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Post by: Ovion
Not going to post other images or anything, and this is a 1 paragraph snip I'm not even 100% is ok to post xD Confirming no assault after coming in from reserves. Reserves are also not usable default in every mission type (things like WWP will still allow reserves though.) Also, the Force Org chart is the following: Up to 2000 pts (0000 - 1999) Primary Detachment (Mandatory): HQ: 1-2 / Elites: 0-3 / Troops: 2-6 / Fast Attack: 0-3 / Heavy Support: 0-3 Fortification (Optional) 0-1 Secondary Detachment (Optional) HQ: 1 / Elites: 0-1 / Troops: 1-2 / Fast Attack: 0-1 / Heavy Support: 0-1 Over 2000 pts (2000+) Additional Primary Detachment (Optional Must be same as initial Primary Detachment.): HQ: 1-2 / Elites: 0-3 / Troops: 2-6 / Fast Attack: 0-3 / Heavy Support: 0-3 Additional Fortification (Optional IF additional Primary Detachment is taken) 0-1 Additonal Secondary Detachment (Optional IF additional Primary Detachment is taken - Must be same as initial Secondary Detachment.) HQ: 1 / Elites: 0-1 / Troops: 1-2 / Fast Attack: 0-1 / Heavy Support: 0-1 Warlord may be chosen from any Primary Detachment. Also I'm going to bed now
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Post by: Therion
primalexile wrote:
Posted the Defence line I gotta run.
Cheers.
Of course, you could always stick your fingers in your ear and hope for the best for your 10+ Flier army. Lol.
If the screenshot says 'some can upgrade to have flakk missiles' I think it's not far-fetched to assume the flakk missiles won't be standard issue to everyone for free. Besides, it's not like those missiles do absolutely anything to deter anyone from building an army of flyers. If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
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Post by: xxvaderxx
azazel the cat wrote:primalexile wrote:Missle Launchers with Flakk missle have 48" S7 AP4 Heavy 1, Skyfire
Heh, remember the good ol' days when we all thought that Long Fangs were only about 5-10 points undercosted?
Well, GW has fixed that, and they are not about 10-20 points undercosted. And you can take six squads at 2k.
Lol, you think that is bad, your cheese power is weak, look up the default divination psi power, the one you can always get and that sws runepriest have access to. Yeah thats right TWIN LINKED MISSILE LUNCHERS FOR THE LONFANGS!!!!!!!!
By the way Ovion could you post a summary of the vehicle squadron rules, including how is damage done or firing at them resolved?.
11
Post by: ph34r
Therion wrote:Of course, you could always stick your fingers in your ear and hope for the best for your 10+ Flier army. Lol.
If the screenshot says 'some can upgrade to have flakk missiles' I think it's not far-fetched to assume the flakk missiles won't be standard issue to everyone for free. Besides, it's not like those missiles do absolutely anything to deter anyone from building an army of flyers. If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
My real concern related to the skyfire aegis quad guns is if hydras somehow become greatly inferior than 5e vs ground units. That would be a real kick in the nuts.
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Post by: Mohoc
If Hydras get Skyfire, they will still be 72'' range with no jinks save due to auto targeting. If they get interceptor as well, they will be broken.
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Post by: rattman
Therion wrote:
If the screenshot says 'some can upgrade to have flakk missiles' I think it's not far-fetched to assume the flakk missiles won't be standard issue to everyone for free. Besides, it's not like those missiles do absolutely anything to deter anyone from building an army of flyers. If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
eldar missiles launchers have thier own stat line and do not have FLAKK as an option unlike the generic "missile launcher"
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Post by: Therion
Mohoc wrote:If Hydras get Skyfire, they will still be 72'' range with no jinks save due to auto targeting. If they get interceptor as well, they will be broken.
That's right. With Interceptor, three Hydra Squadrons and one Icarus Lascannon from a single fortification would basically make it near impossible for flyers to enter the game. However, there's one possible exception for Necron flyers, as always, depending on how the interceptor rule is worded. If the interceptor weapons fire 'when the flyer enters play' they won't actually be able to see the Necron flyers because it'll be night fight due to a pulse or Imotekh, and the Necron player will make sure all his flyers enter play further than 36" away from the Hydra squadrons.
So Rattman & guys, what does the Interceptor special rule specifically say?
My real concern related to the skyfire aegis quad guns is if hydras somehow become greatly inferior than 5e vs ground units. That would be a real kick in the nuts.
You mean something like if their BS is normal against air units but BS1 against ground units, or something like that?
The FAQs will be exciting
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Post by: whembly
Ovion wrote:Not going to post other images or anything, and this is a 1 paragraph snip I'm not even 100% is ok to post xD
Confirming no assault after coming in from reserves.
Reserves are also not usable default in every mission type (things like WWP will still allow reserves though.)
Whembly is a sad, sad panda...
No more Ghazzy+Snikrot...
I hope they FAQ the WWP to allow assaults... otherwise, that list is goober'ed.
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Post by: whoadirty
Therion wrote:primalexile wrote:
Posted the Defence line I gotta run.
Cheers.
Of course, you could always stick your fingers in your ear and hope for the best for your 10+ Flier army. Lol.
If the screenshot says 'some can upgrade to have flakk missiles' I think it's not far-fetched to assume the flakk missiles won't be standard issue to everyone for free. Besides, it's not like those missiles do absolutely anything to deter anyone from building an army of flyers. If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
Just a guess, but it would make sense to FAQ Flakk missles for things like the Whirlwind, possibly the Typhon Missle Launcher, etc.
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Post by: primalexile
Rattman, thanks for helping.
Just a fyi I uploaded the Summary. Pics will be gone @ 8 pm
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Post by: Goresaw
Man, I just spent a week painting up a Snikkrot kommando unit. He's way overcosted now, since you a) can't assault and b) can't even be used every mission.
Time to convert my counts as Snikkrott model into a normal nob. Better to have a klaw than to 'maybe' come on the board edge and then get shot up for a turn.
Most people will say that models coming in on the back line isn't that dangerous because any good player will just position themselves 13 inches off the back line. Thats what I want them to do. I don't care if snikkrott actually gets the assault. I just want to push the enemy 13 inches closer to the wagons. However, since Snikky can't assault anymore... he's not a threat that would cause the enemy to deploy closer to me. 10-13 pistols and maybe two burnaz is NOT going to give an enemy any pause.
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Post by: Drunkspleen
I find it interesting that in removing No Retreat wounds they have rendered ATSKNF models immune to sweeping advance with no penalty suffered for being caught.
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Post by: TedNugent
Drunkspleen wrote:I find it interesting that in removing No Retreat wounds they have rendered ATSKNF models immune to sweeping advance with no penalty suffered for being caught.
Small price to pay to make Boyz the greatest tarpitting unit in the universe.
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Post by: Drunkspleen
Therion wrote:so Rattman & guys, what does the Interceptor special rule specifically say?
At the end of the enemy movement phase a weapon with the interceptor special rule can be fired at any one unit that has arrived from reserve within it's range and line of sight.
also, it's done in lieu of firing that gun in the following shooting phase.
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Post by: Crazyterran
Drunkspleen wrote:Therion wrote:so Rattman & guys, what does the Interceptor special rule specifically say?
At the end of the enemy movement phase a weapon with the interceptor special rule can be fired at any one unit that has arrived from reserve within it's range and line of sight.
also, it's done in lieu of firing that gun in the following shooting phase.
Damn, that's pretty amazing.
Talk about taking out fliers before they get a chance to do anything, not to mention flying transports...
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Post by: H.B.M.C.
Hmm... weapons are destroyed randomly. Interesting.
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Post by: Crazyterran
I wonder what qualifies as a devastating Psychic Power. If rolling on the table and the Librarian gets something he can't cast, that'll be rather...
Face palm worthy, i suppose?
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Post by: Eldar Craft
@ Commisar Calgar
Like as a damage table result? That actually seems more realistic to me.
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Post by: Therion
Drunkspleen wrote:Therion wrote:so Rattman & guys, what does the Interceptor special rule specifically say?
At the end of the enemy movement phase a weapon with the interceptor special rule can be fired at any one unit that has arrived from reserve within it's range and line of sight.
also, it's done in lieu of firing that gun in the following shooting phase.
Wow, so there's pretty much no way to avoid that other than line of sight, and there's absolutely no circumstance that I can imagine that the interceptor would rather fire in the following turn. Now all we need is the FAQ to say Hydra Flak Tanks have this rule, and we can close the book on most flyers before it was even opened  They'd be a bit too hard of a counter to deal with.
EDIT: The Void Mine is dropped in the movement phase so if supersonic vehicles can move over 36" then that's the only flyer that can do anything to the interceptors before it gets popped.
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Post by: Nightbringer's Chosen
Saw something about getting armour saves against Dangerous Terrain now. Really not pleased about that. I loved my Writhing Worldscape army. But unless that rumor is wrong, or dangerous terrain wounds more frequently than just on a 6, it seems that list is dead. =/
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Post by: Eldarain
Drunkspleen wrote:Therion wrote:so Rattman & guys, what does the Interceptor special rule specifically say?
At the end of the enemy movement phase a weapon with the interceptor special rule can be fired at any one unit that has arrived from reserve within it's range and line of sight.
also, it's done in lieu of firing that gun in the following shooting phase.
Nice.
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Post by: Drunkspleen
Just noticed, jump infantry can only use their jump packs in ONE OF the movement or assault phases. edit: to clarify, doing so in the move phase gives them a 12 inch move that ignores terrain (start or end in is a dangerous terrain test), doing so in the assault phase gives them the charge range re-roll and Hammer of Wrath, as well as moving over terrain(start or end in is a dangerous terrain test)
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Post by: H.B.M.C.
Eldar Craft wrote:Like as a damage table result? That actually seems more realistic to me.
I agree. I think its an improvement and could actually help Super-Heavies. Most super-heavies suffer from ‘one big gun’ syndrome, in that they have a single massive weapon, and then maybe a few smaller heavy weapons. The first weapon destroyed was invariably that big gun, leaving you with a very large and very useless tank once it was gone. If there’s a chance to remove the heavy bolter from a Shadowsword rather than it always losing the Volcano Cannon first, then that’s fantastic.
This would also improve things like Vindis and Fire Prisms and any vehicle where the main gun is about all it has going for it.
Nightbringer's Chosen wrote:Saw something about getting armour saves against Dangerous Terrain now. Really not pleased about that.
You might find yourself alone here. I’ve never liked the idea that tripping over a tree branch would kill something as big as a Terminator or even a Marine, and the idea that it ignored whatever type of armour they were in was just silly.
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Post by: Therion
Drunkspleen wrote:Just noticed, jump infantry can only use their jump packs in ONE OF the movement or assault phases.
edit: to clarify, doing so in the move phase gives them a 12 inch move that ignores terrain (start or end in is a dangerous terrain test), doing so in the assault phase gives them the charge range re-roll and Hammer of Wrath, as well as moving over terrain(start or end in is a dangerous terrain test)
That's big, but it makes sense in a lot of ways since jump infantry seemed to be gaining a lot compared to everyone else. Hammer of Wrath is the single I10 autohit per model at normal strength? Does it benefit from special rules like rending or ignoring armour saves?
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Post by: Crazy_Carnifex
So... I'm looking at the leaked photos, and I am noticing that there does not appear to be any mention of running stopping assaulting. I know that we don't have the whole picture, but am I just wish-listing? Or could there be new life for my Carnifex's?
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Post by: Zid
Looks like my blood angels may be getting a mantis warrior contingent soon... Thunderfire cannons and stormravens weeee!
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Post by: RiTides
Therion wrote:If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
Are the Defence Lines truly indestructible rule-wise, or are you just using that as an expression?
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Post by: ashtekka
I love the random weapon damaged result. Means the vehicle might still get another turn of usefulness.
Looking at the pics I don't see anything saying that you can not assault after running...is that a change or am I just blind?
edit: well I see someone else noticed it as well as I was posting...
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Post by: Therion
RiTides wrote:Therion wrote:If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
Are the Defence Lines truly indestructible rule-wise, or are you just using that as an expression? 
I don't know for sure, but in the screenshots you can see quite clearly they're not buildings with armour values but terrain pieces (battlefield debris) with no such characteristics whatsoever, unlike for example the Bastion and Fortress of Redemption.
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Post by: Drunkspleen
Therion wrote:That's big, but it makes sense in a lot of ways since jump infantry seemed to be gaining a lot compared to everyone else. Hammer of Wrath is the single I10 autohit per model at normal strength? Does it benefit from special rules like rending or ignoring armour saves?
It specifies unmodified strength and AP -, I don't know how special rules that didn't effect either of these things would be handled, it simply doesn't account for them.
note ONLY the models that end up in base to base benefit from it, and you don't get to do your pile in move when activating at I10 to do the Hammer of Wrath.
Also the rule peculiarly enough specifies that if you charge a transport the hammer of wrath hits the transport not the occupants, going to have to see if there is a way to assault occupants in a transport now. Automatically Appended Next Post: Crazy_Carnifex wrote:So... I'm looking at the leaked photos, and I am noticing that there does not appear to be any mention of running stopping assaulting. I know that we don't have the whole picture, but am I just wish-listing? Or could there be new life for my Carnifex's?
Units that ran cannot charge, it's at the start of the assault rules.
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Post by: Therion
going to have to see if there is a way to assault occupants in a transport now.
That might be related to the chariot vehicle type.
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Post by: Drakmord
Drunkspleen wrote:Just noticed, jump infantry can only use their jump packs in ONE OF the movement or assault phases.
edit: to clarify, doing so in the move phase gives them a 12 inch move that ignores terrain (start or end in is a dangerous terrain test), doing so in the assault phase gives them the charge range re-roll and Hammer of Wrath, as well as moving over terrain(start or end in is a dangerous terrain test)
well, that sucks. wraiths already ignore terrain, so they were only getting half of the move phase benefit to begin with. bah, i say!
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Post by: Drunkspleen
Therion wrote:going to have to see if there is a way to assault occupants in a transport now.
That might be related to the chariot vehicle type. Good point speaking of which, chariots get D6 S6 AP- Hammer of Wrath attacks when charging.
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Post by: Marrak
Altruizine wrote:Davylove21 wrote:From B&C, apologies if covered, haven't seen it
'I just found a new USR called It will not die;
At the end of each friendly turn, roll a D6 for each model with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a roll of 5+, that model regains a Wound or Hull Point.'
Oooh, cool.
I wonder if this could possibly overwrite Regeneration in the Tyranid codex.
That would be a refreshing change to regen...
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Post by: Nightbringer's Chosen
H.B.M.C. wrote:Nightbringer's Chosen wrote:Saw something about getting armour saves against Dangerous Terrain now. Really not pleased about that.
You might find yourself alone here. I’ve never liked the idea that tripping over a tree branch would kill something as big as a Terminator or even a Marine, and the idea that it ignored whatever type of armour they were in was just silly.
I always considered it dangerous like...lava, or a lake filled with hungry aliens, or the ground rising up to murder/splitting open to swallow you at the behest of its masters. Not banana peels.
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Post by: Crazy_Carnifex
Durn. Guess somebody will still be collecting dust.
The above is regarding running. Wow this thread updates fast.
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Post by: Drunkspleen
Has it been mentioned before that all Monstrous Creatures have Fear now? I don't recall reading it and just noticed this is the case. also, disappointingly, MCs don't seem to be AP2 normally, only when they do their smash attacks Automatically Appended Next Post: Tank Hunters is now a re-roll to penetrate, rather than +1 to penetration roll.
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Post by: elrabin
In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
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Post by: Drunkspleen
elrabin wrote:In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
This seems to be correct since the heavy weapon rules also specify "If a model carrying a heavy weapon moved" he can only snap shot, so it's model specific, rather than unit based.
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Post by: Eldarain
elrabin wrote:In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
Never should have been removed after 2nd. Glad it got put back in.
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Post by: A Town Called Malus
rattman wrote:Therion wrote:
If the screenshot says 'some can upgrade to have flakk missiles' I think it's not far-fetched to assume the flakk missiles won't be standard issue to everyone for free. Besides, it's not like those missiles do absolutely anything to deter anyone from building an army of flyers. If anything this new information about fortifications made it only better. Units of Necron Warriors now take cover behind indestructible Aegis Defence Lines while a couple of the ETs use the satellite dish to phone home. Next turn the UFOs bring the rain.
eldar missiles launchers have thier own stat line and do not have FLAKK as an option unlike the generic "missile launcher"
So probably no love for Tau Missile Pods either. What about the Smart Missile System? Surely guided missiles should be able to hit flyers?
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Post by: rattman
Are the Defence Lines truly indestructible rule-wise, or are you just using that as an expression? 
they are, but they can be used by hostiles as well
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Post by: Mysticdog
also, disappointingly, MCs don't seem to be AP2 normally, only when they do their smash attacks
This is what I feared, a massive nerf to MCs and thus Tyranids. As soon as the first rumor of Smash came out, it just seemed like a pitance to toss back for breaking something else. So, MC's already get very few attacks for the points. Now they can do even less! Do they still do 2d6 armor pen? Or is it just 1d6, so you better smash?
Half of the units in the game seem to be fearless or easily made fearless. Not very happy, since I've got 4 MC's on the painting table.
Which normally have 3 attacks. So... if I halve my attacks to smash, am I rounding down? 3 attacks become 1 smash, or 2 smash, or 1 smash and 1regular leftover?
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Post by: matphat
Feels like we are hitting the end of the BRB hysterics, and about to hit the beginning of Codex FAQ hysterics.
At least I'M feeling that way.
I feel like the FAQs have a chance to really do some good for older armies right now that they wont get again.
Is that silly to hope for?
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Post by: A Town Called Malus
Drunkspleen wrote:
Crazy_Carnifex wrote:So... I'm looking at the leaked photos, and I am noticing that there does not appear to be any mention of running stopping assaulting. I know that we don't have the whole picture, but am I just wish-listing? Or could there be new life for my Carnifex's?
Units that ran cannot charge, it's at the start of the assault rules.
And just to make absolutely, 100% sure, Fleet doesn't affect that? It is only the charge distance re-roll?
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Post by: H.B.M.C.
elrabin wrote:In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
As much as I'd welcome that change, I wouldn't count on it.
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Post by: Red Corsair
OMG flak missiles and intercepting hydras just nerfed fliers before they got off the ground figuratively and literally lol.
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Post by: rattman
so, disappointingly, MCs don't seem to be AP2 normally, only when they do their smash attacks
Smash makes you AP2
**edit** smash is a special rule giving ap2. if you have smash you can make a smash attack that halves your attacks but doubles your str
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Post by: Drunkspleen
A Town Called Malus wrote:And just to make absolutely, 100% sure, Fleet doesn't affect that? It is only the charge distance re-roll?
Correct, Fleet makes no mention of being able to assault after running, on the plus side, Fleet lets you re-roll either one, or both of the dice when charging, so it's a really nice rule there. Automatically Appended Next Post: rattman wrote: so, disappointingly, MCs don't seem to be AP2 normally, only when they do their smash attacks
Smash makes you AP2
This is what I was trying to say, poor choice of words I guess, normally MC's won't have special AP, when smashing, their AP drops to 2.
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Post by: rattman
H.B.M.C. wrote:elrabin wrote:In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
As much as I'd welcome that change, I wouldn't count on it.
OMG just read it hes correct
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Post by: Eldarain
rattman wrote: so, disappointingly, MCs don't seem to be AP2 normally, only when they do their smash attacks
Smash makes you AP2
**edit** smash is a special rule giving ap2. if you have smash you can make a smash attack that halves your attacks but doubles your str
This wording makes it seem they have ap2 all the time but can halve their attacks to get double strength. (I assume when attempting to destroy vehicles)
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Post by: rattman
Drunkspleen wrote:
This is what I was trying to say, poor choice of words I guess, normally MC's won't have special AP, when smashing, their AP drops to 2.
all monstorous creatures get smash
I will type it out
"All close combat attacks, except hammer of wrath, of a model with rule are resolved at ap2"
smash attach halfs the attacks, doubles the strength and get a reroll on rolls to penetrate
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Post by: junk
So, anyone hear any rumors about 7th? I hear that they're going to get rid of hull points and units with jump packs will be able to assault flyers!
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Post by: Mysticdog
Fleet makes no mention of being able to assault after running
ROFL, I just got a vision of a bunch of Aliens huddled together screaming "It's Game OVER man, GAME OVER!!"
They better have just an amazing Tyranid FAQ, because the general rules see to be nerfing them from orbit.
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Post by: A Town Called Malus
Drunkspleen wrote:A Town Called Malus wrote:And just to make absolutely, 100% sure, Fleet doesn't affect that? It is only the charge distance re-roll? Correct, Fleet makes no mention of being able to assault after running, on the plus side, Fleet lets you re-roll either one, or both of the dice when charging, so it's a really nice rule there. Hmm that's not so bad. Means if you roll a 6 and a 1 you won't have to re-roll both and end up with two 1s instead. Also, with Jump Infantry only being able to move 6" in the movement phase if they want to re-roll their charge distance and get Hammer of Wrath, Jetpacks have just got a lot better at evading them. If they still only move 6" in the movement phase in return for their free movement in the assault phase (and get to re-roll that distance regardless of whether they are charging), they are on an equal footing with regular jump packs, as opposed to 5th where they were getting to move 12" whilst the Assault Marines chasing them were moving 18" (12" move and then 6" charge).
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Post by: Drunkspleen
The Initiative penalty for moving through terrain has changed significantly,
Now instead of being contingent on a test being taken it just happens "if at least one model in the charging unit moved through difficult terrain as part of its charge move"
It seems like this means even units that ignore difficult terrain tests will be subject to the penalty now. Automatically Appended Next Post: rattman wrote:all monstorous creatures get smash
I will type it out
"All close combat attacks, except hammer of wrath, of a model with rule are resolved at ap2"
smash attach halfs the attacks, doubles the strength and get a reroll on rolls to penetrate
Doh, thanks for clearing that up for me.
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Post by: Therion
well, that sucks. wraiths already ignore terrain, so they were only getting half of the move phase benefit to begin with. bah, i say!
Jump infantry can work around that restriction. You'll start the game by moving 12" and running D6" as normal. Next turn you'll measure and determine based on how far the enemy is what you should do. If the enemy is still about 16"-19" away, you'll have to use the jump in the movement phase to get there and then you won't benefit from the autohits. If however you see that your target is at around 15" or closer, you'll walk in the movement phase and jump in the assault phase so you get the extra hits. You only lose about 3" movement with the latter.
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Post by: H.B.M.C.
rattman wrote:H.B.M.C. wrote:elrabin wrote:In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
As much as I'd welcome that change, I wouldn't count on it.
OMG just read it hes correct
Colour me very surprised.
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Post by: A Town Called Malus
rattman wrote:Drunkspleen wrote:
This is what I was trying to say, poor choice of words I guess, normally MC's won't have special AP, when smashing, their AP drops to 2.
all monstorous creatures get smash
I will type it out
"All close combat attacks, except hammer of wrath, of a model with rule are resolved at ap2"
smash attach halfs the attacks, doubles the strength and get a reroll on rolls to penetrate
So Monstrous Creatures should be ripping Terminators apart with ease, or at least more ease than everyone who just has a normal power weapon now.
Looks like my planned Dark Eldar army needs to incorporate a Cronos and/or Talos.
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Post by: WonderAliceLand
@RATTMAN:
1. Can Hull Points be speant to negate a roll on the damage table after your enemy rolls it?
2. Can Vehicles such as the Land Raider regenerate Hull Points?
3. Are Hull Points speant from just glances or from glancing hits and penatrating hits?
4. What else is there to know about Hull Points?
Thanks Rattman.
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Post by: quilava1
H.B.M.C. wrote:rattman wrote:H.B.M.C. wrote:elrabin wrote:In the movement rules, it states you can declare which models in a unit are moving....interesting. So it would seem that bolter tac marines can move around the dude with a Missile Launcher, who is then free to fire it at full BS.
As much as I'd welcome that change, I wouldn't count on it.
OMG just read it hes correct
Colour me very surprised.
makes sense
hey you men, scootch up to gain rapid fire range.
hey can I shoot my missile now?
NO, YOU MUST STAND THERE YELLING MORAL SUPPORT!!!!
go team go...
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Post by: H.B.M.C.
quilava1 wrote:makes sense
hey you men, scootch up to gain rapid fire range.
hey can I shoot my missile now?
NO, YOU MUST STAND THERE YELLING MORAL SUPPORT!!!!
go team go...
I'm not saying it’s a bad change – in fact, it’s an excellent change – it’s just that I’m surprised they changed it. For so long we’ve had the “The bolter Marine here moved 1/36th of an inch... so the heavy weapon guy over here cannot fire!” that I wondered if they’d ever get rid of that stupid rule.
And it seems they have. Good!
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Post by: TheRedDevil
Drunkspleen wrote:
Now instead of being contingent on a test being taken it just happens "if at least one model in the charging unit moved through difficult terrain as part of its charge move"
This is how it currently is, it didn't change at all. Honestly, half the posts in here are people freaking out over poorly paraphrased versions of the rules, rather than the actual rules themselves.
58969
Post by: WonderAliceLand
So it looks like we're playing football now, strikers up front throwing out rapid fire and the lazy Heavy keeper sitting around launching down field.
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Post by: balsak_da_mighty
I must say it does make heavy weapons a bit more versitle, even with them being able to move and shoot.
I like the idea of moving back to stay out of Assault ranges now and still fire that heavy weapon.
Kinda makes taking a full 10 man dev squad more useful in a way too.
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Post by: rattman
Ryan_A wrote:@RATTMAN:
1. Can Hull Points be speant to negate a roll on the damage table after your enemy rolls it?no
2. Can Vehicles such as the Land Raider regenerate Hull Points?no
3. Are Hull Points speant from just glances or from glancing hits and penatrating hits?both
4. What else is there to know about Hull Points?
Thanks Rattman.
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Post by: tetrisphreak
balsak_da_mighty wrote:I must say it does make heavy weapons a bit more versitle, even with them being able to move and shoot.
I like the idea of moving back to stay out of Assault ranges now and still fire that heavy weapon.
Kinda makes taking a full 10 man dev squad more useful in a way too.
especially with wounds coming off the front!
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Post by: Anpu-adom
Anyone have a clue if they are changing how swarms work? In particular, I'm interested if there have been any changes in how 'vulnerable to blasts' and 'instant death' work together.
Thanks.
58969
Post by: WonderAliceLand
rattman wrote:Ryan_A wrote:@RATTMAN:
1. Can Hull Points be speant to negate a roll on the damage table after your enemy rolls it?no
2. Can Vehicles such as the Land Raider regenerate Hull Points?no
3. Are Hull Points speant from just glances or from glancing hits and penatrating hits?both
4. What else is there to know about Hull Points?
Thanks Rattman.
Thanks rattman, dang that sucks though for vehicles. I thought I heard that hull points would negate damage rolls and therfore we wouldn't get one shotted, thats a big bummer : (
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Post by: Drunkspleen
TheRedDevil wrote:Drunkspleen wrote:
Now instead of being contingent on a test being taken it just happens "if at least one model in the charging unit moved through difficult terrain as part of its charge move"
This is how it currently is, it didn't change at all. Honestly, half the posts in here are people freaking out over poorly paraphrased versions of the rules, rather than the actual rules themselves.
No, it really isn't.
5th edition - "if an assaulting unit had to take a difficult or dangerous terrain test during their assault move, all of its models have their Initiative value lowered to 1 when attacking, regardless of other Initiative modifiers."
6th edition - "if at least one model in the charging unit moved through difficult terrain as part of its charge move, all of the unit's models must attack at Initiative step 1, regardless of other Initiative modifiers.
You still want to tell me these are just poorly paraphrased misunderstandings when you have both of them verbatim in front of you, it's a change.
58969
Post by: WonderAliceLand
@Rattman, is there a new rule called, "It will not die!"?
Oh, and do glancing hits roll on the damage table?
We appreciate what you're doing for the community, many thanks bro
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Post by: Drunkspleen
Anpu-adom wrote:Anyone have a clue if they are changing how swarms work? In particular, I'm interested if there have been any changes in how 'vulnerable to blasts' and 'instant death' work together. Thanks. There has been no significant change to the wording here, it's still going to be just as hotly debated. Automatically Appended Next Post: Ryan_A wrote:@Rattman, is there a new rule called, "It will not die!"? Oh, and do glancing hits roll on the damage table? We appreciate what you're doing for the community, many thanks bro  There is, it lets the model regenerate a wound or hull point on a 5+ at the end of the owning player's turn. Glancing hits only remove Hull Points, no damage table roll.
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Post by: WonderAliceLand
Drunkspleen wrote:Anpu-adom wrote:Anyone have a clue if they are changing how swarms work? In particular, I'm interested if there have been any changes in how 'vulnerable to blasts' and 'instant death' work together.
Thanks.
There has been no significant change to the wording here, it's still going to be just as hotly debated.
Automatically Appended Next Post:
Ryan_A wrote:@Rattman, is there a new rule called, "It will not die!"?
Oh, and do glancing hits roll on the damage table?
We appreciate what you're doing for the community, many thanks bro 
There is, it lets the model regenerate a wound or hull point on a 5+ at the end of the owning player's turn.
Glancing hits only remove Hull Points, no damage table roll.
Thats what I thought! but Rattman said we can't regenerate HPs.
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Post by: rattman
Ryan_A wrote:@Rattman, is there a new rule called, "It will not die!"?
Oh, and do glancing hits roll on the damage table?
We appreciate what you're doing for the community, many thanks bro 
yes there is a rule called that. even says wounds or hull point (never noticed that before), glancing just remove 1 hull point. no roll
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Post by: Therion
but Rattman said we can't regenerate HPs.
You asked him if Land Raiders can regenerate HP. I don't think anyone here has any idea which vehicles/creatures get that rule.
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Post by: primalexile
It will not die
At the end of eqch friendly turn roll q d6 for each model with this special rule that has less than it's starting number of Wounds or Hull points but has not been removed as a casualty or destroyed. On a roll of 5+ regain a wound or hull point
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Post by: TheRedDevil
Drunkspleen wrote:TheRedDevil wrote:Drunkspleen wrote:
Now instead of being contingent on a test being taken it just happens "if at least one model in the charging unit moved through difficult terrain as part of its charge move"
This is how it currently is, it didn't change at all. Honestly, half the posts in here are people freaking out over poorly paraphrased versions of the rules, rather than the actual rules themselves.
No, it really isn't.
5th edition - "if an assaulting unit had to take a difficult or dangerous terrain test during their assault move, all of its models have their Initiative value lowered to 1 when attacking, regardless of other Initiative modifiers."
6th edition - "if at least one model in the charging unit moved through difficult terrain as part of its charge move, all of the unit's models must attack at Initiative step 1, regardless of other Initiative modifiers.
You still want to tell me these are just poorly paraphrased misunderstandings when you have both of them verbatim in front of you, it's a change.
5th edition - Assaulting through cover- "If...any model in an assaulting unit will have to go through diificult or dangerous terrain as part of its assault move, the unit must take the relevant terrain test before moving."
This combined with the above quote from 5th means, as far determining whether a unit moves is moving through cover and suffering an initiative penalty, that nothing has changed.
A rewording that is mechanically the same is not a change.
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Post by: WonderAliceLand
Therion wrote:but Rattman said we can't regenerate HPs.
You asked him if Land Raiders can regenerate HP. I don't think anyone here has any idea which vehicles/creatures get that rule.
I see I see, will it be FAQ'd which models will have this rule?
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Post by: schadenfreude
Any word on the rumors that 5th ed units like tech marines can repair d3 hull points instead of fixing a weapon destroyed / immobilized?
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Post by: Painnen
1) What does Night Vision do now?
2) Challenges, can they be declined, how are they resolved, who can issue them?
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Post by: Drunkspleen
TheRedDevil wrote: 5th edition - Assaulting through cover- "If...any model in an assaulting unit will have to go through diificult or dangerous terrain as part of its assault move, the unit must take the relevant terrain test before moving."
This combined with the above quote from 5th means, as far determining whether a unit moves is moving through cover and suffering an initiative penalty, that nothing has changed.
A rewording that is mechanically the same is not a change.
It's a change because some units can ignore the terrain tests they would otherwise be forced to take, for instance, under 5th edition Necron Wraiths would not have suffered the Initiative reduction for assaulting into cover as they "are never slowed by difficult terrain" they are never required to take the difficult terrain test and thus their Initiative is unmodified. In 6th edition, bad luck, they still moved through it, even if they weren't slowed, so they suffer the Initiative penalty.
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Post by: balsak_da_mighty
I thought I saw that tech marines will repair one hull point. Not sure if it was d3.
I am guessing this will be the same for Meks and the tech priests for guard as well.
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Post by: H.B.M.C.
schadenfreude wrote:Any word on the rumors that 5th ed units like tech marines can repair d3 hull points instead of fixing a weapon destroyed / immobilized?
Oh wow... that'd be big if true.
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Post by: tetrisphreak
Drunkspleen wrote:TheRedDevil wrote: 5th edition - Assaulting through cover- "If...any model in an assaulting unit will have to go through diificult or dangerous terrain as part of its assault move, the unit must take the relevant terrain test before moving."
This combined with the above quote from 5th means, as far determining whether a unit moves is moving through cover and suffering an initiative penalty, that nothing has changed.
A rewording that is mechanically the same is not a change.
It's a change because some units can ignore the terrain tests they would otherwise be forced to take, for instance, under 5th edition Necron Wraiths would not have suffered the Initiative reduction for assaulting into cover as they "are never slowed by difficult terrain" they are never required to take the difficult terrain test and thus their Initiative is unmodified. In 6th edition, bad luck, they still moved through it, even if they weren't slowed, so they suffer the Initiative penalty.
Excellent. What if they use their jump pack move to assault?
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Post by: balsak_da_mighty
Drunkspleen wrote:TheRedDevil wrote: 5th edition - Assaulting through cover- "If...any model in an assaulting unit will have to go through diificult or dangerous terrain as part of its assault move, the unit must take the relevant terrain test before moving."
This combined with the above quote from 5th means, as far determining whether a unit moves is moving through cover and suffering an initiative penalty, that nothing has changed.
A rewording that is mechanically the same is not a change.
It's a change because some units can ignore the terrain tests they would otherwise be forced to take, for instance, under 5th edition Necron Wraiths would not have suffered the Initiative reduction for assaulting into cover as they "are never slowed by difficult terrain" they are never required to take the difficult terrain test and thus their Initiative is unmodified. In 6th edition, bad luck, they still moved through it, even if they weren't slowed, so they suffer the Initiative penalty.
Unless the FAQ changes that for them.
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Post by: insaniak
Drunkspleen wrote:I find it interesting that in removing No Retreat wounds they have rendered ATSKNF models immune to sweeping advance with no penalty suffered for being caught.
Which is how it used to work before No Retreat was added to the game.
It seems like quite a bit of this ruleset is just rolling back the clock to 2nd and 3rd edition.
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Post by: Drunkspleen
tetrisphreak wrote:Excellent. What if they use their jump pack move to assault?
No difference, they still move into terrain and still assault at Initiative 1.
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Post by: spaceXjam
schadenfreude wrote:Any word on the rumors that 5th ed units like tech marines can repair d3 hull points instead of fixing a weapon destroyed / immobilized?
yes tech priests can repearl hull points. depending on how many servitors they have with them depends on how much they can heal
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Post by: tetrisphreak
Drunkspleen wrote:tetrisphreak wrote:Excellent. What if they use their jump pack move to assault?
No difference, they still move into terrain and still assault at Initiative 1.
Ok sounds reasonable. Thanks for looking that up.
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Post by: primalexile
Painnen wrote:1) What does Night Vision do now?
A unit that contains at least one model with this special rule ignores the effects of Night Fighting
2) Challenges, can they be declined, how are they resolved, who can issue them?
Challenges can be refused if you refuse your opponent gets to nominate one of your characters, that character can not strike blows for this turn.
Fight to the death. when one dies it is still considered to be ongoing until the end of phase.
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Post by: Mysticdog
Hmmm... So are MC's are now easy to 1 hit kill with "Smash"? Run up, Double Strength 6 to 12, now causes instadeath on toughness 6, no save because of AP2? MC's generally tore each other apart already, this is going to be really harsh.
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Post by: tetrisphreak
spaceXjam wrote:schadenfreude wrote:Any word on the rumors that 5th ed units like tech marines can repair d3 hull points instead of fixing a weapon destroyed / immobilized?
yes tech priests can repearl hull points. depending on how many servitors they have with them depends on how much they can heal
Can they bring them above starting # of hp's?
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Post by: rogueeyes
Mysticdog wrote:Hmmm... So are MC's are now easy to 1 hit kill with "Smash"? Run up, Double Strength 6 to 12, now causes instadeath on toughness 6, no save because of AP2? MC's generally tore each other apart already, this is going to be really harsh.
It's still limited to 10 I believe. At least that's what the rumors have stated.
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Post by: Eldarain
Mysticdog wrote:Hmmm... So are MC's are now easy to 1 hit kill with "Smash"? Run up, Double Strength 6 to 12, now causes instadeath on toughness 6, no save because of AP2? MC's generally tore each other apart already, this is going to be really harsh.
Is it confirmed that strength isn't capped at 10?
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Post by: TheRedDevil
Drunkspleen wrote:
It's a change because some units can ignore the terrain tests they would otherwise be forced to take, for instance, under 5th edition Necron Wraiths would not have suffered the Initiative reduction for assaulting into cover as they "are never slowed by difficult terrain" they are never required to take the difficult terrain test and thus their Initiative is unmodified. In 6th edition, bad luck, they still moved through it, even if they weren't slowed, so they suffer the Initiative penalty.
My apologies then, I don't have much experience facing necrons, so I was not aware that they had a rule of such phrasing.
I wonder if that rule will be FAQ'd to retain it's current functionally, or if the BRB contains a clause stating that units that ignore terrain for one rule or another are exempt from the initiative penalty.
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Post by: Drunkspleen
Eldarain wrote:Mysticdog wrote:Hmmm... So are MC's are now easy to 1 hit kill with "Smash"? Run up, Double Strength 6 to 12, now causes instadeath on toughness 6, no save because of AP2? MC's generally tore each other apart already, this is going to be really harsh.
Is it confirmed that strength isn't capped at 10?
I can confirm the Smash rule specifically tells you within it that you can't get a Strength above 10 through the Smash rule.
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Post by: triplare
So...no charging into assault when arriving from reserves? Not even when walking in from your own table edge? Is that correct?
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Post by: Painnen
i don't understand the last part of the challenge rule. does the challenge replace the assault/combat? will the winner win combat by the difference in wounds lost? draw combat?,is it that both combatants don't count for the combat but everyone else gets to fight after your fight is resolved?
i like the sound of the "to the death" part. does it mean that you keep alternating attacks with the highest Initiative striking first until someone fails enough saves to die? or is it a standard round of combat that is seperate from the remaining combat? again, does it effect combat resolution etc.?
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Post by: Drunkspleen
Specialist weapons only need to be paired with another specialist weapon of any kind to get an attack bonus, so you could have a model with a Power Fist and a Lightning Claw and you would get +1 attack
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Post by: MPJ
I mentioned this earlier, but I'm not sure if anyone heeded my words, so I'll say it again lol
Go to frontlinegaming.org, press the play button to listen to Signals from the Frontline and after the 12 minute mark you'll hear 6th edition teases that make the game sound unbelieveably awesome, put GW in a really positive light and belays any fears 'Nid players have
Go on and check it out
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Post by: H.B.M.C.
insaniak wrote:It seems like quite a bit of this ruleset is just rolling back the clock to 2nd and 3rd edition.
I see no downside to that (as long as we don't ever get anything resembling the 2nd Ed Assault Phase or Overwatch ever again).
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Post by: Fafnir
triplare wrote:So...no charging into assault when arriving from reserves? Not even when walking in from your own table edge? Is that correct?
Correct.
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Post by: Mysticdog
OK, that is good to know. So, Genestealer outflank also has to stand around getting shot for a turn before also getting shot on the charge?
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Post by: balsak_da_mighty
Fafnir wrote:triplare wrote:So...no charging into assault when arriving from reserves? Not even when walking in from your own table edge? Is that correct?
Correct.
Again going to be a very shooty edition.
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Post by: MPJ
As with regards to the plethora of nerfs the assault phase has been subjected to, I believe besides the means to possibly work around said nerfs, there will be gigantic erratas for every army to give units, wargear or rules a chance to counteract the shortcomings or GW will be accused of destroying the assault phase...the numpties!
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Post by: Drunkspleen
Painnen wrote:i don't understand the last part of the challenge rule. does the challenge replace the assault/combat? will the winner win combat by the difference in wounds lost? draw combat?,is it that both combatants don't count for the combat but everyone else gets to fight after your fight is resolved?
i like the sound of the "to the death" part. does it mean that you keep alternating attacks with the highest Initiative striking first until someone fails enough saves to die? or is it a standard round of combat that is seperate from the remaining combat? again, does it effect combat resolution etc.?
the wounds from a challenge go into combat resolution as normal, all it serves to do, is make it so that the two characters are fighting one another without attached units interfering in the combat.
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Post by: Painnen
convert those Genestealers to ymgarls...dormant rule overrides the "no assault" rule of the BRB.
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Post by: Anpu42
I was working on a list and got to the Rhino, I has "Repair".
I wound if that would repair a HP??
Probably not, but...
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Post by: balsak_da_mighty
I am thinking yes, as it only repaired Imobilized which there is none of that anymore.
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Post by: Drunkspleen
Repair isn't a core rulebook rule, it will do what repair says it does in codex SM (pending a change in the coming FAQs of course.)
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Post by: Painnen
primalexile wrote:Challenges can be refused if you refuse your opponent gets to nominate one of your characters, that character can not strike blows for this turn.
poor pk nobs and pfist sergents, either going to die or have to stand there looking like a fool.
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Post by: Mysticdog
I mentioned this earlier, but I'm not sure if anyone heeded my words, so I'll say it again lol
Go to frontlinegaming.org, press the play button to listen to Signals from the Frontline and after the 12 minute mark you'll hear 6th edition teases that make the game sound unbelieveably awesome, put GW in a really positive light and belays any fears 'Nid players have
I'm not sure what you heard, but I heard just a couple guys going "Dude, this is going to be awesome!" "Dude, Awesome!" "We can't say why, but GW told us it would be" " GW says they love us!" "And listen to us!" "And it will be so Rad!" "They are going to change %#%$ every two months!" "There will be no meta, because no one will know what the #$^& is going on!" "I predict bugs will be awesome!" "Awesome!" "And Grey Knights will be everyone's bitches!" "Nobz Bikers will PWN Grey Knights!!! PEW PEW PEW!!!!"
Some of that was paraphrased.
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Post by: Lichkitten
With Overwatch how many shots do the defenders get to snap fire with. One shot or the compliment load of the gun being fired (eg big shootas 3, storm bolters 2, bolters rapid fire etc)?
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Post by: Fafnir
Lichkitten wrote:With Overwatch how many shots do the defenders get to snap fire with. One shot or the compliment load of the gun being fired (eg big shootas 3, storm bolters 2, bolters rapid fire etc)?
Full profile.
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Post by: Matt.Kingsley
Change every two months? NO! NO! NO!
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Post by: Lichkitten
By god sir that was fast, ouch. So it sounds like we will all have to wait for the full erratas to find out how our old customised weapons now fit the overall game.
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Post by: MPJ
Mysticdog wrote:I mentioned this earlier, but I'm not sure if anyone heeded my words, so I'll say it again lol
Go to frontlinegaming.org, press the play button to listen to Signals from the Frontline and after the 12 minute mark you'll hear 6th edition teases that make the game sound unbelieveably awesome, put GW in a really positive light and belays any fears 'Nid players have
I'm not sure what you heard, but I heard just a couple guys going "Dude, this is going to be awesome!" "Dude, Awesome!" "We can't say why, but GW told us it would be" " GW says they love us!" "And listen to us!" "And it will be so Rad!" "They are going to change %#%$ every two months!" "There will be no meta, because no one will know what the #$^& is going on!" "I predict bugs will be awesome!" "Awesome!" "And Grey Knights will be everyone's bitches!" "Nobz Bikers will PWN Grey Knights!!! PEW PEW PEW!!!!"
Some of that was paraphrased.
Yeah, see you're point lol
But still, the possibility of new army lists being introduced in WD's like genestealer cults and squats, plus I believe they mentioned updates to I assume codices/main rules sounds pretty good
I know it was rather vague, but if what they heard made them go from doomsayers to advocates in less than a week, the future must bright
Or, it could all be GW gak lol
52704
Post by: Dantalian
So I just got back from the store with a copy of 6th here and I'm reading the Rapid Fire rules and it states:
Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired effectively 'from the hip' when a squad is advancing, spraying shots into the enemy whenever they present themselves, or instead, used for aimed single shots against targets at greater distances.
A model armed with a Rapid Fire weapons can fire two shots at a target up to half the weapon's maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon's range away, up to the weapon's maximum range.
If the shooting Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range fire two shots, while those further away fire one.
Models that shoot with Rapid Fire weapons in the shooting phase cannot charge in the ensuing Assault Phase.
So unless I missed something, you can't move and shoot at max range with Rapid Fire weapons as people have been reporting.
Edit* Wait it doesn't list restrictions on movement, so I guess it is true.
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Post by: Lichkitten
That sounds it could swing both was as it doesn't state you have to remain still to fire the full distance. errata?
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Post by: H.B.M.C.
Mysticdog wrote:Some of that was paraphrased.
HA!
Nice summary.
8221
Post by: Zathras
Dantalian wrote:So I just got back from the store with a copy of 6th here and I'm reading the Rapid Fire rules and it states:
Rapid Fire weapons are very common and usually come in the form of semi-automatic rifles. Their versatility means they can be fired effectively 'from the hip' when a squad is advancing, spraying shots into the enemy whenever they present themselves, or instead, used for aimed single shots against targets at greater distances.
A model armed with a Rapid Fire weapons can fire two shots at a target up to half the weapon's maximum range away. Alternatively, it can instead fire one shot at a target over half the weapon's range away, up to the weapon's maximum range.
If the shooting Rapid Fire weapons is found to be partially within half range of the target, the firing models within half range fire two shots, while those further away fire one.
Models that shoot with Rapid Fire weapons in the shooting phase cannot charge in the ensuing Assault Phase.
So unless I missed something, you can't move and shoot at max range with Rapid Fire weapons as people have been reporting.
Edit* Wait it doesn't list restrictions on movement, so I guess it is true.
Check the 5th ed Rapid Fire rule and see if there's a mention of a movement restriction in the text. I don't have my copy nearby so I can't check myself.
52704
Post by: Dantalian
Ok so 5th ed says
Models armed with a rapid fire weapon can move and fire two shots at targets up to 12" away.
If the unit has not moved, models armed with Rapid Fire weapons may instead fire one shot at targets over 12" away, up to the weapons' maximum range
So yah, 6th removes the movement restriction. Meaning the reports are indeed true.
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Post by: quilava1
Its funny how paraphrasing creates so much arguing. fake ex: "AS (awe$ome skilz) create cool special rules for your characters" dakkanut 1: only special characters can get as dakkanut 2: no, its every hq dakkanut 1: no, it doesn't say hq, it says characters dakkanut 2: same dif dakkanut 1: no it isn't!!! dakkanut 3: I agree with 2 dakkanut 4: Well I agree with 1! dakkanut 5: trolololo :3 Me: wait till they FAQ it dakkanuts 1,2,3,4 and 5 in unison: get off the forum and let us argue!!!!! fake of course. AS do not exist. lols :3
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Post by: xlEternitylx
I've been lurking here for a while now, and seen the same few things pop up. I can say that I am looking forward to the whole Ally thing, especially since most Eldar powers (my main race) only affect other Eldar, making them less of a candidate for allying with (I said less! Not invalidating them, cause, come on, everybody hates RoWarding, so why not spread the pain!) which makes me happy. On the other hand though, I feel kind of bad about "cherry picking" the best from others' codexes (the real spelling  ). While not ignorant, I do wonder how many people are going to follow the mentality of "take the best, leave the rest" as opposed to those fluffy combinations that this enables. I do hope more of the latter is common for my FLGS...
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Post by: Eldarain
Dantalian wrote:Ok so 5th ed says
Models armed with a rapid fire weapon can move and fire two shots at targets up to 12" away.
If the unit has not moved, models armed with Rapid Fire weapons may instead fire one shot at targets over 12" away, up to the weapons' maximum range
So yah, 6th removes the movement restriction. Meaning the reports are indeed true.
So the Tau Pulse rifle gets an extra 3" added to the 2 shot range.
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Post by: Zathras
Eldarain wrote:Dantalian wrote:Ok so 5th ed says
Models armed with a rapid fire weapon can move and fire two shots at targets up to 12" away.
If the unit has not moved, models armed with Rapid Fire weapons may instead fire one shot at targets over 12" away, up to the weapons' maximum range
So yah, 6th removes the movement restriction. Meaning the reports are indeed true.
So the Tau Pulse rifle gets an extra 3" added to the 2 shot range.
Which is what it shoud have been from the very start.
56277
Post by: Eldarain
Zathras wrote:Eldarain wrote:Dantalian wrote:Ok so 5th ed says
Models armed with a rapid fire weapon can move and fire two shots at targets up to 12" away.
If the unit has not moved, models armed with Rapid Fire weapons may instead fire one shot at targets over 12" away, up to the weapons' maximum range
So yah, 6th removes the movement restriction. Meaning the reports are indeed true.
So the Tau Pulse rifle gets an extra 3" added to the 2 shot range.
Which is what it shoud have been from the very start.
I completely agree. We played it that way for months when they first came out.
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Post by: balsak_da_mighty
Yeppers they came out in 3rd which it was half range for rapid fire, then it got FAQ'd pretty quick. Which didn't make sense to me honestly.
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Post by: megatrons2nd
Yes, and the Kroot ox gets to rapid fire out to 24".
Bike movement questions:
They can turbo boost in the shooting phase,correct?
Jetbikes can turbo boost 24" correct?
Eldar Jetbikes get to Turbo boost how far?
How does this effect the Dark Eldar ones that are supposed to be even faster than their Craftworld cousins?
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Post by: Spartan089
Ryan_A wrote:rattman wrote:Ryan_A wrote:@RATTMAN:
1. Can Hull Points be speant to negate a roll on the damage table after your enemy rolls it?no
2. Can Vehicles such as the Land Raider regenerate Hull Points?no
3. Are Hull Points speant from just glances or from glancing hits and penatrating hits?both
4. What else is there to know about Hull Points?
Thanks Rattman.
Thanks rattman, dang that sucks though for vehicles. I thought I heard that hull points would negate damage rolls and therfore we wouldn't get one shotted, thats a big bummer : (
Again, unless they faq extra armor upgrade to negate glancing hits, or give us some type of upgrade to that extent, vehicles are just death traps. Now more than ever with Necron scarab spam proliferation and auto glancing gauss guns.
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Post by: balsak_da_mighty
It does seem that Extra armor would be alittle pointless at this point. But FAQ could change that for sure. I am hoping that the FAQ comes out soon.
58268
Post by: Mysticdog
But still, the possibility of new army lists being introduced in WD's like genestealer cults and squats, plus I believe they mentioned updates to I assume codices/main rules sounds pretty good
I can barely afford one army. They can add new stuff every week, but it won't do me a bit of good. I'd much rather have a bunch of people who have learned their armies as opponents than constantly seeing stuff neither of us have ever played before in every game (and you know with that release schedule, hasn't been playtested much at all). It would be great if they put that effort into getting everyone their 6th edition Codexes.
I was actually pretty positive about things until tonight... Some rules I didn't like, but all in all was content with the changes. Right now, I feel like they backed their SUV over my army. Which my puppy was carrying. I was even about the shootiest bug player around, I just used a unit of GS and ymgarls to keep the other players out of the corners/ off their table edge. My MC's rarely got into combat, but they were reliable vehicle killers when they did. Now, they will get just a couple of attacks that can reliably break vehicles, easy prey for the Dice Pixies.
I pity horde bug players, who spent fortunes on hormagaunts and GS. Or Bugzilla players. Unless there is an amazing Tyranid FAQ, they are really screwed.
30294
Post by: Nightbringer's Chosen
Matt.Kingsley wrote:Change every two months? NO! NO! NO!
Do what now?
5760
Post by: Drunkspleen
megatrons2nd wrote:Yes, and the Kroot ox gets to rapid fire out to 24".
Bike movement questions:
They can turbo boost in the shooting phase,correct?
Jetbikes can turbo boost 24" correct?
Eldar Jetbikes get to Turbo boost how far?
How does this effect the Dark Eldar ones that are supposed to be even faster than their Craftworld cousins?
Eldar and Dark Eldar are just the same type, they can turbo boost 36 inches (for a total maximum movement of 48 inches) and, if they don't turbo boost, they can move 2d6 inches in the assault phase like a jet pack. Automatically Appended Next Post: Spartan089 wrote:Again, unless they faq extra armor upgrade to negate glancing hits, or give us some type of upgrade to that extent, vehicles are just death traps. Now more than ever with Necron scarab spam proliferation and auto glancing gauss guns.
Don't hold your breath, Extra Armour appears in the main rulebook and it is still just Crew Stunned counts as Crew Shaken, I don't think they would print something in the rulebook only to change it drastically with the FAQs
46348
Post by: balsak_da_mighty
Mysticdog wrote:But still, the possibility of new army lists being introduced in WD's like genestealer cults and squats, plus I believe they mentioned updates to I assume codices/main rules sounds pretty good
I can barely afford one army. They can add new stuff every week, but it won't do me a bit of good. I'd much rather have a bunch of people who have learned their armies as opponents than constantly seeing stuff neither of us have ever played before in every game (and you know with that release schedule, hasn't been playtested much at all). It would be great if they put that effort into getting everyone their 6th edition Codexes.
I was actually pretty positive about things until tonight... Some rules I didn't like, but all in all was content with the changes. Right now, I feel like they backed their SUV over my army. Which my puppy was carrying. I was even about the shootiest bug player around, I just used a unit of GS and ymgarls to keep the other players out of the corners/ off their table edge. My MC's rarely got into combat, but they were reliable vehicle killers when they did. Now, they will get just a couple of attacks that can reliably break vehicles, easy prey for the Dice Pixies.
I pity horde bug players, who spent fortunes on hormagaunts and GS. Or Bugzilla players. Unless there is an amazing Tyranid FAQ, they are really screwed.
From what i am gathering it will just be made up armies that utelise the Ally rules allready. That is what I see they could do with it.
But you are right its expensive as is for just one army. Now they want us to add stuff from other armies. No you don't have to do it for sure, but to stay competitve you might as well have to.
I know we are getting bitz and pieces here on rules and what not. So its really hard to say one way or the other. But it is going to be a totally differnt game, could be a good thing or a bad thing. Not quit sure yet. I do see alot of units that are going to be useless(from what I have seen with rules). Then again I see units that just got better. Will this help the balance or will it sway it? Again time will tell.
50336
Post by: azazel the cat
Mysticdog wrote:But still, the possibility of new army lists being introduced in WD's like genestealer cults and squats, plus I believe they mentioned updates to I assume codices/main rules sounds pretty good
I can barely afford one army. They can add new stuff every week, but it won't do me a bit of good. I'd much rather have a bunch of people who have learned their armies as opponents than constantly seeing stuff neither of us have ever played before in every game (and you know with that release schedule, hasn't been playtested much at all). It would be great if they put that effort into getting everyone their 6th edition Codexes.
I was actually pretty positive about things until tonight... Some rules I didn't like, but all in all was content with the changes. Right now, I feel like they backed their SUV over my army. Which my puppy was carrying. I was even about the shootiest bug player around, I just used a unit of GS and ymgarls to keep the other players out of the corners/ off their table edge. My MC's rarely got into combat, but they were reliable vehicle killers when they did. Now, they will get just a couple of attacks that can reliably break vehicles, easy prey for the Dice Pixies.
I pity horde bug players, who spent fortunes on hormagaunts and GS. Or Bugzilla players. Unless there is an amazing Tyranid FAQ, they are really screwed.
Unless you build a list of Tervigons and Hive Tyrants such that you can create 100+ 'gaunts every turn, and bury your opponent in an endless tide of bugs. Even a Green Tide can't do that. Also, I think that type of list might have access to a lot of biomancy psychic powers, which look pretty good.
58605
Post by: Lichkitten
Wait those guys sounded as stoned as my aunt on payday. Well every two months seriously up until necrons they couldn't release an entire codex/warbook in two months. Now to sit back and see how long that lasts. I'll start a pool if anyone wants to play.
46080
Post by: xlEternitylx
Lichkitten wrote:Wait those guys sounded as stoned as my aunt on payday. Well every two months seriously up until necrons they couldn't release an entire codex/warbook in two months. Now to sit back and see how long that lasts. I'll start a pool if anyone wants to play.
I've got 2 pennies and a ball of lint on failing to update every two months. Automatically Appended Next Post: Also, @ those with the rule book: did you get the book from a FLGS, or GW itself? I know mine is in at GW, I'm wondering if they're going to let me have it pre-Saturday...
58692
Post by: DarthOvious
Formosa wrote:Noir wrote:Fetterkey wrote:DarthOvious wrote:Didn't someone already state that the rulebook says that the GK codex takes precedent.
That doesn't appear to be the case. The rulebook actually says that all unusual force weapons are AP3. The GK dæmonhammer also says it's a thunderhammer, implying that it's AP2, but clearly there's an inconsistency here. I suspect the FAQ will resolve this issue.
What inconsistency, thunderhammers are AP2, deamonhammer use the rules for thunderhammer and there own rules.
yeah seems simple enough to me, apply both rules if able is always better than ignore one in favor of the other where no consensus is achieved, so in my mind its both ap2 and 3, end result is the same, otherwise it leads to stuff like it cant shake vehicles.. because you know... its not actually a thunder hammer... is a type of hammer that uses the same rules... and that is a bit silly
Agreed, I'm just going to have to include some hammers in my termie units from now on. No big deal, everybody will need to change their lists in some form or fashion. I'll just have to wait and see what is ruled with halbards but I don't expect them to be count as ""axes". Considering it looks like people could be spending big bucks on flyers anyway to create "super lists", then that is probably the concern for the moment.
58605
Post by: Lichkitten
Classic, good question at my local GW we can't even touch the book till saturday, we just get to ask for a page number and the red shirt will read it out.
sorry for double post cat jumped on my keyboard
24409
Post by: Matt.Kingsley
I can't wait to see the beast rules.
They will be the decider on whether I keep taking scarabs for anti tank or just gauss spam them to destruction
12271
Post by: JB
xlEternitylx wrote:
Also, @ those with the rule book: did you get the book from a FLGS, or GW itself? I know mine is in at GW, I'm wondering if they're going to let me have it pre-Saturday...
Some GW stores and FLGS are opening at midnight to give folks their pre-orders and maybe sell rulebooks to those that didn't pre-order.
My local GW is opening for thirty minutes then closing until eleven AM Saturday morning. They have a few small items to give away Saturday when they open.
Screw midnight release, I'm sleeping in and picking my stuff up late on Saturday.
I'm hoping the FAQs are available Saturday morning though...Greenwich time!
44067
Post by: DarkStarSabre
Matt.Kingsley wrote:Change every two months? NO! NO! NO!
New £45 rulebook every two months. GW's marketting plan revealed.
M. Bison - This is delicious! /M. Bison
Didn't they promise regular updates to the WFB FAQs and even to Apocalypse and Battle Missions?
Didn't happen. Won't happen. Almost willing to place a bet on it.
46896
Post by: primalexile
GW will not give it up early. I got mine from a friend.
If anyone has anymore questions i will attempt to answer them tomorrow. I have offered all my photos to the OP if he wants to put them on page 1.
52704
Post by: Dantalian
Matt.Kingsley wrote:I can't wait to see the beast rules.
They will be the decider on whether I keep taking scarabs for anti tank or just gauss spam them to destruction
Check your Private Messages.
5760
Post by: Drunkspleen
Matt.Kingsley wrote:I can't wait to see the beast rules.
They will be the decider on whether I keep taking scarabs for anti tank or just gauss spam them to destruction
Beasts move 12 inches, aren't slowed by difficult terrain, and have fleet and move through cover (which makes them auto-pass dangerous terrain).
They are the fastest assault unit in the game now.
52704
Post by: Dantalian
If anyone has questions from the book, PM me your questions and I will try to get back to you ASAP.
24409
Post by: Matt.Kingsley
K, scarabs definately aren't dead, thanks both of you
46080
Post by: xlEternitylx
primalexile wrote:GW will not give it up early. I got mine from a friend.
Well crackers. I don't think I'll even bother asking if they're going to be Nazis about it. Funnily enough, it's not as though much is a surprise anymore, so the whole reason behind delaying my having it is moot. But that's the big gee dubs for ya.
primalexile wrote:If anyone has anymore questions i will attempt to answer them tomorrow. I have offered all my photos to the OP if he wants to put them on page 1.
If I may, I'd like to ask: We know what all the (generic) psychic powers are, and that they are determined by rolling a D6 and matching the result with the chart. What I don't recall seeing is a summary/breakdown of how said powers are cast. Since I'm Eldar and curious about the powers I could get...
-Are there mentions of the ability to re-roll to determine which power you get on the chart? What about duplicate results?
-Can you cast the same power twice without restriction (read: Eldrad v. regular seer) ?
-Is the last power under telepathy (the one that causes a D6 effect to the unit) a Psychic Shooting attack?
Thanks!!
9598
Post by: Quintinus
I'm planning on taking an Inquisitor and some Henchmen. The rules for Henchmen say that they don't take up an force organization slot, so does this mean that I can take the unit of Henchmen and then also another elites choice, like an Assassin?
30294
Post by: Nightbringer's Chosen
Matt.Kingsley wrote:K, scarabs definately aren't dead, thanks both of you 
Furthermore, they no longer take No Retreat wounds, apparently.
So...there's that.
24409
Post by: Matt.Kingsley
Ooh, I hope the answer to said question is yes, Ordo Xenos army with only having to take 1 squad of GK's! ^^Really, that made my day  Gogo Scarabs!
29833
Post by: The Dwarf Wolf
Drunkspleen wrote:Matt.Kingsley wrote:I can't wait to see the beast rules.
They will be the decider on whether I keep taking scarabs for anti tank or just gauss spam them to destruction
Beasts move 12 inches, aren't slowed by difficult terrain, and have fleet and move through cover (which makes them auto-pass dangerous terrain).
They are the fastest assault unit in the game now.
I feel so happy with my TWC right now... I will have to dump my beloved wolf scouts, but at least this guys will stay kicking asses ^^
Hey, just got one more strange situation: Dark Eldar Mandrakes, the worst elite unit in the game is now completely useless
17459
Post by: Vasarto
I think GW made a MASSIVE MISTAKE!
So now I can take a Group of Grey Knight Paladins with Logan Grimnar and Ragnar Blackmane and give one of those models WS 5 from Ulrik?
WTF GW? YOU DO REALIZE HOW STUPID ADDING 30 BOYZ TO SM ARE DONT YA?
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Or Throwing freaking Death Company with Nobz!
I think its gonna break the game on day 1 and it will never recover. I just hope that they balanced it first and this is not just some stupid way of making players buy more than one army bull crap and other box kits and spend MORE of ....wait.....but that could make more monies for our FLNGS......
52704
Post by: Dantalian
xlEternitylx wrote:primalexile wrote:GW will not give it up early. I got mine from a friend.
Well crackers. I don't think I'll even bother asking if they're going to be Nazis about it. Funnily enough, it's not as though much is a surprise anymore, so the whole reason behind delaying my having it is moot. But that's the big gee dubs for ya.
primalexile wrote:If anyone has anymore questions i will attempt to answer them tomorrow. I have offered all my photos to the OP if he wants to put them on page 1.
If I may, I'd like to ask: We know what all the (generic) psychic powers are, and that they are determined by rolling a D6 and matching the result with the chart. What I don't recall seeing is a summary/breakdown of how said powers are cast. Since I'm Eldar and curious about the powers I could get...
-Are there mentions of the ability to re-roll to determine which power you get on the chart? What about duplicate results?
-Can you cast the same power twice without restriction (read: Eldrad v. regular seer) ?
-Is the last power under telepathy (the one that causes a D6 effect to the unit) a Psychic Shooting attack?
Thanks!!
http://img811.imageshack.us/img811/2111/page1uh.jpg
http://img17.imageshack.us/img17/1774/page2fqa.jpg
http://img440.imageshack.us/img440/8569/page3gx.jpg
Here is the psyker section. I'm currently researching your other questions.
24409
Post by: Matt.Kingsley
@ Vasarto I'm guessing you haven't read about ally levels and what they do, and what armies are what level of allies with eachother?
33816
Post by: Noir
Vasarto wrote:I think GW made a MASSIVE MISTAKE!
So now I can take a Group of Grey Knight Paladins with Logan Grimnar and Ragnar Blackmane and give one of those models WS 5 from Ulrik?
WTF GW? YOU DO REALIZE HOW STUPID ADDING 30 BOYZ TO SM ARE DONT YA?
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Or Throwing freaking Death Company with Nobz!
I think its gonna break the game on day 1 and it will never recover. I just hope that they balanced it first and this is not just some stupid way of making players buy more than one army bull crap and other box kits and spend MORE of ....wait.....but that could make more monies for our FLNGS......
 You should read some before you post.
5760
Post by: Drunkspleen
xlEternitylx wrote:If I may, I'd like to ask: We know what all the (generic) psychic powers are, and that they are determined by rolling a D6 and matching the result with the chart. What I don't recall seeing is a summary/breakdown of how said powers are cast. Since I'm Eldar and curious about the powers I could get...
-Are there mentions of the ability to re-roll to determine which power you get on the chart? What about duplicate results?
-Can you cast the same power twice without restriction (read: Eldrad v. regular seer) ?
-Is the last power under telepathy (the one that causes a D6 effect to the unit) a Psychic Shooting attack?
Thanks!!
You re-roll duplicates, there's no other built in way to re-roll yet, but it could be a future codex thing.
You can still only attempt any power once each turn by the default rules.
no, it is a Malediction type power, so it is done at the start of the movement phase and doesn't count as shooting, it can target units in combat, and lasts until the end of your opponents turn.
Note also that it is warp charge 2, so essentially counts as having used 2 psychic powers when you use it.
Vladsimpaler wrote:I'm planning on taking an Inquisitor and some Henchmen. The rules for Henchmen say that they don't take up an force organization slot, so does this mean that I can take the unit of Henchmen and then also another elites choice, like an Assassin?
There seems to be no restriction here, if you could normally take the henchman on top of your 3 elites allowance, you can take them on top of an allied 1 elite allowance.
52704
Post by: Dantalian
Drunkspleen wrote:
You re-roll duplicates, there's no other built in way to re-roll yet, but it could be a future codex thing.
You can still only attempt any power once each turn by the default rules.
no, it is a Malediction type power, so it is done at the start of the movement phase and doesn't count as shooting, it can target units in combat, and lasts until the end of your opponents turn.
Note also that it is warp charge 2, so essentially counts as having used 2 psychic powers when you use it.
Damn you I was typing it out too.
17459
Post by: Vasarto
Noir wrote:Vasarto wrote:I think GW made a MASSIVE MISTAKE!
So now I can take a Group of Grey Knight Paladins with Logan Grimnar and Ragnar Blackmane and give one of those models WS 5 from Ulrik?
WTF GW? YOU DO REALIZE HOW STUPID ADDING 30 BOYZ TO SM ARE DONT YA?
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Or Throwing freaking Death Company with Nobz!
I think its gonna break the game on day 1 and it will never recover. I just hope that they balanced it first and this is not just some stupid way of making players buy more than one army bull crap and other box kits and spend MORE of ....wait.....but that could make more monies for our FLNGS......
 You should read some before you post. 
How can I read a book that has not come out yet?
5760
Post by: Drunkspleen
The Dwarf Wolf wrote:I feel so happy with my TWC right now... I will have to dump my beloved wolf scouts, but at least this guys will stay kicking asses ^^
Hey, just got one more strange situation: Dark Eldar Mandrakes, the worst elite unit in the game is now completely useless 
Thunderwolf Cavalry are Cavalry, not Beasts, They still aren't slowed by difficult terrain, but they treat it as dangerous instead, and rather than having move through cover like beasts, they get Hammer of Wrath instead.
46080
Post by: xlEternitylx
Wow, no saves of ANY kind for perils. Thanks heavens for that Ghosthelm! I figured one couldn't use the same power more than once. Now I just need to find out if that ultimate Tele power is shooting or not. Hurray internet, thanks Dantalian! Edit: Ninja post by Drunkspleen for the confirmations. Thanks! I'm so ready to have units gibbiling themselves and not having to commit my shots and assault at them.
4308
Post by: coredump
Painnen wrote:convert those Genestealers to ymgarls...dormant rule overrides the "no assault" rule of the BRB.
I dont see any rule to indicate that. What are you basing that on?
Marrak wrote:Altruizine wrote:Davylove21 wrote:From B&C, apologies if covered, haven't seen it
'I just found a new USR called It will not die;
At the end of each friendly turn, roll a D6 for each model with this special rule that has less than its starting number of Wounds or Hull Points, but has not been removed as a casualty or destroyed. On a roll of 5+, that model regains a Wound or Hull Point.'
Oooh, cool.
I wonder if this could possibly overwrite Regeneration in the Tyranid codex.
That would be a refreshing change to regen...
Depends on how many wounds the model has.
If one wound, the new way is better,
if two wounds, they are equal
if 3 or more wounds, the old way is better.
24409
Post by: Matt.Kingsley
Vasarto wrote:Noir wrote:Vasarto wrote:I think GW made a MASSIVE MISTAKE!
So now I can take a Group of Grey Knight Paladins with Logan Grimnar and Ragnar Blackmane and give one of those models WS 5 from Ulrik?
WTF GW? YOU DO REALIZE HOW STUPID ADDING 30 BOYZ TO SM ARE DONT YA?
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Or Throwing freaking Death Company with Nobz!
I think its gonna break the game on day 1 and it will never recover. I just hope that they balanced it first and this is not just some stupid way of making players buy more than one army bull crap and other box kits and spend MORE of ....wait.....but that could make more monies for our FLNGS......
 You should read some before you post. 
How can I read a book that has not come out yet?
this is a RUMORS thread with people who have posted rules from the book concerning allies from people who OWN the book or have been leant it by their flgs
The OP has all the allies rules ready for you to read
494
Post by: H.B.M.C.
Vasarto wrote:How can I read a book that has not come out yet?
Start by reading this very thread.
33816
Post by: Noir
Vasarto wrote:Noir wrote:Vasarto wrote:I think GW made a MASSIVE MISTAKE!
So now I can take a Group of Grey Knight Paladins with Logan Grimnar and Ragnar Blackmane and give one of those models WS 5 from Ulrik?
WTF GW? YOU DO REALIZE HOW STUPID ADDING 30 BOYZ TO SM ARE DONT YA?
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Or Throwing freaking Death Company with Nobz!
I think its gonna break the game on day 1 and it will never recover. I just hope that they balanced it first and this is not just some stupid way of making players buy more than one army bull crap and other box kits and spend MORE of ....wait.....but that could make more monies for our FLNGS......
 You should read some before you post. 
How can I read a book that has not come out yet?
'
Post #1 would do. It has the info you needed. Instead of whining about stuff that you can't do.
30294
Post by: Nightbringer's Chosen
Vasarto wrote:How can I read a book that has not come out yet?
If only there were a 156 page thread about this kind of thing...
4308
Post by: coredump
A few questions for one of you kind souls...
I saw where it said you can't assault from reserves. Are there any 'bulk' exceptions to that rule? Like.. outflanking allows assaulting. Or anything, like a USR, to indicate that this rule will not quite be universal?
COuld you give some of the details about reserves. Is that 50% of your entire army? Or does that not count things that *have* to be put in reserve? (such as flyers.) How do drop pods and passengers figure into that?
What do standard reserves (not flyers) need to come in on turn 2? 3?
Flying MCs have special rules... does that count any MC with Wings? Or is it a special designation?
And last of all, could you please check on the particulars of how poison works now. What if S is equal to T? What if S is 3 higher than T? etc.
Thanks
22133
Post by: Spartan089
Anpu42 wrote:My bigerst change for the new wound alication is i am going to be using larger dice for Look out save [big clumsy hands, but i can fit a half dozen in my hand and roll the big dice one at time]
Automatically Appended Next Post:
Pyriel- wrote:Somebody is grumpy this morning.
Damn straight I´m grumpy this morning.
We thought boat and razorspam and minmaxed squads were boring, lame and killing the fun of this game.
I had hopes that 6ed would make it a bit more fun with less gakking spam and more actual foot troops/minis on the table.
Then I saw an example list made by "Therion" of with what we know of 6ed the new spam cheese will look like:
HQ
Orikan the Diviner: 165p
Overlord, Warscythe, MSS: 115p
Harbinger of Destruction, Solar Pulse: 55p
TROOPS
5 Warriors, Night Scythe: 165p
5 Warriors, Night Scythe: 165p
5 Warriors, Night Scythe: 165p
5 Warriors, Night Scythe: 165p
5 Warriors, Night Scythe: 165p
5 Warriors, Night Scythe: 165p
HEAVY SUPPORT
Doom Scythe: 175p
Doom Scythe: 175p
Doom Scythe: 175p
Total Points: 1850
Nice, GW, very nice. Thanks for killing the hobby by replacing a line of razorbacks with ten times worse crap. At least the razors didnt need a 6 to be hit with.
This whole desperately-need-to-sell-new-molds over actual balance and fun is going to far.
Unless something drastic is introduced that we just dont know anything about (not likely) these are the new tournament armies.
Hydras
Wow, didn't know good cheese was so expensive, $400 in flyers...you read that right, flyers. I have no doubt this will be the new Grey Knights. I'm not sure whats worse having to field 9 flyers or 9 hydras,. You see people this is why we can't have nice things. Edit: This is why we do get nice things, because GW knows that we will pay for them if they give them inherently broken rule sets. I predict we will be getting a plastic hydra kit soon....
Meanwhile at GW: MONEY FOR THE MONEY GOD! GOLD FOR THE GOLD THRONE! SPEND, FINANCE, TAX! SPEND, FINANCE, TAX! SPEND, FINANCE, TAX!
58411
Post by: RogueRegault
Fetterkey wrote:
Seriously this. Adding terrain to army selection is a brilliant move because it prevents armies-- especially non-vehicle heavy armies-- from being screwed if they end up on a Warhammer Fantasy-style board with no terrain.
That's always been the odd thing about seeing pictures of tournaments. The rulebooks typically say "25% cover" and my brothers and I comply by stacking one fourth of the board with terrain and than spreading it out. Tournaments nominally operating with the same rules always have less than half the cover we typically do.
54671
Post by: Crazyterran
Well, at least I can take the 40pts of Invulnerable save off my Librarian, and reallocate it.
Probably into Epistolary so I can get two warp charges. Or do Librarians already get that baseline? with the video, it's unclear.
We'll find out Saturday/Sunday/Monday, when the rulebook is out and the FAQs are released.
52704
Post by: Dantalian
coredump wrote:A few questions for one of you kind souls...
I saw where it said you can't assault from reserves. Are there any 'bulk' exceptions to that rule? Like.. outflanking allows assaulting. Or anything, like a USR, to indicate that this rule will not quite be universal?
COuld you give some of the details about reserves. Is that 50% of your entire army? Or does that not count things that *have* to be put in reserve? (such as flyers.) How do drop pods and passengers figure into that?
What do standard reserves (not flyers) need to come in on turn 2? 3?
Flying MCs have special rules... does that count any MC with Wings? Or is it a special designation?
And last of all, could you please check on the particulars of how poison works now. What if S is equal to T? What if S is 3 higher than T? etc.
Thanks
You cannot assault from reserves anymore, not even outflanking.
Reserves are now
Turn 1 - None
Turn 2 - 3+
Turn 3 - 3+
Turn 4 - Automatically in
As far as I can see only flyers are forced into reserves.
30294
Post by: Nightbringer's Chosen
Well, dammit. So Beasts and MCs are now immune to Difficult Terrain, and everyone else can take armour saves against it.
So much for that army. And just when it was turning out to be an interesting new strategy and all.
Even converted my own Tremorstaves for my Harbingers of Transmogrification. Blah.
I feel sorry for anyone who ordered the Forge World Night Spinner kits.
52704
Post by: Dantalian
Yah after reading through the book tonight it seems terrain modifiers aren't at all worth it.
4139
Post by: wuestenfux
Well, I've read the battle report in the WD: IG with allied GK vs. CSM with alled Daemons.
In the first turn of CSM, each enemy psyker got D3 hits of strength 3 and AP 2. Not sure what triggered this event. This is devastating against psykers without invulnerable save and only one wound, like GK in power armor!
The lucky player of IG+GK had no GK model on the board, they were all in reserve.
24409
Post by: Matt.Kingsley
I said that a little while ago, then only thing people seemed to register was GK=dead
It's mysterious terrain/objective
4139
Post by: wuestenfux
Matt.Kingsley wrote:I said that a little while ago, then only thing people seemed to register was GK=dead
It's mysterious terrain/objective
Mysterious rules for mysterious terrain/objective kills all GK in power armor at one go!
Poor GK.
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Post by: obsidianaura
It's interesting, looks like flyers that have been immobilised cant change speed they just zoom non stop. Which means if its transporting a unit they're stuck there until its shot down. As you cant disembark if the vehicle moves over 6. And whats this hover mode being required to drop guys off? I can't see anything about that? :S Looks like you could zoom in, then next turn disembark what's inside straight away then carry on zooming. And there's nothing I can see that stops you embarking on a zooming flyer either
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Post by: JB
wuestenfux wrote:Well, I've read the battle report in the WD: IG with allied GK vs. CSM with alled Daemons.
In the first turn of CSM, each enemy psyker got D3 hits of strength 3 and AP 2. Not sure what triggered this event. This is devastating against psykers without invulnerable save and only one wound, like GK in power armor!
The lucky player of IG+GK had no GK model on the board, they were all in reserve.
I forget its name but it targets ALL psykers on the table...not just the enemy ones.
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Post by: Xeriapt
Dantalian wrote:coredump wrote:A few questions for one of you kind souls... I saw where it said you can't assault from reserves. Are there any 'bulk' exceptions to that rule? Like.. outflanking allows assaulting. Or anything, like a USR, to indicate that this rule will not quite be universal? COuld you give some of the details about reserves. Is that 50% of your entire army? Or does that not count things that *have* to be put in reserve? (such as flyers.) How do drop pods and passengers figure into that? What do standard reserves (not flyers) need to come in on turn 2? 3? Flying MCs have special rules... does that count any MC with Wings? Or is it a special designation? And last of all, could you please check on the particulars of how poison works now. What if S is equal to T? What if S is 3 higher than T? etc. Thanks You cannot assault from reserves anymore, not even outflanking. Reserves are now Turn 1 - None Turn 2 - 3+ Turn 3 - 3+ Turn 4 - Automatically in As far as I can see only flyers are forced into reserves. Will help get my whole daemon army on the board faster at least.
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Post by: Nightbringer's Chosen
Dantalian wrote:Yah after reading through the book tonight it seems terrain modifiers aren't at all worth it.
Such a shame. After a decade of playing with the old Codex with no options, I was quite pleased to see that the new one had quite a few options for viable armies.
But with the new rules, it seems GW is pushing us away from some of the more interesting/fun ones and towards the ones that were already looking kind of cheesy and cookie-cutter.
Flyers get better, Scarabs get better, terrain modifiers get worse, Lychguard get worse...
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Post by: wuestenfux
JB wrote:wuestenfux wrote:Well, I've read the battle report in the WD: IG with allied GK vs. CSM with alled Daemons.
In the first turn of CSM, each enemy psyker got D3 hits of strength 3 and AP 2. Not sure what triggered this event. This is devastating against psykers without invulnerable save and only one wound, like GK in power armor!
The lucky player of IG+GK had no GK model on the board, they were all in reserve.
I forget its name but it targets ALL psykers on the table...not just the enemy ones.
Okay, thanks for this info. Its absolutely devastating. I guess that Warlock can also be targeted. But they have an inv. save and if fortuned can eventually survive.
25927
Post by: Thunderfrog
Haha..
"So yea. I paid 200 points for this Fortune of Redemption. I'll be placing it here in the center of my army. It's pretty big, so all of it's modules count as three buildings."
"Cool. I have these Ymgarls.."
I think putting Ymgarls in enemy bastions will be hilarious, assuming the codex rule of Dormant overrides the usual Outflank/Reserve no charge.
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Post by: DarkStarSabre
The irony is that Tyranids won't even notice that. Zoanthropes will soak it, Broodlords are remarkably resilient and HTs and Tervigons are high enough toughness to laugh it off.
25927
Post by: Thunderfrog
NM, found it myself in the images listed earlier. Thanks guys.
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Post by: Crazyterran
Thunderfrog wrote:Anyone know what STR perils of the warp hits at now?
I'd hate to whiff a ghosthelm and have my Farseer ID himself.
It's just one wound, no STR.
25927
Post by: Thunderfrog
Ninjad while attempting to ninja myself. lol
24956
Post by: Xca|iber
I'd be interested in seeing more concrete information about new/updated USRs. In particular, one of the leaks says that one of the generic "telepathy" psychic powers grants 'shrouding and stealth.' I'm curious to know what shrouding is. Also, soul-blaze, strikedown, etc.
If anybody's got the scoop, let me know.
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Post by: Crazyterran
target hostile losses fearless and treats all units as fear causing
I wonder if this would work against Ork Mobs...
Shrouding gives you +2 to your cover save. I haven't seen if it stacks with Stealth yet.
primary 3d6 - target leadership wounds to target unit
I also wonder if this will work against Fearless units.
24956
Post by: Xca|iber
Crazyterran wrote:target hostile losses fearless and treats all units as fear causing I wonder if this would work against Ork Mobs... Shrouding gives you +2 to your cover save. I haven't seen if it stacks with Stealth yet. Does it have any other restrictions (or rather, does either rule do something the other one doesn't)? Otherwise, I would imagine it stacks as there would be no reason for that telepathy power to grant both USRs. Then again, I've already noticed a psyber-lion's share of typos and grammatical errors in the book, so who knows...
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Post by: Dantalian
Is this what people were wanting to see?
54671
Post by: Crazyterran
Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
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Post by: DeathReaper
Dantalian, How does a model with 3 weapons get to attack?
is there anything about having 3 CCW's in there?
I only ask because of this:
http://www.dakkadakka.com/dakkaforum/posts/list/0/393443.page
32928
Post by: obsidianaura
obsidianaura wrote:It's interesting, looks like flyers that have been immobilised cant change speed they just zoom non stop. Which means if its transporting a unit they're stuck there until its shot down. As you cant disembark if the vehicle moves over 6.
And whats this hover mode being required to drop guys off? I can't see anything about that? :S
Looks like you could zoom in, then next turn disembark what's inside straight away then carry on zooming.
And there's nothing I can see that stops you embarking on a zooming flyer either
Actually they can, you can just get them out before the vehicle moves cant you?
52704
Post by: Dantalian
However, it's worth remembering that if a model has two or more melee weapons he gains +1 attack in close combat.
Engaged models with two single-handed weapons get +1 attack. Models with more than two weapons gain no additional benefit; you only get one extra Attack, even if you have four arms and a sword in each.
As far as I can see, if you can only use two weapons. So he would have to choose which two of the three he would attack with in the combat.
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Post by: d-usa
Dantalian wrote:
Is this what people were wanting to see?
For the work blocked:
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Post by: Bloodhorror
oooo can we see more of those plesae?
They seem awesome xD!
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Post by: H.B.M.C.
Crazyterran wrote:Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
And this is why Mysterious Terrain will be the second ruled banned at tournaments.
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Post by: Dantalian
Bloodhorror wrote:oooo can we see more of those plesae?
They seem awesome xD!
Sorry for bad quality, dark in my room.
And this is just artifacts, there is also mysterious forests and rivers as well as other mysterious terrain effects.
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Post by: Altruizine
Dear Rulebook Crew,
In the screenshot of the Fortifications rule it says, [b]"Fortifications count against the terrain density limit (discussed later) of the 2' by 2' area in which the majority of the Fortification lies."[/b[
Whoa, what? Terrain density limit? Can someone unpack that for me?
Have they finally standardized the amount of terrain you need to have on the board instead of just giving a limp recommendation for 25%?
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Post by: deejaybainbridge
The feel of the way the rules are written makes me think they have taken a lot from the last edition of fantasy.
Thanks for the photo's.
However they make we want to get my hands on the real thing.
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Post by: obsidianaura
Dantalian wrote: However, it's worth remembering that if a model has two or more melee weapons he gains +1 attack in close combat. Engaged models with two single-handed weapons get +1 attack. Models with more than two weapons gain no additional benefit; you only get one extra Attack, even if you have four arms and a sword in each. As far as I can see, if you can only use two weapons. So he would have to choose which two of the three he would attack with in the combat. I think it pretty much said even if you have 4 arms with 4 swords you only ever get 1 extra attact. Confusingly it just said two "weapons" not two close combat weapons for +1 attack in the section i looked at. Would these mean something like a GK strike squad marine gets +1 attack as he has a sword and storm bolter. It's seems doubtful as that'd make falchions pointless
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Post by: N.I.B.
Poison still allows rerolls when S>=T ?
4139
Post by: wuestenfux
Crazyterran wrote:Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
This is a bad prospect for GK players, not even worth to deploy the army.
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Post by: GoDz BuZzSaW
wuestenfux wrote:Crazyterran wrote:Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
This is a bad prospect for GK players, not even worth to deploy the army.
Well it does say in the GK codex that anything that specifically targets psykers is resolved just against the justicar, or one random model if he's dead, so it can only kill one from each unit a turn, providing you get 3 S3 hits and get your 1/3 wound.
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Post by: Grey elder
Dantalian wrote:xlEternitylx wrote:primalexile wrote:GW will not give it up early. I got mine from a friend.
Well crackers. I don't think I'll even bother asking if they're going to be Nazis about it. Funnily enough, it's not as though much is a surprise anymore, so the whole reason behind delaying my having it is moot. But that's the big gee dubs for ya.
primalexile wrote:If anyone has anymore questions i will attempt to answer them tomorrow. I have offered all my photos to the OP if he wants to put them on page 1.
If I may, I'd like to ask: We know what all the (generic) psychic powers are, and that they are determined by rolling a D6 and matching the result with the chart. What I don't recall seeing is a summary/breakdown of how said powers are cast. Since I'm Eldar and curious about the powers I could get...
-Are there mentions of the ability to re-roll to determine which power you get on the chart? What about duplicate results?
-Can you cast the same power twice without restriction (read: Eldrad v. regular seer) ?
-Is the last power under telepathy (the one that causes a D6 effect to the unit) a Psychic Shooting attack?
Thanks!!
http://img811.imageshack.us/img811/2111/page1uh.jpg
http://img17.imageshack.us/img17/1774/page2fqa.jpg
http://img440.imageshack.us/img440/8569/page3gx.jpg
Here is the psyker section. I'm currently researching your other questions.
Mother of God, until they FAQ this Rune Priest are looking to be one of the most overly powerful Anti-Psyker defence if I'm getting this right.
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Post by: wuestenfux
GoDz BuZzSaW wrote:wuestenfux wrote:Crazyterran wrote:Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
This is a bad prospect for GK players, not even worth to deploy the army.
Well it does say in the GK codex that anything that specifically targets psykers is resolved just against the justicar, or one random model if he's dead, so it can only kill one from each unit a turn, providing you get 3 S3 hits and get your 1/3 wound.
Makes sense and saves lifes.
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Post by: GoDz BuZzSaW
wuestenfux wrote:GoDz BuZzSaW wrote:wuestenfux wrote:Crazyterran wrote:Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
This is a bad prospect for GK players, not even worth to deploy the army.
Well it does say in the GK codex that anything that specifically targets psykers is resolved just against the justicar, or one random model if he's dead, so it can only kill one from each unit a turn, providing you get 3 S3 hits and get your 1/3 wound.
Makes sense and saves lifes.
I remember when the GK codex first came out and everyone was like, "OMG GK STORMRAVENS ARE SO GOOD AGAINST GKS, EVERY GUY JUST LIKE DIES" but once they read that it just cuts it out of the equation lol.
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Post by: insaniak
balsak_da_mighty wrote:Yeppers they came out in 3rd which it was half range for rapid fire, then it got FAQ'd pretty quick. Which didn't make sense to me honestly.
3rd Ed was 12". Some players just assumed it was supposed to be half range due to most RF weapons having a 24" range. Automatically Appended Next Post: wuestenfux wrote:Crazyterran wrote:Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
This is a bad prospect for GK players, not even worth to deploy the army.
Keep in mind that it is one random result, coming after another random result.
Besides, given how everyone has been complaining about Grey Knights taking over tournaments, anything that discourages a few of them can only be a good thing, surely?
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Post by: Hollowman
H.B.M.C. wrote:
You might find yourself alone here. I’ve never liked the idea that tripping over a tree branch would kill something as big as a Terminator or even a Marine, and the idea that it ignored whatever type of armour they were in was just silly.
I've never seen a tree branch labeled as dangerous terrain. It's stuff like lava flows, wildfire, raging rivers, unstable structures, quicksand... things that can sweep you off your feet, overheat you, overcome you with toxic fumes, collapse huge masses of steel or brick on you. Even if a terminator is living through that kind of thing, it's no stretch to imagine them functionally removed from combat, armor or no. I don't see why Hive Guard would be twice as likely to be swept downriver or sink in quicksand, compared to a terminator.
52704
Post by: Dantalian
Yah GK have taken quite a few hits in 6th.
Land Raiders have 4 hull points, making them weaker.
GK have no 'battle brothers'
Force Staves are now AP4
According to the book you cannot assault out of a vehicle unless you are open top or are in a "assault vehicle" (which I think the land raider is anyways).
On top of all the smaller buffs to shooting, meaning we will most likely kill more before they get into melee.
Also as I'm reading through the book some more, I noticed a USR change. Furious Charge now only adds +1 Strength to a charge! Meaning Orks will be I2 in combat all the time now lol.
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Post by: Praxiss
Sigvatr wrote:/wishlist on
Eldritch Anti-Air!
/wishlist off
/e: Just realized that Gauss Weapons still remain a very effective AA weapon. Can only hit on 6? Bitch please, we auto-glance at 6s anyway!
Yeah. I'm seeing oppotunities for big warrior blobs + res orb - yes you will only hit fliers on a 6 but if you get within 12" you'll be firing 40 shots....6's to glance, flyers have, what, 2/3 hull points? Dead flyer.
I dont see Flyers being quite as game ending as everyone fears.
i think this edition is tryign to encourage peopel to take more balanced lists rather than flyer-spam/venom spam etc.
58969
Post by: WonderAliceLand
Dantalian wrote:Yah GK have taken quite a few hits in 6th.
Land Raiders have 4 hull points, making them weaker.
GK have no 'battle brothers'
Force Staves are now AP4
According to the book you cannot assault out of a vehicle unless you are open top or are in a "assault vehicle" (which I think the land raider is anyways).
On top of all the smaller buffs to shooting, meaning we will most likely kill more before they get into melee.
Also as I'm reading through the book some more, I noticed a USR change. Furious Charge now only adds +1 Strength to a charge! Meaning Orks will be I2 in combat all the time now lol.
How are HPs making them weaker?
60
Post by: yakface
A disordered charge is one where you assault multiple enemy units at once, correct?
And you supposedly don't get the +1A bonus for charging when you do that too (I believe).
It seems in 6th edition you really have to choose whether or not it is worth it to make a multi-assault because you're not getting most charge-based bonuses if you do and you're going to get snap-fired on by every unit you assault as well.
Very interesting.
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Post by: GoDz BuZzSaW
Ryan_A wrote:Dantalian wrote:Yah GK have taken quite a few hits in 6th.
Land Raiders have 4 hull points, making them weaker.
GK have no 'battle brothers'
Force Staves are now AP4
According to the book you cannot assault out of a vehicle unless you are open top or are in a "assault vehicle" (which I think the land raider is anyways).
On top of all the smaller buffs to shooting, meaning we will most likely kill more before they get into melee.
Also as I'm reading through the book some more, I noticed a USR change. Furious Charge now only adds +1 Strength to a charge! Meaning Orks will be I2 in combat all the time now lol.
How are HPs making them weaker?
Because now 4 gauss hits kill them, as opposed to around 12-15 in the old rules.
52704
Post by: Dantalian
Ryan_A wrote:
How are HPs making them weaker?
Land Raiders biggest benefit was troll facing away Stuns and shakens. Now 4 result of ANY KIND will just kill it outright. And I play Tau, Railguns don't have that much trouble punching through the armor. I just have the amazing luck of penetrating a Land Raider 8 times and never killing the damn thing, now that is gone!
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Post by: WonderAliceLand
GoDz BuZzSaW wrote:Ryan_A wrote:Dantalian wrote:Yah GK have taken quite a few hits in 6th.
Land Raiders have 4 hull points, making them weaker.
GK have no 'battle brothers'
Force Staves are now AP4
According to the book you cannot assault out of a vehicle unless you are open top or are in a "assault vehicle" (which I think the land raider is anyways).
On top of all the smaller buffs to shooting, meaning we will most likely kill more before they get into melee.
Also as I'm reading through the book some more, I noticed a USR change. Furious Charge now only adds +1 Strength to a charge! Meaning Orks will be I2 in combat all the time now lol.
How are HPs making them weaker?
Don't they only hit on 6's? ANd besides, isn't it much better than taknig a roll on the damage table?
Because now 4 gauss hits kill them, as opposed to around 12-15 in the old rules. Automatically Appended Next Post: Dantalian wrote:Ryan_A wrote:
How are HPs making them weaker?
Land Raiders biggest benefit was troll facing away Stuns and shakens. Now 4 result of ANY KIND will just kill it outright. And I play Tau, Railguns don't have that much trouble punching through the armor. I just have the amazing luck of penetrating a Land Raider 8 times and never killing the damn thing, now that is gone!
True, they really need to fix that : / Automatically Appended Next Post: Can anyone look to see what the Gauss rules are in the new rulebook? And does anyone know if gauss is mentioned in the old BRB, I can't see anything about it. My biggest fear is still lancing weapons.
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Post by: schadenfreude
On the 1kp per 50 points how exactly does it work...does kp #2 come at 51,75, or 100 points?
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Post by: Charax
huh, so they changed the background of the psychneuein
52704
Post by: Dantalian
schadenfreude wrote:On the 1kp per 50 points how exactly does it work...does kp #2 come at 51,75, or 100 points?
From what I can see it's still a kill point system like 5th. So a Land Raider is still worth 1 point.
42687
Post by: Coyote81
Praxiss wrote:Sigvatr wrote:/wishlist on
Eldritch Anti-Air!
/wishlist off
/e: Just realized that Gauss Weapons still remain a very effective AA weapon. Can only hit on 6? Bitch please, we auto-glance at 6s anyway!
Yeah. I'm seeing oppotunities for big warrior blobs + res orb - yes you will only hit fliers on a 6 but if you get within 12" you'll be firing 40 shots....6's to glance, flyers have, what, 2/3 hull points? Dead flyer.
I dont see Flyers being quite as game ending as everyone fears.
i think this edition is tryign to encourage peopel to take more balanced lists rather than flyer-spam/venom spam etc.
Doing some really quick math. 6's to hit and 6's to glance, it takes 36 shots to get once glance, so if the flyer has 2 hull points it takes 72 shots on average to take it down, 108 if it has 3 hull points. I think your idea with 20man warrior blobs might be a touch over-enthusiastic.
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Post by: olympia
Has anyone confirmed that special characters are allowed to be taken as allies?
53726
Post by: elrabin
Dantalian wrote:
Land Raiders biggest benefit was troll facing away Stuns and shakens. Now 4 result of ANY KIND will just kill it outright. And I play Tau, Railguns don't have that much trouble punching through the armor. I just have the amazing luck of penetrating a Land Raider 8 times and never killing the damn thing, now that is gone!
It will still take a lot of Rail shots to reliably kill a Land Raider. 6 Broadsides (with TA) gives you ~80% chance to outright kill one (assuming no cover save). A third unit of 3 will likely ensure that it takes enough glances/pens to at least wreck.
The benefit now is it can be glanced to death easier by Necrons, Missile Launchers, and Lascannons.
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Post by: DarthOvious
wuestenfux wrote:Well, I've read the battle report in the WD: IG with allied GK vs. CSM with alled Daemons.
In the first turn of CSM, each enemy psyker got D3 hits of strength 3 and AP 2. Not sure what triggered this event. This is devastating against psykers without invulnerable save and only one wound, like GK in power armor!
The lucky player of IG+GK had no GK model on the board, they were all in reserve.
Saw that myself. Really worried about GKs after hearing these kind of things. I think the units count as a single psyker, so the hits will be distributed on the units except for special characters who will have to take the hits separately. I mean, what is the point in something like this? Random and fun I get, but this isn't random and fun, this is "lets pick on all the psykers". Tyranids will probably be affected as well quite badly by this.
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Post by: elrabin
DarthOvious wrote:wuestenfux wrote:Well, I've read the battle report in the WD: IG with allied GK vs. CSM with alled Daemons.
In the first turn of CSM, each enemy psyker got D3 hits of strength 3 and AP 2. Not sure what triggered this event. This is devastating against psykers without invulnerable save and only one wound, like GK in power armor!
The lucky player of IG+GK had no GK model on the board, they were all in reserve.
Saw that myself. Really worried about GKs after hearing these kind of things. I think the units count as a single psyker, so the hits will be distributed on the units except for special characters who will have to take the hits separately. I mean, what is the point in something like this? Random and fun I get, but this isn't random and fun, this is "lets pick on all the psykers". Tyranids will probably be affected as well quite badly by this.
The mystery terrain and artifacts are "optional." So feel free not to use them.
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Post by: DarthOvious
obsidianaura wrote:It's interesting, looks like flyers that have been immobilised cant change speed they just zoom non stop. Which means if its transporting a unit they're stuck there until its shot down. As you cant disembark if the vehicle moves over 6.
And whats this hover mode being required to drop guys off? I can't see anything about that? :S
Looks like you could zoom in, then next turn disembark what's inside straight away then carry on zooming.
And there's nothing I can see that stops you embarking on a zooming flyer either
Stormravens will be fine since they have rules from disembarking while moving flat out.
42687
Post by: Coyote81
DarthOvious wrote:obsidianaura wrote:It's interesting, looks like flyers that have been immobilised cant change speed they just zoom non stop. Which means if its transporting a unit they're stuck there until its shot down. As you cant disembark if the vehicle moves over 6.
And whats this hover mode being required to drop guys off? I can't see anything about that? :S
Looks like you could zoom in, then next turn disembark what's inside straight away then carry on zooming.
And there's nothing I can see that stops you embarking on a zooming flyer either
Stormravens will be fine since they have rules from disembarking while moving flat out.
Flatout is different then zooming. I don't think anyone is going to be jumping out of flyers inthis edition. It you want the ability to fly your nasty combat unit 36" in one turn, you have to take the risk of getting shot down and taking S10 no armor save hits.
44067
Post by: DarkStarSabre
DarthOvious wrote:wuestenfux wrote:Well, I've read the battle report in the WD: IG with allied GK vs. CSM with alled Daemons.
In the first turn of CSM, each enemy psyker got D3 hits of strength 3 and AP 2. Not sure what triggered this event. This is devastating against psykers without invulnerable save and only one wound, like GK in power armor!
The lucky player of IG+GK had no GK model on the board, they were all in reserve.
Saw that myself. Really worried about GKs after hearing these kind of things. I think the units count as a single psyker, so the hits will be distributed on the units except for special characters who will have to take the hits separately. I mean, what is the point in something like this? Random and fun I get, but this isn't random and fun, this is "lets pick on all the psykers". Tyranids will probably be affected as well quite badly by this.
I pointed out earlier that they wouldn't.
HTs and Tervigons - T6, Multiple Wounds, Options for Regen. Only wounded on a 6. Not a threat.
Broodlords - T4, multiple wounds. Wounded on a 5, not likely to be bothered as have a bubble brood to protect from everything else.
Zoanthropes - Here's my 3+ invulnerable save. Where's yours?
52704
Post by: Dantalian
elrabin wrote:
It will still take a lot of Rail shots to reliably kill a Land Raider. 6 Broadsides (with TA) gives you ~80% chance to outright kill one (assuming no cover save). A third unit of 3 will likely ensure that it takes enough glances/pens to at least wreck.
The benefit now is it can be glanced to death easier by Necrons, Missile Launchers, and Lascannons.
It will take quite a few to get it down by hull points, but a RailGun still can blow up the vehicle with a 50% chance on a penetration. If not blow it up, immobilize the guy so he can't deliver his pay load. On top of most lists that run a Land Raider ( GK) tend to only run 1-2 small vehicles with it. Those can easily be knocked off by Missile Pods on the Crisis Suits. So the opponent doesn't bring enough target saturation to the table to warrant me NOT shooting all my railguns at the Land Raider.
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Post by: DarthOvious
H.B.M.C. wrote:Crazyterran wrote:Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
And this is why Mysterious Terrain will be the second ruled banned at tournaments.
Indeed, to be honest I can see people just forgetting about the rule and not even bother using it. What other ingenius ideas are in there? It looks like there is probably 11 options to roll for. Does some random IC get a magic lascannon to the face if you roll a 3? Or how about all models with counter attack disappear off the table when 10 is rolled?
48860
Post by: Joey
Dantalian wrote:elrabin wrote:
It will still take a lot of Rail shots to reliably kill a Land Raider. 6 Broadsides (with TA) gives you ~80% chance to outright kill one (assuming no cover save). A third unit of 3 will likely ensure that it takes enough glances/pens to at least wreck.
The benefit now is it can be glanced to death easier by Necrons, Missile Launchers, and Lascannons.
It will take quite a few to get it down by hull points, but a RailGun still can blow up the vehicle with a 50% chance on a penetration. If not blow it up, immobilize the guy so he can't deliver his pay load. On top of most lists that run a Land Raider ( GK) tend to only run 1-2 small vehicles with it. Those can easily be knocked off by Missile Pods on the Crisis Suits. So the opponent doesn't bring enough target saturation to the table to warrant me NOT shooting all my railguns at the Land Raider.
Target saturation is why mech spam is still alive and kicking. IG and SM can still run a gak tonne of vehicles at any given points level.
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Post by: DarthOvious
obsidianaura wrote:Dantalian wrote:
However, it's worth remembering that if a model has two or more melee weapons he gains +1 attack in close combat.
Engaged models with two single-handed weapons get +1 attack. Models with more than two weapons gain no additional benefit; you only get one extra Attack, even if you have four arms and a sword in each.
As far as I can see, if you can only use two weapons. So he would have to choose which two of the three he would attack with in the combat.
I think it pretty much said even if you have 4 arms with 4 swords you only ever get 1 extra attact. Confusingly it just said two "weapons" not two close combat weapons for +1 attack in the section i looked at. Would these mean something like a GK strike squad marine gets +1 attack as he has a sword and storm bolter. It's seems doubtful as that'd make falchions pointless
Either that or you gain a further attack on top of that for having two falcions.
Cheesy, but I don't know. I would need to read the rule for falcions again.
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Post by: olympia
olympia wrote:Has anyone confirmed that special characters are allowed to be taken as allies?
Anyone? Bueller?
58692
Post by: DarthOvious
GoDz BuZzSaW wrote:wuestenfux wrote:Crazyterran wrote:Oh my.
Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
This is a bad prospect for GK players, not even worth to deploy the army.
Well it does say in the GK codex that anything that specifically targets psykers is resolved just against the justicar, or one random model if he's dead, so it can only kill one from each unit a turn, providing you get 3 S3 hits and get your 1/3 wound.
Oh crap, thats right, its against the Justicar. Well there goes my LD9 statline when that thing is activated then. May as well just fail all my morale checks and run off the board.
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Post by: Dantalian
olympia wrote:olympia wrote:Has anyone confirmed that special characters are allowed to be taken as allies?
Anyone? Bueller?
Allies
Battle Brothers
-Can be joined by allied Independent Characters.
-Are counted as being friendly units for the targeting of psychic powers, abilities and so on.
-However, note that not even Battle Brothers can embark in allied transport vehicles.
Allies of Convenience
-Can't benefit from the Warlord Train of an allied character.
-Cannot be joined by allied independent characters.
-Are not counted as friendly units for the targeting of psychic powers.
Desperate Allies
-Desperate Allies are treated exactly like Allied of Convenience. Furthermore, if your primary detachment is in a desperate alliance, units from that allied detachment are non-scoring, non-denial units.
In addition, the One Eye Open Special rule applies.
One Eye Open
At the start of your Movement phase, each of your units within 6" of a Desperate Ally unit must roll a D6 - on a roll of a 1, that unit cannot move, shoot, run or assault that turn (they are too busy watching for betrayal).
Page 112, 6th ed.
That's word for word all the restrictions it lists for allies at their various level.
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Post by: rattman
yakface wrote:
A disordered charge is one where you assault multiple enemy units at once, correct?
yes
And you supposedly don't get the +1A bonus for charging when you do that too (I believe).
yes
It seems in 6th edition you really have to choose whether or not it is worth it to make a multi-assault because you're not getting most charge-based bonuses if you do and you're going to get snap-fired on by every unit you assault as well.
correct
Very interesting.
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Post by: olympia
Thanks dantalian!
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Post by: DarthOvious
Coyote81 wrote:DarthOvious wrote:obsidianaura wrote:It's interesting, looks like flyers that have been immobilised cant change speed they just zoom non stop. Which means if its transporting a unit they're stuck there until its shot down. As you cant disembark if the vehicle moves over 6.
And whats this hover mode being required to drop guys off? I can't see anything about that? :S
Looks like you could zoom in, then next turn disembark what's inside straight away then carry on zooming.
And there's nothing I can see that stops you embarking on a zooming flyer either
Stormravens will be fine since they have rules from disembarking while moving flat out.
Flatout is different then zooming. I don't think anyone is going to be jumping out of flyers inthis edition. It you want the ability to fly your nasty combat unit 36" in one turn, you have to take the risk of getting shot down and taking S10 no armor save hits.
Ah ok, I get you. They are different rules.
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Post by: Joey
My friend just made an interesting point... IG allied with SM, attach a Lord Commissar to a marine squad, execute the leader if they fail morale check
Bonus points if they're terminators...
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Post by: DarthOvious
Joey wrote:My friend just made an interesting point... IG allied with SM, attach a Lord Commissar to a marine squad, execute the leader if they fail morale check
Bonus points if they're terminators...
 I don't think we've ever seen that in the fluff anywhere.
Commissar: Where are you going marine?!!!!!!!!
Marine: I'm outta here, se ya!!!!
Commissar: I don't think so boy!!! BANG!!
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Post by: Coyote81
Joey wrote:My friend just made an interesting point... IG allied with SM, attach a Lord Commissar to a marine squad, execute the leader if they fail morale check
Bonus points if they're terminators...
That made me LOL at work. I got some nice stares.
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Post by: DarkStarSabre
Coyote81 wrote:Joey wrote:My friend just made an interesting point... IG allied with SM, attach a Lord Commissar to a marine squad, execute the leader if they fail morale check
Bonus points if they're terminators...
That made me LOL at work. I got some nice stares.
It's an old trick.
My friend once decided to cheekily attach his Lord Commissar to Marneus Calgar's squad.
Use God of War now, I dare you.
BLAM. Dead Calgar
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Post by: Joey
Doesn't he have to actually fail a morale check? Anything that causes you to automatically fall back bypasses it iirc.
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Post by: Flashman
Not sure anyone will bother with Desperate Allies if there is 1/6 chance of units in close proximity not doing anything.
Allies of convenience lose some of the new bonuses, but not a lot of drawbacks.
Battle Brothers is going to be interesting though, particularly for Tau players. To quote Princess Leia in RotJ... "We have powerful friends..."
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Post by: Sigvatr
Matt.Kingsley wrote:Thimn wrote:Sigvatr wrote:Omg, I just browsed through my codex again, read Orikan's entry and...dear god, I did not realize this rule...
...if an enemy unit enters play from reserves, you may immediately deepstrike any deepstrike unit from your reservers...you know, like Flyers.
ALL OF THEM. At the same time. Sure, he gets to shoot at them. So what? Night Fight => either not being ableto shoot at all or the flyers get a 2+ (right?) cover save against shots and in your own upcoming turn, all of your flyers get to shoot at the enemy at the same time.
feth yeah.
Our books must be really different, Orikan in my codex has no such ability. Nemesor Zahndrek has that rule though
Zahndrek has it
My bad, yes, it's Zandrekh.
But yes, flyers can deepstrike. It's in our codex and unless FAQ'd out...
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Post by: Sephyr
Flashman wrote:Not sure anyone will bother with Desperate Allies if there is 1/6 chance of units in close proximity not doing anything.
Still worth it in many cases. I CSM can keep a Farseer and a Fire Prism in the back, providing psychic defense, dooming enemies and firing a long-range, twink-linked cannon away from the main force, for instance.
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Post by: H.B.M.C.
DarkStarSabre wrote:My friend once decided to cheekily attach his Lord Commissar to Marneus Calgar's squad.
Use God of War now, I dare you.
BLAM. Dead Calgar 
Ah-hah! Now Commissar Calgar can officially join his half brother's squad!
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Post by: Praxiss
Sigvatr wrote:Matt.Kingsley wrote:Thimn wrote:Sigvatr wrote:Omg, I just browsed through my codex again, read Orikan's entry and...dear god, I did not realize this rule...
...if an enemy unit enters play from reserves, you may immediately deepstrike any deepstrike unit from your reservers...you know, like Flyers.
ALL OF THEM. At the same time. Sure, he gets to shoot at them. So what? Night Fight => either not being ableto shoot at all or the flyers get a 2+ (right?) cover save against shots and in your own upcoming turn, all of your flyers get to shoot at the enemy at the same time.
feth yeah.
Our books must be really different, Orikan in my codex has no such ability. Nemesor Zahndrek has that rule though
Zahndrek has it
My bad, yes, it's Zandrekh.
But yes, flyers can deepstrike. It's in our codex and unless FAQ'd out...
But whats's the point? reserevs can eneter on Turn 2 now anyway so chances are you wont be losing muchgame time (thsi changes if you are againsta a Deamons player who come in on turn 1 i suppose). But then your expensive flyer sits there for a full turn (counts as moveign at Cruising but presumably not Zooming) and gets splattered before it has the chance to do anything.
I still fail to see the advantage of bringing in your own reservers in your opponents turn when they can't do anythign till the following turn and are basically just cannon fodder...expensive cannon fodder.
I am happy to be re-educated though.
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Post by: Saldiven
Is anyone besides myself reading the allies chart from the book as copied in the OP as meaning that one army cannot ally with itself?
I just ask because there were posts earlier on that suggested that it would be interesting to take Necrons allied with Necrons just got get multiples of the HQ's. The chart from the book doesn't list any ally ability at all where one army cross-references with another.
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Post by: Joey
Saldiven wrote:Is anyone besides myself reading the allies chart from the book as copied in the OP as meaning that one army cannot ally with itself?
I just ask because there were posts earlier on that suggested that it would be interesting to take Necrons allied with Necrons just got get multiples of the HQ's. The chart from the book doesn't list any ally ability at all where one army cross-references with another.
People assumed you could ally with yourself because they were willing to flat out make things up in order to complain about GW being rubbish.
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Post by: Drunkspleen
Saldiven wrote:Is anyone besides myself reading the allies chart from the book as copied in the OP as meaning that one army cannot ally with itself?
I just ask because there were posts earlier on that suggested that it would be interesting to take Necrons allied with Necrons just got get multiples of the HQ's. The chart from the book doesn't list any ally ability at all where one army cross-references with another.
You can't ally with yourself, the ally rules state an allied detachment "must be a different codex to the one used for the primary detachment"
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Post by: Mindshred
Saldiven wrote:Is anyone besides myself reading the allies chart from the book as copied in the OP as meaning that one army cannot ally with itself?
I just ask because there were posts earlier on that suggested that it would be interesting to take Necrons allied with Necrons just got get multiples of the HQ's. The chart from the book doesn't list any ally ability at all where one army cross-references with another.
You cannot ally with yourself.
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Post by: Praxiss
You can't ally with yourself (which is interseting if you wanted to ally with another codex SM army, so Ultramarines allied with Salamanders would seem to be a no-no for example).
But it looks like once you hit the 2000 point mark you can double up yor FOC table (so you could take 4 Necron SCs/Overlords)
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Post by: Davylove21
Am I wrong in thinking that you could very easily ally Salamanders and Ultramarines by just painting one troop choice green and taking Calgar + Vulkan anyway?
I can't get my head around the 'ally with yourself' benefit, if it had existed.
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Post by: Drunkspleen
Davylove21 wrote:Am I wrong in thinking that you could very easily ally Salamanders and Ultramarines by just painting one troop choice green and taking Calgar + Vulkan anyway?
I can't get my head around the 'ally with yourself' benefit, if it had existed.
It would have allowed an army with a minimum of 3 troops and 2 HQs to take up to 4 elites/fast attack/heavy support,
I.E. it would have let a fairly standard army stack more into it's preferred FOC slot before having to diversify.
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Post by: Praxiss
i suppose it woudl have allowed for soem FOC shennanigans.
As an exampel for necrons - if you coudl ally with yourself you coudl take you normal army very rough example)
Anraky
OLord CCB
Troops
Troops
Wraiths
Wraiths
Wraiths
Anni barge
Anni barge
Anni barge
Then with Allies take a further
CCB O-lord
Wraiths
Anni Barge
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Post by: Davylove21
Drunkspleen wrote:Davylove21 wrote:Am I wrong in thinking that you could very easily ally Salamanders and Ultramarines by just painting one troop choice green and taking Calgar + Vulkan anyway?
I can't get my head around the 'ally with yourself' benefit, if it had existed.
It would have allowed an army with a minimum of 3 troops and 2 HQs to take up to 4 elites/fast attack/heavy support,
I.E. it would have let a fairly standard army stack more into it's preferred FOC slot before having to diversify.
Oh, right. Just ally with one of the other chapters that have it's own book. In fact, it's better to take a Blood Angels pred, for example, with their fast vehicle madness.
EDIT: Oh yeah, would have benefitted non-marine books
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Post by: Joey
IG could have taken 4 Leman Russes at 1000 points. Lol.
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Post by: GoDz BuZzSaW
Joey wrote:IG could have taken 4 Leman Russes at 1000 points. Lol.
And like bazillions at 2000+ lol
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Post by: Drunkspleen
GoDz BuZzSaW wrote:Joey wrote:IG could have taken 4 Leman Russes at 1000 points. Lol.
And like bazillions at 2000+ lol
a 2000 point IG list could have been about 700 points on 4 company command squads and 6 veteran squads, and then 8 Heavy Support slots to fill with tanks as you see fit.
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Post by: TedNugent
Vasarto wrote:
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Oh my god......it's almost like....a Space Marine Chaplain!
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Post by: xxvaderxx
While i am still uneasy about Allies, playing space wolves do they do not seem to offer that much, the most usefull ones i can think of are blood angels, guard.
Guard for cheap access to a different flavor of psiker and may be cheaper blob units or armor.
And angels, what i will likelly be using is the sanquinary priest to give my Gray hunters and blood claws Furious charge and feel no pain.
Other than that, allies dont offer much.
How ever, i dont like this sales manouver, what is likelly going to happen is that every codex that comes out, will throw metta out of whack and you will need to keep buying the new crapp to stay competitive.
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Post by: mikhaila
TedNugent wrote:Vasarto wrote:
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Oh my god......it's almost like....a Space Marine Chaplain!
Yeah, except he can't)
You can't ever go in someone elses transport, and Maddoc can't join those squads.
Had a lot of fun reading through the book last night. There is an aweful lot of good stuff in this edition, and small fixes to a lot of things. Other things may be broken a bit. It will all sort itself out. Looking forward to some games this weekend.
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Post by: H.B.M.C.
What about the bits that aren't the rules mikhaila. 400 pages are quite a lot of pages, and I doubt they're all rules.
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Post by: wuestenfux
mikhaila wrote:TedNugent wrote:Vasarto wrote:
The combinations are limitless and endlessly broken! Now Mad Doc Grotsnik can lead a troop of like I dunno. SW or GK Terminators in a land raider into play and they now have feel no pain.
Oh my god......it's almost like....a Space Marine Chaplain!
Yeah, except he can't)
You can't ever go in someone elses transport, and Maddoc can't join those squads.
Had a lot of fun reading through the book last night. There is an aweful lot of good stuff in this edition, and small fixes to a lot of things. Other things may be broken a bit. It will all sort itself out. Looking forward to some games this weekend.
Lucky you, having already access to the new book!
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Post by: Nagashek
DarthOvious wrote:H.B.M.C. wrote:Crazyterran wrote:Talk about ending the game on turn one, A Grey Knight player could have his day ruined by that thing, hmm?
And this is why Mysterious Terrain will be the second ruled banned at tournaments.
Indeed, to be honest I can see people just forgetting about the rule and not even bother using it. What other ingenius ideas are in there? It looks like there is probably 11 options to roll for. Does some random IC get a magic lascannon to the face if you roll a 3? Or how about all models with counter attack disappear off the table when 10 is rolled? 
I'm not so certain about that. God knows that most 8e tournies still use those ridiculous and over the top terrain pieces there. :eyeroll:
Dantalian wrote:elrabin wrote:
It will still take a lot of Rail shots to reliably kill a Land Raider. 6 Broadsides (with TA) gives you ~80% chance to outright kill one (assuming no cover save). A third unit of 3 will likely ensure that it takes enough glances/pens to at least wreck.
The benefit now is it can be glanced to death easier by Necrons, Missile Launchers, and Lascannons.
It will take quite a few to get it down by hull points, but a RailGun still can blow up the vehicle with a 50% chance on a penetration. If not blow it up, immobilize the guy so he can't deliver his pay load. On top of most lists that run a Land Raider ( GK) tend to only run 1-2 small vehicles with it. Those can easily be knocked off by Missile Pods on the Crisis Suits. So the opponent doesn't bring enough target saturation to the table to warrant me NOT shooting all my railguns at the Land Raider.
I think the odds per broadside are actually much higher than that. it's a 4/9 chance per Broadside to take a hull point, so 4 of them would do it, even if you didn't get the penetrating 6 to destroy the vehicle. 8/9 to hit, 1/2 to glance or pen. Or 8/9 to hit, 1/3 to pen, then 1/2 to destroy. That's where it looks like you need 6 of them, but well before 6 you will have stripped off all the hull points. Boom.
On the topic of Necrons, if PE really does allow reroll of missed ranged attacks, then the Destroyers are back to near the top of the heap for AT dominance with their accuracy, rate of fire, and excellent strength value giving them an excellent multipurpose role.
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Post by: Dragosanii12
Joey wrote:IG could have taken 4 Leman Russes at 1000 points. Lol.
Err they can do that anyway, actually i think they can take errm 5 i'd need to check the points but i think you could have....
CCS
Vets
Vets
2 LRBT
2 LRBT
1 LRBT
Wow hell i might actually try that, me and my mates occasionnaly play 1K games on a small table when we cant be arsed seting up the big table. If this comes in under 1K i might roll it out for a laugh, se if any of them care to run the gauntlet!
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Post by: Praxiss
thinking about it....with Destroyers no getting re-rolls to hit in shooting now, and Gauss auto-glancing 9and removing hull points) on a 6....
Is there any real reason to take Heavy Destroyers now? A normal Destroyer can fire 3 shots at 24" so a squad of 4 has a pretty fair chance of wrecking a Land Raider by rollign 6's with Gauss guns, certainly a better chance than a Heavy Destroyer squad rolling a 6 to Penetrate and another 6 to blow it up.
Although i suppose a heavy D could get a double whammy - Hit and roll a 6 to Pen. The Pen takes off one hull point plus you get a roll on the table, but because you rolled a 6 you get ANOTHER auto glance for another Hull point off.
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Post by: tetrisphreak
Praxiss wrote:thinking about it....with Desroyers no gettgin re-rolsl to shoot, and Gauss auto-glancing on a 6.... Is there any real reason to take Heavy Destroyers now? A normal Destroyer can fire 3 shots at 24" so a squad fo 4 has a pretty fair chance of wrecking a land Raider by rollign 6's with Gauss guns. Although i suppose a heavy D could get a double whammy - Hit and roll a 6 to pen (lets say land raider). The pen takes off one hull point plus you get a roll on the table, but because you rolled a 6 you get ANOTHER auto glance for another Hull point off. Normal Destroyer Gauss Cannons are S5 AP3 Assault 2. Heavy Gauss are S9 AP2. I still see the purpose of having a mobile lascannon in a unit, or three. No confirmation/denial of PE working vs vehicles though, that would be the clincher. if PE only works on walkers/infantry then tesla destructors will still be king at killing vehicles in 6th. Edit - don't be ridiculous. a 6 to penetrate, that actually penetrates the vehicle doesn't give a bonus "glance" in addition now. It won't in 6th either.
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Post by: wuestenfux
Praxiss wrote:thinking about it....with Desroyers no gettgin re-rolsl to shoot, and Gauss auto-glancing on a 6....
Is there any real reason to take Heavy Destroyers now? A normal Destroyer can fire 3 shots at 24" so a squad fo 4 has a pretty fair chance of wrecking a land Raider by rollign 6's with Gauss guns.
Although i suppose a heavy D could get a double whammy - Hit and roll a 6 to pen (lets say land raider). The pen takes off one hull point plus you get a roll on the table, but because you rolled a 6 you get ANOTHER auto glance for another Hull point off.
Men, those Destroyers get mean now. One unit can easily kill one tank per round. Gauss is awesome now.
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Post by: CT GAMER
Sephyr wrote:Flashman wrote:Not sure anyone will bother with Desperate Allies if there is 1/6 chance of units in close proximity not doing anything.
Still worth it in many cases. I CSM can keep a Farseer and a Fire Prism in the back, providing psychic defense, dooming enemies and firing a long-range, twink-linked cannon away from the main force, for instance.
I weep for what this game is about to become...
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Post by: Drunkspleen
tetrisphreak wrote:Normal Destroyer Gauss Cannons are S5 AP3 Assault 2. Heavy Gauss are S9 AP2. I still see the purpose of having a mobile lascannon in a unit, or three.
No confirmation/denial of PE working vs vehicles though, that would be the clincher. if PE only works on walkers/infantry then tesla destructors will still be king at killing vehicles in 6th.
Edit - don't be ridiculous. a 6 to penetrate, that actually penetrates the vehicle doesn't give a bonus "glance" in addition now. It won't in 6th either.
There's no reason that PE wouldn't work against vehicles, obviously you won't get the "wound re-roll" part, but you will still get to re-roll 1s to hit against them, pending an overhaul by a FAQ.
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Post by: Anpu42
I saw in another thread that Allies can not take Special Characters.
True?
25247
Post by: N.I.B.
Please, Poison, how does it work. Can you still reroll to wound in combat if your strength is equal or higher than target's toughness?
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Post by: tetrisphreak
Anpu42 wrote:I saw in another thread that Allies can not take Special Characters.
True?
By all rule-holders' accounts that is False. No limit on special characters in ally detachments.
Which means my Tau will bring Mephiston along for the ride quite often. Automatically Appended Next Post: Drunkspleen wrote:tetrisphreak wrote:Normal Destroyer Gauss Cannons are S5 AP3 Assault 2. Heavy Gauss are S9 AP2. I still see the purpose of having a mobile lascannon in a unit, or three.
No confirmation/denial of PE working vs vehicles though, that would be the clincher. if PE only works on walkers/infantry then tesla destructors will still be king at killing vehicles in 6th.
Edit - don't be ridiculous. a 6 to penetrate, that actually penetrates the vehicle doesn't give a bonus "glance" in addition now. It won't in 6th either.
There's no reason that PE wouldn't work against vehicles, obviously you won't get the "wound re-roll" part, but you will still get to re-roll 1s to hit against them, pending an overhaul by a FAQ.
Alright then. Sounds good to me.
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Post by: DarkStarSabre
And my Death Guard shall feature Typhus brofisting Epidemius. A lot.
24153
Post by: tetrisphreak
DarkStarSabre wrote:And my Death Guard shall feature Typhus brofisting Epidemius. A lot.
Excellent. Let the clash of titans begin!
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Post by: Praxiss
tetrisphreak wrote:Praxiss wrote:thinking about it....with Desroyers no gettgin re-rolsl to shoot, and Gauss auto-glancing on a 6....
Is there any real reason to take Heavy Destroyers now? A normal Destroyer can fire 3 shots at 24" so a squad fo 4 has a pretty fair chance of wrecking a land Raider by rollign 6's with Gauss guns.
Although i suppose a heavy D could get a double whammy - Hit and roll a 6 to pen (lets say land raider). The pen takes off one hull point plus you get a roll on the table, but because you rolled a 6 you get ANOTHER auto glance for another Hull point off.
Normal Destroyer Gauss Cannons are S5 AP3 Assault 2. Heavy Gauss are S9 AP2. I still see the purpose of having a mobile lascannon in a unit, or three.
No confirmation/denial of PE working vs vehicles though, that would be the clincher. if PE only works on walkers/infantry then tesla destructors will still be king at killing vehicles in 6th.
Edit - don't be ridiculous. a 6 to penetrate, that actually penetrates the vehicle doesn't give a bonus "glance" in addition now. It won't in 6th either.
Meh, thought it was a pretty slim chance. If the rules aren't worded clearly enough though, thsi coudl be a conversationthat your local TFG brings up.
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Post by: Joey
Dragosanii12 wrote:Joey wrote:IG could have taken 4 Leman Russes at 1000 points. Lol.
Err they can do that anyway, actually i think they can take errm 5 i'd need to check the points but i think you could have....
CCS
Vets
Vets
2 LRBT
2 LRBT
1 LRBT
Wow hell i might actually try that, me and my mates occasionnaly play 1K games on a small table when we cant be arsed seting up the big table. If this comes in under 1K i might roll it out for a laugh, se if any of them care to run the gauntlet!
Squadrons don't count. If I hated myself that much, I'd use Penal Legionairres
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Post by: Drunkspleen
N.I.B. wrote:Please, Poison, how does it work. Can you still reroll to wound in combat if your strength is equal or higher than target's toughness?
It's all essentially the same as last edition. You do still get the re-roll.
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Post by: Byte
Flashman wrote:Not sure anyone will bother with Desperate Allies if there is 1/6 chance of units in close proximity not doing anything.
Allies of convenience lose some of the new bonuses, but not a lot of drawbacks.
Battle Brothers is going to be interesting though, particularly for Tau players. To quote Princess Leia in RotJ... "We have powerful friends..."
Could you be more specific or did I miss a post some where? Bonuses?
494
Post by: H.B.M.C.
Sharing special rules, buffs and bonuses.
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Post by: Drunkspleen
Just noticed the Appendix classifies the Nemesis Dreadknight as a character, so it can run around challenging people in Melee to engage in a duel with it's Strength 10 AP 2 attacks...
Personally it seems a bit unfair to me, especially given most of the Tyranid MCs don't have the same benefit, only their HQ ones do.
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Post by: Anpu42
Drunkspleen wrote:Just noticed the Appendix classifies the Nemesis Dreadknight as a character, so it can run around challenging people in Melee to engage in a duel with it's Strength 10 AP 2 attacks...
Personally it seems a bit unfair to me, especially given most of the Tyranid MCs don't have the same benefit, only their HQ ones do.
What about Lone Wolves
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Post by: Drunkspleen
Anpu42 wrote:Drunkspleen wrote:Just noticed the Appendix classifies the Nemesis Dreadknight as a character, so it can run around challenging people in Melee to engage in a duel with it's Strength 10 AP 2 attacks...
Personally it seems a bit unfair to me, especially given most of the Tyranid MCs don't have the same benefit, only their HQ ones do.
What about Lone Wolves
Yes, he is also a Character.
43229
Post by: Ovion
Ok, small update:
This is exactly how the FoC is now:
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Post by: Davylove21
"Regardless of what they look like, all frost blades or frost axes are power weapons that add 1 to the users strength"
I hope they've paid close attention to the FAQ's. The more I look through the books, the more arguments I can see without a good, clear, all encompassing FAQ
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Post by: Joey
Ohhh so if you want the second detachment, you need another HQ and two troops. Makes sense, though not much of a detriment for most armies.
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Post by: Drunkspleen
Where are you getting that both Allied detachments have to be the same allies, I see nothing to that effect at a quick glance of the allies rules.
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Post by: Davylove21
Ovion wrote:Ok, small update:
This is exactly how the FoC is now:
Wait, so, huh? Does that mean that at 2000 pts, anything I take in the extra FOC has to be identical to what I already have? Or am I just pranging out reading that?
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Post by: Joey
Can anyone with the rulebook tell me if the Leman Russ has the "Heavy" USR?
Also does the Executioner Cannon have "Gets Hot"?
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Post by: Drunkspleen
Davylove21 wrote:"Regardless of what they look like, all frost blades or frost axes are power weapons that add 1 to the users strength"
I hope they've paid close attention to the FAQ's. The more I look through the books, the more arguments I can see without a good, clear, all encompassing FAQ
There's no argument to be had here, it would be an AP 3 weapon that adds +1 to the users strength, it may seem silly, but the rules are very clear on the matter.
I agree a lot hinges on the FAQs right now to fix some balance issues that have come up by the generalized handling of things in the new rules, but the rules themselves are actually pretty soundly written. Automatically Appended Next Post: Joey wrote:Can anyone with the rulebook tell me if the Leman Russ has the "Heavy" USR?
Also does the Executioner Cannon have "Gets Hot"?
It is not classed as Heavy (note: it's a vehicle type, not a USR)
The Executioner Plasma Cannon is just "Heavy 3, Blast"
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Post by: kirsanth
Ovion wrote:Ok, small update:
This is exactly how the FoC is now:
Unless you play Tyranids.
We just get less FO slots.
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Post by: A Town Called Malus
Davylove21 wrote:Ovion wrote:Ok, small update:
This is exactly how the FoC is now:
Wait, so, huh? Does that mean that at 2000 pts, anything I take in the extra FOC has to be identical to what I already have? Or am I just pranging out reading that?
It means the additional primary detachment must be from the same Codex.
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Post by: pretre
kirsanth wrote:Ovion wrote:Ok, small update:
This is exactly how the FoC is now:
Unless you play Tyranids.
We just get less FO slots.
No, this is talking about multiple FOC for the same army, not allies.
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Post by: Ovion
Drunkspleen wrote:Where are you getting that both Allied detachments have to be the same allies, I see nothing to that effect at a quick glance of the allies rules.
Pg 110: Bigger Games
Specifies that it give the option to double everything at 2k, but you have to take the additional primary detachment first, and use the same army as the first primary and allied detachments if you do.
Davylove21 wrote:Wait, so, huh? Does that mean that at 2000 pts, anything I take in the extra FOC has to be identical to what I already have? Or am I just pranging out reading that?
If your primary detachment in Dark Eldar, then the additional one must also be Dark Eldar.
But you can put whatever you want in those additional slots.
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Post by: Byte
Davylove21 wrote:Ovion wrote:Ok, small update:
This is exactly how the FoC is now:
Wait, so, huh? Does that mean that at 2000 pts, anything I take in the extra FOC has to be identical to what I already have? Or am I just pranging out reading that?
I'm assuming "same codex". Not same units.
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Post by: kirsanth
He just said the FO chart. Tyranids still have less FO slots now. Sure, if both people bring two FO charts, Tyranids still can use two. . .smaller FO charts. editing to add: May have missed the context, but the statement is still true!
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Post by: DarkStarSabre
kirsanth wrote:He just said the FO chart.
Tyranids still have less FO slots now.
Sure, if both people bring two FO charts, Tyranids still can use two. . .smaller FO charts.
editing to add:
May have missed the context, but the statement is still true!
Yep. Tyranids get FOC-dipped due to allies.
Tyranids can not get 7 HS/Elite/ FA choices. They cannot get 5 HQ choices. They cannot get 14 Troops choices. Even if some of these are from different armies it's still a big deal.
And it will hurt. Like buggery.
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Post by: IronNerd
Ovion wrote:Ok, small update:
This is exactly how the FoC is now:
I feel like this whole deal has been seriously under-discussed. 2000 point games are the norm around here, and the FOC changes change the game even more than allies IMO. Heck, combine two Primary and two Secondary detachments and you could have 8 Heavy Support (or FA, or Elite, but I play Iron Warriors...) in a 2000 point game... compared to 3 now. Granted, I'd need to seriously skimp points in other places, but the amount of firepower there is staggering.
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