except you can go up to 4 HQs, 12 Troops, 6 Elites, 6 FA and 6 HS.


Nope. Still making unfounded assumptions.


Yes, it's a rumor thread. You're doing the same by assuming he's wrong.


I'm not assuming anything, other than that we don't have enough info yet to draw up ridiculous army lists.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:54:41


Post by: TBD


Therion wrote:
TBD wrote:
Therion wrote:So, to get around that I only need to ally with another Necron detachment and now I have 4 HQ choices as long as I take 3 troop choices. I also get access to 6 units of Wraiths and other garbage. Is this the new 40K?


I am pretty sure that is not the way it will work.

You will be able to take allies within the current FOC, so only 2 HQ total, 6 troops, etc.

So basically the entire point of the allies rule set is to merge all the unit options in IG, BA, SW, GK, SM, etc. into one Codex: Imperium. That's nice, completely balanced, and totally fair for all the non-Imperial players. It will also make tournaments very interesting. There's like a huge civil war going on the Imperium! Armies filled with GK, BA, SW and supported by Hydras and Vendettas are killing other armies filled with those exact same guys! We can call it Jervis Johnson Heresy.


Eldar, Tau and Necrons should be able to be allies to eachother and most Imperial forces just fine (force X finds common ground to fight with force Y for reason Z, you know how GW spins such things), but Orks, Dark Eldar, Tyranids and Daemons will have probably have much more restrictions.

I suspect this will be more of an advantage to certain armies while some will indeed get shafted (Tyranids the most, most likely). We'll have to wait for the specifics in the book.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:57:47


Post by: Fishboy


spectreoneone wrote:
ThePhish wrote:Your assault becomes a gamble.

As it rightfully should be, IMHO. It could definitely help my Tau, that's for sure. Nothing like that group of Orks stopping dead cold a couple inches from my gun line... Then again...that squad of SS/TH Termies just huffed it an additional 11" to take on my armor...I think it'll balance itself out in the end.


Yeah so random range for assult range and then my opponent can snap fire. I really wish I had not bought and painted all those wracks. My coven list is hosed due to no armour save, chance of not getting to assult, then getting shot if they do make it. Thank god for FNP...oh wait they nerfed that too for them. I wonder how the rules will work when assulting from a vehicle now?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:58:16


Post by: ShumaGorath


Scottywan82 wrote:
Goresaw wrote:The problem is, its pretty easy to see one conclussion. There are more dice to roll this edition.

The next logical conclusion is... rolling more dice means more things fail. You don't add dice rolls to see successes. You add dice rolls t make things NOT happen. You roll to hit. You roll to wound. You roll to save. You roll to chargen. You roll for powers. All of these rolls are.meant to make sure what the player wants to happen does NOT happen. In other words, to make it so a players strategy means little compaired to his dice. And I think we can all agree, is a bad thing.


We cannot agree. Strategy is all about risk management. Risk is the chance of failure. Therefore, without the possibility of failure, there is no strategy. Even the board game Diplomacy, which has no dice, has elements of randomness. Having greater randomness doesn't break the game, it chanes the game. Apparently in a way YOU (and others, I assume) do not like. Not in a way NO ONE likes.


You can't manage risks that you can't control or interface with. Randomized leader traits, randomized reserves, stealing the initiative, items like randomized possessed traits, etc. Not all randomness is good.

Risk management implies that you can control the outcome and can voluntarily engage in risks. It doesn't imply that all acts possess inherent risks and that choices must be reactionary based on the results of default risk. When the choice to take a risk is removed then it's not a risk/reward scenario. If there isn't a "safer alternative" then it's just a scenario with a random outcome.

Risk/reward =/= base level unavoidable randomness. Risk/reward = deciding to engage in a randomized event that has a possible positive outcome. Random charge distances are the former. I don't see why it's so hard for people to understand this.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 18:58:54


Post by: Kroothawk


Praxiss wrote:The terrain part is something that will almost definately be ignored in my gaming group. We struggle to afford army models, let alone expensive building and terrain.

Sigvatr wrote:We already agreed on banning both the terrain and allies rules.
For pretty damn obvious reasons.

Yeah, you both play shooty armies that suck in close combat


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:00:21


Post by: Scottywan82


That is completely untrue. Have you not been managing risks in 40k up to now? Did it not include dice rolls? Saying they are unmanageable is completely false.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:00:47


Post by: Altruizine


ShumaGorath wrote:
You can't manage risks that you can't control or interface with.

A risk you can control isn't a risk.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:03:24


Post by: ShumaGorath


Altruizine wrote:
ShumaGorath wrote:
You can't manage risks that you can't control or interface with.

A risk you can control isn't a risk.

noun
1.
exposure to the chance of injury or loss; a hazard or dangerous chance: It's not worth the risk.


You can control whether or not to engage in the risk. It's part of it's definition. If a risk is thrust upon you because there is no alternative then it is by definition not a risk.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:04:19


Post by: Crablezworth


“- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.”

Did we really need to nerf vehicle? Really? Mech might not be for everyone but we can all agree it speeds things up big time. I don't want every game to be 4 hours long...



“- Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.”

Not a big deal either way.


“- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.”

Completely stupid.. apparently the only difference between an ogryn and a dude on a jetpack is… dicegods?


“- The Rage USR gives you +2 attacks on the charge”

At least there’s an upside to rage now.


“- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.”

Might be cool.


“- Monstrous creatures' attacks are explicitly AP 2”

Not this ap s**t again…


“- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")”

This sounded cool until I had to roll on a chart. My general chose strategic, he’s very strategic you see, before every battle he decides on what to do by spinning a f***ing bottle… sigh

- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

They better just be flimmers, if they’re actually flyers I’ll quit. The flyer rules are an abortion with rancid coleslaw on top.


- You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

“typically represented by terrain kits GW sells” Great, so ya my nids have these bastions… so f***ing stupid. This will make tournaments run really smooth I assure you. It's one thing to do this stuff with expansions I an avoid playing or purchasing... but core game? If its based only on what gw has for sale, you've just helped imperial armies and... no one else. It's the main problem planetstrike had. Had they released terrain specific for all armies it'd be cool and maybe that's in the works but this isn't for an expansion sadly it's in the CORE GAME, terrible terrible idea. I can avoid playing planetstrike, I can't avoid playing the base freakin game. Also, what if said terrain is the only way to access "skyfire" stuff with the ability to shoot down flimmers without rolling a 6? Now you can't not allow it because its become a game balance isssue because GW is stupid.




“Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.”

When it was just a guide for friendly games I was happy, now that it’s actually real and can be used in any game I want to vomit in my own mouth. Any idea how man a***oles are gonna be taking like greynights with their guard now?


“- Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.”

It’s sad when this is one of the more benign rumours…


“- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.”

Because monstrous creatures were low on strength before...

“- It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.”


This wouldn’t be so bad if they didn’t already nerf the vehicles..


“- 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.”

But it’s all good cuz you get a 6+… kill me now


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:06:29


Post by: Acardia


I like the idea for adding terrain out of your points, proving it's cool and neat. I've built a few nid pieces so it's all good.

Yeah there was the folding fortress in fantasy and it was a common tactic to place one large unit in a building and two tiny ones else where and play point denial. Then someone shows up with a hit everyone spell or a handful of shooting and everything goes down hill.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:06:56


Post by: Altruizine


ShumaGorath wrote:
Altruizine wrote:
ShumaGorath wrote:
You can't manage risks that you can't control or interface with.

A risk you can control isn't a risk.

noun
1.
exposure to the chance of injury or loss; a hazard or dangerous chance: It's not worth the risk.


You can control whether or not to engage in the risk. It's part of it's definition. If a risk is thrust upon you because there is no alternative then it is by definition not a risk.

You choose when in the game to undertake the risk, though.

You have any thoughts on my longish post at the bottom of the last page?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:08:42


Post by: MVBrandt


Altruizine wrote:
ShumaGorath wrote:
You can't manage risks that you can't control or interface with.

A risk you can control isn't a risk.


Actually, no. Risks are things you actively attempt to mitigate. Things you can't mitigate at all are purely random events. Difference between tactical risks and things that are simply risky.

Battling against a cagey opponent involves risks, that will require improvisation and acting in a way that does its best to mitigate risk. Battling in the shadow of an actively erupting volcano involves NO risk, just purely random chance of liquid hot magma killing you, or ash, or a giant piece of superheated exploded rock landing on your head.

Random charge distances without a fixed "x" + d6 or 2d6 or w/e are not risky tactical choices. They are purely random acts of nature. Just like people won't battle under the shadow of an actively erupting volcano, b/c of the fact that you can't mitigate the bad things going on ... people will "mitigate" the risk of purely random assault distances by shying more and more away from assault.

"I don't know what's going to happen, it's totally random" isn't a tactical choice inducer. It's not even a legitimate risk, because there's no reliable mitigation strategy other than total avoidance (or, if you want to be technical and absurd, never committing until you can get 2" away from something).

*shrug* ... that doesn't mean it's a bad thing or good thing ... one can argue for value in totally random events; that said, calling a totally random event a tactics-improving game change is a little inaccurate, even if it's an enjoyable factor for many players.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:09:47


Post by: ShumaGorath


Scottywan82 wrote:That is completely untrue. Have you not been managing risks in 40k up to now? Did it not include dice rolls? Saying they are unmanageable is completely false.


Sure, I'll addend that by saying "manageable within a reasonable framework". That said, you either don't understand what the word "risk" means or you're going to jump through hoops with logic like "If you don't want the inherent risk of someone stealing the initiative then always deploy to go second". There is always a cop out like that, but what is the risk/reward scenario of a random charge distance? Where is the risk? Random charges aren't a risk because I can't say "Nope, I don't want to try for 12 inches, I'll just go the basic six". If there is no alternative then there is no risk. Not charging is not a reasonable alternative. Not bringing assault units is not a reasonable alternative. It's just a random element that serves to dumb down the game. There is no risk reward scenario in randomizing a leader trait and theres no risk reward scenario in randomizing terrain features. These are just set up elements that pre and post date any risk taking scenario and simply guide further decisions, but through the lens of randomized stakes that can aid or hurt a player in ways outside of his own control.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:13:36


Post by: Da Boss


Excellent Shuma. I've been trying to think up a response to this but you absolutely nailed it there.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:14:12


Post by: ShumaGorath


Altruizine wrote:
ShumaGorath wrote:
Altruizine wrote:
ShumaGorath wrote:
You can't manage risks that you can't control or interface with.

A risk you can control isn't a risk.

noun
1.
exposure to the chance of injury or loss; a hazard or dangerous chance: It's not worth the risk.


You can control whether or not to engage in the risk. It's part of it's definition. If a risk is thrust upon you because there is no alternative then it is by definition not a risk.

You choose when in the game to undertake the risk, though.

You have any thoughts on my longish post at the bottom of the last page?


Sure, you state that there's no failed positioning due to a failed charge in 40k, but I'd contend that since you're moving six inches to set up the charge in the first place a failed charge leaves you out of position anyway. It's not as harsh as in fantasy as the charge bonus' aren't as strong and the game isn't as oriented towards block charging, but there is still a defacto downside and failing a charge in that way will often times cause the loss of said unit. I know that every time it happens to me from now on I'm going to be generally angry at the random nature of the game. I don't want my plans and tactics mitigated by the random nature of the game, I want to feel like I had something more to do with my victory than just making obvious choices and rolling well.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:21:30


Post by: kirsanth


ShumaGorath has it.

I have to build my Fantasy army around a Wizard whose abilities I cannot know until the game starts (with a single special character exception most do not seem to allow).

That is not a risk, that is random.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:23:45


Post by: Sigvatr


Crablezworth wrote:“- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.”

Did we really need to nerf vehicle? Really?


Yes.

kirsanth wrote:ShumaGorath has it.

I have to build my Fantasy army around a Wizard whose abilities I cannot know until the game starts (with a single special character exception most do not seem to allow).

That is not a risk, that is random.


Disagree. Let alone the fact that magic went full-slow OP in 8th and made WHF a mess, armies with the best wizards can easily pull of enough stuff to maximize chances of getting a certain spell. Ask all those Tzeentch sorcerers why they always get their Gateway...let alone the fact that every sorcerer has 2/3 of his spells available in each game. Not much randomness involved.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:33:11


Post by: kirsanth


Err. . .your examples are neither risky nor random.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:34:39


Post by: Scottywan82


And you all keep avoiding the idea that random IS risk. Investing is risky because the market is volatile. War is risky because battles are not always predictable. Randomness is almost synonymous with risk.

EDIT: http://www.stlouisfed.org/publications/itv/articles/?id=1185 See here.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:36:48


Post by: elrabin


Just a few comments overall...


1. I'm not terribly happy with random assault distances. On the other hand, so many assaults in 5th are already random due to terrain, so this aspect isn't going to change the game too terribly (except for maybe assaulting from vehicles). On the plus side, I'll gladly take a 2d6 result over a 1d6 roll any day. Heck, I might even prefer (2d6)/2 instead of 1d6. Having a meaningful mean and standard deviation makes it a lot easier to evaluate your chances of making the charge.

2. Can anyone explain why they think allies are so terrible? IMO, it opens up army comp a lot and allows for much more interesting strategies, matchups, and variety. The drawback here is (presumably) the requirement that you bring extra HQ and troops, which are potentially point sinks that don't synergize well. (Of course, there may be additional limitations or drawbacks that haven't leaked yet). Overall, this has a couple of benefits. First, it lets people buy or try out other armies without having to make a huge up-front investment. Second, it helps to keep older codexes up-to-date by providing them with access to newer unit choices. And finally, armies will gain some additional flexibility, potentially expanding the meta by adding lizard and spock to rock, paper, and scissors.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:39:54


Post by: Lovepug13


I am not liking random charge at all


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:40:47


Post by: kirsanth


Removing decision making in favor of adding randomness does not add more ways for people to make decisions based upon perceived risk, or add ways to mitigate randomness.



New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:41:07


Post by: labmouse42


elrabin wrote:2. Can anyone explain why they think allies are so terrible? IMO, it opens up army comp a lot and allows for much more interesting strategies, matchups, and variety. The drawback here is (presumably) the requirement that you bring extra HQ and troops, which are potentially point sinks that don't synergize well. (Of course, there may be additional limitations or drawbacks that haven't leaked yet). Overall, this has a couple of benefits. First, it lets people buy or try out other armies without having to make a huge up-front investment. Second, it helps to keep older codexes up-to-date by providing them with access to newer unit choices. And finally, armies will gain some additional flexibility, potentially expanding the meta by adding lizard and spock to rock, paper, and scissors.
I second this.

Would it not help to keep C:SM on par if they could take one psydread, or a stormraven?

Would it not be cool if you had 2 armies and wanted to use some of the models from each?

Would it not be cool when building a second army if you could play with some of the models while building your new army?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:41:17


Post by: Crablezworth


Scottywan82 wrote:And you all keep avoiding the idea that random IS risk. Investing is risky because the market is volatile. War is risky because battles are not always predictable. Randomness is almost synonymous with risk.

EDIT: http://www.stlouisfed.org/publications/itv/articles/?id=1185 See here.


That's not true at all, you're completely leaving out the risk vs reward side of things. There's a reason risk management exists. You're basically saying the game should come down to "s**t happens". That's terrible.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:41:34


Post by: davethepak


Alpharius wrote:The whole 'from the front' thing is going to make things really annoying.

And needlessly complex and precise from a game which claims to be neither...


Personally I totally disagree. I think it introduces many many tactical concepts into the game, that are frankly missing.
(flanking, positioning, approach, etc.).

Not being critical of you sir, but just my perspective...if you don't like it, thats great...I am 100% sure there will be rules you may like, that I may not care for.

Thats common in the game now...not everyone likes everything...

However, I will reserve any firm opinions until I have the book in my hands and have read everything in context.

See you guys on the table...


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:41:50


Post by: ShumaGorath


Scottywan82 wrote:And you all keep avoiding the idea that random IS risk. Investing is risky because the market is volatile. War is risky because battles are not always predictable. Randomness is almost synonymous with risk.


risk   [risk] Show IPA
noun
1.
exposure to the chance of injury or loss; a hazard or dangerous chance: It's not worth the risk.
2.
Insurance .
a.
the hazard or chance of loss.


Why did I have to post this a second time? Risk is "exposure to chance". Risk is not chance. There is no risk reward scenario without the opt in or opt out of chance. How can you not understand what is fundamental to the basic definition of the term that you keep constructing arguments around...? Stop that.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:43:45


Post by: Scottywan82


Well... Somewhat. The mitigation is due to both sides being equally affected by the randomness, which is - in fact - mitigation of your own risk. But the net risk inherent in the system is increased, yes.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:44:15


Post by: ShumaGorath


labmouse42 wrote:
elrabin wrote:2. Can anyone explain why they think allies are so terrible? IMO, it opens up army comp a lot and allows for much more interesting strategies, matchups, and variety. The drawback here is (presumably) the requirement that you bring extra HQ and troops, which are potentially point sinks that don't synergize well. (Of course, there may be additional limitations or drawbacks that haven't leaked yet). Overall, this has a couple of benefits. First, it lets people buy or try out other armies without having to make a huge up-front investment. Second, it helps to keep older codexes up-to-date by providing them with access to newer unit choices. And finally, armies will gain some additional flexibility, potentially expanding the meta by adding lizard and spock to rock, paper, and scissors.
I second this.

Would it not help to keep C:SM on par if they could take one psydread, or a stormraven?

Would it not be cool if you had 2 armies and wanted to use some of the models from each?

Would it not be cool when building a second army if you could play with some of the models while building your new army?


Cool is only cool so long as it's cool. The moment you see someone across the field flanking 10 paladins in a vendetta or a blood angels army composed entirely out of grey hunters and sanguinary priests you'll start to realize why cool sometimes isn't.


Automatically Appended Next Post:
Scottywan82 wrote:Well... Somewhat. The mitigation is due to both sides being equally affected by the randomness, which is - in fact - mitigation of your own risk. But the net risk inherent in the system is increased, yes.


No. No that's not right. You are still fundamentally misunderstanding what these terms mean. I am not mitigating my own risks by being in a scenario where other people are effected by such risks. That does't even make sense. Risk and random are not the same. There is a reason they are different words with different definitions.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:45:44


Post by: Scottywan82


ShumaGorath wrote:

Why did I have to post this a second time? Risk is "exposure to chance". Risk is not chance. There is no risk reward scenario without the opt in or opt out of chance. How can you not understand what is fundamental to the basic definition of the term that you keep constructing arguments around...? Stop that.


Why did I have to post this a second time? http://www.stlouisfed.org/publications/itv/articles/?id=1185

Randomness is an element of risk. Websters definition of "exposure to chance" means risk involves chance. So without chance/randomness there is no risk.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:46:05


Post by: Crablezworth


Scottywan82 wrote:Well... Somewhat. The mitigation is due to both sides being equally affected by the randomness, which is - in fact - mitigation of your own risk. But the net risk inherent in the system is increased, yes.


Unless there's a mechnic where you have to roll to see if a unit is able to shoot this does nothing for balance. People already play with way too little los blocking terrain or terrain in general, which makes it hard for close combat armies to compete and now this only adds to that. If I had 500pts nob squad roll snakeyes for a charge against a unit that was in the open I think I'd lose my mind.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:46:27


Post by: Sigvatr


kirsanth wrote:Err. . .your examples are neither risky nor random.


That's my point?


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:46:53


Post by: ShumaGorath


Scottywan82 wrote:
ShumaGorath wrote:

Why did I have to post this a second time? Risk is "exposure to chance". Risk is not chance. There is no risk reward scenario without the opt in or opt out of chance. How can you not understand what is fundamental to the basic definition of the term that you keep constructing arguments around...? Stop that.


Why did I have to post this a second time? http://www.stlouisfed.org/publications/itv/articles/?id=1185

Randomness is an element of risk. Websters definition of "exposure to chance" means risk involves chance. So without chance/randomness there is no risk.


The color red is an element of a rainbow. Red is not a rainbow. Stop using ridiculous logical loopholes and shifting sands to cover up a very basic and very real misunderstanding of a basic term. Also, that article is a pep talk, not legitimate stock advice or strategy. Stop posting it. You can't just use a random bank article from 10 years ago to try and redefine a word. That's not going to work and it looks sad.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:48:11


Post by: Scottywan82


YOU misunderstand. Risk to a competitor in a zero sum game (1 winner and 1 loser is zero sum) is a mitigating factor to your own risk. The possibility of your opponent failing their saving throw reduces the risk that your assault will fail, etc.

EDIT: Sweet God. You really do love burying your head in the sand. Have fun being depressed for no reason.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:48:17


Post by: Cyrax


TBD wrote:...Eldar, Tau and Necrons should be able to be allies to eachother...

Not gonna happen due to that insignificant incident called War in Heaven.
http://wh40k.lexicanum.com/wiki/War_in_Heaven_(Necron)#.T-DV2Bc0OdY
Xeno armies will simply get no (Tyrannids) or limited allies (Dark Eldar, Necrons) unlike the Imperium Club.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:50:35


Post by: Brother Weasel


someone please make this risk topic stop


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:51:03


Post by: ShumaGorath


Scottywan82 wrote:YOU misunderstand. Risk to a competitor in a zero sum game (1 winner and 1 loser is zero sum) is a mitigating factor to your own risk. The possibility of your opponent failing their saving throw reduces the risk that your assault will fail, etc.

EDIT: Sweet God. You really do love burying your head in the sand. Have fun being depressed for no reason.




Seriously, this is signature worthy. You've taken redefining terms to suit arguments to a new level.

http://en.wikipedia.org/wiki/Equivocation

Read this ten thousand times.


Automatically Appended Next Post:
Brother Weasel wrote:someone please make this risk topic stop


It's done, I have no more interest in arguing with someone who lacks a basic understanding of English terms.


New 6th Edition Rumors from Heresy Online (WD psychic power chart pic on pg 25) @ 2012/06/19 19:52:39


Post by: kirsanth


Cyrax wrote:Xeno armies will simply get no (Tyrannids) or limited allies (Dark Eldar, Necrons) unlike the Imperium Club.
At least people are confident that Tyranids will not have to wait for an FAQ to get kicked.

That is good, right?