37480
Post by: matphat
MrMerlin and I were bouncing ideas around in another thread and it go me thinking.
When 6th Ed. drops, we should expect some power shifts in the units to drive sales of models you currently don't have.
So, what are the units you expect to get a huge buff and thus be "required" purchases?
For Orks, I'd say, TankBustas are my #1 choice. No one has any, nor fields them, the models are in finecast now and more expensive than ever.
29878
Post by: Chowderhead
It's impossible to tell. The Leaked rulebook is old, and was a amalgamation of every rule they could think of.
So honestly, anyone could say anything and we'd all be wrong or right.
And on that note, Necron Paraiahs will be huge in 6th edition, along with Zoats. The PF/Flamer combo they bring to the table is amazing!
22150
Post by: blood reaper
Hopefully a game style based around 'elite' units may arise from the 6th edition, like the use of specialized troops and characters.
320
Post by: Platuan4th
blood reaper wrote:Hopefully a game style based around 'elite' units may arise from the 6th edition, like the use of specialized troops and characters. How's that honestly any different from 2nd through 5th editions? Unless you're meaning things more like FW's Siege Assault list, Armored Companies, and the like.
15115
Post by: Brother SRM
The whole point is that we won't know; if we had any idea we'd stock up on stuff while it was cheap.
6589
Post by: Boss GreenNutz
Who says no one uses TankBustas? There are at least 10 in every one of my Ork lists.
Hopefully a game style based around 'elite' units may arise from the 6th edition, like the use of specialized troops and characters.
That would be a bad move IMO but has happened now. You don't need to wait for 6th ed for that. Take a look at SW and TWC/Longfang spam. You'll find few to no lists without them. What they need to bring back is "troops should make up the bulk of every army". If anything there should be a formula requiring X troop slots be filled for Y slots combined of other force org slots.
46636
Post by: English Assassin
I live in hope that Devastators will get a points cut sufficient to make them worth using.
37480
Post by: matphat
I'm just asking for speculation!
Speaking in terms of what some of the least used "Worst" models in the game are.
22150
Post by: blood reaper
Platuan4th wrote:blood reaper wrote:Hopefully a game style based around 'elite' units may arise from the 6th edition, like the use of specialized troops and characters.
How's that honestly any different from 2nd through 5th editions?
Unless you're meaning things more like FW's Siege Assault list, Armored Companies, and the like.
Yes, that's what I mean.
7075
Post by: chaos0xomega
Vespids >.>
40823
Post by: wildboar
I have five painted Mandrakes in my cabinet with their fingers crossed!
56091
Post by: Chesh
My Flash Gitz, Stormboyz, and Weirdboyz would like to say hello.
37700
Post by: Ascalam
My Archons court gives them a high-five
Zapp guns could use a review, as could the fething Looted Wagon
56091
Post by: Chesh
I actually like all the Orky wackiness in the Ork codex - it makes the game funny.
24190
Post by: rodgers37
I can just tell Chaos Spawn will be epic, they will even bring back the box set of 10!!!!!
37480
Post by: matphat
I love the Chaos Spawn plastic kit.
They would also be prime candidates for a model selling buff.
52215
Post by: spectreoneone
Tau Gun Drone squads...
37700
Post by: Ascalam
Chesh wrote:I actually like all the Orky wackiness in the Ork codex - it makes the game funny.
I like it too, and would like more of it if anything.
Doesn't stop the Looted wagon from being massively overpriced as an artillery piece, and pathetic as a Heavy support option if you don't take the boomgun.
ZZapp Guns are cool and fun to use, but they were better when they autohit
52878
Post by: jgehunter
Eldar Guardians will be the new Paladins in next edition IMO
37700
Post by: Ascalam
Swooping Hawks
Warp Spiders
Ethereals
48860
Post by: Joey
Ascalam wrote:Swooping Hawks
Warp Spiders
Ethereals 
Fail to see how a change to the main rules would make swooping hawks any better... assault 2, S3, AP5. Gonna take something spectacular to make them good...
Shame because the models look pretty badass.
53708
Post by: TedNugent
40k needs some good Xenos codexes
53888
Post by: Emerett
Vindicator.
I've always wanted an excuse to run 3.
29934
Post by: Durza
Possessed CSM. They're so bad now that people will assume they're still bad and not even look at the entries, leading to a massive trolling by GW.
51866
Post by: Bobthehero
Still having hopes for the Stormtroopers to be worth their points as something else than a suicide team.
31953
Post by: nomsheep
TedNugent wrote:40k needs some good Xenos codexes
What's wrong with
eldar: Fast, hard to hit.
Dark Eldar: Faster, Harder to hit.
Tau: Punishing amounts of strong firepower, or quick battlesuits lists.
Orks: So many ways to krump things.
Necrons: DUnno, not faced/used newcrons
Sisters are the ones I would like to see suudenly become awseome.
Though like everyone has said we can't tell so most likely the armies/units that are gonna become godlike are kroot mercs, genestealer cults, Squats, zoats, fish people and most importantly Catachan devils.
Nom
53708
Post by: TedNugent
More cheese, but more importantly more options
Tankbustas, Stormboyz, Looted Wagons, Weirdboyz, etc...needs more viable, fun stuff.
"So many ways to Krump stuff" shouldn't mean "Lootas, Kan Wall, Battlewagon spam; what, are you kidding me? What more could you want!"
29914
Post by: martin74
Maybe Ogryns will be great in 6th. Not by rules, but, the new guard codex might make them playable. Only if GW would make the models affordable.
31953
Post by: nomsheep
Green Tide, BIke list??? etc
NOm
53708
Post by: TedNugent
nomsheep wrote:Green Tide, BIke list??? etc
NOm
Are they any good?
55847
Post by: Buttons
martin74 wrote:Maybe Ogryns will be great in 6th. Not by rules, but, the new guard codex might make them playable. Only if GW would make the models affordable.
Ogryn will always be crap. We just have to accept that GW doesn't like freaks, they killed the Squats, Ogryn are overpriced and have no power weapons (not that they need them, but they would be nice), and Ratlings fall apart if anything looks at them, and God help you should anyone assault them.
31953
Post by: nomsheep
TedNugent wrote:nomsheep wrote:Green Tide, BIke list??? etc
NOm
Are they any good?
Yep, greeen tide has the numbers to take many wounds and keep coming at you, you litterally can't kill them all.
Bike lists are small but can be put to devastating effect. any well run bike list is damn near impossible to kill.
Nom
53886
Post by: Ignatius
I love Sentinels, and use them all the time, but I hope there is some new walker rules to make them more efficient.
That or making 10 man non suicide stormtrooper units viable. But that one really relies on the codex more than a rule set.
56091
Post by: Chesh
Short answer: Yes.
Long answer: Yyyyyyyyyyyyyyyyyeeeeeeeeeeeeeeeeesssssssssssssssssssss.
53292
Post by: Kevlar
Hopefully vehicles get a huge downgrade. Worse penetration charts, auto pinned units when they explode or wreck, make wounds like dangerous terrain, so MEQ super armor can't save them...
Then maybe people will field bikers or jump infantry again. Oh and give bikers and jump infantry some price decreases or some better special rules.
56334
Post by: lakemacleod
Fire warriors need a much needed boost, at least give em BS 4 and make em 12 points a piece. I'd like to also see viable Kroot and cheaper battlesuit upgrades. But this would be in the new tau codex and has nothing to do with six edition..... but damnit i already typed this and your gonna read it
31953
Post by: nomsheep
lakemacleod wrote:Fire warriors need a much needed boost, at least give em BS 4 and make em 12 points a piece.
Fire warriors are fine as they are. They are a decent shot, reletavily cheap, decent armour and str 5 standard rifles.
I'd like to also see viable Kroot and cheaper battlesuit upgrades.
Agreed
But this would be in the new tau codex and has nothing to do with six edition..... but damnit i already typed this and your gonna read it
I will not.
Nom
42430
Post by: Zarryiosiad
Harpies, Lictors, Biovores and Pyrovores, and Venomthropes will be a "must have" for every Tyranid army. You heard it here first.
Zarryiosiad
53292
Post by: Kevlar
I think tau need to be a little cheaper, and some kind of close combat options on the suits. They shouldn't just auto lose if they get assaulted, give em options for PW or PF.
42034
Post by: Scipio Africanus
Emerett wrote:Vindicator.
I've always wanted an excuse to run 3.
Vindicator spam is like predator spam:
REally, really really annoying.
And effective.
Don't know what you're complaining about
33160
Post by: Iur_tae_mont
Kevlar wrote:I think tau need to be a little cheaper, and some kind of close combat options on the suits. They shouldn't just auto lose if they get assaulted, give em options for PW or PF.
They should Auto lose CC, but have a gak ton of options to avoid it. I play Tau for two reasons: They are shooty and I dig Giant Robots. I don't want them to start getting Power Wepons of any kind (Farsight can go die in an Ork Waagh). That will begin the descent to Tau become an Army with a Unique feel to Blocky Elder.
/rant
I'm putting my money down on Nurgle Units in the Daemon Codex: Specifically the Beasts of Nurgle. Something like SnP+ FNP= 3+ FNP that you always get is what I'm putting my money on.
55847
Post by: Buttons
Kevlar wrote:I think tau need to be a little cheaper, and some kind of close combat options on the suits. They shouldn't just auto lose if they get assaulted, give em options for PW or PF.
No, god no. Tau should be an army that must stay out of CC. Honestly the only thing the Tau need if anything is the ability to remain out of CC, they should remain the same doctrine wise, a pretty mobile, high firepower, mid range army that is worthless in CC. The only thing the IG have as far as CC units are rough riders and Ogryn, the latter cost as much as terminators except they have a crappy 5+ save and no power weapons, and the former are pretty weak all around only having one shot which they rarely get since they are so soft.
34242
Post by: -Loki-
Pyrovores.
I mean, GW want to sell some of those models, right?
44290
Post by: LoneLictor
Chaos Spawn are gonna be baws.
41664
Post by: ShatteredBlade
Codex Space Marines Tech marine is my guess. Chaos Space marine Possessed is another guess.
39912
Post by: IcedAnimals
Boss GreenNutz wrote:Who says no one uses TankBustas? There are at least 10 in every one of my Ork lists.
Hopefully a game style based around 'elite' units may arise from the 6th edition, like the use of specialized troops and characters.
That would be a bad move IMO but has happened now. You don't need to wait for 6th ed for that. Take a look at SW and TWC/Longfang spam. You'll find few to no lists without them. What they need to bring back is "troops should make up the bulk of every army". If anything there should be a formula requiring X troop slots be filled for Y slots combined of other force org slots.
I used tank bustas!....in dawn of war 2. Fill pop cap with tank bustas, aim at opponents army, click their special rocket barrage ability all at once. Look away from the screen to prevent lag, watch as your opponents computer crashes. Good times.
17459
Post by: Vasarto
Useless stuff in my codex I hope will be imporved
Space Wolves:
Blood claws
Sky Claws
Bikers
Scouts
All of these are useless units in the Space wolf codex and hope they will be better
Orks:
Flash Gitz
Storm Boyz
Komanndos - only useable in the lowest numbers with snikrot.
Looted wagons
Tank Bustas
Weird Boys
Bikers...not nob bikers
Wazdakka needs to be much lower points and so does ghazzy.
Much much more options all around.
than orks be epic again!
35132
Post by: Smitty0305
Anything that moves fast.
Eldar/Dark Eldar jetbikes and hellions. Bikes for SM.
48583
Post by: Kajon
Smitty0305 wrote:Anything that moves fast.
Eldar/Dark Eldar jetbikes and hellions. Bikes for SM.
Agree.... but it means that necron wraiths also will be stronger
17459
Post by: Vasarto
Kajon wrote:Smitty0305 wrote:Anything that moves fast.
Eldar/Dark Eldar jetbikes and hellions. Bikes for SM.
Agree.... but it means that necron wraiths also will be stronger
Is that a bad thing?
28528
Post by: Nitros14
Come on Thousand Sons. AP3 Bolting the countryside.
44823
Post by: Tiarna Fuilteach
TedNugent wrote:nomsheep wrote:Green Tide, BIke list??? etc
NOm
Are they any good?
Green tide won a tournament I was in over the weekend Retcon
53740
Post by: ZebioLizard2
Ogryn will always be crap
I pray they do like fantasy, make a "Infantry" and "Monstrous Infantry" and give them different rules.
17459
Post by: Vasarto
I hope they make Killa Kans Elite choices and give Orks more Mech and Boss characters.
OH and more options for units.
42470
Post by: SickSix
Vanilla Marine Devastors.
20079
Post by: Gorechild
I just have a feeling Jump Infantry will get some handy little bonuses. Across the board, they seem to be one of the unit types that is most lacking. I also have a feeling that Defilers will be amazing when the next Chaos book comes out. They've already got a huge, pretty cool looking model, but I've never seen one hit the table.
51259
Post by: KplKeegan
Crossing of my fingers that Sniper weapons are way better than this edition (get well soon Ratlings). Maybe a -2 to pinning checks.
47853
Post by: Isengard
Zarryiosiad wrote:Harpies, Lictors, Biovores and Pyrovores, and Venomthropes will be a "must have" for every Tyranid army. You heard it here first.
Zarryiosiad
I was going to say pyrovores, look good but utterly suck at the moment.
Harpies are another good call, no model, hard to convert and rubbish when used = pointless.
Biovores are pretty decent, cheap artillery. Not as good as IG artillery but they are only 45 points each. They work well against certain opponents, those with lots of weaker infantry, say Tau and IG.
Venomthropes are massively, massively underrated. They provide a massively worthwhile cover save for entire units. This gets around the shocking lack of invulnerable saves in a nid army. They greatly reduce the losses suffered by advancing nids (and what else do nids do?) allowing far more to get into combat and do what they do best, they also force the enemy to think hard do they shoot the venomthropes and risk letting the hormies slip in close or ignore them and suffer the reduced losses due to their cover save. Add to that the fact that they are quite hard-hitting themselves in cc and you have a good unit. They can kill a lot of stuff with their poisoned attacks. I love them and the models are lovely on top of that. Take 3 venomthropes in a brood and stretch them out, put them withing 6" of three broods of 30 hormies. Rush forward and watch anyone sweat as they weigh up the risks of whom to shoot.
43900
Post by: Ray Age
Allow Deep Striking Units to assault if they pass a test, 2+, 3+, Leadership test, etc.
Daemons...muhahaha.
20901
Post by: Luke_Prowler
Based on the leaked rule book jump infantry, bikes, cavalry, and deep striking units in general got quite a boost
52054
Post by: MrMoustaffa
Gonna go ahead and call it and say that snipers will get a huge buff.
Then the IG sniper rifle army of doom list will become viable! I mean, we can take em in literally every slot, why not do it? Can you imagine having to face over 60 guys with snipers in a 2k game? Then my Lord Commissar gets to babysit Ratlings all day too
That, or they'll severely nerf transports, so we can play something besides "transporthammer". Maybe by making vehicle damage results more dangerous and giving foot units more buffs? This one I see a lot more likely happening. I mean, playing with nothing but rhinos and chimeras might be fun to you, but it gets old for me after a while...
56334
Post by: lakemacleod
but you already have! heresy!
nomsheep wrote:lakemacleod wrote:Fire warriors need a much needed boost, at least give em BS 4 and make em 12 points a piece.
Fire warriors are fine as they are. They are a decent shot, reletavily cheap, decent armour and str 5 standard rifles.
I'd like to also see viable Kroot and cheaper battlesuit upgrades.
Agreed
But this would be in the new tau codex and has nothing to do with six edition..... but damnit i already typed this and your gonna read it
I will not.
Nom Automatically Appended Next Post: God yes, Bloodclaws are a comlete waste of time. Makem Cheaper or give em another strength or attack to compensate for their savagery and make up for there suck tastic WS
Vasarto wrote:Useless stuff in my codex I hope will be imporved
Space Wolves:
Blood claws
Sky Claws
Bikers
Scouts
All of these are useless units in the Space wolf codex and hope they will be better
Orks:
Flash Gitz
Storm Boyz
Komanndos - only useable in the lowest numbers with snikrot.
Looted wagons
Tank Bustas
Weird Boys
Bikers...not nob bikers
Wazdakka needs to be much lower points and so does ghazzy.
Much much more options all around.
than orks be epic again! Automatically Appended Next Post: My Shas'o, and two bodygaurds with only one shield drone were wiped out by its battlecannon the other day
Gorechild wrote:I just have a feeling Jump Infantry will get some handy little bonuses. Across the board, they seem to be one of the unit types that is most lacking.
I also have a feeling that Defilers will be amazing when the next Chaos book comes out. They've already got a huge, pretty cool looking model, but I've never seen one hit the table.
41573
Post by: Small, Far Away
Personally, I am looking forward to building the all Swooping Hawk army.
34906
Post by: Pacific
Looking at previous form, you have to assume that the balance of the game will change to encourage people to buy things that they don't currently have in their collection, or perhaps some kind of bigger benefit of larger units (of either infantry or vehicles).
So, looking at the way WFB 8th edition changed, I would guess:
- Some kind of bonus for larger blocks of infantry ('horde' bonus?)
- General increase in the effectiveness of weaponry, decrease in survivability - pretty sure things such as FnP will get nerfed, perhaps also cover saves.
- 'spearhead' rules becoming part of the standard book, to give bonus to vehicle squadrons over individuals.
All of these things will push size of a standard game towards 2500pts.
1943
Post by: labmouse42
Eldar aspect warrior foot lists -- which will all have fleet making them as fast as bikes/jump packs.
48339
Post by: sudojoe
chaos daemons! deep strike getting a buff of some sort will make this whole army OP! JK, dobut it'll change much
55093
Post by: Winterkit
Ripper Swarms.
You will fear the all Ripper/Flying Ripper armies, as they tear through Terminators and Baneblades like hot butter.
50862
Post by: Pony_law
They will not do anything to make vehichles less viable. GW loves the fact that with 5th edition everthing needs a transport. They got to sell you an expensive vehichel and you still needed to buy the troops inside them. No way they take a step back from that. This is also the reason most jump infantry are terrible in 5th edition. They may make jump infantry/fast infantry better to sell the models but I think that is a 50/50 prop at best.
37700
Post by: Ascalam
I'd not be shocked if they turned that around, actually.
Most armies you see these days are tank-heavy, with little in the way of infantry.
If you then make infantry more important (and co-incidentally up the cost of the infantry boxes  ) and make vehicles the deathtraps they used to be, people will be forced to buy up tons of expensive infantry to compete. If you make the vehicle mandatory (like with some Tau units) all the better for GW...
I don't care too much if this happens, as i have all the infantry i need for my Orks, and my Daemons don't get to have rides anyway.
My DE will keep fielding their vehicles anyhow as they look so awesome
*edit for mutter-mutter dyslexic keyboard  *
50185
Post by: SoulGazer
Triarch Praetorians. I'd love to use them, but currently their I2 and lack of invul save makes them yucky at almost everything. However, if we're going by 6th "leaked" rules, (not that those are true, but what else have we got to go by,) then things like assaulting after DS and the Alpha Strike rule will make these guys awesome as Super Scarabs and great for reinforcing piles of CC.
39550
Post by: Psienesis
Cog-Polisher.
5770
Post by: Kirika
I think they might push fliers and anti air.
IG got Valkyries/Vendettas, Blood Angels got Storm Raven, Tyranids got Harpy, Dark Eldar got fighters and bombers, Grey Knights got Storm Raven.
Giving every codex fliers and some sort of anti air unit like a Hydra or Eldar Firestorm would push sales of things that people don't already have.
55847
Post by: Buttons
ZebioLizard2 wrote:
Ogryn will always be crap
I pray they do like fantasy, make a "Infantry" and "Monstrous Infantry" and give them different rules.
That sounds like it would work. Don't play fantasy though, so what is the difference?
106
Post by: wolf13
wraithguard: combination of new transport rules or new transport and bringing back craftworld lists (gotta sell the new plastic or finecast models somehow!).
aspects in general, especially hawks, spiders and spears: lower points cost, less reliance on transports. I could see all three of those getting some rules boosts as well.
ranger/pathfinders: bring back craftworld lists and revising sniper rules.
Firestorm: will be in new codex and will get a major points drop.
Infiltrate will be the new black.
53740
Post by: ZebioLizard2
Buttons wrote:ZebioLizard2 wrote:
Ogryn will always be crap
I pray they do like fantasy, make a "Infantry" and "Monstrous Infantry" and give them different rules.
That sounds like it would work. Don't play fantasy though, so what is the difference?
Monstrous infantry, well to translate some things that would do well.
Things that don't translate over:
Rank up better
More supporting attacks
Things that would:
Stomp Attack: A model with this special rule can make a Stomp in addition to its other close combat attacks. A Stomp has the Always Strikes Last special rule, and inflicts 1 automatic hit, at the model's Strength, on one enemy infantry, war beasts or swarm unit in base contact with the model.
To make ranking up better and with more supporting attacks, I believe that monstrous infantry should be able to gain double CCW from any sort of weapon weapon (regardless if heavy or not), on a charge they gain an additional +2 attacks.
Ranking up: Maybe they gain additional toughness against infantry attacks in melee that isn't a power weapon.
Maybe even being relentless if they do carry a heavy weapon.
56556
Post by: Timmy149
Vasarto wrote:Useless stuff in my codex I hope will be imporved
Space Wolves:
Blood claws
Sky Claws
Bikers
Scouts
All of these are useless units in the Space wolf codex and hope they will be better
Orks:
Flash Gitz
Storm Boyz
Komanndos - only useable in the lowest numbers with snikrot.
Looted wagons
Tank Bustas
Weird Boys
Bikers...not nob bikers
Wazdakka needs to be much lower points and so does ghazzy.
Much much more options all around.
than orks be epic again!
Space wolf scouts are EPIC!!! They do not need to be classed as "useless" (says the dark angels player)
53740
Post by: ZebioLizard2
Space wolf scouts are EPIC!!! They do not need to be classed as "useless" (says the dark angels player)
They can take melta's, melta bombs, and attack from the backboard, they are probably one of the greater threats space wolves can toss out.
45838
Post by: TechMarine1
Infiltrating units such as SM scouts and Ork kommandos will be much more dangerous.
50280
Post by: Foid
I think swooping hawks would be better. In the leaked rules they counted as flyers im pretty sure. So hopefully would be harder to kill. I still run them anyways there a great Wtf BOOM unit. But i want a little more for 21 points.
50336
Post by: azazel the cat
English Assassin wrote:I live in hope that Devastators will get a points cut sufficient to make them worth using.
I agree. ML Long Fangs are too expensive.
I'm looking forward to seeing Praetorians become even remotely worth their points.
39109
Post by: Enzephalon
I hope that snipers will be a threat like they are supposed to be. Long range and killy. Right now they are just meh.
42031
Post by: DakkaOrk007
Yes. I run a weird mix of trukks, BW's, Nobs and Nob Bikers and, modesty aside, I have won pretty much every game I can remember. I love Orks  .
54011
Post by: fluffstalker
Vespid.
JK.
28444
Post by: DarknessEternal
I have two theories of unit genres they could make suddenly vastly better with just main rules changes:
1. anything with Sniper weapons.
2. Jump Infantry.
55500
Post by: bmoleski
I hope Bikers in general become a little better (or rather a little cheaper). I love bikers but they pretty much stink in every codex I think. It they weren't so expensive they'd be used a lot more, at least in my armies.
Also, the Leman Russ Punisher. So much potential.....so much fail lol. I hope it gets a buff or point reduction.....or both.
51259
Post by: KplKeegan
I hope they re-adjust the Guard points economy via improving the special rules for the Punisher, Vanquisher, and Eradicator and improving Ratlings wholesale.
51344
Post by: BlapBlapBlap
One day my Harpies will fly...
56091
Post by: Chesh
Ooh, how's this sound for snipers?
Range: 48"
Strength: * (always wounds on 3+)
AP 6
Heavy 1
If a target unit suffers one or more unsaved wounds, they must take a leadership test modified by -1 for every sniper shot fired in the shooting phase, whether it hit or not, or be forced to go to ground.
"When all else fails, duck. As a defensive stratagem it's unreliable, but incredibly reassuring for a moment or two." ~ Lord Corvis of Petrax
(I just really, really like that quote.)
Also, jump pack equipped snipers! And allow them to take a spotter for every 5 snipers, gaining the benefit of an auspex (+1 BS to one model in the unit per auspex).
55500
Post by: bmoleski
Chesh wrote:Ooh, how's this sound for snipers?
Range: 48"
Strength: * (always wounds on 3+)
AP 6
Heavy 1
If a target unit suffers one or more unsaved wounds, they must take a leadership test modified by -1 for every sniper shot fired in the shooting phase, whether it hit or not, or be forced to go to ground.
"When all else fails, duck. As a defensive stratagem it's unreliable, but incredibly reassuring for a moment or two." ~ Lord Corvis of Petrax
(I just really, really like that quote.)
Also, jump pack equipped snipers! And allow them to take a spotter for every 5 snipers, gaining the benefit of an auspex (+1 BS to one model in the unit per auspex).
Why Jump Packs? Most snipers have Scout or Infiltrate anyway, so jump packs would be useless, especially since sniper weapons are heavy.
51344
Post by: BlapBlapBlap
bmoleski wrote:Chesh wrote:Ooh, how's this sound for snipers?
Range: 48"
Strength: * (always wounds on 3+)
AP 6
Heavy 1
If a target unit suffers one or more unsaved wounds, they must take a leadership test modified by -1 for every sniper shot fired in the shooting phase, whether it hit or not, or be forced to go to ground.
"When all else fails, duck. As a defensive stratagem it's unreliable, but incredibly reassuring for a moment or two." ~ Lord Corvis of Petrax
(I just really, really like that quote.)
Also, jump pack equipped snipers! And allow them to take a spotter for every 5 snipers, gaining the benefit of an auspex (+1 BS to one model in the unit per auspex).
Why Jump Packs? Most snipers have Scout or Infiltrate anyway, so jump packs would be useless, especially since sniper weapons are heavy.
Maybe he means Jet Packs?
45838
Post by: TechMarine1
bmoleski wrote:Chesh wrote:Ooh, how's this sound for snipers?
Range: 48"
Strength: * (always wounds on 3+)
AP 6
Heavy 1
If a target unit suffers one or more unsaved wounds, they must take a leadership test modified by -1 for every sniper shot fired in the shooting phase, whether it hit or not, or be forced to go to ground.
"When all else fails, duck. As a defensive stratagem it's unreliable, but incredibly reassuring for a moment or two." ~ Lord Corvis of Petrax
(I just really, really like that quote.)
Also, jump pack equipped snipers! And allow them to take a spotter for every 5 snipers, gaining the benefit of an auspex (+1 BS to one model in the unit per auspex).
Why Jump Packs? Most snipers have Scout or Infiltrate anyway, so jump packs would be useless, especially since sniper weapons are heavy.
But if you say they're jet packs, the unit is relentless, so WILL be able to shoot.
4736
Post by: airmang
I'm gonna jump on the Pyrovore wagon too! (really the whole Nid dex will get a huge boost in 6th!!) Pyrovores will destroy ANY infantry squad in CC in 6th!.
51344
Post by: BlapBlapBlap
airmang wrote:I'm gonna jump on the Pyrovore wagon too! (really the whole Nid dex will get a huge boost in 6th!!) Pyrovores will destroy ANY infantry squad in CC in 6th!.
HAHAHAHAHAHAHAH! That's a good one! Oh wait, you were serious.
Seriously, it has one attack. That means in can pump out 2 attacks on the charge, at quite low initiative... Yeah, good luck with that,
52540
Post by: Bluetau
Seeing as in the last 6 months I have invested heavily into a tyranids force I hope they move up the food chain.
53740
Post by: ZebioLizard2
BlapBlapBlap wrote:airmang wrote:I'm gonna jump on the Pyrovore wagon too! (really the whole Nid dex will get a huge boost in 6th!!) Pyrovores will destroy ANY infantry squad in CC in 6th!.
HAHAHAHAHAHAHAH! That's a good one! Oh wait, you were serious.
Seriously, it has one attack. That means in can pump out 2 attacks on the charge, at quite low initiative... Yeah, good luck with that,
The leaked codex gave it a D6 flamer attack in melee combat. So anything can happen.
speaking of which, better rules for flamers (At least they  better be if sisters of battle has to pay 20 per heavy flamer!)
26552
Post by: speedo
I saw the thread title and instantly thought of pyrovores
I'm a sucker for the underdog
52540
Post by: Bluetau
ZebioLizard2 wrote:BlapBlapBlap wrote:airmang wrote:I'm gonna jump on the Pyrovore wagon too! (really the whole Nid dex will get a huge boost in 6th!!) Pyrovores will destroy ANY infantry squad in CC in 6th!.
HAHAHAHAHAHAHAH! That's a good one! Oh wait, you were serious.
Seriously, it has one attack. That means in can pump out 2 attacks on the charge, at quite low initiative... Yeah, good luck with that,
The leaked codex gave it a D6 flamer attack in melee combat. So anything can happen.
speaking of which, better rules for flamers (At least they  better be if sisters of battle has to pay 20 per heavy flamer!)
Whoa whoa leaked codex or BRB... I didnt think nids were due for another book.
56091
Post by: Chesh
Nope. I meant Jump Packs. Tau would get jetpacks, of course, but everyone else would get jump packs (or the equivalent for their army list).
Gotta keep SOMETHING silly - plus, it'd help them to stay out of charge range if something survived to get into the charge "death bubble" range. Pretty sure if those rules were actually implemented, snipers would become a force to be reckoned with - especially if they stay the same cost.
50336
Post by: azazel the cat
Here's how to make snipers a fantastic threat, without being overpowered:
Keep them exactly as-in, but include a rule that says if the firing model scores a successful hit, then the firing model decides the wound allocation. That specifc model then attempts an armour save.
It would allow snipers to pick off PFs or Meltas in tac squads, or Crypteks, etc without being able to decimate a unit, thus turning snipers into force equalizers, just like real snipers are.
53740
Post by: ZebioLizard2
Bluetau wrote:ZebioLizard2 wrote:BlapBlapBlap wrote:airmang wrote:I'm gonna jump on the Pyrovore wagon too! (really the whole Nid dex will get a huge boost in 6th!!) Pyrovores will destroy ANY infantry squad in CC in 6th!.
HAHAHAHAHAHAHAH! That's a good one! Oh wait, you were serious.
Seriously, it has one attack. That means in can pump out 2 attacks on the charge, at quite low initiative... Yeah, good luck with that,
The leaked codex gave it a D6 flamer attack in melee combat. So anything can happen.
speaking of which, better rules for flamers (At least they  better be if sisters of battle has to pay 20 per heavy flamer!)
Whoa whoa leaked codex or BRB... I didnt think nids were due for another book.
Leaked 6th.
Tyranids are getting another codex next edition anyways, they are the only constantly updated book along side vanilla marines.
50336
Post by: azazel the cat
ZebioLizard2 wrote:
Tyranids are getting another codex next edition anyways, they are the only constantly updated book along side vanilla marines.
But does it really count as being "constantly updated" if it's really just one update that spans several editions?
56277
Post by: Eldarain
Easiest way to figure this out is determine which unit or vehicle is the worst now in relation to it's very high price tag.
47138
Post by: AnomanderRake
Kroot. Because it would be really, really funny.
53740
Post by: ZebioLizard2
azazel the cat wrote:ZebioLizard2 wrote:
Tyranids are getting another codex next edition anyways, they are the only constantly updated book along side vanilla marines.
But does it really count as being "constantly updated" if it's really just one update that spans several editions? 
What do you mean by that? It's had a new update every edition since they were created. 2nd, 3rd, 4th, and 5th.
Or are you speaking of the marines.
44702
Post by: Trondheim
I pray that FW will be added to the list of GW products, would make my life alot easier. And I hope we get some fixes to the current CSM codex(Looking at you 1k sons)
34439
Post by: Formosa
Trondheim wrote:I pray that FW will be added to the list of GW products, would make my life alot easier. And I hope we get some fixes to the current CSM codex(Looking at you 1k sons)
Take a note from special wolves, they get lots o special rules for a lower cost than C: SM, then to fix Tsons make em 16pts each and leave them the same, watch people cry cheese when you pop that one out lol
But the 1 unit that will get a big boost, TACS, we all know it lol
50336
Post by: azazel the cat
Eldarain wrote:Easiest way to figure this out is determine which unit or vehicle is the worst now in relation to it's very high price tag.
Sing it with me now: Monolith!
37480
Post by: matphat
azazel the cat wrote:Here's how to make snipers a fantastic threat, without being overpowered:
Keep them exactly as-in, but include a rule that says if the firing model scores a successful hit, then the firing model decides the wound allocation. That specifc model then attempts an armour save.
It would allow snipers to pick off PFs or Meltas in tac squads, or Crypteks, etc without being able to decimate a unit, thus turning snipers into force equalizers, just like real snipers are.
I'm sorry to say, that sounds like a terrible idea. You're more or less forcing everyone to stop taking ICs, or upgrading a squad leader of any sort.
For instance, If my Nob with PK can be sniped before it ever hits your line, I'd be much better off just taking the extra boyz per mob.
48973
Post by: AtoMaki
matphat wrote:
I'm sorry to say, that sounds like a terrible idea. You're more or less forcing everyone to stop taking ICs, or upgrading a squad leader of any sort.
For instance, If my Nob with PK can be sniped before it ever hits your line, I'd be much better off just taking the extra boyz per mob.
Yeah, because every army can take sniper weapons en-masse, all on reliable firing platforms (and not just 2-3)  .
51859
Post by: Squidmanlolz
I feel that 6th ed will focus extremely heavily on airborne combat.
51259
Post by: KplKeegan
I hope 6th Edition focuses on every aspect of 40K. I think Assaults and Vehicles are fine, Skimmers also. Ramming is a good adition and I hope they keep that. Blast weapons are good also. A couple ideas for 6th Ed: 1) +5 Universal Cover Save (I.E. shooting through units or sitting in template terrain). +4 for reinforced bunkers. 2) Give Acute Senses USR the ability to detect outflanking units like they had in 4th (or 3rd edition?), and Auspex'. 3) Giving Tank Hunters to Anti-Vehicle Vehicles. 4) Improve the flamer template. 5) Give Snipers the ability to rend on a 5 or 6. 6) Decrease indirect fire for artillery. 7) Decrease the Obscure Cover Save for vehicles to +5 (since smoke launchers come standard on every vehicle now) 8) Incorporate pintle-mounted weapons as ignoring turbo-boosting and flat out saves. 9) Space Marines should not be able to fire Heavy Weapons when regrouping while using ATKNF. 10) Rapid fire needs some tweaking. I don't know what, but not many people like their standard weapons... 11) Allow individual tanks in a squadron to fire at different targets.
37480
Post by: matphat
Yeah, because every army can take sniper weapons en-masse, all on reliable firing platforms (and not just 2-3)  .
No, not every army, just the ones that you see on the table a majority of the time.
44276
Post by: Lobokai
KplKeegan wrote:I hope 6th Edition focuses on every aspect of 40K. I think Assaults and Vehicles are fine, Skimmers also. Ramming is a good adition and I hope they keep that. Blast weapons are good also. A couple ideas for 6th Ed:
1) +5 Universal Cover Save (I.E. shooting through units or sitting in template terrain). +4 for reinforced bunkers.
2) Give Acute Senses USR the ability to detect outflanking units like they had in 4th (or 3rd edition?), and Auspex'.
3) Giving Tank Hunters to Anti-Vehicle Vehicles.
4) Improve the flamer template.
5) Give Snipers the ability to rend on a 5 or 6.
6) Decrease indirect fire for artillery.
7) Decrease the Obscure Cover Save for vehicles to +5 (since smoke launchers come standard on every vehicle now)
8) Incorporate pintle-mounted weapons as ignoring turbo-boosting and flat out saves.
9) Space Marines should not be able to fire Heavy Weapons when regrouping while using ATKNF.
10) Rapid fire needs some tweaking. I don't know what, but not many people like their standard weapons...
11) Allow individual tanks in a squadron to fire at different targets.
Wow! Let me guess, you like shooty armies... a little biased here
53740
Post by: ZebioLizard2
Lobukia wrote:KplKeegan wrote:I hope 6th Edition focuses on every aspect of 40K. I think Assaults and Vehicles are fine, Skimmers also. Ramming is a good adition and I hope they keep that. Blast weapons are good also. A couple ideas for 6th Ed:
1) +5 Universal Cover Save (I.E. shooting through units or sitting in template terrain). +4 for reinforced bunkers.
2) Give Acute Senses USR the ability to detect outflanking units like they had in 4th (or 3rd edition?), and Auspex'.
3) Giving Tank Hunters to Anti-Vehicle Vehicles.
4) Improve the flamer template.
5) Give Snipers the ability to rend on a 5 or 6.
6) Decrease indirect fire for artillery.
7) Decrease the Obscure Cover Save for vehicles to +5 (since smoke launchers come standard on every vehicle now)
8) Incorporate pintle-mounted weapons as ignoring turbo-boosting and flat out saves.
9) Space Marines should not be able to fire Heavy Weapons when regrouping while using ATKNF.
10) Rapid fire needs some tweaking. I don't know what, but not many people like their standard weapons...
11) Allow individual tanks in a squadron to fire at different targets.
Wow! Let me guess, you like shooty armies... a little biased here
Seeing as the game revolves all around assault troops now, it's biased in their favor currently.
20901
Post by: Luke_Prowler
The game is not biased towards assault units. And before anyone says it, no, I don't think the game is biased towards shooting. Its balanced between the two, it's one of the few things in this game that is balanced.
51259
Post by: KplKeegan
Lobukia wrote:KplKeegan wrote:I hope 6th Edition focuses on every aspect of 40K. I think Assaults and Vehicles are fine, Skimmers also. Ramming is a good adition and I hope they keep that. Blast weapons are good also. A couple ideas for 6th Ed:
1) +5 Universal Cover Save (I.E. shooting through units or sitting in template terrain). +4 for reinforced bunkers.
2) Give Acute Senses USR the ability to detect outflanking units like they had in 4th (or 3rd edition?), and Auspex'.
3) Giving Tank Hunters to Anti-Vehicle Vehicles.
4) Improve the flamer template.
5) Give Snipers the ability to rend on a 5 or 6.
6) Decrease indirect fire for artillery.
7) Decrease the Obscure Cover Save for vehicles to +5 (since smoke launchers come standard on every vehicle now)
8) Incorporate pintle-mounted weapons as ignoring turbo-boosting and flat out saves.
9) Space Marines should not be able to fire Heavy Weapons when regrouping while using ATKNF.
10) Rapid fire needs some tweaking. I don't know what, but not many people like their standard weapons...
11) Allow individual tanks in a squadron to fire at different targets.
Wow! Let me guess, you like shooty armies... a little biased here
At what point was my suggestions biased? I said Assault Units were fine. They get to run, they have wound allocation, had Furious Charge retooled, Charge when Out Flanking, get reactionary charges, AND had Deep Strike made safer.
Please inform me which point was biased towards shooting armies.
56040
Post by: Basimpo
First question, When is 6th supposed to come out? Ive been hearing...Next month???!! Holy cow I better start saving if thats the case.
Secondly, Orks. I love the idea behind orks, I love their fluff as written in books, but i hate people ideas of them as "funny" I know i know, but, really, creatures that can take anything and make it work, or make it a weapon? And be crazy battle hungry? I would love people to come out with their orks on the table and go Ok, you are about to need an underwear change. I seriously stopped playing orks because people in my (New)LGS thought they were silly.
Looted wagons having more to do with them than...open topped...with a boom gun...Wow. Lame. I would like to see a broad variety of things you can add/take away from looted wagons without giving it a restriction in form, for example the codex NOT saying Only if you are on a rhino-looted can you use transportation. I have always always wanted to "loot" a drop pod. Attach wheels to one side, tracks to the other.
I would love to see the rail-type weapons do what they supposedly did in the leaked amalgamation 6th ed rules. Shoot through terrain.
I would love to see more flying vehicles for orks. Nice big ones.
Fire warriors. Give them a higher BS!
32427
Post by: Surfboard66
Chowderhead wrote:
And on that note, Necron Paraiahs will be huge in 6th edition, along with Zoats. The PF/Flamer combo they bring to the table is amazing!
Necron Paraiahs don't exist anymore….
55250
Post by: Actinium
Also, storm boyz. The answer is storm boyz.
47877
Post by: Jefffar
If the proposed change to Rapid Fire holds I'd nominate the Tau Firewarrior as most improved unit in the game.
Up to 12 Strength 5 shots at a range of 30 inches and still able to move? 24 shots if they stay still? On a basic troop choice? Insanity!
51344
Post by: BlapBlapBlap
In my opinion, it will become useful to have:
Sanguinary Guard as Troops
Tactical Squads in a BA army (I kid you not!)
Full Ravenwing Support Squadrons
Heavy Flamer Terminators
I really hope for a DC army to become viable
And, for a Xenos race... Harlies...
11038
Post by: G. Whitenbeard
BlapBlapBlap wrote:
Sanguinary Guard as Troops
That would be ... excessive
53740
Post by: ZebioLizard2
Tactical Squads in a BA army (I kid you not!)
I laugh when I remember that a full tactical squad in a rhino vs full assaults in a rhino are more expensive than the assault squad.
52054
Post by: MrMoustaffa
Jefffar wrote:If the proposed change to Rapid Fire holds I'd nominate the Tau Firewarrior as most improved unit in the game.
Up to 12 Strength 5 shots at a range of 30 inches and still able to move? 24 shots if they stay still? On a basic troop choice? Insanity!
If this becomes true, the IG platoon will become one of the most feared units in all of 40k. FRFSRF would make any infantry within 24 inches of them pretty much toast
36485
Post by: dalsiandon
For Space Marines: Bikes, Assault Marines and Devastators.
For 'Nids: Spore Mines go back to 4th edition with the 3 different types, than Biovores become more than just anti-infantry again and Monsterous Creatures get cheaper and have a shot at making it to the fight again.
Oh and the Lictor...2 reasons 1: Finecrap (GW wants money)
2. People have wanted Lictors to be good for so long now and they just haven't been,
4139
Post by: wuestenfux
The whole Eldar FA unit range: Warp Spiders, Swooping Hawks, Shining Spears, and Vypers.
|
|