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6th Edition 40K FAQs UP NOW @ 2012/07/01 22:42:15


Post by: ShumaGorath


DarkStarSabre wrote:
Mr.Church13 wrote:
Vampirate of Sartosa wrote:So did anyone else notice that Waaagh!ing is now pretty much pointless?


Sure did! Anyone else notice how this edition slapped pretty much everything but Imperials and non Mat Ward codices with the good ole whiffle-nerf bat?


I don't know. I suppose I could say that....hmm...wait...no.

Was gonna say Orks got a boost but their army ability is a bit worthless and where some units got boosted others got ignored.
Tyranids got Psyker shenigans....if only any of their Psykers could cast a third of the abilities they have access too!

Chaos got a boost. Sort of. Khornate things got kicked but Nurgle got away all dirty.

All I say is allies - Typhus and Epidemius. Reach the magic number and Typhus becomes a GOD with 2+/5++/3+ FNP, Poison wounds on 2+ at AP2 and S5 with a force weapon. Or if he gets bored he could potentially put out 9 attacks.

Nurgle got away laughing.

Also, Chaos Spawn got kind of buffed? The wording on the FAQs is a bit vague - roll a D6 for each spawn, add them together, that is the total number of attacks the spawn get. .....Each? OH MY.


Shooting got strongly buffed, assaulting in general got made more random and in many cases weaker. This translates into a metagame shifted further towards the already dominant shooting portions of the game. There are more xenos armies forced into a purely melee role (Orks, tyranids) than imperial armies (None) so it appears that the edition is buffing imperial codices. In truth it's just buffing any army that doesn't bother to assault or which recieves assaults better than it makes them. Overwatch hurts armies with small light assault units like dark eldar badly and the reduction in cover and the general nerfing of fleet and flanking with assault forces hurts swarmy armies like nids and orks which relied on such tactics.

Guns and flying things are king in sixth.


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:43:58


Post by: junk


azazel the cat wrote:I've never seen what generally happens when an edition updates before, so I've got a question:

I don't see any generalized FAQ for the core rulebook. Does this means that the old 5th Ed. core FAQ is now null & void? (I would assume so).

If that is the case, then are there any rules that prevent using abilities that require LOS which are not psychic shooting attacks while embarked in a vehicle?

Because if not, then Anrakyr the Traveller just became awesome again if he's able to use Mind in the Machine while embarked on a CCBarge, now that the previous FAQ is gone.



Can anyone clarify?



EDIT: Lukas the Trickster + challenges = funny


Personally, I'd love for anrakyr to have his MITM on the move back, but I'm a little biased.
Best challenge model = Lone Wolf, Lukas, Crowe... win or lose, you still win.


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:47:29


Post by: acekevin8412


azazel the cat wrote:I've never seen what generally happens when an edition updates before, so I've got a question:

I don't see any generalized FAQ for the core rulebook. Does this means that the old 5th Ed. core FAQ is now null & void? (I would assume so).

If that is the case, then are there any rules that prevent using abilities that require LOS which are not psychic shooting attacks while embarked in a vehicle?

Because if not, then Anrakyr the Traveller just became awesome again if he's able to use Mind in the Machine while embarked on a CCBarge, now that the previous FAQ is gone.



Can anyone clarify?



EDIT: Lukas the Trickster + challenges = funny

I second this clarification, from what I have read, I think he can now use his ability.


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:49:38


Post by: AgeOfEgos


Yes, Anrakry is good again. It's an open topped transport and the book specifically states that open topped transports do not have specific fire points---instead all passengers in an open topped transport can fire, measuring range and line of sight from any point on the hull.


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:52:17


Post by: Widowsbane


After reading the brb rules related sections and such, probably the biggest game changer that I noticed is that you cannot charge out of a vehicle if it does not have the assault rule when you disembarked that turn(read here units in rhinos, razorbacks, etc.)...just one item that I think had not been mentioned yet...Otherwise it does not seem to me that any dex. got it any worse/better than the others. It is going to require that players approach list building, deployment, and game tactics with a new rules set in mind. (fill in this space with rant about crybabies and naysayers)

Looking forward to seeing lotsa you gents at the NOVA open...safe travels


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:53:11


Post by: Sigvatr


Anrakyr became even better as even if your enemy aircraft moved flat-out, you may still shoot with one of its weapon at normal BS.


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:59:37


Post by: Therion


Because if not, then Anrakyr the Traveller just became awesome again if he's able to use Mind in the Machine while embarked on a CCBarge, now that the previous FAQ is gone.

I can't see how the FAQ being gone changes anything at all. The rules that I've read state that you can draw line of sight from the vehicle for shooting attacks and psychic shooting attacks. You can't draw line of sight for other psychic powers for example, or special abilities like Mind in the Machine.

instead all passengers in an open topped transport can fire, measuring range and line of sight from any point on the hull.

Exactly. The passengers can fire. That means they can shoot. The text reads under the header 'passengers shooting from open-topped transports'. Unfortunately like I said special abilities like Mind in the Machine aren't shooting attacks or in fact attacks of any kind.


6th Edition 40K FAQs UP NOW @ 2012/07/01 22:59:56


Post by: Quark


Drunkspleen wrote:
skarsol wrote:
Fayric wrote:Fleet is a huge improvement for them, if you like footdar.

Why do people keep saying this?



That math was based on 2d6 with a flat re-roll of the full roll, It does NOT take into account Fleet's ability to re-roll an individual dice within the 2d6.


Actually, I made that chart based on rerolling *one* die, which was the only rumor I had heard at the time. It actually would get more complex to figuring out 2 dice, including figuring out at what distance and existing dice rolls you *should* attempt rerolling both dice for.

As an example, needing 6" for assault alone if you get 4" + 1" you clearly reroll the 1". But if you get 3" + 2" do you reroll just the 2" or both? A reroll of the 2" gives you a 66% chance of reaching the target, of both gives you a 72% chance - now figure that math out for every combination of initial roll + distance before deciding rerolls.

(Note: I haven't finished catching up on the thread yet, but wanted to clear up that interpretation).


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:07:00


Post by: The Dwarf Wolf


Baronyu wrote:You don't get an "improved chance to roll higher" when you get a reroll, you get "another chance to roll higher", the dice doesn't say "oh, hey, I rolled a 3 last time, I must roll a 4+ to please my master!"


At least in my case, they normally say "What!!! you want me to reroll? How you dare!!! I will roll 1 or 2..."

But that is the case, lets say the only moment when re-rolling a dice to charge is 100% good is when you got 1 on the first roll... At least you can measure exactly what distance you need, and only re-roll if needed (them, if you dont get high enough, it will not make any diference anyway).

One question: overwatch shoots happens even if the charge fail? And charging units keeps standing in place when charge fail? The awser is probably yeas to booth, but i really think that this time they would make it diferent...

Lets say i need a 7 to reach my enemy and only got 6, do my charging unit still move 6 toward the enemy? In 5th it made sense for charging units not moving (they knew they could not get there, so they just dont move), but in 6th, you roll because your unit will run an aleatory value, wich means that if they dont reach the enemy, they have tried to do it. Could even be more balanced with this overwatch snapfire (that in case of characters shooting, will always hit the most usefull model in the squad).

This edition in making me angry... If my group was not so "conservative", i would throw that ruleset away, and play that leaked rules from january...


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:08:54


Post by: AgeOfEgos


Therion wrote:
Because if not, then Anrakyr the Traveller just became awesome again if he's able to use Mind in the Machine while embarked on a CCBarge, now that the previous FAQ is gone.

I can't see how the FAQ being gone changes anything at all. The rules that I've read state that you can draw line of sight from the vehicle for shooting attacks and psychic shooting attacks. You can't draw line of sight for other psychic powers for example, or special abilities like Mind in the Machine.

instead all passengers in an open topped transport can fire, measuring range and line of sight from any point on the hull.

Exactly. The passengers can fire. That means they can shoot. The text reads under the header 'passengers shooting from open-topped transports'. Unfortunately like I said special abilities like Mind in the Machine aren't shooting attacks or in fact attacks of any kind.



Is there a section in the new book that addresses non-psychic special abilities that require LOS? I'm sincerely asking as I've missed it if there was.



If not, given the material we currently have;

Mind in the Machine triggers at the shooting phase
It requires LOS
It requires a 3+
CCB is an open topped transport that its passengers can draw LOS from any part of the hull

My impression that would be that yes, he can use Mind in the Machine from the CCB.


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:23:02


Post by: puree


The Dwarf Wolf wrote:
One question: overwatch shoots happens even if the charge fail? And charging units keeps standing in place when charge fail? The awser is probably yeas to booth, but i really think that this time they would make it diferent...

Lets say i need a 7 to reach my enemy and only got 6, do my charging unit still move 6 toward the enemy? In 5th it made sense for charging units not moving (they knew they could not get there, so they just dont move), but in 6th, you roll because your unit will run an aleatory value, wich means that if they dont reach the enemy, they have tried to do it. Could even be more balanced with this overwatch snapfire (that in case of characters shooting, will always hit the most usefull model in the squad).
.




you do overwatch.

You roll the dice.

If you can't make it you stand still. You never actually move if you won't atually get in contact.


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:25:04


Post by: Formosa


AgeOfEgos wrote:
Therion wrote:
Because if not, then Anrakyr the Traveller just became awesome again if he's able to use Mind in the Machine while embarked on a CCBarge, now that the previous FAQ is gone.

I can't see how the FAQ being gone changes anything at all. The rules that I've read state that you can draw line of sight from the vehicle for shooting attacks and psychic shooting attacks. You can't draw line of sight for other psychic powers for example, or special abilities like Mind in the Machine.

instead all passengers in an open topped transport can fire, measuring range and line of sight from any point on the hull.

Exactly. The passengers can fire. That means they can shoot. The text reads under the header 'passengers shooting from open-topped transports'. Unfortunately like I said special abilities like Mind in the Machine aren't shooting attacks or in fact attacks of any kind.



Is there a section in the new book that addresses non-psychic special abilities that require LOS? I'm sincerely asking as I've missed it if there was.



If not, given the material we currently have;

Mind in the Machine triggers at the shooting phase
It requires LOS
It requires a 3+
CCB is an open topped transport that its passengers can draw LOS from any part of the hull

My impression that would be that yes, he can use Mind in the Machine from the CCB.



unfortunatly there is nothing in the book that allows (that i and other have found so far) the use of ANY special ability from inside, with the notable exception of psykers, this means (unless someone can find it) that FNP auras, kantor and other AOE abilities dont seem to b able to work, as most people may remember the 5th book told us how to measure from the hull for such things... there is no such rule (found so far) in the 6th book

if anyone can find this rule (for NON shooting/psykers) please post up a page number, otherwise its case closed


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:27:43


Post by: Therion


CCB is an open topped transport that its passengers can draw LOS from any part of the hull

You conveniently forgot to finish that sentence with 'for shooting attacks'. That's what the rules say. Under the header "Passengers shooting from Open-topped Transports" it says: Open-topped Transports do not have specific Fire Points. Instead, all passengers in an Open-topped Transport can fire, measuring range and line of sight from any point on the hull of the vehicle.

And yes, the new rules also ban abilities like Weaken Resolve from being used from inside transports because every psychic ability needs you to declare a target. For you to be able to declare a target you have to be able to see it, and you can only draw line of sight for shooting attacks and psychic shooting attacks from transports.


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:33:41


Post by: AgeOfEgos


Therion wrote:
CCB is an open topped transport that its passengers can draw LOS from any part of the hull

You conveniently forgot to finish that sentence with 'for shooting attacks'. That's what the rules say.

And yes, the new rules also ban abilities like Weaken Resolve from being used from inside transports because every psychic ability needs you to declare a target. For you to be able to declare a target you have to be able to see it, and you can only draw line of sight for shooting attacks and psychic shooting attacks from transports.


It's not a psychic ability. It is an effect that requires Los and that is it, which the CCB provides.

If that were the case, you could not assault from the ccb either.

Regardless, if you want to further discuss it you should probably start a YMDC thread.


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:34:57


Post by: Therion


If that were the case, you could not assault from the ccb either.

What are you talking about now? You disembark from your transport in the movement phase and assaulting happens in a different phase altogether. Why would I want to discuss this subject? This case is closed.


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:38:40


Post by: AgeOfEgos


Therion wrote:
If that were the case, you could not assault from the ccb either.

What are you talking about now? You disembark from your transport in the movement phase and assaulting happens in a different phase altogether. This case is closed.



Just a quick reminder, we are discussing a rule for a toy soldier game---and given your flag, I doubt we will ever enjoy a game together. So there is really no need to get uptight about it, this is effectively mental masturbation.

RE: Assault
The CCB is a chariot. Chariots may declare an assault in the assault phase. You can only declare an assault against a unit you can see.

Again though, in interest of the general discussion for others--you should probably move this to YMDC if you feel strongly about it--I think we've belabored this thread enough with it .


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:46:18


Post by: Therion


AgeOfEgos wrote:The CCB is a chariot. Chariots may declare an assault in the assault phase. You can only declare an assault against a unit you can see.

The vehicle can see just fine and can declare assaults. The passenger can't see anything though. Units embarked on transports don't have line of sight to anything. What they can do though is shoot through fire points, and in the case of open-topped vehicles shoot from any part of the vehicle's hull. Everyone else has already accepted this and moved on but you keep on raging against it. Funnily enough you keep telling me to move this to YMDC, while you're the one who started talking about this subject and still continue to discuss it in the very same thread.


6th Edition 40K FAQs UP NOW @ 2012/07/01 23:56:57


Post by: Formosa


Therion wrote:
AgeOfEgos wrote:The CCB is a chariot. Chariots may declare an assault in the assault phase. You can only declare an assault against a unit you can see.

The vehicle can see just fine and can declare assaults. The passenger can't see anything though. Units embarked on transports don't have line of sight to anything. What they can do though is shoot through fire points, and in the case of open-topped vehicles shoot from any part of the vehicle's hull. Everyone else has already accepted this and moved on but you keep on raging against it. Funnily enough you keep telling me to move this to YMDC, while you're the one who started talking about this subject and still continue to discuss it in the very same thread.


like i said before, i cant find any reference to how non shooting and aura powers work in a transport, if it is indeed not in the book... then they cannot be used when embarked, short of another FAQ to resolve the issue, but as already stated this should be in YMDC... and it is, its under "kantor etc"


6th Edition 40K FAQs UP NOW @ 2012/07/02 00:01:26


Post by: Sigvatr


Therion wrote:
AgeOfEgos wrote:The CCB is a chariot. Chariots may declare an assault in the assault phase. You can only declare an assault against a unit you can see.

The vehicle can see just fine and can declare assaults. The passenger can't see anything though. Units embarked on transports don't have line of sight to anything. What they can do though is shoot through fire points, and in the case of open-topped vehicles shoot from any part of the vehicle's hull. Everyone else has already accepted this and moved on but you keep on raging against it. Funnily enough you keep telling me to move this to YMDC, while you're the one who started talking about this subject and still continue to discuss it in the very same thread.


Fluff says that you can draw LOS: "characters prefer to survey the battlefield from a lofty perch" (p.82, the bolded part). Not 100% rules ofc, but...oh well.


6th Edition 40K FAQs UP NOW @ 2012/07/02 00:03:17


Post by: Formosa


Sigvatr wrote:
Therion wrote:
AgeOfEgos wrote:The CCB is a chariot. Chariots may declare an assault in the assault phase. You can only declare an assault against a unit you can see.

The vehicle can see just fine and can declare assaults. The passenger can't see anything though. Units embarked on transports don't have line of sight to anything. What they can do though is shoot through fire points, and in the case of open-topped vehicles shoot from any part of the vehicle's hull. Everyone else has already accepted this and moved on but you keep on raging against it. Funnily enough you keep telling me to move this to YMDC, while you're the one who started talking about this subject and still continue to discuss it in the very same thread.


Fluff says that you can draw LOS: "characters prefer to survey the battlefield from a lofty perch" (p.82, the bolded part). Not 100% rules ofc, but...oh well.



hehehe i got it dont worry if no one else does

here is the YMDC link lads

http://www.dakkadakka.com/dakkaforum/posts/list/458691.page


6th Edition 40K FAQs UP NOW @ 2012/07/02 00:25:02


Post by: RogueRegault


The Dwarf Wolf wrote:
Baronyu wrote:You don't get an "improved chance to roll higher" when you get a reroll, you get "another chance to roll higher", the dice doesn't say "oh, hey, I rolled a 3 last time, I must roll a 4+ to please my master!"


At least in my case, they normally say "What!!! you want me to reroll? How you dare!!! I will roll 1 or 2..."

But that is the case, lets say the only moment when re-rolling a dice to charge is 100% good is when you got 1 on the first roll... At least you can measure exactly what distance you need, and only re-roll if needed (them, if you dont get high enough, it will not make any diference anyway).

One question: overwatch shoots happens even if the charge fail? And charging units keeps standing in place when charge fail? The awser is probably yeas to booth, but i really think that this time they would make it diferent...

Lets say i need a 7 to reach my enemy and only got 6, do my charging unit still move 6 toward the enemy? In 5th it made sense for charging units not moving (they knew they could not get there, so they just dont move), but in 6th, you roll because your unit will run an aleatory value, wich means that if they dont reach the enemy, they have tried to do it. Could even be more balanced with this overwatch snapfire (that in case of characters shooting, will always hit the most usefull model in the squad).

This edition in making me angry... If my group was not so "conservative", i would throw that ruleset away, and play that leaked rules from january...



A: The rules for Precision Shot specifically state that it can't be used with Snapfire, Blast weapons, or attacks that don't need to roll to hit. Characters can't remove specific models for hitting with overwatch.

B: You declare the assault, resolve overwatch, and then determine necessary charge range. So when you roll for charge, you're not rolling to move, you're trying to beat a number. So you can easily suss which dice you want to reroll with fleet. (If you need a 7 to reach the enemy, and you rolled a 1 and a 5, you can just reroll the 1. If you need a 9 and rolled two 3s, better to reroll both.)

C: Everybody gets a 3" pile in on their initiative step. That essentially means that every attacker except the closest model gets 3" extra charge range. Defenders don't get the 6" engagement move from 4th edition, so flanking assaults will actually get fewer defenders involved who can attack back. Since the pile in doesn't occur until their initiative step, positioning your special melee weapons such as Power Fists behind your normals protects them until they get to attack.

Also, I think Defensive Grenades will be a popular choice for assault troops that can take them. If the charge starts within 8", the unit gets a cover save bonus.


6th Edition 40K FAQs UP NOW @ 2012/07/02 01:14:45


Post by: azazel the cat


I would like to apologize for the rules debate I apparently started in this thread. I thought it was just a simple question, until people who do not yet have the book began trying to answer it.

I humbly withdraw the question, and will ask it elsewhere.


6th Edition 40K FAQs UP NOW @ 2012/07/02 02:48:47


Post by: Crazyterran


Jidmah wrote:
Crazyterran wrote:So, if a Sergeant challenges a Nob Squad, which Nob fights?



The ork player picks one. Explicitly covered in the rules.


The joke was missed, I am sad. :(


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:09:36


Post by: crazy beanz


So is it you get 2 hq, 3 elite, fast, heavy and 6 troop plus an allied detachment. Thus being 3 hq, 4 e, fa, hvy and 8 troops? I ask this because on pg 110 is says for bigger games "this gives you access up to six choices each from elites, fast attacks and heavy support, up to four HQchoices, an additional allied detachment and an additional fortification". Anyone else pick up on this or am i just wrong on this entirely.


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:13:06


Post by: Anvildude


I think the Detachments are completely seperate from the extra FoC. It's like in Fantasy, where you can normally only have 3 Special and 2 Rare choices that are identical to each other, but in 'Grand Armies', of over 3000 points, you can have more. In less than 2000 point armies, you have the normal FoC, plus Allies. In 2000 point and up armies, you have doubled FoC, plus Detachments.


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:27:03


Post by: RegulusBlack


so wait you cant use Weaken Resolve from inside a transport (i thought it was a witchfire power, thus giving the deny the witch ability as all maledictions are?)


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:30:02


Post by: crazy beanz


So in 1999 point games i can field a total of 3 hqs (2 from primary and 1 from an allied detachment). In2000 pts 6 hqs (4 from two primary and 1 additional from the two allied detatchments? Do i have this right?


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:34:02


Post by: Anvildude


Not certain about whether the Allies double at 2000 or not, but as far as I understand it, that's the gist of it.


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:38:28


Post by: RegulusBlack


can Invulnerable saves be taken against perils of the warp?

under the heading invulnerable save it says "suffers any wound"

under perils it says "suffers 1 wound with no saves of any kind allowed"

i thought invulnerable always allowed you to make saves against things you normally could not?

confused......


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:51:28


Post by: Fafnir


Not even invulnerable saves can be taken against perils.


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:54:01


Post by: warboss


crazy beanz wrote:So in 1999 point games i can field a total of 3 hqs (2 from primary and 1 from an allied detachment). In2000 pts 6 hqs (4 from two primary and 1 additional from the two allied detatchments? Do i have this right?


Unfortunately yes. (as long as you meet the troop requirements of 2 from each primary and 1 from each allied force). With 6 HQs and 6 Troops, that doesn't leave much room for anything else though in the 2000pts.


6th Edition 40K FAQs UP NOW @ 2012/07/02 03:55:08


Post by: RegulusBlack


thank you sir, for the clarification.

do you know anything about the weaken resolve not being able to be fired from a transport thing someone else stated earlier?


6th Edition 40K FAQs UP NOW @ 2012/07/02 04:06:17


Post by: azazel the cat


RegulusBlack wrote:thank you sir, for the clarification.

do you know anything about the weaken resolve not being able to be fired from a transport thing someone else stated earlier?


Prior to that strange 5th Ed. FAQ ruling, you always could do it... now that the 5th Ed. FAQ no longer applies, I would assume so, however someone with the actual rulebook should probably explain any rule that states yes/no on the issue, and hopefully even cite a page number in the process.


6th Edition 40K FAQs UP NOW @ 2012/07/02 04:17:30


Post by: RegulusBlack


thx azazel,

seems pretty straightforward to me, used during a shooting attack would seem the intent was that it was a shooting power but, i can see how rules lawyers would say it has to be specific.


6th Edition 40K FAQs UP NOW @ 2012/07/02 04:32:16


Post by: Farseer Mael Dannan


pretre wrote:Did they put power blades from warp spiders in the BBB? Right now they aren't PW but give an extra attack and ignore armor saves (unlike banshees who have pw).


I really like this buff for Warp Spiders. They fall inline with Bone Swords and will make me greatly consider bringing them more often. Additionally Swooping Hawks got a lot better as now they can DS in and throw their haywire grenades. Everything else about the Eldar FaQ is alright, I will miss str9 Witchblades though. :(

Good and bad side on my Black Templars. Rage (+2 Attacks) instead of the old PE (rerolls to hit) really increased our strength statistically at least. However we took a hit with Furious Charge, Character Challenges, and Power Weapons. Seems like it will equal out nicely, and the Emperor's Champion got a much needed buff from the +2 attacks.

It seems like my Imperial Guard weathered the storm the best, the Vendetta just got THAT much better. Having the Hydra among all the armies that seem lacking of AA is also really nice. Otherwise they will do pretty good but parking lot got a debuff....blob got a buff.


6th Edition 40K FAQs UP NOW @ 2012/07/02 05:41:07


Post by: Dark Phoenix


Hello,

i've just thought of something that may help Tau player for the lack of Target Lock :

with the new rules, any character can split fire, right?
And this FAQ say that Team Leader or Sha'vre unit type is : Jetpack, Character

So Target lock is more limited, but free on the leader.... (Or I've really messed up the book with the rumors... The book is at my FLGS, can't check right now)

=> edit : Thanks Chrysis, I should stop thinking to 40K rulings in the morning before my third coffee...


Too bad I don't really like what is happening to my Eldar (love my CC squads, even if they are quite inefficient right now...), but my Tau seem to get a boost.
Well, at least I have 2 army that get well along on the alliance chart...

P.S. : Sorry for my bad English, but everyone knows that French people can't type English correctly...





6th Edition 40K FAQs UP NOW @ 2012/07/02 05:46:17


Post by: Chrysis


You've messed up. Any character can do Precision Hits, where they allocate the wounds from any of their rolls of a 6 to hit (as long as it isn't Blast, Template or a Snap Shot). They can't split fire at all.


6th Edition 40K FAQs UP NOW @ 2012/07/02 05:55:43


Post by: Dark Phoenix


Argh, crap thanks for correcting me but between the new rules the rumors and the 5th ed, I may have to stop for a while and really read again the rules carefully.

Well back to the drawing board!



6th Edition 40K FAQs UP NOW @ 2012/07/02 06:13:42


Post by: The Dwarf Wolf


warboss wrote:
crazy beanz wrote:So in 1999 point games i can field a total of 3 hqs (2 from primary and 1 from an allied detachment). In2000 pts 6 hqs (4 from two primary and 1 additional from the two allied detatchments? Do i have this right?


Unfortunately yes. (as long as you meet the troop requirements of 2 from each primary and 1 from each allied force). With 6 HQs and 6 Troops, that doesn't leave much room for anything else though in the 2000pts.


My next 2000 points army will be an "all character" space wolves army... No wording on that was changed, so, each HQ slot in a space wolf army means 2 HQ in the room ^^ (8+1 HQs, 3 troops )


6th Edition 40K FAQs UP NOW @ 2012/07/02 06:18:20


Post by: Fafnir


The Dwarf Wolf wrote:
warboss wrote:
crazy beanz wrote:So in 1999 point games i can field a total of 3 hqs (2 from primary and 1 from an allied detachment). In2000 pts 6 hqs (4 from two primary and 1 additional from the two allied detatchments? Do i have this right?


Unfortunately yes. (as long as you meet the troop requirements of 2 from each primary and 1 from each allied force). With 6 HQs and 6 Troops, that doesn't leave much room for anything else though in the 2000pts.


My next 2000 points army will be an "all character" space wolves army... No wording on that was changed, so, each HQ slot in a space wolf army means 2 HQ in the room ^^ (8+1 HQs, 3 troops )


5 troops.


6th Edition 40K FAQs UP NOW @ 2012/07/02 13:59:54


Post by: jmurph


Why do all characters? Just use Wolfguard and precision shot with CMLs firing kraks. BOOM HEADSHOT!


6th Edition 40K FAQs UP NOW @ 2012/07/02 15:59:47


Post by: Necronic Angel


Trazyn just got a huge boost as well, with the CCB as a chariot he can now use his Empathic Obliterator from it in assault!


6th Edition 40K FAQs UP NOW @ 2012/07/02 16:57:34


Post by: Arrathon


Not sure this was asked or said, But grey knight power weapons are now unusual(they keep thier rules in their codex) and are ap3. So the Warding staff is not a "staff" type weapon then Common sense would say. Or am i completely wrong and missed something


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:20:38


Post by: Joe Mama


Arrathon wrote:Not sure this was asked or said, But grey knight power weapons are now unusual(they keep thier rules in their codex) and are ap3. So the Warding staff is not a "staff" type weapon then Common sense would say. Or am i completely wrong and missed something


I agree with you, if GK halberds don't follow general halberd power weapon rules, than neither do GK staves. All those unusual force weapons the GKs have are AP3 unless otherwise stated in their own rules (like their hammer, which is AP2). GK Falchions, Swords, Halbreds and Staves are all AP3, plus whatever special abilities the GK codex gives for each of them. I don't see how to read the rule in the new rulebook any other way.


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:24:17


Post by: Fafnir


Correct. Even though Halberds say they are Halberds, and Staves say they are Staves, they are not actually halberds or staves, as the FAQ outlines.

Such is the genius of GW's writing.


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:30:48


Post by: leohart


Thanks to GW, now I HAVE to re-model my librarian since he is holding a staff. He can't even kill a normal space marine with that staff.


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:33:18


Post by: pretre


leohart wrote:Thanks to GW, now I HAVE to re-model my librarian since he is holding a staff. He can't even kill a normal space marine with that staff.

I thought staves fell under 'Unusual Force Weapons' and were AP3?


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:35:08


Post by: Joe Mama


pretre wrote:
leohart wrote:Thanks to GW, now I HAVE to re-model my librarian since he is holding a staff. He can't even kill a normal space marine with that staff.

I thought staves fell under 'Unusual Force Weapons' and were AP3?


That's what we were just saying! Scroll up a little.


Also, magnets for ICs is usually a good idea.


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:50:49


Post by: leohart


Not GK librarian, just a good old Space Marine librarian (e.g. from the finecast librarian in terminator armour kit). He clearly has a staff.


6th Edition 40K FAQs UP NOW @ 2012/07/02 17:51:38


Post by: ShumaGorath


leohart wrote:Not GK librarian, just a good old Space Marine librarian (e.g. from the finecast librarian in terminator armour kit). He clearly has a staff.


GW has sold librarian models with axes as well.



6th Edition 40K FAQs UP NOW @ 2012/07/02 18:36:45


Post by: Joe Mama


leohart wrote:Not GK librarian, just a good old Space Marine librarian (e.g. from the finecast librarian in terminator armour kit). He clearly has a staff.


That's your own fault for using Finecast. Sorry dude.


6th Edition 40K FAQs UP NOW @ 2012/07/02 18:56:22


Post by: Fafnir


Joe Mama wrote:
leohart wrote:Not GK librarian, just a good old Space Marine librarian (e.g. from the finecast librarian in terminator armour kit). He clearly has a staff.


That's your own fault for using Finecast. Sorry dude.


Wait, why is it his fault?


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:00:50


Post by: pretre


Fafnir wrote:
Joe Mama wrote:
leohart wrote:Not GK librarian, just a good old Space Marine librarian (e.g. from the finecast librarian in terminator armour kit). He clearly has a staff.


That's your own fault for using Finecast. Sorry dude.


Wait, why is it his fault?

I think you'll find your experience on Dakka is better if you use the Ignore button in certain circumstances.


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:03:48


Post by: Joe Mama


Fafnir wrote:
Joe Mama wrote:
leohart wrote:Not GK librarian, just a good old Space Marine librarian (e.g. from the finecast librarian in terminator armour kit). He clearly has a staff.


That's your own fault for using Finecast. Sorry dude.


Wait, why is it his fault?


Relax. It was a joke.


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:16:26


Post by: The Dwarf Wolf


jmurph wrote:Why do all characters? Just use Wolfguard and precision shot with CMLs firing kraks. BOOM HEADSHOT!


For the fun of having 8 HQs in the table (and practicaly nothing else).

And I say: sher-up WYGIWYS, my Rune Priest is modeled with a blade, but it specify in his profile as a force weapon... I dont know what is a force weapons now, but i suspect it S:-r, AP3.

My Wolf Guard Battle Leader in other way, Carry a Power Weapon who looks like an axe... I dont care what you say, that thing dont strike at Initiative 1!!!

What is freaking me is the Crozius Arcanun, i really like my wolf priest, someone said now crozius act as a maul, and sudenly it dont ignore marine armors anymore... :(


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:19:06


Post by: pretre


The Dwarf Wolf wrote:And I say: sher-up WYGIWYS, my Rune Priest is modeled with a blade, but it specify in his profile as a force weapon... I dont know what is a force weapons now, but i suspect it S:-r, AP3.

That would be a force sword. So, yes.

My Wolf Guard Battle Leader in other way, Carry a Power Weapon who looks like an axe... I dont care what you say, that thing dont strike at Initiative 1!!!

Unfortunately, yes it does. If you purchased a power weapon or frost weapon from the SW codex, then it will be a power axe or frost axe. Might I suggest switching to a sword?

What is freaking me is the Crozius Arcanun, i really like my wolf priest, someone said now crozius act as a maul, and sudenly it dont ignore marine armors anymore... :(

Technically, only the C:SM Crozius is a maul right now. C:SW is listed as 'Crozius Arcanum (Power Weapon)' vs C:SM 'Crozius Arcanum' and didn't get a FAQ ruling. That will probably change though.


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:33:51


Post by: Farseer Mael Dannan


pretre wrote:Unfortunately, yes it does. If you purchased a power weapon or frost weapon from the SW codex, then it will be a power axe or frost axe. Might I suggest switching to a sword?


Unless he is going to tournaments, making this clear to his opponent should be good enough.


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:35:12


Post by: Fafnir


Farseer Mael Dannan wrote:
pretre wrote:Unfortunately, yes it does. If you purchased a power weapon or frost weapon from the SW codex, then it will be a power axe or frost axe. Might I suggest switching to a sword?


Unless he is going to tournaments, making this clear to his opponent should be good enough.


The key here is also consistency. Every frost sword in his army should be as easily identifiable and consistent with every other frost sword in the army. The same goes for every other weapon. This is where the problems start.


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:36:48


Post by: Chimaera


Joe Mama wrote:
Arrathon wrote:Not sure this was asked or said, But grey knight power weapons are now unusual(they keep thier rules in their codex) and are ap3. So the Warding staff is not a "staff" type weapon then Common sense would say. Or am i completely wrong and missed something


I agree with you, if GK halberds don't follow general halberd power weapon rules, than neither do GK staves. All those unusual force weapons the GKs have are AP3 unless otherwise stated in their own rules (like their hammer, which is AP2). GK Falchions, Swords, Halbreds and Staves are all AP3, plus whatever special abilities the GK codex gives for each of them. I don't see how to read the rule in the new rulebook any other way.


The BRB pg60 states that Halberds are axes and as such would be AP2 and +1S & a Warding Staff would count as a blunt weapon AP4 and +2S or do I have this wrong ?


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:37:33


Post by: pretre


Farseer Mael Dannan wrote:
pretre wrote:Unfortunately, yes it does. If you purchased a power weapon or frost weapon from the SW codex, then it will be a power axe or frost axe. Might I suggest switching to a sword?


Unless he is going to tournaments, making this clear to his opponent should be good enough.

But then we are proxying. If you're cool with proxying in friendly games, that's fine. I'm not a fan.

edit: in our group, we generally allow proxies for testing, but not for long term stuff.


6th Edition 40K FAQs UP NOW @ 2012/07/02 19:47:21


Post by: Joe Mama


Chimaera wrote:
Joe Mama wrote:I agree with you, if GK halberds don't follow general halberd power weapon rules, than neither do GK staves. All those unusual force weapons the GKs have are AP3 unless otherwise stated in their own rules (like their hammer, which is AP2). GK Falchions, Swords, Halbreds and Staves are all AP3, plus whatever special abilities the GK codex gives for each of them. I don't see how to read the rule in the new rulebook any other way.


The BRB pg60 states that Halberds are axes and as such would be AP2 and +1S & a Warding Staff would count as a blunt weapon AP4 and +2S or do I have this wrong ?


You have this wrong because that part describes regular power weapons, meaning regular power swords, regular power axes, regular power staves, regular halberds. The paragraph on unusual force weapons is what applies to GK weapons, because they are all unusual force weapons (nemesis). Unusual force weapons are AP3, unless stated otherwise. And the only one which states otherwise is the hammer, which acts like a hammer.


6th Edition 40K FAQs UP NOW @ 2012/07/02 20:03:10


Post by: Chimaera


Joe Mama wrote:
Chimaera wrote:
Joe Mama wrote:I agree with you, if GK halberds don't follow general halberd power weapon rules, than neither do GK staves. All those unusual force weapons the GKs have are AP3 unless otherwise stated in their own rules (like their hammer, which is AP2). GK Falchions, Swords, Halbreds and Staves are all AP3, plus whatever special abilities the GK codex gives for each of them. I don't see how to read the rule in the new rulebook any other way.


The BRB pg60 states that Halberds are axes and as such would be AP2 and +1S & a Warding Staff would count as a blunt weapon AP4 and +2S or do I have this wrong ?


You have this wrong because that part describes regular power weapons, meaning regular power swords, regular power axes, regular power staves, regular halberds. The paragraph on unusual force weapons is what applies to GK weapons, because they are all unusual force weapons (nemesis). Unusual force weapons are AP3, unless stated otherwise. And the only one which states otherwise is the hammer, which acts like a hammer.


I see where you are coming from on the unusual force weapons. GK's just got a CC weaponary downgrade of sorts i.e. not as effective against armour with a 2+ save. Not a bad thing

If I have this right it means Draigo's Titansword is also AP3.


6th Edition 40K FAQs UP NOW @ 2012/07/02 20:25:59


Post by: The Dwarf Wolf


pretre wrote:
Farseer Mael Dannan wrote:
pretre wrote:Unfortunately, yes it does. If you purchased a power weapon or frost weapon from the SW codex, then it will be a power axe or frost axe. Might I suggest switching to a sword?


Unless he is going to tournaments, making this clear to his opponent should be good enough.

But then we are proxying. If you're cool with proxying in friendly games, that's fine. I'm not a fan.

edit: in our group, we generally allow proxies for testing, but not for long term stuff.


See, that is the problem with such limited classification of weapons -> it left less space for your imagination.

Anyway, i will be clearing to my oponente how my WGBL is equiped with a "frost blade" rulewise, axes still have blades ^^

About the crozius: yeah, i see how things can become tricky here. But Space Wolves codex have no description of what is a crozius, it just tell you, in the army list, that a wolf priest gets a crozius (its in the wargear, and that is the only reference to it in the rules). In Codex Marines the crozius have his own description, wich tell it work like a power weapon. Now, in the new rulebook the crozius is described with diferent rules than in the codex, normally the codex would surpass the rulebook, but the FAQ specifically tell you to use another description. So the reference to a crozius arcanum in the space wolves codex would just point to the BRB. If it was not that "power weapon" in parentesis, fallowing the ONLY reference to crozius arcanun in the Space Wolves Codex. What i am suposed to do about it? In 5th it was there just to point how the crozius worked, in 6th i should ignore the parentesis thing? Or should i consider it a codex rule?

As a fluff fallower, i will use the BRB reference until that is FAQed, but now i understand all the (un)love people have for GW FAQs.

PS: our group allow any type of proxies, it just need to be clear what is what. For an example, i plan to make a "ver-mynn" army after i finish my Space Wolves, they will probably count as IG...


6th Edition 40K FAQs UP NOW @ 2012/07/02 20:35:48


Post by: pretre


The Dwarf Wolf wrote:PS: our group allow any type of proxies, it just need to be clear what is what. For an example, i plan to make a "ver-mynn" army after i finish my Space Wolves, they will probably count as IG...

Counts as is different than proxy.

Counts as is consistent and generally is something not represented by the rules representing something in the rules. I.e. Skaven in space counting as IG. All of the weapons would be consistent and match expectations for your opponent. Counts-as is WYSIWYG. ("These skaven with heavy armor are carapace vets. Note the melta guns. These skaven with light armor are veterans. Note the plasmaguns, meltabombs and demo charge. These especially impressive looking skaven with a missile launcher and banner, along with my converted Snikt are my CCS. All of my guns are WYSIWYG, but feel free to ask if you have questions.")

Proxy is not consistent and sometimes has things already represented by the rules representing something else. I.e. This lascannon is really a plasma cannon. This coke can is a drop pod. Bad counts-as often falls into proxy. Proxy is, by definition, not WYSIWYG. ("these skaven with lasguns are storm troopers. These skaven with lasguns that look the same are veterans. these skaven with lasguns and a missle launcher are my CCS. Hope you remember all that!")

I love good counts-as. I am not a fan of proxy.


6th Edition 40K FAQs UP NOW @ 2012/07/02 20:40:48


Post by: Joe Mama


Chimaera wrote:I see where you are coming from on the unusual force weapons. GK's just got a CC weaponary downgrade of sorts i.e. not as effective against armour with a 2+ save. Not a bad thing

If I have this right it means Draigo's Titansword is also AP3.


Uh oh, I think you are right.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:02:07


Post by: Chimaera


Joe Mama wrote:
Chimaera wrote:I see where you are coming from on the unusual force weapons. GK's just got a CC weaponary downgrade of sorts i.e. not as effective against armour with a 2+ save. Not a bad thing

If I have this right it means Draigo's Titansword is also AP3.


Uh oh, I think you are right.


I am getting in to this now. So the follwing get changed but keep their special associated rules (these are not quoted below).

Spear of Vulkan = AP2 power axe +1S & I1.

Ravens Talons = AP3 LC's.

Moonfang = AP3 power sword.

Cassius Crozius = AP4 power maul +2S

Rod of Tigurius = AP3 force weapon.

Talassarian Tempest Blade = AP3 power sword

Anymore out there?



6th Edition 40K FAQs UP NOW @ 2012/07/02 21:05:40


Post by: Formosa


Chimaera wrote:
Joe Mama wrote:
Chimaera wrote:I see where you are coming from on the unusual force weapons. GK's just got a CC weaponary downgrade of sorts i.e. not as effective against armour with a 2+ save. Not a bad thing

If I have this right it means Draigo's Titansword is also AP3.


Uh oh, I think you are right.


I am getting in to this now. So the follwing get changed but keep their special associated rules (these are not quoted below).

Spear of Vulkan = AP2 power axe +1S & I1.

Ravens Talons = AP3 LC's.

Moonfang = AP3 power sword.

Cassius Crozius = AP4 power maul +2S

Rod of Tigurius = AP3 force weapon.

Talassarian Tempest Blade = AP3 power sword

Anymore out there?



SPEAR of vulkan would be a power spear i think, so woul follow those rules


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:10:38


Post by: pretre


You're reading the rules wrong.

Vulkan's Spear, Moonfang, Raven's Talon's, TT Blade are all Unusual Power Weapons. So they keep the rules from C:SM and are AP3/Init.

Cassius doesn't even have a special crozius. He just has a normal one.

Tigurius' rod is just a normal force weapon with MC.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:10:55


Post by: Sarge


I may be a bit too literal minded, but how are the demon hammers becoming AP 2? As an "unusual force weapon" they're limited to AP3. Can we still treat them as thunderhammers?

P.S. I'm all for them being AP 2, I'm just having issues getting there.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:12:05


Post by: pretre


Sarge wrote:I may be a bit too literal minded, but how are the demon hammers becoming AP 2? As an "unusual force weapon" they're limited to AP3. Can we still treat them as thunderhammers?

P.S. I'm all for them being AP 2, I'm just having issues getting there.

Unusual FW are AP3 unless their entry specifies otherwise. The entry for NDH says they act as Thunder Hammers in addition to their special rules. TH are AP2.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:13:08


Post by: Grugknuckle


lord_blackfang wrote:Is it just me or did nothing gain the Skyfire rule?


Missile Launchers have a new ammo type.

FlaKK missiles R 48" , S7, AP4 Heavy 1, Skyfire


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:16:02


Post by: Chimaera


Formosa wrote:
Chimaera wrote:
Joe Mama wrote:
Chimaera wrote:I see where you are coming from on the unusual force weapons. GK's just got a CC weaponary downgrade of sorts i.e. not as effective against armour with a 2+ save. Not a bad thing

If I have this right it means Draigo's Titansword is also AP3.


Uh oh, I think you are right.


I am getting in to this now. So the follwing get changed but keep their special associated rules (these are not quoted below).

Spear of Vulkan = AP2 power axe +1S & I1.

Ravens Talons = AP3 LC's.

Moonfang = AP3 power sword.

Cassius Crozius = AP4 power maul +2S

Rod of Tigurius = AP3 force weapon.

Talassarian Tempest Blade = AP3 power sword

Anymore out there?



SPEAR of vulkan would be a power spear i think, so woul follow those rules


You are correct it would be a Power lance = AP3/4 & S 3/4.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:17:19


Post by: Joe Mama


pretre wrote:You're reading the rules wrong.

Vulkan's Spear, Moonfang, Raven's Talon's, TT Blade are all Unusual Power Weapons. So they keep the rules from C:SM and are AP3/Init.


Truth. I think.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:22:05


Post by: Chimaera


pretre wrote:You're reading the rules wrong.

Vulkan's Spear, Moonfang, Raven's Talon's, TT Blade are all Unusual Power Weapons. So they keep the rules from C:SM and are AP3/Init.

Cassius doesn't even have a special crozius. He just has a normal one.

Tigurius' rod is just a normal force weapon with MC.


I got vulkan wrong as per post above but the rest are correct as I did say I missed out there unique rules.

Cassius has a Crozius which to my understanding in the 6th is a Power Maul.

Tigurius says Rod and to me that means force staff so going by the flavour text in the rules I guess it's AP4 then.. I thought MC put it in the unusual bracket but thinking on I don't think it is, it's a standard Force Stave with MC?


Automatically Appended Next Post:
Grugknuckle wrote:
lord_blackfang wrote:Is it just me or did nothing gain the Skyfire rule?


Missile Launchers have a new ammo type.

FlaKK missiles R 48" , S7, AP4 Heavy 1, Skyfire


Except we don't know which missile launchers will get this upgrade has it hasn't been FAQ'd yet?


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:32:12


Post by: pretre


Chimaera wrote:You are correct it would be a Power lance = AP3/4 & S 3/4.

You are incorrect. It is an unusual power weapon, so S+2, AP3 and Init.


Automatically Appended Next Post:
Chimaera wrote:[Tigurius says Rod and to me that means force staff so going by the flavour text in the rules I guess it's AP4 then.. I thought MC put it in the unusual bracket but thinking on I don't think it is, it's a standard Force Stave with MC?

Yes, MC is a standard property in the rulebook.



6th Edition 40K FAQs UP NOW @ 2012/07/02 21:35:20


Post by: A Town Called Malus


For my Tau: WOO! Farsight's Dawn Blade is still "Ignore Armour saves" and 2d6+5 penetration against Vehicles at his Initiative of 5. No nerf here for a change.

Then: BOO! My Farsight army is now pathetically weak against lots of tanks thanks to my 1 unit of Broadsides not being allowed to split fire.

At least our vehicle Target Locks still work.

Goddammit GW...


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:37:47


Post by: Chimaera


pretre wrote:
Chimaera wrote:You are correct it would be a Power lance = AP3/4 & S 3/4.

You are incorrect. It is an unusual power weapon, so S+2, AP3 and Init.


Automatically Appended Next Post:
Chimaera wrote:[Tigurius says Rod and to me that means force staff so going by the flavour text in the rules I guess it's AP4 then.. I thought MC put it in the unusual bracket but thinking on I don't think it is, it's a standard Force Stave with MC?

Yes, MC is a standard property in the rulebook.



This is quite good to work through. So we are basically on the same scipt apart from Vulkan. Why we would it get +2 strength as C:SM doesn't say it is a relic blade although I guess it could fall in to unusual as it has a 6 instant death rule? In which case it would be an AP3 unusual power weapon with that instant death rule?


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:40:17


Post by: pretre


Codex: Space Marines, P93. "The Spear of Vulkan: This is a master-crafted relic blade."


Automatically Appended Next Post:
You're thinking of Moonfang.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:42:05


Post by: Chimaera


pretre wrote:Codex: Space Marines, P93. "The Spear of Vulkan: This is a master-crafted relic blade."


Automatically Appended Next Post:
You're thinking of Moonfang.


Lol just too much info to absorb. I am on your page now (did have Moonfang stuck in my head). Thanks for that.


6th Edition 40K FAQs UP NOW @ 2012/07/02 21:42:06


Post by: helgrenze


Ok.. the FAQ for Bolster Defenses seems to change the effects from just "ruins" to "any cover" as it gives a new example that modifies "area terrain".
Since "area terrain" can cover woods that gives quite a boost to Scouting units.
Also, since the Aegis Defense line is considered "battlefield debris" can this also be bolstered, making it a 3+ save?


6th Edition 40K FAQs UP NOW @ 2012/07/02 22:03:44


Post by: davethepak


ZebioLizard2 wrote:
MDizzle wrote:WOW from what I can tell Tyranids have no weapon that has the skyfire rule, no allies and no hope no hope at all.


They have Flying MC's which can Vector Strike Aerial units, not really needing it when you can smack them like that, kinda like chaos daemons now.

Vector strike is fairly useless against AV12 fliers or 11 for that matter: a harpy's strength is 5.
(it hits side, and no, you can't smash with strike).

Flying mc's don't get skyfire

EDIT: some of this answered already....oh well.

As far as I can tell it rolls as:

Are you Xeno, and not Necrons?

Feth you.


Tau did alright considering most things, stealth suits are finally able to be considered in a serious manner now.


Necrons got some nice stuff, but took a couple of big hits;
1- night fighting is mostly useless now if you read the new rules, and actually look at a table.
2 - many things are now immune to dangerous terrain tests (if you are doing the tremor build).
3 - Monoliths can still mishap

Tau got Good on:
pulse rifles rapid fire
Stealth survivabiliy
Black sun filters

Tau got lame on;
no target lock
acute sense mostly worthless
no aa
shield drones and broadsides and targeting (too complex to explain).
Stealth suits are still crap offensively and overcosted....so, until the burst cannon gets more than an 18" range....



Automatically Appended Next Post:
Sidstyler wrote:
junk wrote:and tau, which have been woefully ignored all through fifth, will see a lot more table time thanks to allies and the uber-stealth bump that stealth suits have received.



How do you figure? Why do so many people seem to be under the impression that better stealth suits are all it takes to "save" Tau?

They were crap before, and they're still crap now, because Tau don't need to waste slots for valuable crisis suits on anti-infantry firepower, which is all stealth suits are good at. They're more survivable now, but still useless.

^ This.

I am hoping that I am missing something with the target locks....perhaps a new codex


6th Edition 40K FAQs UP NOW @ 2012/07/02 22:26:30


Post by: Chimaera


helgrenze wrote:Ok.. the FAQ for Bolster Defenses seems to change the effects from just "ruins" to "any cover" as it gives a new example that modifies "area terrain".
Since "area terrain" can cover woods that gives quite a boost to Scouting units.
Also, since the Aegis Defense line is considered "battlefield debris" can this also be bolstered, making it a 3+ save?


Unfortunately not. They are referring to the area terrain attached to the Ruin (covered on pages 91 & 98 of the 6th.


6th Edition 40K FAQs UP NOW @ 2012/07/02 22:57:05


Post by: davethepak


imweasel wrote:
Flashman wrote:Just to clarify, under the missile launcher entry in the new rule book, it clearly states that some units have the option to purchase Flakk missiles in their Codex i.e. Flakk missiles do not automatically come with missile launchers. You have to buy them as an upgrade and need the option to do so. This option will no doubt start in appearing in future Codexes, but doesn't exist at present.


I must have missed that part where it said in their codex.

Once again, right after the option to upgrade, it states you chhose what missile to fire and gives the profile you can choose from. The only other weapon I can think of that you can upgrade is the medusa. That upgrade is missing from its profile from the weapons profile in the rule book. The flakk missile isn't. I would say you get to use the flakk missile until it's faq'ed otherwise.

Railgun listing also says both shot and slug.

Did broadsides get an upgrade? They have railguns?
Of course not, don't be silly. If I run into someone who thinks they get skyfire shots on their missiles, I won't even take my minis out of the case....



6th Edition 40K FAQs UP NOW @ 2012/07/02 22:59:25


Post by: Farseer Mael Dannan


So learning that Rage is simply +1 more attack on the charge in...BT got a huge melee nerf. I thought it was a simple +2 Attacks all the time before getting the book in hand (like most rumors were reporting). Why even play a BT army when you can play CSM and spam Bezerkers that put out 35% more wounds than our Crusaders? (Did the math with 1000 points worth of Bezerkers vs Crusaders, with Crusaders having Rage, and both getting the run in....84.66 Wounds to 62.5 Wounds (old PE gave us 70.32 Wounds). -__- I will keep playing them for fluff reasons, but UGH.


6th Edition 40K FAQs UP NOW @ 2012/07/02 23:05:06


Post by: jms40k


A Town Called Malus wrote:For my Tau: WOO! Farsight's Dawn Blade is still "Ignore Armour saves" and 2d6+5 penetration against Vehicles at his Initiative of 5. No nerf here for a change.

Then: BOO! My Farsight army is now pathetically weak against lots of tanks thanks to my 1 unit of Broadsides not being allowed to split fire.

At least our vehicle Target Locks still work.

Goddammit GW...


Can't split fire but being STR 10, AP 1 means that you destroy vehicles more reliably (+2 on the penetrating damage chart).


6th Edition 40K FAQs UP NOW @ 2012/07/02 23:20:04


Post by: davethepak


Grugknuckle wrote:
lord_blackfang wrote:Is it just me or did nothing gain the Skyfire rule?


Missile Launchers have a new ammo type.

FlaKK missiles R 48" , S7, AP4 Heavy 1, Skyfire

This horse has been beaten in the thread already;
(short answer: there is a new optional type, but no missiles in any codex have them yet).

For the longer version, go back in the thread...


6th Edition 40K FAQs UP NOW @ 2012/07/03 00:39:22


Post by: Wreckoning


jms40k wrote:
A Town Called Malus wrote:For my Tau: WOO! Farsight's Dawn Blade is still "Ignore Armour saves" and 2d6+5 penetration against Vehicles at his Initiative of 5. No nerf here for a change.

Then: BOO! My Farsight army is now pathetically weak against lots of tanks thanks to my 1 unit of Broadsides not being allowed to split fire.

At least our vehicle Target Locks still work.

Goddammit GW...


Can't split fire but being STR 10, AP 1 means that you destroy vehicles more reliably (+2 on the penetrating damage chart).


Um, no. 10/1 weapons destroyed vehicles on a 4+ in 5E anyways using the +1 and the old damage chart. There's no change there.

If you want to try to find a bright spot on the new rules for Broadsides, instead focus on the ability to now move and still fire the Railguns.


6th Edition 40K FAQs UP NOW @ 2012/07/03 00:58:04


Post by: A Town Called Malus


Wreckoning wrote:
jms40k wrote:
A Town Called Malus wrote:For my Tau: WOO! Farsight's Dawn Blade is still "Ignore Armour saves" and 2d6+5 penetration against Vehicles at his Initiative of 5. No nerf here for a change.

Then: BOO! My Farsight army is now pathetically weak against lots of tanks thanks to my 1 unit of Broadsides not being allowed to split fire.

At least our vehicle Target Locks still work.

Goddammit GW...


Can't split fire but being STR 10, AP 1 means that you destroy vehicles more reliably (+2 on the penetrating damage chart).


Um, no. 10/1 weapons destroyed vehicles on a 4+ in 5E anyways using the +1 and the old damage chart. There's no change there.

If you want to try to find a bright spot on the new rules for Broadsides, instead focus on the ability to now move and still fire the Railguns.


We could do that anyway with an upgrade which allows the the unit to choose to move with the Slow and Purposeful USR for that turn. 'Course now that rule doesn't allow them to Overwatch but XV88s shouldn't be anywhere where they could be charged anyway.


6th Edition 40K FAQs UP NOW @ 2012/07/03 01:52:11


Post by: Battlesong


Farseer Mael Dannan wrote:So learning that Rage is simply +1 more attack on the charge in...BT got a huge melee nerf. I thought it was a simple +2 Attacks all the time before getting the book in hand (like most rumors were reporting). Why even play a BT army when you can play CSM and spam Bezerkers that put out 35% more wounds than our Crusaders? (Did the math with 1000 points worth of Bezerkers vs Crusaders, with Crusaders having Rage, and both getting the run in....84.66 Wounds to 62.5 Wounds (old PE gave us 70.32 Wounds). -__- I will keep playing them for fluff reasons, but UGH.

This isn't even the worst of it to me. In an army already strapped for points to HAVE to take the EC and another HQ just truly sucks, not to mention that they decided to give us the Drop Pod Assault rules, but couldn't see to fix the transport costs. Tie this in with the fact that I have 2 armies BT and Nids and you can imagine how I felt reading these FAQs. Genestealers now compete for the spot of Most Overpriced Unit: Fleet Nerfed, can't charge out of Outflank or Infiltrate, lots of cover reduced to 5+, Overwatch.....oh yeah, they Rock for 14 points a pop, Hormagaunts too, there aren't many abilities now more useless considering the unit that gets it than Bounding Leap......YES, let me run faster towards those guns and not be able to charge!!


6th Edition 40K FAQs UP NOW @ 2012/07/03 02:45:18


Post by: Crazyterran


I modeled my Vanilla Marine Libby in Termie armor by cutting off the head of that ugly ass staff and gluing on the sword part from an old Company Champion.

I now have a Librarian with a Force Axe equivalent. >.>


6th Edition 40K FAQs UP NOW @ 2012/07/03 02:49:52


Post by: pretre


Sounds like a force spear to me.


6th Edition 40K FAQs UP NOW @ 2012/07/03 04:43:03


Post by: Thunderfrog


With the new Eldar Jetbike rules... I assume it works like this...


Move Phase: 12"
Shoot Phase: Flat out 24" or fire.
Assault Phase: 2d6 Move or charge if Flat out was not chosen?)

Doesn't this effectively give you Star Engines (+12 move) for free? I'm assuming you cannot buy Star Engines and move 36" in the move phase for 48" of overall speed.


6th Edition 40K FAQs UP NOW @ 2012/07/03 04:55:54


Post by: skarsol


Eldar Jetbikes don't have the option for Star Engines anyway.


6th Edition 40K FAQs UP NOW @ 2012/07/03 06:49:23


Post by: MajorWesJanson


helgrenze wrote:Ok.. the FAQ for Bolster Defenses seems to change the effects from just "ruins" to "any cover" as it gives a new example that modifies "area terrain".
Since "area terrain" can cover woods that gives quite a boost to Scouting units.
Also, since the Aegis Defense line is considered "battlefield debris" can this also be bolstered, making it a 3+ save?


If so, take an aegis line with a quad gun, and put a unit of sniper scouts in there with camo cloaks. Nice little fire base.


6th Edition 40K FAQs UP NOW @ 2012/07/03 06:55:37


Post by: automatonsleuth


MajorWesJanson wrote:
helgrenze wrote:Ok.. the FAQ for Bolster Defenses seems to change the effects from just "ruins" to "any cover" as it gives a new example that modifies "area terrain".
Since "area terrain" can cover woods that gives quite a boost to Scouting units.
Also, since the Aegis Defense line is considered "battlefield debris" can this also be bolstered, making it a 3+ save?


If so, take an aegis line with a quad gun, and put a unit of sniper scouts in there with camo cloaks. Nice little fire base.


The FAQ for Bolster Defences specifically prohibits bolstering Fortifications you've purchased as part of your army list. Now, if that Aegis line was just part of the board's terrain setup, then that's ok. Otherwise, no can do.


6th Edition 40K FAQs UP NOW @ 2012/07/03 07:16:52


Post by: MajorWesJanson


automatonsleuth wrote:
MajorWesJanson wrote:
helgrenze wrote:Ok.. the FAQ for Bolster Defenses seems to change the effects from just "ruins" to "any cover" as it gives a new example that modifies "area terrain".
Since "area terrain" can cover woods that gives quite a boost to Scouting units.
Also, since the Aegis Defense line is considered "battlefield debris" can this also be bolstered, making it a 3+ save?


If so, take an aegis line with a quad gun, and put a unit of sniper scouts in there with camo cloaks. Nice little fire base.


The FAQ for Bolster Defences specifically prohibits bolstering Fortifications you've purchased as part of your army list. Now, if that Aegis line was just part of the board's terrain setup, then that's ok. Otherwise, no can do.


Good point.


6th Edition 40K FAQs UP NOW @ 2012/07/03 07:32:02


Post by: spitfire6x


Hi everyone, I wonder if you can help with some clarity. I have had a look and cant see it.

LOGAN GRIMNAR'S AXE OF MORKAI.

He can attack using it as a frost blade and or power fist. It looks like an axe but it says frost blade, and there are two entries in the wargear fost blade and frost axe. if its a frost axe then both its attack traits go at i1. This doesnt sound right. does it do frost blade ap3 attacks and power fist attacks. OR is it frost axe and power fist attacks????

thanks in advance........ sorry if im just being thick!


6th Edition 40K FAQs UP NOW @ 2012/07/03 07:34:23


Post by: DarkStarSabre


Battlesong wrote:
Farseer Mael Dannan wrote:So learning that Rage is simply +1 more attack on the charge in...BT got a huge melee nerf. I thought it was a simple +2 Attacks all the time before getting the book in hand (like most rumors were reporting). Why even play a BT army when you can play CSM and spam Bezerkers that put out 35% more wounds than our Crusaders? (Did the math with 1000 points worth of Bezerkers vs Crusaders, with Crusaders having Rage, and both getting the run in....84.66 Wounds to 62.5 Wounds (old PE gave us 70.32 Wounds). -__- I will keep playing them for fluff reasons, but UGH.

This isn't even the worst of it to me. In an army already strapped for points to HAVE to take the EC and another HQ just truly sucks, not to mention that they decided to give us the Drop Pod Assault rules, but couldn't see to fix the transport costs. Tie this in with the fact that I have 2 armies BT and Nids and you can imagine how I felt reading these FAQs. Genestealers now compete for the spot of Most Overpriced Unit: Fleet Nerfed, can't charge out of Outflank or Infiltrate, lots of cover reduced to 5+, Overwatch.....oh yeah, they Rock for 14 points a pop, Hormagaunts too, there aren't many abilities now more useless considering the unit that gets it than Bounding Leap......YES, let me run faster towards those guns and not be able to charge!!


Until you realise those gaunts are conferring cover saves to the genestealers and Monstrous Creatures behind them.


6th Edition 40K FAQs UP NOW @ 2012/07/03 07:52:08


Post by: Chimaera


spitfire6x wrote:Hi everyone, I wonder if you can help with some clarity. I have had a look and cant see it.

LOGAN GRIMNAR'S AXE OF MORKAI.

He can attack using it as a frost blade and or power fist. It looks like an axe but it says frost blade, and there are two entries in the wargear fost blade and frost axe. if its a frost axe then both its attack traits go at i1. This doesnt sound right. does it do frost blade ap3 attacks and power fist attacks. OR is it frost axe and power fist attacks????

thanks in advance........ sorry if im just being thick!


It's a weird one but basically Logan's axe can strike as a frost blade i.e. AP3, +1 S and normal init or as a power fist i.e. AP2, X2 S & init 1.

I am still unsure what is the best load out for SW IC. It seems like Runic Armour just became a whole lot more important as does SS with the new challenge rule. I would imagine sales of plastic TDA kits will also increase. Maybe I will wait out to see if further FAQ updates come before remodelling. I also think there needs to be a weapons costing redone as some of them don't quite make sense. I think if you want a non shooty SW IC it's looking more like TH & SS, then should you go TDA or PA? Lot of things to think about including the load out when on TWC. Belts of Russ may also become more used on non SS Wolf Lords or indeed special characters with invulnerable saves. Runic Amour for Rune Priests & Wolf Priests also now seems like a must have? In away the 6th has mixed things up quite nicely. The only thing I don't like is that SW's fluff wise sit well with axes. The only problem here is they now strike at init 1, which is a shame as I can see my number of axes being fielded just for the look reducing. I'll get over it I guess.


6th Edition 40K FAQs UP NOW @ 2012/07/03 07:56:12


Post by: spitfire6x


@ Chimaera, thanks buddy. thats what I was thinking but wanted to double check..


6th Edition 40K FAQs UP NOW @ 2012/07/03 08:20:55


Post by: Thunderfrog


skarsol wrote:Eldar Jetbikes don't have the option for Star Engines anyway.


True, but I was actually musing a couple different thoughts and reflected that poorly. Disregard.


6th Edition 40K FAQs UP NOW @ 2012/07/03 09:45:26


Post by: Chimaera


As an after thought. I believe GW designed every Codex from the latest Space Wolves one with the 6th in mind. Why do I come to this conclusion? Basically Frost weapons. Why in the SW's codex did they list Frost Blades/Axes as serperate items with the same buff? They could have just named them Frost weapons. The 6th SW's FAQ comes along and explains all or am I giving GW too much credit


6th Edition 40K FAQs UP NOW @ 2012/07/03 10:50:51


Post by: IdentifyZero


Chimaera wrote:As an after thought. I believe GW designed every Codex from the latest Space Wolves one with the 6th in mind. Why do I come to this conclusion? Basically Frost weapons. Why in the SW's codex did they list Frost Blades/Axes as serperate items with the same buff? They could have just named them Frost weapons. The 6th SW's FAQ comes along and explains all or am I giving GW too much credit


I think you are correct.


6th Edition 40K FAQs UP NOW @ 2012/07/03 12:56:32


Post by: Anvildude


What I find funny is how Orks have survived pretty much unscathed. They've weathered the last couple of edition changes pretty well, I think, and I bet that even if they don't get an update 'till halfway through 7th(!) Edition, they'll stay at least semi-competetive. It'z dat robust Orkish Fizzioligy.


6th Edition 40K FAQs UP NOW @ 2012/07/03 13:08:40


Post by: RFHolloway


Anvildude wrote:What I find funny is how Orks have survived pretty much unscathed. They've weathered the last couple of edition changes pretty well, I think, and I bet that even if they don't get an update 'till halfway through 7th(!) Edition, they'll stay at least semi-competetive. It'z dat robust Orkish Fizzioligy.


yes look at all the stuff we have

lootas move and fire (a 6 is almost the same as a five - particularly to an Orc who cant count past 4)
Burnas and overwatch,
loss of fearless wounds,
all nobs being characters,
fliers,
and actually being able to regroup boys squads


6th Edition 40K FAQs UP NOW @ 2012/07/03 13:42:07


Post by: Pyro-Druid


Thunderfrog wrote:With the new Eldar Jetbike rules... I assume it works like this...


Move Phase: 12"
Shoot Phase: Flat out 24" or fire.
Assault Phase: 2d6 Move or charge if Flat out was not chosen?)

Doesn't this effectively give you Star Engines (+12 move) for free? I'm assuming you cannot buy Star Engines and move 36" in the move phase for 48" of overall speed.


Jetbikes boost for 24", Eldar Jetbikes boost for 36".

Other things, seems Eldar star engines allow 12" move, 12" boost" then 18" flat out. (FAQ seems to only limit its use when dis/embarking and shooting, and Flat out only limits doing things after)

Also Banshees have power weapons (not swords)... As the rules state to refer to the model would this mean that the old models with axes would have power axes (S4 AP2 I10 first turn, then I1 the following turns)?

With that said, how does that rule work with conversions? Are all 3 base types of power weapons considered equal and count as whichever you feel like adding on, or does it go by what the current unaltered model has? If the latter, how would this work for older models like the banshees?


6th Edition 40K FAQs UP NOW @ 2012/07/03 14:08:42


Post by: skarsol


Technically, the only Banshee model with an axe was an Exarch, so you could argue normal Banshees have only ever had swords. That aside, GW offered no guidance other that "what the model has" which means, to me, model whatever you want. They've used more specific language on bases (must be on the base the model comes with) so it's not like they don't know how to do it.


6th Edition 40K FAQs UP NOW @ 2012/07/03 15:03:47


Post by: Shandara


skarsol wrote:Technically, the only Banshee model with an axe was an Exarch, so you could argue normal Banshees have only ever had swords. That aside, GW offered no guidance other that "what the model has" which means, to me, model whatever you want. They've used more specific language on bases (must be on the base the model comes with) so it's not like they don't know how to do it.


Still, the prospect of snipping off all those swords and modeling axes and then having them randomly FAQ it.. it's not appealing.


6th Edition 40K FAQs UP NOW @ 2012/07/03 15:56:06


Post by: Chancetragedy


skarsol wrote:Technically, the only Banshee model with an axe was an Exarch, so you could argue normal Banshees have only ever had swords. That aside, GW offered no guidance other that "what the model has" which means, to me, model whatever you want. They've used more specific language on bases (must be on the base the model comes with) so it's not like they don't know how to do it.


Yah I actually like this change. The diversity brought about is nice. Strike fast but weaker, or slower but stronger. All for the same price points wise. Yes it is annoying to possibly have to remodel stuff(being that it's clearly a ploy to make GW money). But it also gives you choices we only partially had before.


6th Edition 40K FAQs UP NOW @ 2012/07/03 16:06:14


Post by: Joe Mama


For my Death Cult Assassins, if I wanted to cover my bases, I would have to take off one sword off each one and replace it with an axe. Then depending on the opponent they could decide to use the AP3 sword at I6 or he AP2 axe at I1.


But my guys look sweet with double swords and switching one out is going to be a pain in the buttocks.


6th Edition 40K FAQs UP NOW @ 2012/07/03 16:41:11


Post by: IdentifyZero


Joe Mama wrote:For my Death Cult Assassins, if I wanted to cover my bases, I would have to take off one sword off each one and replace it with an axe. Then depending on the opponent they could decide to use the AP3 sword at I6 or he AP2 axe at I1.


But my guys look sweet with double swords and switching one out is going to be a pain in the buttocks.


Modelling for advantage much...... jeez. That is almost the very definition of that. I would also, as your opponent, in a game, refuse to play you.

The models come with 2xSwords. These in game terms are the equivalent to the current normal AP3 power weapons that exist in the rulebook. If you modelled them to have an axe as well, so they could choose which to attack with; you have actually just changed the models according to not only what GW declared their weapons to be; but also differentiated from the codex.

Do they have an option to upgrade to an axe... no, they do not. Therefore, anyone who is swapping a sword for an axe on DCAs or anything else that is similarly armed and never had the option for a specific axe would be modelling for advantage and as far as I am concerned, cheating, since you are giving the unit illegal wargear options.

When an axe and a sword do the same thing rules wise and points wise, it`s a matter of preference and looks which you use. When they differ in rules and also points values potentially or have no option, then you should not be doing it. Power Axe and Power Sword is like saying you are going to swap half your tactical squad to storm bolters since it`s basically the same thing now in 6th and you want the option what to use.

I am sure some would disagree, but, I feel this is pretty clear cut.

Edit: Just pointing out, aside from speculation here, I see nothing in the 6th BRB or the FAQs for the armies I have looked at; saying you may swap out your `power weapons`for the different variations. If they wanted us to be able to give guys AP2 axes over the normal AP3 swords and generic stuff, I think they would have clearly stated in the book that you can choose to use whatever weapon when you are allowed to buy a power weapon. If this is the case, I missed it, please show me where. :é


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:01:35


Post by: pretre


IdentifyZero wrote:Modelling for advantage much...... jeez. That is almost the very definition of that. I would also, as your opponent, in a game, refuse to play you.

Your choice, but it is completely legal and not MFA anymore than modelling a combi-melta on a sargeant that doesn't come with one.

The models come with 2xSwords. These in game terms are the equivalent to the current normal AP3 power weapons that exist in the rulebook. If you modelled them to have an axe as well, so they could choose which to attack with; you have actually just changed the models according to not only what GW declared their weapons to be; but also differentiated from the codex.

Actually, some of them come with only one sword. The codex says 2 Power Weapons, which the new rulebook explicitly says the type is determined by whatever the model is armed with. Are you saying we can't convert models now?

Do they have an option to upgrade to an axe... no, they do not. Therefore, anyone who is swapping a sword for an axe on DCAs or anything else that is similarly armed and never had the option for a specific axe would be modelling for advantage and as far as I am concerned, cheating, since you are giving the unit illegal wargear options.

It isn't an upgrade. They have power weapons, GW says you look at the model to check to see what kind. Mine has Axe/Sword.


Edit: Just pointing out, aside from speculation here, I see nothing in the 6th BRB or the FAQs for the armies I have looked at; saying you may swap out your `power weapons`for the different variations. If they wanted us to be able to give guys AP2 axes over the normal AP3 swords and generic stuff, I think they would have clearly stated in the book that you can choose to use whatever weapon when you are allowed to buy a power weapon. If this is the case, I missed it, please show me where. :é

There's nothing because there's no swap. All units that can buy power weapons have the possibility of having any of the kinds dependent on what they look like.


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:15:32


Post by: Chancetragedy


Yah I Was under that understanding as well pretre. I dont see it as modelling for advantage, as much as I see it as using your options. Which is very different.


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:24:37


Post by: Joe Mama


IdentifyZero wrote:
Joe Mama wrote:For my Death Cult Assassins, if I wanted to cover my bases, I would have to take off one sword off each one and replace it with an axe. Then depending on the opponent they could decide to use the AP3 sword at I6 or he AP2 axe at I1.


Modelling for advantage much...... jeez. That is almost the very definition of that. I would also, as your opponent, in a game, refuse to play you.


Uh, hello, nice to meet you. Did you *read* the rules for 6th edition? A 'Power Weapon' can be a sword, a halberd, an axe, a staff. Depending on what it is it has different AP values and strength values. DCA get two power weapons. Not two swords. Give me a reasonble argument for why they HAVE TO be modeled as swords. They don't.




6th Edition 40K FAQs UP NOW @ 2012/07/03 17:24:42


Post by: Quintinus


Chancetragedy wrote:Yah I Was under that understanding as well pretre. I dont see it as modelling for advantage, as much as I see it as using your options. Which is very different.


Exactly. For most codices, people should start viewing it like so:

The Sergeant may take a Power Sword, Power Axe, or Power Maul.......XX points

Instead of just:

The Sergeant may take a Power Weapon...XX points

For my Guard I'm going to be replacing most of my power swords with power axes since the whole point of them was to provide a chance against Terminators


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:33:38


Post by: Joe Mama


Vladsimpaler wrote:
Instead of just:

The Sergeant may take a Power Weapon...XX points


Well under 6th Edition, 'Power Weapon' is a broad term, which includes, Power Sword, Power Axe, Power Maul and the like. So as long as they know the definition for 'Power Weapon' they'll know what they can do.


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:35:51


Post by: kenshin620


Joe Mama wrote:
IdentifyZero wrote:
Joe Mama wrote:For my Death Cult Assassins, if I wanted to cover my bases, I would have to take off one sword off each one and replace it with an axe. Then depending on the opponent they could decide to use the AP3 sword at I6 or he AP2 axe at I1.


Modelling for advantage much...... jeez. That is almost the very definition of that. I would also, as your opponent, in a game, refuse to play you.


Uh, hello, nice to meet you. Did you *read* the rules for 6th edition? A 'Power Weapon' can be a sword, a halberd, an axe, a staff. Depending on what it is it has different AP values and strength values. DCA get two power weapons. Not two swords. Give me a reasonble argument for why they HAVE TO be modeled as swords. They don't.




Agreed. Its in the rules that power weapons are now a catch all term.

Though the fact that DCA get two of them means you can have any two you want which is why I think he thinks its cheesy. I certainly wouldnt mind mine with power axes and power mauls. Delicious S6 Assassins!


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:38:32


Post by: IdentifyZero


Joe Mama wrote:
IdentifyZero wrote:
Joe Mama wrote:For my Death Cult Assassins, if I wanted to cover my bases, I would have to take off one sword off each one and replace it with an axe. Then depending on the opponent they could decide to use the AP3 sword at I6 or he AP2 axe at I1.


Modelling for advantage much...... jeez. That is almost the very definition of that. I would also, as your opponent, in a game, refuse to play you.


Uh, hello, nice to meet you. Did you *read* the rules for 6th edition? A 'Power Weapon' can be a sword, a halberd, an axe, a staff. Depending on what it is it has different AP values and strength values. DCA get two power weapons. Not two swords. Give me a reasonble argument for why they HAVE TO be modeled as swords. They don't.




I do not appreciate your sarcasm or tone of your reply, I even stated I may have missed something.

That said I asked for where I could find GW says you can swap out the power weapon to be a sword axe halberd etc...

I did not see any FAQ or line in the BRB that says `When a unit has the option to buy a power weapon for x points, it may choose between a sword, axe, halberd or maul`

I`m asking that to be pointed out to me, since I cannot obviously, find this line that several of you seem to be referencing.

Instead of responding with hostility, try to think twice before you post and decide if the person was even attacking you and rather than your counterargument to please show me where it says this; your argument is to ask for further proof to the contrary.. dissapointing, but typical of most wargamers. You are right, because you feel you should be. There could be a big circled off page in the BRB that says this, but instead of stating it and providing the proof, you just rant.


If you cannot do that, simply state as such, since several posters have provided the arguments and logic behind why they will be doing this, without providing a single shred of proof that this is allowed or even intended. I have not seen a line in the BRB that says I can change out the lines in my codex entries.

Also, please, don`t try to interpret RAW so blindly, because a power weapon by your interpretation could also be a power fist or a thunder hammer; both are power weapons. See where I am heading with thisÉ

TLR Page Number please and exact wording that allows you to change your unit entries and wargear options to the new variations on what used to be the category `power weapon`. If a line in the BRB says you can choose whichever you want, then my point is moot, as I`ve stated. So far, nobody has provided that.


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:44:19


Post by: pretre


Page 61, under power weapons.
"If a model's warger says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has:.."


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:46:46


Post by: IdentifyZero


pretre wrote:Page 61, under power weapons.
"If a model's warger says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has:.."


Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:56:29


Post by: Chancetragedy


IdentifyZero wrote:
pretre wrote:Page 61, under power weapons.
"If a model's warger says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has:.."


Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


I'm pretty sure it doesn't say. Look at the kit to see which weapons come on the sprues... It says look at the model to see what weapon it has.....


6th Edition 40K FAQs UP NOW @ 2012/07/03 17:58:00


Post by: pretre


There have never been restrictions on what you could or could not convert before, as long as the model has legal wargear choices.

Where does it stop you from putting a new sword on there that looks cooler? Or an axe or a maul?

What if I converted all of my DCA in 5th edition to have weird weapons? (Which they do in fact have, since I used Wyches to make my DCA.) They all have different weapon choices based on what I had before 6th launched. Is that modelling for advantage? Do I need to provide proof that I made the models during 5th?


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:02:38


Post by: A Town Called Malus


IdentifyZero wrote:
pretre wrote:Page 61, under power weapons.
"If a model's warger says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has:.."


Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


Why? GWs Chaos Terminators set comes with 2 Power Axes, a Power Fist, a Chainfist and a Power Maul. You are effectively saying that that unit must use those weapons as those are the ones they are supplied with, rather than taking a spare Power Axe from another set and swapping one guys Power Maul for it.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:03:42


Post by: Anvildude


Remember, it's considered that all the variant Power WEAPONS are equal in game terms. I don't really mind your Ini 4 or 5 model swapping a sword for an axe, when it gives me the chance to kill it before it swings. You're basically swapping a Power Sword (Weapon in the old books) which is arguably better against anything but Terminator saves, for a weaker version of a Powerfist. That's fine.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:06:57


Post by: Joe Mama


IdentifyZero wrote:I did not see any FAQ or line in the BRB that says `When a unit has the option to buy a power weapon for x points, it may choose between a sword, axe, halberd or maul`


??? You did read the section on power weapons in the rule book, yes? It lists what those power weapons can be. There is a chart and everything. 'Power Weapom' is a broad category, made up of specific weapon types. This new edition gives us options.

If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.


How absurdly unfair would your solution be? Full conversions can take any weapons, but no one can partially convert a model to change the weapon? Eh?





6th Edition 40K FAQs UP NOW @ 2012/07/03 18:09:04


Post by: alphaomega


IdentifyZero wrote:
pretre wrote:Page 61, under power weapons.
"If a model's warger says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has:.."


Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


I have Marines armed with Swords, Axes, Mauls, and I have converted a great many. Essentially stating that you can't swap weapons, isn't prohibited by any codex or from the BRB, unless a rule states that X Model carries X special weapon. So it wouldn't be modelling for an advantage as there is also a disadvantage to the current rules for each Power Weapon Type.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:10:35


Post by: A Town Called Malus


I don't even know why I'm involved in this debate, I play Tau...


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:10:59


Post by: Joe Mama


pretre wrote:There have never been restrictions on what you could or could not convert before, as long as the model has legal wargear choices.


EXACTLY. Under 'Power Weapons' in the rulebook we have all the legal choices for 6th Edition. We pick from those legal choices when a model / unit can take a 'power weapon.'



Is that modelling for advantage?


It's an advantage because it gives you flexibility. But it is also completely, 100% legal.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:20:39


Post by: IdentifyZero


A Town Called Malus wrote:
IdentifyZero wrote:
pretre wrote:Page 61, under power weapons.
"If a model's warger says it has a power weapon which has no further special rules, look at the model to tell which type of power weapon it has:.."


Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


Why? GWs Chaos Terminators set comes with 2 Power Axes, a Power Fist, a Chainfist and a Power Maul. You are effectively saying that that unit must use those weapons as those are the ones they are supplied with, rather than taking a spare Power Axe from another set and swapping one guys Power Maul for it.


Those are not examples of models that are supposed to be armed with specific weapons as dictated by the model. You are building the model yourself and can arm it how you want, a model that ships with a sword attached, is clearly, meant to be armed with a sword.


I think you are overlooking some key facts in regards to this change and funny enough, all the players who are posting in defense presently seem to be referring to their GKs and Death cult assassins except for the poor example above, which is speaking of models you choose the weaponry of:

Face the facts:

#1. Power Weapon has constituted sword, axe and weird variations thereof for several editions and all have had identical rules.

#2. Several codices from 5th edition, the ones with the so called 'written for 6th rules' in mind, do not have alternate weapon choices listed for power weapon as regardless of appearance.

#3. GW also put out FAQs for every single army, none of those FAQs state you can swap out your power weapon to represent any type of weapon you want. Some models you could clearly get away with arming with a fist, maul or axe; as you arm them yourself. Other models are released by GW, for example, a special character with a power weapon or mastercrafted power weapon. Here is a good example:

Character wargear entry is listed as a mastercrafted power weapon (Think good example is codex: dark angels, master of the ravenwing on jetbike) and is not listed as being a STR6 Relic Blade like Azraels. I do not see any interpretation anywhere, that allows you to go ahead, swap his sword and make it an axe or a maul.

#4. With that in mind, the BRB does not say anywhere, you can change your existing models weaponry to suit your purposes in regards to this change to power weapons. That clearly, would not stop anyone from doing it and nobody can verify if you had them this way before for 'looks', but clearly, if you are changing them to have an axe and a sword, you are not modelling for looks now, but for advantage: THE ADVANTAGE OF HAVING TWO DIFFERENT ATTACK OPTIONS.

#5. Refusing to acknowledge that changing 1 of your 2 weapons on your DCA in 6th edition from a sword to an axe is for anything but rules advantage, you are not tricking anyone but yourself. Had you wanted them to look cool and varied, you may have done that in 5th edition or converted your own DCAs, as a poster has mentioned they did with wyches. In this case, he is not stating, 'omg axe and sword, so op, gonna swap all my guys to have both so I can use whatever I like!'.

This is the pleasure of building your own units though, in the example of the person who converted his DCAs. The only issues that might arise further in changes like this, is people claiming counts as, the weapons need to be clearly distinguishable. Now, the game is pretty clear as to what type of weapon does what. Prior, an axe, sword and maul all had the same stats in close combat for the past two editions (With some codex exceptions).

#6. The fact that several people on this post, have stated, explicitly that they are changing their weapons to have multiple attacks at differing values and options has nothing to do with you modelling what you like or think looks cool or you would have done it before; that is called modelling for advantage.

#7. So, while it may be an interpretation of the rules that when you buy a power weapon now, you can choose which it is within the guidelines listed (Still needs an FAQ as it is open to far too much abuse right now, including modifying special characters). None of this changes the fact, that changing your weapons out for rules advantage is modelling for advantage.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:23:56


Post by: Joe Mama


IdentifyZero wrote:Those are not examples of models that are supposed to be armed with specific weapons as dictated by the model. You are building the model yourself and can arm it how you want, a model that ships with a sword attached, is clearly, meant to be armed with a sword.


Since when? Seriously, do you have anything other than your own opinion to support this? 6th Edition specifically tells us what counts as a power weapon. So if your model can take a power weapon, under the rules, it can take a power sword, a power axe, power halberd, power maul, power stave.... because those are all power weapons.


And again, you are making an absurd distinction between purchased models and fully converted ones. Why should people who fully convert a model get to pick the type of power weapon but people who buy models not allowed to do so? That's illogical.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:25:54


Post by: IdentifyZero


Joe Mama wrote:
pretre wrote:There have never been restrictions on what you could or could not convert before, as long as the model has legal wargear choices.


EXACTLY. Under 'Power Weapons' in the rulebook we have all the legal choices for 6th Edition. We pick from those legal choices when a model / unit can take a 'power weapon.'



Is that modelling for advantage?


It's an advantage because it gives you flexibility. But it is also completely, 100% legal.


I didn't say it was illegal at any point, I have stated over and over it is modelling for advantage in the case of several of the people who have posted. There is no escaping the FACT, that if you are changing your models to take advantage of rules or to gain an advantage, edge... it is modelling for advantage.

Why keep denying it?


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:26:10


Post by: Joe Mama


IdentifyZero wrote:none of those FAQs state you can swap out your power weapon to represent any type of weapon you want.


'Power Weapon' is a broad category of weapons. If you go from power sword to power axe, you still have a power weapon, since they are both power weapons.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:29:11


Post by: IdentifyZero


Joe Mama wrote:
IdentifyZero wrote:Those are not examples of models that are supposed to be armed with specific weapons as dictated by the model. You are building the model yourself and can arm it how you want, a model that ships with a sword attached, is clearly, meant to be armed with a sword.


Since when? Seriously, do you have anything other than your own opinion to support this? 6th Edition specifically tells us what counts as a power weapon. So if your model can take a power weapon, under the rules, it can take a power sword, a power axe, power halberd, power maul, power stave.... because those are all power weapons.


And again, you are making an absurd distinction between purchased models and fully converted ones. Why should people who fully convert a model get to pick the type of power weapon but people who buy models not allowed to do so? That's illogical.


If you purchase the GW Model that has a fixed armament and you change it for advantage, you are modelling for advantage.

Someone who builds their own model, is not, swapping the weapon for something more advantageous.

I think most of you are failing to read beyond this and realize, I am calling out the modelling for advantage people, that is all. I stated I wouldn't play someone who obviously did that. I didn't say it was illegal, I did ask for a quote to the rules, where it says you can and have even accepted the definition despite poor wording, as you can be armed with any weapon out of power weapon if you can purchase it for your unit.

I fail to see how this takes away from it being MODELLING FOR ADVANTAGE!

Please don't make me define advantage for all of you, that would be insulting the intelligence of the crowd here and you are all very smart individuals, so I do not want to belittle with anything like that. What blows my mind, is how some of you are trying to defend that this is anything but modelling for advantage.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:30:06


Post by: Joe Mama


IdentifyZero wrote:it is modelling for advantage.


It is a new feature of the rules, here in 6th Edition. You, with your refusal to play people over this, make it sound like some sneaky underhanded tactic, when it is obvious to everyone else that GW put this in on purpose to give people more options (and as always, to sell more stuff). Really. It's a basic, fundamental feature of the new CC system which gives power weapons different AP values.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:32:41


Post by: IdentifyZero


Joe Mama wrote:
IdentifyZero wrote:none of those FAQs state you can swap out your power weapon to represent any type of weapon you want.


'Power Weapon' is a broad category of weapons. If you go from power sword to power axe, you still have a power weapon, since they are both power weapons.


Way to continuously avoid the point!!! I've acknowledged several times you can arm the models how you want.

This is about modelling for advantage, please, go ahead and defend how you swapping out is not based on this:


Joe Mama wrote:For my Death Cult Assassins, if I wanted to cover my bases, I would have to take off one sword off each one and replace it with an axe. Then depending on the opponent they could decide to use the AP3 sword at I6 or he AP2 axe at I1.


But my guys look sweet with double swords and switching one out is going to be a pain in the buttocks.



Some key terms: to cover my bases, take off one sword, replace it with an axe, depending on opponent could decide to use AP3 or AP2. Just a brief summary, followed up by "my guys look sweet with double swords".

Based on this, you are not modelling for appearance. You are modelling for advantage. That is the point I am making, instead you keep trying to refute things I've acknowledged multiple times.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:34:01


Post by: pretre


IdentifyZero wrote:#5. Refusing to acknowledge that changing 1 of your 2 weapons on your DCA in 6th edition from a sword to an axe is for anything but rules advantage, you are not tricking anyone but yourself. Had you wanted them to look cool and varied, you may have done that in 5th edition or converted your own DCAs, as a poster has mentioned they did with wyches. In this case, he is not stating, 'omg axe and sword, so op, gonna swap all my guys to have both so I can use whatever I like!'.

This is the pleasure of building your own units though, in the example of the person who converted his DCAs. The only issues that might arise further in changes like this, is people claiming counts as, the weapons need to be clearly distinguishable. Now, the game is pretty clear as to what type of weapon does what. Prior, an axe, sword and maul all had the same stats in close combat for the past two editions (With some codex exceptions).

So now, in order for them to be easily distinguishable, I need to update my Wych DCA to have clear weapons (swords/axes/mauls) since right now they have chains, fist weapons, knives, etc. I plan on mixing in a variety into the squad when I update them to 6th edition.

Oh oh.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:34:53


Post by: IdentifyZero


Joe Mama wrote:
IdentifyZero wrote:it is modelling for advantage.


It is a new feature of the rules, here in 6th Edition. You, with your refusal to play people over this, make it sound like some sneaky underhanded tactic, when it is obvious to everyone else that GW put this in on purpose to give people more options (and as always, to sell more stuff). Really. It's a basic, fundamental feature of the new CC system which gives power weapons different AP values.



See your quote here in this post, where you state your intent to model for advantage? Now you are trying to defend it as new rules, we are ALL aware it is new rules and each edition brings changes.

The question is, who are you fooling by the continuous claim it is not modelling for advantage? You are changing weapons, for no other reason, then to take ADVANTAGE of the new rules, to take ADVANTAGE of the flexibility you may now have etc...




6th Edition 40K FAQs UP NOW @ 2012/07/03 18:35:05


Post by: Joe Mama


IdentifyZero wrote:You are modelling for advantage. That is the point I am making,


Joe Mama wrote:
pretre wrote:Is that modelling for advantage?


It's an advantage ... But it is also completely, 100% legal.


Seems you missed this before.





Automatically Appended Next Post:
IdentifyZero wrote:You are changing weapons, for no other reason, then to take ADVANTAGE of the new rules, to take ADVANTAGE of the flexibility you may now have etc...


Uh, for reals? I am not being punk'd right now? Of course I choose wargear on the basis of whether or not it will be helpful to my army. Due to the current rules, within the category of 'Power Weapon' I have choices to make. Just like everyone else.


You refusing to play people over this is downright absurd.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:38:33


Post by: IdentifyZero


pretre wrote:
IdentifyZero wrote:#5. Refusing to acknowledge that changing 1 of your 2 weapons on your DCA in 6th edition from a sword to an axe is for anything but rules advantage, you are not tricking anyone but yourself. Had you wanted them to look cool and varied, you may have done that in 5th edition or converted your own DCAs, as a poster has mentioned they did with wyches. In this case, he is not stating, 'omg axe and sword, so op, gonna swap all my guys to have both so I can use whatever I like!'.

This is the pleasure of building your own units though, in the example of the person who converted his DCAs. The only issues that might arise further in changes like this, is people claiming counts as, the weapons need to be clearly distinguishable. Now, the game is pretty clear as to what type of weapon does what. Prior, an axe, sword and maul all had the same stats in close combat for the past two editions (With some codex exceptions).

So now, in order for them to be easily distinguishable, I need to update my Wych DCA to have clear weapons (swords/axes/mauls) since right now they have chains, fist weapons, knives, etc. I plan on mixing in a variety into the squad when I update them to 6th edition.

Oh oh.


Not sure what 'Oh oh' is supposed to mean, so I will ignore it.

You nailed it, you do need to update your Wych DCA to properly identify which weapons they wield now due to the changes, given their chains, fists and knives are what they are armed with. Granted, if you were having all of their weapons count as power swords for example, I don't think you would ever have an issue. If some have mauls, some have axes and some have swords etc.. then for sure, you should definitely change them up. As many of us who have played for quite some time know, the units have changed quite a bit over the past 20 years and some once legal options are no longer legal and in many cases, you either counts-as, put the model away or convert it to suit.

WYSIWYG right?

Changing your clearly defined weapons, in this case, DCA Swords into axes, is not fixing them to be proper with the current rules, but modelling for advantage.


Automatically Appended Next Post:
Joe Mama wrote:
IdentifyZero wrote:You are modelling for advantage. That is the point I am making,


Joe Mama wrote:
pretre wrote:Is that modelling for advantage?


It's an advantage ... But it is also completely, 100% legal.


Seems you missed this before.





Automatically Appended Next Post:
IdentifyZero wrote:You are changing weapons, for no other reason, then to take ADVANTAGE of the new rules, to take ADVANTAGE of the flexibility you may now have etc...


Uh, for reals? I am not being punk'd right now? Of course I choose wargear on the basis of whether or not it will be helpful to my army. Due to the current rules, within the category of 'Power Weapon' I have choices to make. Just like everyone else.


You refusing to play people over this is downright absurd.


I did not miss it, seems you should re-read a post about two up when I replied to you where I said I wasn't disputing the legality of it rules wise.

Let's use some logic here Joe, everything I've seen from you tells me you are a very intelligent and articulate person, so...

You admit, this is for advantage as you do not HAVE to change these units.

You are now modelling your units due to these changes, that give a potential advantage.

A + B = C.

In this case Advantage + Modelling = Modelling for Advantage (To put it really simply)


FYI - the refusing to play people thing? There is a reason I don't go play in most stores and deal with the counts-as-kiddies, the plastic grey armies or the people who simply just have to jump on the bandwagon to the very best thing. I didn't say I would refuse to play you, because you planned to make some DCAs with axes/swords.

I said I would not play people who model for advantage, if I met you and never spoke to you? I would have no way of knowing when or where you did the modifications and it would not matter. You did state you were modelling for advantage in your post though, there is no dispute over that. With that in mind, knowing that, yes, I would not play with you, as a stranger; only knowing that about you. Does it matter? No, because we would never play.

I am also sorry if that statement has caused contention between you and I, it was not meant as an attack on you or a single out like (OMG I"LL NEVER PLAY AGAINST JOE MAMA). It was a blanket statement. Just like I wouldn't play against the kind of person who models a 12" extra barrel at the end of their tank for the purposes of range... (Worse then that happens locally, on a regular basis)


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:42:19


Post by: Acardia


IdentifyZero wrote:
Joe Mama wrote:
IdentifyZero wrote:it is modelling for advantage.


It is a new feature of the rules, here in 6th Edition. You, with your refusal to play people over this, make it sound like some sneaky underhanded tactic, when it is obvious to everyone else that GW put this in on purpose to give people more options (and as always, to sell more stuff). Really. It's a basic, fundamental feature of the new CC system which gives power weapons different AP values.



See your quote here in this post, where you state your intent to model for advantage? Now you are trying to defend it as new rules, we are ALL aware it is new rules and each edition brings changes.

The question is, who are you fooling by the continuous claim it is not modelling for advantage? You are changing weapons, for no other reason, then to take ADVANTAGE of the new rules, to take ADVANTAGE of the flexibility you may now have etc...




On what page is modeling for advantage not allowed? I saw the blurb about bases, which makes sense,but I didn't see anything saying that modeling for advantage was against the rules? I know it was frowned upon in 5th explicity, and players may have convered that mentality over, but does the rules?


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:46:16


Post by: pretre


IdentifyZero wrote:Changing your clearly defined weapons, in this case, DCA Swords into axes, is not fixing them to be proper with the current rules, but modelling for advantage.

DCA don't have swords. They have 2 power weapons. I am free to model those two power weapons as I choose. Where are the swords clearly defined?


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:48:06


Post by: IdentifyZero


Acardia wrote:
IdentifyZero wrote:
Joe Mama wrote:
IdentifyZero wrote:it is modelling for advantage.


It is a new feature of the rules, here in 6th Edition. You, with your refusal to play people over this, make it sound like some sneaky underhanded tactic, when it is obvious to everyone else that GW put this in on purpose to give people more options (and as always, to sell more stuff). Really. It's a basic, fundamental feature of the new CC system which gives power weapons different AP values.



See your quote here in this post, where you state your intent to model for advantage? Now you are trying to defend it as new rules, we are ALL aware it is new rules and each edition brings changes.

The question is, who are you fooling by the continuous claim it is not modelling for advantage? You are changing weapons, for no other reason, then to take ADVANTAGE of the new rules, to take ADVANTAGE of the flexibility you may now have etc...




On what page is modeling for advantage not allowed? I saw the blurb about bases, which makes sense,but I didn't see anything saying that modeling for advantage was against the rules? I know it was frowned upon in 5th explicity, and players may have convered that mentality over, but does the rules?


Modelling for advantage has always been around, it is a concept, an idea, a label for a particular action; it will not go away. It's always been frowned on, it's never been strictly against the rules because it is very subjective.

A buddy of mine showed me his friends amazing counts as IG (Squats) and his tank turrets were all the same size as the tanks. In fact, his army looked amazing and was well modeled. The rules state that tank turrets did not count for determining LoS. Guess what? He pulled that kind of crap on people, which despite his beautiful conversions, meant his models were modeled for advantage; in this case, LoS/targetting as the turret gave it los and also made it easier to hide the main tank body. Would I refuse to play him for that kind of shenanigans? Hell yeah.


Automatically Appended Next Post:
pretre wrote:
IdentifyZero wrote:Changing your clearly defined weapons, in this case, DCA Swords into axes, is not fixing them to be proper with the current rules, but modelling for advantage.

DCA don't have swords. They have 2 power weapons. I am free to model those two power weapons as I choose. Where are the swords clearly defined?


My point with the DCA, if you use the GW model they ship with a very specific weapon. According to the BRB... well I'm not going to keep rehashing this if you are going to ignore all the current points and this about being modelling for advantage and act like it is about rules.

BRB says the weapon it is armed with.
DCA are sold by GW with swords.

Point was there, you swap it from the sword for anything but looks, you've just modeled for advantage as you wanted the flexibility/advantages another weapon gave you.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:50:05


Post by: Acardia


So what you are saying is that Modeling for advantage is not in the rules? Other than bases?


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:54:50


Post by: IdentifyZero


Acardia wrote:So what you are saying is that Modeling for advantage is not in the rules? Other than bases?


I guess you must be fairly new to the hobby. The idea of people modelling for advantage has been around since I started in 1992.

It doesn't go away with the advent of a new edition, in fact, it's always a bigger problem during the transition period.

We're not discussing bases, which GW has always been fairly clear on, if a model ships with a base, that is the size of base you have to use. That also does not and has not stopped people from trimming down flyer and skimmer bases for example, placing ICs on 40mm bases, placing 40mm models on 25mm bases etc.. It's rare that kind of thing is ever enforced, except on a community level.

I'm glad you are acknowledging now that is is modeling for advantage. I was not saying they would have an illegal army for doing this. Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:54:53


Post by: Joe Mama


IdentifyZero wrote:You did state you were modelling for advantage in your post though, there is no dispute over that. With that in mind, knowing that, yes, I would not play with you,


But GW added it to the current rules. It is an intentional feature of the current ruleset. They made AP values for power weapons and power fists. The type of power weapon matters. It's part of the new system. They are encouraging it. And you *still* are treating it like some bad, underhanded tactic. Unbelieveable.


6th Edition 40K FAQs UP NOW @ 2012/07/03 18:56:42


Post by: Mantle


Its not really modeling for advantage because anyone who can take a Power weapon can take any "Power weapon" this means that Armies like Eldar and Dark Eldar have more than 1 to 3 models in there army that can take on enemies with 2+ armor, buying a "Power weapon" is paying the points for your choice of variant of Power weapon


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:01:31


Post by: pretre


IdentifyZero wrote: Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.

Ahh, and now we come down to it.

Way to attack the poster and not the post.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:02:07


Post by: IdentifyZero


Mantle wrote:Its not really modeling for advantage because anyone who can take a Power weapon can take any "Power weapon" this means that Armies like Eldar and Dark Eldar have more than 1 to 3 models in there army that can take on enemies with 2+ armor, buying a "Power weapon" is paying the points for your choice of variant of Power weapon


Clearly, you need to look up the definition of modeling in regards to the hobby and advantage.

No matter what way you try to cover the story or how you try to explain it, it's still being re(modelled) or modelled for an advantage.

I've acknowledged repeatly that A) It is legal B) Is is not 'breaking the rules'


I have however, stated a simple, logical conclusion and label for the action that is correct regardless of how you try to explain away your weapon swaps. If I go start swapping out weapons on my BT command squad so some dudes now have axes instead of swords.

Did I follow the rules? Yep.
Is it illegal? Nope.
Did I model for advantage? Yep.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:03:32


Post by: Acardia


IdentifyZero wrote:
Acardia wrote:So what you are saying is that Modeling for advantage is not in the rules? Other than bases?


I guess you must be fairly new to the hobby. The idea of people modelling for advantage has been around since I started in 1992.

It doesn't go away with the advent of a new edition, in fact, it's always a bigger problem during the transition period.

We're not discussing bases, which GW has always been fairly clear on, if a model ships with a base, that is the size of base you have to use. That also does not and has not stopped people from trimming down flyer and skimmer bases for example, placing ICs on 40mm bases, placing 40mm models on 25mm bases etc.. It's rare that kind of thing is ever enforced, except on a community level.

I'm glad you are acknowledging now that is is modeling for advantage. I was not saying they would have an illegal army for doing this. Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.


No i've been involved for about the same length of time as you, but it's been a concept, just as conversions are a concept, and in this regard both are are entertwined and not against the rules.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:03:39


Post by: IdentifyZero


pretre wrote:
IdentifyZero wrote: Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.

Ahh, and now we come down to it.

Way to attack the poster and not the post.


How is that attacking you in any way? I'm confused how you manage to victimize yourself there.

I think you do not have any reasonable way to deny it is modelling for advantage, so now you are going to claim it is an attack on you? LOL Come on, let's continue to act like adults and not victimized children, you were not attacked in any way, shape or form.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:04:31


Post by: pretre


If I go start swapping out weapons on my BT command squad so some dudes now have meltas instead of bolters.

Did I follow the rules? Yep.
Is it illegal? Nope.
Did I model for advantage? Yep.

Let me change two words to show how silly this is.



6th Edition 40K FAQs UP NOW @ 2012/07/03 19:04:41


Post by: Joe Mama


pretre wrote:
IdentifyZero wrote: Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.

Ahh, and now we come down to it.

Way to attack the poster and not the post.


That's because there is no post to attack. GW changed how power weapons work. GW made 'power weapon' into a category of weapon, of which the player can choose which one to field. It matters tactically which variant of 'power weapon' is fielded. Hard choices need to be made in many instances.

But IZ is going to keep implying there is something unsavory about doing this. God knows what he thinks about entries like "Swap X for Y, cost Free". He must be really mad about those too.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:05:50


Post by: kirsanth


pretre wrote:
If I go start swapping out weapons on my BT command squad so some dudes now have meltas instead of bolters.

Did I follow the rules? Yep.
Is it illegal? Nope.
Did I model for advantage? Yep.

Let me change two words to show how silly this is.

Sure. Because those are different options.

As opposed to "power weapons" which can include a variety of things.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:06:26


Post by: pretre


IdentifyZero wrote:
pretre wrote:
IdentifyZero wrote: Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.

Ahh, and now we come down to it.

Way to attack the poster and not the post.


How is that attacking you in any way? I'm confused how you manage to victimize yourself there.

I think you do not have any reasonable way to deny it is modelling for advantage, so now you are going to claim it is an attack on you? LOL Come on, let's continue to act like adults and not victimized children, you were not attacked in any way, shape or form.


"Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage."

Your implication is that of course GK players would MFA. That's just silly. I'm not a GK player, so I wasn't attacked.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:06:59


Post by: IdentifyZero


Acardia wrote:
IdentifyZero wrote:
Acardia wrote:So what you are saying is that Modeling for advantage is not in the rules? Other than bases?


I guess you must be fairly new to the hobby. The idea of people modelling for advantage has been around since I started in 1992.

It doesn't go away with the advent of a new edition, in fact, it's always a bigger problem during the transition period.

We're not discussing bases, which GW has always been fairly clear on, if a model ships with a base, that is the size of base you have to use. That also does not and has not stopped people from trimming down flyer and skimmer bases for example, placing ICs on 40mm bases, placing 40mm models on 25mm bases etc.. It's rare that kind of thing is ever enforced, except on a community level.

I'm glad you are acknowledging now that is is modeling for advantage. I was not saying they would have an illegal army for doing this. Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.


No i've been involved for about the same length of time as you, but it's been a concept, just as conversions are a concept, and in this regard both are are entertwined and not against the rules.


What you are doing is called, seeing what you want to see. I stated in the post above yours for maybe the 10th time? It is not against the rules. Seriously, I am taking the time to read your posts, have the decency to know what you are replying to, in this case, you are shoving something down my throat that I have repeatedly already said and acting as if I am not acknowledging that. If that is not your intent, I apologize for how I have misinterpreted the reply.

All i see, is a bunch of people trying to tell me BUT THE RULES SAY IT IS OK, when I have said yes, they do.

I also stated, modelling for advantage is not 'illegal' or explicitly against the rules.

Please, read, before replying, I am begging you because it seems like you are rehashing stuff I've said already and trying to use it as an argument against me, when I have stated the same things you have.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:07:30


Post by: pretre


kirsanth wrote:Sure. Because those are different options.

As opposed to "power weapons" which can include a variety of things.

Fair enough. Although apparently power weapons have different options as well now.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:08:39


Post by: kirsanth


pretre wrote:
kirsanth wrote:Sure. Because those are different options.

As opposed to "power weapons" which can include a variety of things.

Fair enough. Although apparently power weapons have different options as well now.
Exactly. Which was my point.

"Power weapon" as an option, includes options.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:09:15


Post by: pretre


Is it MFA? Sure. Is putting a melta on a guy who can take a melta MFA under this definition? Sure.

Is outfitting your Captain with a Relic Blade modelling for advantage (if it is a legitimate option)? Sure.

Are they all okay? Yes.

The reason people are railing against you is this is quite different from MFA where you make a model a different size by changing its profile. There is no 1" tall chimera that is acceptable by the rules. There is a DCA with Axe/Sword.


Automatically Appended Next Post:
kirsanth wrote:
pretre wrote:
kirsanth wrote:Sure. Because those are different options.

As opposed to "power weapons" which can include a variety of things.

Fair enough. Although apparently power weapons have different options as well now.
Exactly. Which was my point.

"Power weapon" as an option, includes options.

/highfive


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:09:55


Post by: IdentifyZero


pretre wrote:
IdentifyZero wrote:
pretre wrote:
IdentifyZero wrote: Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage.

Ahh, and now we come down to it.

Way to attack the poster and not the post.


How is that attacking you in any way? I'm confused how you manage to victimize yourself there.

I think you do not have any reasonable way to deny it is modelling for advantage, so now you are going to claim it is an attack on you? LOL Come on, let's continue to act like adults and not victimized children, you were not attacked in any way, shape or form.


"Granted, given the army.unir that seems to be in discussion (death cult assassins) most of them in use by GK players, with the odd SoB player sprinkled in.... helps put into perspective why most players here don't want to acknowledge it if Modeling for advantage."

Your implication is that of course GK players would MFA. That's just silly. I'm not a GK player, so I wasn't attacked.


I own GKs and SoB.

It is a well known and proven stereotype in most cases, especially with the tournaments at the end of 5th that... Grey Knights were pretty much the most complained about, most used army that is also the brunt of many stereotypes; often justified by the people who play the armies themselves.

Look back at the start of this topic, it was filled with GK Paladin players complaining how 'useless' and 'worthless' their army and their terminators are etc.. now.

The only people who should or would be offended by the implication a GK player might model for advantage, is someone who does. That is often the psychological trigger in most blanket or overarching statements that leads into people getting defensive when there is no need to.

Again though, NONE of this changes, that this is modelling for advantage!!! xD


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:12:19


Post by: pretre


IdentifyZero wrote:The only people who should or would be offended by the implication a GK player might model for advantage, is someone who does. That is often the psychological trigger in most blanket or overarching statements that leads into people getting defensive when there is no need to.

Again though, NONE of this changes, that this is modelling for advantage!!! xD

Also, people who aren't modelling for advantage (in the sense that they are trying to do something unseemly to gain an advantage) when they are simply modelling upgrades appropriately would also be offended.

You seem to have a skewed definition of modelling for advantage. Can you define it for us?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:14:30


Post by: IdentifyZero


pretre wrote:Is it MFA? Sure. Is putting a melta on a guy who can take a melta MFA under this definition? Sure.

Is outfitting your Captain with a Relic Blade modelling for advantage (if it is a legitimate option)? Sure.

Are they all okay? Yes.

The reason people are railing against you is this is quite different from MFA where you make a model a different size by changing its profile. There is no 1" tall chimera that is acceptable by the rules. There is a DCA with Axe/Sword.


Automatically Appended Next Post:
kirsanth wrote:
pretre wrote:
kirsanth wrote:Sure. Because those are different options.

As opposed to "power weapons" which can include a variety of things.

Fair enough. Although apparently power weapons have different options as well now.
Exactly. Which was my point.

"Power weapon" as an option, includes options.

/highfive



Pretre, once again, this has soared over your head and into the clouds.

When you create your squad, is buying a meltagun for a member of the squad a legitimate option? Yes.
When you create your captain and arm him and pay his points, you bought a Relic Blade.

If you decide to put a fancier meltagun on the gunner? It's modelling for looks.
If a new weapon option called the Meltagun 2.0 came out and you swapped the models weapons for no other reason? Modelling for advantage.

If you made a captain with a power sword as an example:

You could claim it as a relic blade, points wise, if you paid or a power weapon (Sword) depending on the points you paid for the unit, as these are different upgrade options you have used; not base wargear.

If you had your DCA using swords for an edition and then find out now, that if you give them axes to, they can have multiple attack options and decide to remodel them?

You modeled for advantage.

If you had DCA using swords fo ran edition and then find out now, you can buy some sexy looking swords to swap out?

You modeled for aesthetic.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:14:40


Post by: Joe Mama


pretre wrote:Is it MFA? Sure. Is putting a melta on a guy who can take a melta MFA under this definition? Sure.
Is outfitting your Captain with a Relic Blade modelling for advantage (if it is a legitimate option)? Sure.


Which is why the IZ definition of MFA is silly and ridiculous. It is really better stated as "choosing wargear based on the rules." Sometimes wargear costs points, sometimes it is 'free' (built into the model's cost). Sometimes there are free options, sometimes not. Deciding on a power axe over a power sword is a (free) wargear choice that the 6th edition rules say we can make. But for some reason that I can't wrap my head around, IZ claims having such a choice is bad / sneaky / unhonorable and so on.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:16:55


Post by: pretre


IdentifyZero wrote:If you had your DCA using swords for an edition and then find out now, that if you give them axes to, they can have multiple attack options and decide to remodel them?

You modeled for advantage.

If you had DCA using swords fo ran edition and then find out now, you can buy some sexy looking swords to swap out?

You modeled for aesthetic.


Define modelling for advantage. Right now, what you are describing is changing your models to reflect the rules and upgrades available to you, which is MFA only by the loosest possible definition.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:18:00


Post by: Eldarain


Is there anything limiting each model to one variant of power weapon?

I see no problem with modeling your unit that is equipped with "power weapons" with your choice of axes, swords, mauls etc. but having multiples and switching from round to round seems wrong.

What would stop you from gluing every type available around the models waist to have the best weapon for any fight?

Just wondering if the rulebook or FAQ deal with that eventuality.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:18:47


Post by: pretre


Eldarain wrote:
What would stop you from gluing every type available around the models waist to have the best weapon for any fight?

Because the model only gets 2 power weapons. You can only model 2.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:19:22


Post by: IdentifyZero


pretre wrote:
IdentifyZero wrote:The only people who should or would be offended by the implication a GK player might model for advantage, is someone who does. That is often the psychological trigger in most blanket or overarching statements that leads into people getting defensive when there is no need to.

Again though, NONE of this changes, that this is modelling for advantage!!! xD

Also, people who aren't modelling for advantage (in the sense that they are trying to do something unseemly to gain an advantage) when they are simply modelling upgrades appropriately would also be offended.

You seem to have a skewed definition of modelling for advantage. Can you define it for us?


You seem to have a skewed definition of advantage.

Definition of ADVANTAGE

1: superiority of position or condition <higher ground gave the enemy the advantage>
2: a factor or circumstance of benefit to its possessor <lacked the advantages of an education>
3 : benefit, gain; especially : benefit resulting from some course of action
4: the first point won in tennis after deuce
— to advantage
: so as to produce a favorable impression or effect <wishing to be seen to advantage>

Just copied and pasted off Webster for you, so you don't have to look it up.

I think the third point here might help you: benefit or gain, especially, resulting from some course of action.

The benefit: Versatility with your weapon options for attacks.

Gain: The ability to attack at differing APs. Also crosses over with benefit, the two are very much the same thing.

Action: Modelling your troops with the different weapon.



Therefore: Modelling for advantage.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:20:26


Post by: Joe Mama


Eldarain wrote:Is there anything limiting each model to one variant of power weapon?



Uh, when you pay for a "power weapon" on the model, or it comes with one built in to the cost, it's one. Not an assortment of 4. Each weapon needs to be purchased.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:21:12


Post by: Joe Mama


IdentifyZero wrote:Therefore: Modelling for advantage.


Tell me how your definition varies from "choosing wargear based on the rules."


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:21:18


Post by: IdentifyZero


Eldarain wrote:Is there anything limiting each model to one variant of power weapon?

I see no problem with modeling your unit that is equipped with "power weapons" with your choice of axes, swords, mauls etc. but having multiples and switching from round to round seems wrong.

What would stop you from gluing every type available around the models waist to have the best weapon for any fight?

Just wondering if the rulebook or FAQ deal with that eventuality.


That is part of what I am getting at here.

It's one thing to be armed with 2 swords or 2 axes for example on a normal unit if they can. To have a sword and an axe and switch back and forth is one of the key reasons, the example by Joe Mama IS Modeling for Advantage.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:22:53


Post by: pretre


My definition of MFA would be changing your model in a way not supported by the rule to gain an unfair advantage over your opponent.

Examples:
- Modelling all of your space marine lying down.
- Putting a 3" 'base' under your dreadnought so it can always see over intervening terrain.


Automatically Appended Next Post:
IdentifyZero wrote:That is part of what I am getting at here.

It's one thing to be armed with 2 swords or 2 axes for example on a normal unit if they can. To have a sword and an axe and switch back and forth is one of the key reasons, the example by Joe Mama IS Modeling for Advantage.

Let's say I'm a wolf Lord and I buy a TH and a FB. I switch back and forth between two legal wargear choice that I paid for (just like the DCA). Is that MFA?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:24:16


Post by: Balance


IdentifyZero wrote:
Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


Just to bring up a wacky idea: Sister of battle squad leaders (It's been so long, I can't remember the title...) are sculpted with 2-3 poses. Some with a power weapon maul, some with a power weapon sword. Is it OK, in this case, to chop a maul off and replace with a sword, if there exists a standard model with that variant?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:24:48


Post by: pretre


Heck, I'm a wolf lord and buy a Frost Blade and a Frost Axe (two upgrades that cost the same in my codex) so I can swap between. MFA?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:24:57


Post by: IdentifyZero


Joe Mama wrote:
IdentifyZero wrote:Therefore: Modelling for advantage.


Tell me how your definition varies from "choosing wargear based on the rules."


I think my 5 year old nephew might have a better chance of getting the point then someone who does not want to see beyond their own nose here:

You are not swapping your swords for axes or swords for mauls.

You are remodeling to have ONE of EACH (Sword and Axe) to give a clear advantage, units outside of a special character/independent character who can buy multiples of weapons would not be able to have. You are trying to make your DCA, more powerful then they already are, giving them a FURTHER advantage.

Were you just swapping your swords for axes, I might see it.

You are doing 1 sword and 1 axe according to your post for no other purpose then to take advantage of the new rules and ALSO to gain yourself an extra advantage with your DCAs (the ability to swap attack types, which essentially, changes the unit in a very big way).

If you do not see how this is modelling for advantage, I am GLAD I will never have to play you or meet you because it would not end very nicely if I had to deal with such ignorance in real life with any issue.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:25:16


Post by: kronk


Can we take this MFA discussion elsewhere now and get back to the FAQ's?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:25:48


Post by: pretre


Balance wrote:
IdentifyZero wrote:
Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


Just to bring up a wacky idea: Sister of battle squad leaders (It's been so long, I can't remember the title...) are sculpted with 2-3 poses. Some with a power weapon maul, some with a power weapon sword. Is it OK, in this case, to chop a maul off and replace with a sword, if there exists a standard model with that variant?

You've converted your model to have an advantage. According to IZ, that's MFA.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:27:12


Post by: IdentifyZero


pretre wrote:Heck, I'm a wolf lord and buy a Frost Blade and a Frost Axe (two upgrades that cost the same in my codex) so I can swap between. MFA?


Wolf Lord is an IC. He has the ability to purchase specific wargear, in this case, two different weapons that give two different abilities.

DCA are a normal unit, elites/troops or hq depending on your army. They have no options to buy wargear. They were clearly NOT intended to have two weapon types so they could choose which initiative and AP to attack at. If the DCA were swapping from sword to axes? Sure.

Making sure they all have a sword and an axe is modelling for advantage, if you don't get it, you never will.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:27:47


Post by: Therion


Death Cult Assassins have official GW models available to them and they're holding swords. If they were holding mixed weapons or strange looking weapons I'd understand the argument for having both power axes and swords on them, but they don't. It's a pretty clear case of modelling for advantage.

You know what the official model looks like and you either change it or alternatively make a new DIY model that doesn't look or play like it. Modelling for advantage.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:28:28


Post by: IdentifyZero


Balance wrote:
IdentifyZero wrote:
Sounds pretty clear to me. If the model shipped with a sword, it has a sword. If an axe it has an axe. If a maul, it has a maul. If you are converting the unit from scratch, clearly, you could choose this yourself.

I think the whole: `Look at the model to tell which type of power weapon it has...` is different then, feel free to swap out your current models power weapons for any variation you feel like.


Just to bring up a wacky idea: Sister of battle squad leaders (It's been so long, I can't remember the title...) are sculpted with 2-3 poses. Some with a power weapon maul, some with a power weapon sword. Is it OK, in this case, to chop a maul off and replace with a sword, if there exists a standard model with that variant?


You're not giving them a power maul and power sword. In this case, they actually do pay for their upgrade as well and are not a regular unit type, but in fact, an upgrade. If you swapped the weapon, that is fine.

the DCA swapping WEAPONS from one type to another, is also fine. The DCA swapping 1 weapon for an axe and having an axe and a sword, is not fine.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:28:44


Post by: pretre


IdentifyZero wrote:DCA are a normal unit, elites/troops or hq depending on your army. They have no options to buy wargear. They were clearly NOT intended to have two weapon types so they could choose which initiative and AP to attack at. If the DCA were swapping from sword to axes? Sure.

Making sure they all have a sword and an axe is modelling for advantage, if you don't get it, you never will.

Tell me where you saw the intention for what kind of weapons they should be able to get? I wasn't aware they you had access to the game designers.

And I changed my mind. I completely agree that under your definition of Modelling for Advantage, I am MFA.

I just think that your definition diverges from the rest of ours.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:28:58


Post by: IdentifyZero


Therion wrote:Death Cult Assassins have official GW models available to them and they're holding two swords. If they were holding mixed weapons or strange looking weapons I'd understand the argument for having both power axes and swords on them, but they don't. It's a pretty clear case of modelling for advantage.

You know what the official model looks like and you either change it or alternatively make a new DIY model that doesn't look or play like it. Modelling for advantage.


Thanks Therion. Exactly what I've been saying :/ *thumbs up*


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:29:19


Post by: Therion


Tell me where you saw the intention for what kind of weapons they should be able to get? I wasn't aware they you had access to the game designers.

You never looked at the DCA model that Games Workshop makes?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:29:37


Post by: Slackermagee


Holy Balls. Its not like the axe strikes at initiative thus making it a no-brainer between it and the sword.

You get two options when you pay for a power weapon
>Initiative of the model, AP3, bonus for two weapons
>I1, models strength +1, AP2, bonus for two weapons (and get murdered by the sword in a challenge before you get to do diddly squat, hence the 'option' to model an axe)

and finally, pay an extra 10 points on average for an I1 weapon that doubles strength and makes you AP2.

You can play either the axe or the sword. If I see a sword and you swing into termies claiming its an axe... no. If you model an axe and swing into my sword wielding sergeant who duels you claiming you too have a sword... no.

Are we seeing the fine points of GW giving ALL players an option without making it a codex entry style option?

Please?

Are you all there yet?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:30:24


Post by: pretre


Therion wrote:Death Cult Assassins have official GW models available to them and they're holding swords. If they were holding mixed weapons or strange looking weapons I'd understand the argument for having both power axes and swords on them, but they don't. It's a pretty clear case of modelling for advantage.

You know what the official model looks like and you either change it or alternatively make a new DIY model that doesn't look or play like it. Modelling for advantage.

So anytime you convert a model that doesn't look exactly like the official model, you have MFA? Good to know.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:30:41


Post by: Balance


It seems like it would have made more sense if the rules had been written that all current 'power weapons' remain generic 'power weapons' until the governing army list is replaced and/or a FAQ makes the change.

No change to current armies, but when Codex: Sisters of Battle ships (So... 2036?) it could say that a power sword is X, a Power Maul is Y, etc. for appropriate units. FAQs could sparingly 'patch' those instances where a unit should really, really already have a Power Axe or similar to fit canon and game mechanics requirements.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:30:46


Post by: IdentifyZero


pretre wrote:
IdentifyZero wrote:DCA are a normal unit, elites/troops or hq depending on your army. They have no options to buy wargear. They were clearly NOT intended to have two weapon types so they could choose which initiative and AP to attack at. If the DCA were swapping from sword to axes? Sure.

Making sure they all have a sword and an axe is modelling for advantage, if you don't get it, you never will.

Tell me where you saw the intention for what kind of weapons they should be able to get? I wasn't aware they you had access to the game designers.

And I changed my mind. I completely agree that under your definition of Modelling for Advantage, I am MFA.

I just think that your definition diverges from the rest of ours.


There is all of 3 of you arguing that your DCA should be able to have swords and axes at the same time and trying to say it is not MFA.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:31:03


Post by: Joe Mama


IdentifyZero wrote:You are remodeling to have ONE of EACH (Sword and Axe) to give a clear advantage,


Yes. Of course. Wargear is taken for advantages. I can take any type of power weapons I want. 'Power Weapon' in codexes now is exactly and 100% equal to the words "choice of Power Sword, Power Maul, Power Axe, or Power Stave."



because it would not end very nicely if I had to deal with such ignorance in real life with any issue.


Please stop with this nonsense unless you are trying to get banned.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:31:35


Post by: pretre


Therion wrote:
Tell me where you saw the intention for what kind of weapons they should be able to get? I wasn't aware they you had access to the game designers.

You never looked at the DCA model that Games Workshop makes?

Just checked your gallery. Perhaps those who live in glass houses shouldn't throw stones. This model is clearly not matching what GW made and must be modelled for advantage:





6th Edition 40K FAQs UP NOW @ 2012/07/03 19:34:15


Post by: Therion


pretre wrote:
Therion wrote:Death Cult Assassins have official GW models available to them and they're holding swords. If they were holding mixed weapons or strange looking weapons I'd understand the argument for having both power axes and swords on them, but they don't. It's a pretty clear case of modelling for advantage.

You know what the official model looks like and you either change it or alternatively make a new DIY model that doesn't look or play like it. Modelling for advantage.

So anytime you convert a model that doesn't look exactly like the official model, you have MFA? Good to know.

You didn't know this before? How long have you played this game again? I can give you some ground rules: Models are put on the bases they are supplied with. Sponsons, guns and turrets are attached to the points in vehicles where they're supposed to. Same goes for access hatches and doors. If you want to have a special looking model, it still has to play like a normal model. Likewise you're not allowed to have your Vendettas attached on their flying bases with their noses pointing towards the ground so they can fit on the table with a 6" move. You have to attach them like they're supposed to. Finally, now that there's a clear distinction on what a power axe and a power sword does, models have what their GW models have. You can't convert your own special Commander Dante with a different weapon just because you don't like the rules of the official one. You can house rule all you want in your home games but don't come to an internet forum preaching that you're not modelling for advantage when you're doing exactly that. In other words you're cheating.

This model is clearly not matching what GW made and must be modelled for advantage:

That is an old model that I used when GW didn't make Thunderwolves. It's not an official model anymore, but I would be allowed to use it because I'd use the rules that the official model has. Don't be dense. You can make your custom DCA models with axes, but during the game they'll count as swords.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:34:28


Post by: pretre



Oh and IZ:


Non-stock repressor. That dozer blade and model clearly change the LOS profile. I'm gonna have to go with MFA.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:34:57


Post by: IdentifyZero


Slackermagee wrote:Holy Balls. Its not like the axe strikes at initiative thus making it a no-brainer between it and the sword.

You get two options when you pay for a power weapon
>Initiative of the model, AP3, bonus for two weapons
>I1, models strength +1, AP2, bonus for two weapons (and get murdered by the sword in a challenge before you get to do diddly squat, hence the 'option' to model an axe)

and finally, pay an extra 10 points on average for an I1 weapon that doubles strength and makes you AP2.

You can play either the axe or the sword. If I see a sword and you swing into termies claiming its an axe... no. If you model an axe and swing into my sword wielding sergeant who duels you claiming you too have a sword... no.

Are we seeing the fine points of GW giving ALL players an option without making it a codex entry style option?

Please?

Are you all there yet?


In this case, it is not an issue of him having one or the other. He wants both a sword and an axe on DCAs to gain unique benefits/advantages that would only be available to a character who sacrificed buying another piece of wargear in most cases. With that in mind, I don't see as many HQs able to take 'two power weapons' as separate options outside of Black Templars who still use the armory.

With that in mind, there are not many units that can take two power weapons out there or that ship with 2 power weapons equipped.

The fact that someone is trying to have both the axe and the sword on a normal unit, in a situation that could only occur for ICs mostly..... that is MFA.

This isn't twin lightning claws on your commander, this isn't a powerfist or thunderhammer and a sword on your commander (HQ/IC) unit.

This is swapping 1 of 2 weapons, to have the advantage of having BOTH options available within a single unit on every single model. If he was just swapping some guys from swords to axes, it would not be an issue.


pretre wrote:
Oh and IZ:


Non-stock repressor. That dozer blade and model clearly change the LOS profile. I'm gonna have to go with MFA.


I think you've run out steam, so now you've just attacked Therion and I with points that do not fit with what is being made here.

If I made an immolator armed with a heavy flamer and a heavy bolter.. that is MFA.

In both cases, what you just linked; were conversions. Sorry that you are so butthurt about being wrong.

Fact is, modelling your DCA to have a sword AND an axe is modelling for advantage. You showing THerion and I's conversions and trying to insult us/say modelling for advantage says one thing: You lost, you know it and now you're grasping at desperate straws to try and form some kind of argument but all you can do is link some photos and go OMG LOOK MFA when it clearly is not in either case. Also, GW makes no model for the Repressor. But to refute your point:

#1. The Line of Sight profile of this vehicle is unchanged, the top hatch of the repressor from FW counts as the turret, thus giving no Line of Sight; either way, my repressor is within 1mm height of the FW model.

#2. The rhino has in no way been shortened or made smaller in any way.

#3. The Dozer blade provides no cover or advantages in terms of Line of Sight.

#4. What you have pointed out and shown here, is what I have called over and over modelling for aesthetic or modelling for looks or conversion. There is no advantage of versatlity or bonus.. benefit.. advantage provided by this vehicle in regards to the normal unit.


Let me fix this example for you:

Had you just linked an immolator with a heavy flamer/heavy bolter turret with 1 of each gun instead of two of the same twin-linked, you would have had a legitimate point; in the same vein as using DCAs with a sword and an axe because you can.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:35:18


Post by: CleverAntics


According to this Power Weapon rule, my Lychguard can have 'Hyperphase Axes', even though it is called a Hyperphase Sword; all I'd have to do is convert it to look like a Axe instead of a sword.

I find it contradicting itself, but according to the Power Weapon rules as of this moment, that is legal.

My local gaming companions agreed. I personally find it kind of silly; but it is legal.

If it were intended for them to have the other options, I suppose they would have included them in the Lychguard kit; I dunno, I'll abide by the rule as it stands until it is FAQ'd by 'ol GW.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:35:34


Post by: pretre


Therion wrote:You didn't know this before? How long have you played this game again? I can give you some ground rules: Models are put on the bases they are supplied with. Sponsons, guns and turrets are attached to the points in vehicles where they're supposed to. Same goes for access hatches and doors. If you want to have a special looking model, it still has to play like a normal model. Likewise you're not allowed to have your Vendettas attached on their flying bases with their noses pointing towards the ground so they can fit on the table with a 6" move. You have to attach them like they're supposed to. Finally, now that there's a clear distinction on what a power axe and a power sword does, models have what their GW models have. You can't convert your own special Commander Dante with a different weapon just because you don't like the rules of the official one. You can house rule all you want in your home games but don't come to an internet forum preaching that you're not modelling for advantage when you're doing exactly that. In other words you're cheating.

Wow. Okay then. So anytime I convert something to take advantage of a completely legal rule (different kinds of power weapons). I am cheating. Good to know.


Automatically Appended Next Post:
IdentifyZero wrote:With that in mind, there are not many units that can take two power weapons out there or that ship with 2 power weapons equipped.

The fact that someone is trying to have both the axe and the sword on a normal unit, in a situation that could only occur for ICs mostly..... that is MFA.

This is swapping 1 of 2 weapons, to have the advantage of having BOTH options available within a single unit on every single model. If he was just swapping some guys from swords to axes, it would not be an issue.

As it is perfectly legal and your dispute seems to be that you don't like that it happens, I really don't have any other problems with it. Oh noes! I took a legal option. You don't like it, so apply the pejorative MFA to it to try to shame me. GJ!


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:37:31


Post by: Therion


I am cheating. Good to know.

You're welcome.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:38:17


Post by: pretre


Therion wrote:
I am cheating. Good to know.

You're welcome.

Also, you might not want to field that TWC lord. He's not the exact size profile as an actual model. That would be MFA.


Automatically Appended Next Post:
Way to only quote one part of the post to make your point though. Here, let me do it.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:38:59


Post by: Joe Mama


Therion wrote:You can't convert your own special Commander Dante with a different weapon just because you don't like the rules of the official one.


That depends. Does his entry specifically say 'axe' or 'sword' or whatever, or does it just say 'power weapon.' If it is the latter, then yes, of course he can swap his weapon. But I vaguely recall his entry is specific.


In other words you're cheating.


Holy hell, not even IZ went that far.


You can make your custom DCA models with axes, but during the game they'll count as swords.


This is not what the rules says. Sorry dude. DCA have 'power weapons' not 'power swords'


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:39:19


Post by: pretre


Therion wrote:I am cheating. Good to know.

I just had to forget to quote the extra quote marks.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:39:58


Post by: Therion


Also, you might not want to field that TWC lord. He's not the exact size profile as an actual model. That would be MFA.

He is pretty much the exact same size, but if anyone would have a problem with it, in the case of for example my model being smaller and because of a one or two millimeter difference in size being impossible to target from behind a building, I'd allow my model to be shot as per the official model.

DCA have 'power weapons' not 'power swords'



6th Edition 40K FAQs UP NOW @ 2012/07/03 19:40:45


Post by: Manchu


Please take the MFA discussion elsewhere. Thanks!


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:43:55


Post by: pretre


Manchu wrote:Please take the MFA discussion elsewhere. Thanks!

There's a nice discussion about this point here:

http://www.dakkadakka.com/dakkaforum/posts/list/459398.page


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:44:25


Post by: Manchu


/MFA posts deleted.

One more (and last) time: start a thread somewhere else about MFA. Thanks.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:48:04


Post by: Mantle


sorry only just read about the MFA after I posted


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:53:42


Post by: IdentifyZero


So what does everyone think about the changes to the Black Templar FAQ? Specifically that we are forced to use Drop Pod Assault now?


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:56:29


Post by: Joe Mama


Mantle wrote:sorry only just read about the MFA after I posted


Also sorry, and said I was, but it disappeared. So I'm saying it again.


6th Edition 40K FAQs UP NOW @ 2012/07/03 19:57:06


Post by: pretre


I may be misunderstanding, but didn't that just bring BT in line with the other codexes that have DPA?


6th Edition 40K FAQs UP NOW @ 2012/07/03 20:39:20


Post by: Lysenis


Mantle wrote:sorry only just read about the MFA after I posted
Sorry same excuse.

Back on topic!

@Pretre Yes but some BT players actually liked there version. . . why I do not know. . . I do know however that as a BA player DPA is a pretty good Idea. . .


6th Edition 40K FAQs UP NOW @ 2012/07/03 20:44:14


Post by: matphat


To the guy commenting on Orks weathering the storm of three editions, I agree. I'm happy to see they weren't made unplayable.

Rule Number One: Be Polite (including no personal attacks)

Rule Number Two: Stay On-Topic

Please follow our rules!

Thanks ~Manchu


My bad. Sorry.


6th Edition 40K FAQs UP NOW @ 2012/07/03 20:57:51


Post by: IdentifyZero


pretre wrote:I may be misunderstanding, but didn't that just bring BT in line with the other codexes that have DPA?


Yes, without all the other funky toys like locator beacons etc.. I'm sure it will all be taken care of in the WD Codex we will get! (joking).

Lysenis wrote:
Mantle wrote:sorry only just read about the MFA after I posted
Sorry same excuse.

Back on topic!

@Pretre Yes but some BT players actually liked there version. . . why I do not know. . . I do know however that as a BA player DPA is a pretty good Idea. . .



I loved my version all throughout 5th. It actually provides a very good means of countering people who A) Plan on 1/2 your pods coming down turn 1 and B) Makes me laugh when people reserve to deal with my drop pods.

The other plus is, with some great rolls (this is luck based, but so is every aspect of 40k) you can potentially have every drop pod come in a single turn... Combine this with say, the new ally rules and use a proteus to re-roll reserves for example or damocles rhino + an allied IG detachment with master of the fleet, turn 2 templars coming in with every drop pod would have been VERY possible. xD

As it stands, it was a very fun when it did work out even under the old rules. More times then not since 4th edition, I have gotten almost 6-8 pods on turn 2.... I tend to run around 11 in my templars.




6th Edition 40K FAQs UP NOW @ 2012/07/03 21:27:52


Post by: Agamemnon2


Message removed.


6th Edition 40K FAQs UP NOW @ 2012/07/03 21:28:18


Post by: Lysenis


IdentifyZero wrote:
pretre wrote:I may be misunderstanding, but didn't that just bring BT in line with the other codexes that have DPA?


Yes, without all the other funky toys like locator beacons etc.. I'm sure it will all be taken care of in the WD Codex we will get! (joking).

Lysenis wrote:
Mantle wrote:sorry only just read about the MFA after I posted
Sorry same excuse.

Back on topic!

@Pretre Yes but some BT players actually liked there version. . . why I do not know. . . I do know however that as a BA player DPA is a pretty good Idea. . .



I loved my version all throughout 5th. It actually provides a very good means of countering people who A) Plan on 1/2 your pods coming down turn 1 and B) Makes me laugh when people reserve to deal with my drop pods.

The other plus is, with some great rolls (this is luck based, but so is every aspect of 40k) you can potentially have every drop pod come in a single turn... Combine this with say, the new ally rules and use a proteus to re-roll reserves for example or damocles rhino + an allied IG detachment with master of the fleet, turn 2 templars coming in with every drop pod would have been VERY possible. xD

As it stands, it was a very fun when it did work out even under the old rules. More times then not since 4th edition, I have gotten almost 6-8 pods on turn 2.... I tend to run around 11 in my templars.


Issue is now that if you reserve everything of have an army that is completely in reserves and the full turn ends you lose. . . would suck right!


Automatically Appended Next Post:
Agamemnon2 wrote:You know, arguments like the power weapon can of worms are a great justification for banning conversions altogether. Privateer Press is onto something, I feel.
Then I quit. SImple, I love this game not or the rules, not for the game it self but for the ability to make and kit-bash what I want. I know MANY people that feel the same as I do. This game has the idea of it being a big fething universe so there multiple possibilities.


6th Edition 40K FAQs UP NOW @ 2012/07/03 21:40:44


Post by: Testify


May have been answered, but the BA FAQ thing about independant charectors having The Red Thirst...lolwhat?


6th Edition 40K FAQs UP NOW @ 2012/07/03 21:50:16


Post by: Nelson


Hey so, if Mandrakes have a 5+ invuln and take more damage from Grey Knights like a daemon, does that mean my mandrakes get to at least cause fear too?

Hahahahahahaha!


6th Edition 40K FAQs UP NOW @ 2012/07/04 01:37:39


Post by: helgrenze


automatonsleuth wrote:
MajorWesJanson wrote:
helgrenze wrote:Ok.. the FAQ for Bolster Defenses seems to change the effects from just "ruins" to "any cover" as it gives a new example that modifies "area terrain".
Since "area terrain" can cover woods that gives quite a boost to Scouting units.
Also, since the Aegis Defense line is considered "battlefield debris" can this also be bolstered, making it a 3+ save?


If so, take an aegis line with a quad gun, and put a unit of sniper scouts in there with camo cloaks. Nice little fire base.


The FAQ for Bolster Defences specifically prohibits bolstering Fortifications you've purchased as part of your army list. Now, if that Aegis line was just part of the board's terrain setup, then that's ok. Otherwise, no can do.


Where is this? Been over the FAQ and cannot find it.


6th Edition 40K FAQs UP NOW @ 2012/07/04 04:08:16


Post by: Noir Eternal


Its in the Bolster Defences under the Grey Knight FAQ. I checked the FAQ for the Space Marines and it does not make that distinction but I don't see why it would be any different. No 2+ Cover save from bolstering a Fortification.

And the Fortifications starting on the Table would have the dilapidated rule and only provide a 4+ starting out at best


6th Edition 40K FAQs UP NOW @ 2012/07/04 04:38:26


Post by: ChiliPowderKeg


So, correct me if I'm wrong here, but I take it Tau Stealthsuits now walk around with a +4 coversave?

That sound pretty cool.

Target Lock seems to have gone the way of the C&C Node. Some people will miss it, but I thankfully won't.


6th Edition 40K FAQs UP NOW @ 2012/07/04 04:44:10


Post by: ph34r


ChiliPowderKeg wrote:So, correct me if I'm wrong here, but I take it Tau Stealthsuits now walk around with a +4 coversave?

That sound pretty cool.
No, they walk around with a +3 to cover save, or a 4+ cover save. No +4 cover saves that I know of.


6th Edition 40K FAQs UP NOW @ 2012/07/04 04:45:14


Post by: acekevin8412


ChiliPowderKeg wrote:So, correct me if I'm wrong here, but I take it Tau Stealthsuits now walk around with a +4 coversave?

That sound pretty cool.

Target Lock seems to have gone the way of the C&C Node. Some people will miss it, but I thankfully won't.


yeah but they still eat an elite slot and cost almost as much as terminators. >_>


6th Edition 40K FAQs UP NOW @ 2012/07/04 04:46:18


Post by: ChiliPowderKeg


ph34r wrote:
ChiliPowderKeg wrote:So, correct me if I'm wrong here, but I take it Tau Stealthsuits now walk around with a +4 coversave?

That sound pretty cool.
No, they walk around with a +3 to cover save, or a 4+ cover save. No +4 cover saves that I know of.


Ah I see now, thanks for clearing that up

acekevin8412 wrote:
ChiliPowderKeg wrote:So, correct me if I'm wrong here, but I take it Tau Stealthsuits now walk around with a +4 coversave?

That sound pretty cool.

Target Lock seems to have gone the way of the C&C Node. Some people will miss it, but I thankfully won't.


yeah but they still eat an elite slot and cost almost as much as terminators. >_>


Just saying it sounds neato. It''s not like I'm fielding them or anything


6th Edition 40K FAQs UP NOW @ 2012/07/04 04:54:00


Post by: Captain Avatar


ph34r wrote:
ChiliPowderKeg wrote:So, correct me if I'm wrong here, but I take it Tau Stealthsuits now walk around with a +4 coversave?

That sound pretty cool.
No, they walk around with a +3 to cover save, or a 4+ cover save. No +4 cover saves that I know of.


Its both, The stealth rule says that it adds +1 to cover and that the model is in the open that it still gets the bonus for a 6+ cover save.

Then the Shrouding rule gives +2 to cover that is cumulative with the stealth rule.

So 4+ cover save in the open and +3 to cover everwhere else.


6th Edition 40K FAQs UP NOW @ 2012/07/04 05:45:03


Post by: dalsiandon


So I see the 'Nids got nerfed even more. What a pain. Fleet no longer lets you assault which turns Hormogaunts and Genestealers to crap, it altered the way you can assault, Lictors are still crap because they still can't do diddly on the turn they arrive and the change of stealth to a cover bonus only barely helps them with. Mildly annoyed to say the least. And then you've got smash for MC, which the jury is still out on.

And with the Allied detachment everyone else can get extra HQ's, elites, and such but 'Nids have to wait until 2000+ point games that open a second primary FoC but thats not helpful because the other armies can out pick them in every slot of the FoC no matter what. So where's the balance/bonus the 'Nids get to counter that? Will they get a special/unique FoC in their next book?

So far I'm in the middle for how this addition helps and hurts the 'Nids at this point. But we'll see as I dig into it some more.


6th Edition 40K FAQs UP NOW @ 2012/07/04 05:50:17


Post by: Battlesong


dalsiandon wrote:So I see the 'Nids got nerfed even more. What a pain. Fleet no longer lets you assault which turns Hormogaunts and Genestealers to crap, it altered the way you can assault, Lictors are still crap because they still can't do diddly on the turn they arrive and the change of stealth to a cover bonus only barely helps them with. Mildly annoyed to say the least. And then you've got smash for MC, which the jury is still out on.

And with the Allied detachment everyone else can get extra HQ's, elites, and such but 'Nids have to wait until 2000+ point games that open a second primary FoC but thats not helpful because the other armies can out pick them in every slot of the FoC no matter what. So where's the balance/bonus the 'Nids get to counter that? Will they get a special/unique FoC in their next book?

So far I'm in the middle for how this addition helps and hurts the 'Nids at this point. But we'll see as I dig into it some more.

I take from it that the armies have to be built ENTIRELY differently now. And yes, Genestealers got shafted HARD...I am trying to figure out what makes a good nid army, but I think it starts with Flyrants (maybe 2), and Hive Guard still don't suck


6th Edition 40K FAQs UP NOW @ 2012/07/04 05:50:19


Post by: AgeOfEgos


Some sunshine;

Your MCs get cover saves now, termawall can help.
Flytants Zooming over the field and throwing out shots/powers is concerning.
Your elite Stealers are one of the few units that can move/assault from reserve
Fearless won't hurt your bug horde as badly
You can cycle the Fex groups to get wound allocation out of it--or use a prime to lead the way (For his Look outs)


Flyers are going to be a real issue for you though


6th Edition 40K FAQs UP NOW @ 2012/07/04 05:58:58


Post by: dalsiandon


True AgeofEgos there are some bright spots, overwatch for my termagants is great. And it does make since why Carnifex can be in units now, and why the Crushing Claws bonus attacks are worth the points now.

The problem with the elite stealers is they are elite and the only consistent anti-vehicle 'Nids have is already elite so we're still stuck in do we want reliable anti-tank or more infantry killing? Ymgarls were good in 5th but they were always seconded to Hive Guard and Zoan's. and I think this is still gonna be the same.
And that goes back to the complaint about the FoC and the allied detachment again.


6th Edition 40K FAQs UP NOW @ 2012/07/04 08:52:23


Post by: DarkStarSabre


My own approach to 'nids, now that Psychic hoods have changed?

Psyker bomb.

Flyrants
2 broods of Zoeys
Venomthropes
Tervigon-Gaunt spawn wall.
Genestealer broods advancing behind Gauntwall.
Gargoyles broods for emergency Flyrant cover saves.
Trygons to pop up where the Flyrants are for target saturation and OMG PANIC factor (and high initiative AP2 attacks in combat!)

Best bit? Rolling Psychic Powers before deployment but at that point you will likely know what your opponent has brought.

No vehicles? Swap out Zoey Warp Lance.
Character light or not kitted up nasty units? Swap out some Broodlord powers.
Likely to come to you? Swap out some Tervigon powers.
Fearless? Swap out some Hive Tyrant powers.

The change to Psychic Hoods was a freaking godsend to Tyranids! Yeah, they have a 4+ chance to deny within 6". 50/50. Big deal. I'm more after Biomancy boosts for the Broodlords and HTs tbh. And Infinity gate Tervigons or Zoeys could be hilarious.


6th Edition 40K FAQs UP NOW @ 2012/07/04 09:19:32


Post by: ruminator


Ymgarl are good, but you're giving up a ranged AV slot to take them. Also, multi-assaulting vehicles is nowhere near as good in 6th as you don't get the bonus attacks. Lictors are better as they come in earlier now due to reserve rolls dropping, but multi-wound T4 models are still pretty iffy overall.

Stealers are indeed massively nerfed. My 60 stealer list is never coming out again that's for sure. I think they can still work as smaller broods on the table as broodlord delivery systems.

Mass termagant/tervigon lists with 6 hive guard seems a good solid start. 20-30 gants with TS/AG from the tervigon, preferred enemy from the tyrant. Nice.

Harpies I think are still pretty brittle, but gargoyles look useful especially en masse.

2+ armour seems to be king in this edition, so foot tyrant with armoured shell and dare I say it a tyrannofex may be worthwhile. Not sure I'll take the rupture cannon due to WS3, but go for the infantry shredding templates and charge it right in there.

Broods of fex are still slow and you can only put a single one in a spore. Dakkafex or not at all for me, unless I run them in behind a tyrannofex wall and no one will be even able to see them. Need to see how onslaught really works now in relation to fleet etc.


6th Edition 40K FAQs UP NOW @ 2012/07/04 15:52:17


Post by: canute


Is anybody else having trouble pulling up the Tyranid or Space Wolf page? The other pages seem to work fine.


6th Edition 40K FAQs UP NOW @ 2012/07/04 16:14:25


Post by: warboss


canute wrote:Is anybody else having trouble pulling up the Tyranid or Space Wolf page? The other pages seem to work fine.


Just checked the SW one and it's loading fine (and is still the original version so it wasn't pulled temporarily for an update).


6th Edition 40K FAQs UP NOW @ 2012/07/04 16:19:32


Post by: DaemonJellybaby


Suddenly stealth suits look like a good option, 2+ cover in most terrain is a great boost.
Broadsides have been nerefed but not shadowsun, she can still fire a two targets! say wha?
I'm glad these are only V1 Erretas, bring on V1.2


6th Edition 40K FAQs UP NOW @ 2012/07/04 17:20:47


Post by: warboss


DaemonJellybaby wrote:Suddenly stealth suits look like a good option, 2+ cover in most terrain is a great boost.
Broadsides have been nerefed but not shadowsun, she can still fire a two targets! say wha?
I'm glad these are only V1 Erretas, bring on V1.2


They are at least a option now with these updates as opposed to before where my six only appeared in two games (one was a narrative game where I only some crisis suits versus a baneblade and the other was when I fielded every single Tau I carry with me to a game). The natural balance to this is that they have to get within charge range of the target to use their guns due to the poor range they have.


6th Edition 40K FAQs UP NOW @ 2012/07/04 17:43:47


Post by: Davor


I am curious, are these the real Errata/FAQ? After all, it does say the last time they were updated was January 2011.

Maybe someone hacked the site and put up fake FAQs?

I kid, I kid, but wierd they still have January 2011 as last update. So UNPROFFESIONAL.


6th Edition 40K FAQs UP NOW @ 2012/07/04 19:19:10


Post by: A Town Called Malus


warboss wrote:
DaemonJellybaby wrote:Suddenly stealth suits look like a good option, 2+ cover in most terrain is a great boost.
Broadsides have been nerefed but not shadowsun, she can still fire a two targets! say wha?
I'm glad these are only V1 Erretas, bring on V1.2


They are at least a option now with these updates as opposed to before where my six only appeared in two games (one was a narrative game where I only some crisis suits versus a baneblade and the other was when I fielded every single Tau I carry with me to a game). The natural balance to this is that they have to get within charge range of the target to use their guns due to the poor range they have.


Well a small unit with a fusion blaster could be an effective tank hunting squad with that mobile 4+ cover save. Move 6", run D6" (call it 3") then jetpack 2d6" (7") = 16" movement with average rolls. That'll get them down the sides of the board quickly, especially if they start in an infiltrated deployment, ready to hit vehicles from behind/side on turn 2. Equip the Team Leader with the Fusion Blaster and give him a targeting array for BS4. If he misses then you try glancing the vehicle to death by riddling it with Burst Cannons.


6th Edition 40K FAQs UP NOW @ 2012/07/04 21:51:30


Post by: Sidstyler


Davor wrote:I kid, I kid, but wierd they still have January 2011 as last update. So UNPROFFESIONAL.


Yeah I know, really makes GW look like a bunch of fething clowns in my opinion. That's how seriously they take their jobs.

A Town Called Malus wrote:Well a small unit with a fusion blaster could be an effective tank hunting squad with that mobile 4+ cover save. Move 6", run D6" (call it 3" then jetpack 2d6" (7" = 16" movement with average rolls. That'll get them down the sides of the board quickly, especially if they start in an infiltrated deployment, ready to hit vehicles from behind/side on turn 2. Equip the Team Leader with the Fusion Blaster and give him a targeting array for BS4. If he misses then you try glancing the vehicle to death by riddling it with Burst Cannons.


...first of all, I would disagree strongly with the idea that this is an "effective" strategy (one BS4 melta shot, and if it misses then try to glance with S5 guns...I haven't been able to take a real good look at the new rules yet but I don't think things have changed that much that S5 is suddenly awesomesauce at killing tanks), but even if you could argue that stealthsuits might be at all useful now, they still really aren't because you can't afford to lose even a single Elites slot to them. Tau armies rely on Fast Attack/Heavy Support choices to take out tanks, they're the ones best suited for it and they're slots that have no real competition anyway, your Elites are the ones that are going to be killing what comes out of them in pretty much every single game you play (and all of you guys thinking that fire warriors are suddenly going to be any good at it because of whatever minor "boosts" they got, prepare to be disappointed...fire warriors shouldn't be doing anything but sitting on objectives, and since you can throw grenades now, maybe lobbing an EMP at something that gets too close). Not to mention that as far as glancing tanks to death goes, crisis suits do that so much better anyway with missile pods: twin-linked shots at S7 being fired from 36" away > bunch of S5 being fired from sneezing range, which kinda defeats the entire purpose of your improved stealth in the first place.

Stealth suits aren't good. They weren't good before, and they still aren't now. Don't get me wrong, I wish they were, so I'd have an excuse to use the fething models I bought, but until GW gets a bright idea and makes them troops or something then it's not happening.

That's all my opinion, anyway.


6th Edition 40K FAQs UP NOW @ 2012/07/04 22:25:24


Post by: A Town Called Malus


Sidstyler wrote:
A Town Called Malus wrote:Well a small unit with a fusion blaster could be an effective tank hunting squad with that mobile 4+ cover save. Move 6", run D6" (call it 3" then jetpack 2d6" (7" = 16" movement with average rolls. That'll get them down the sides of the board quickly, especially if they start in an infiltrated deployment, ready to hit vehicles from behind/side on turn 2. Equip the Team Leader with the Fusion Blaster and give him a targeting array for BS4. If he misses then you try glancing the vehicle to death by riddling it with Burst Cannons.


...first of all, I would disagree strongly with the idea that this is an "effective" strategy (one BS4 melta shot, and if it misses then try to glance with S5 guns...I haven't been able to take a real good look at the new rules yet but I don't think things have changed that much that S5 is suddenly awesomesauce at killing tanks), but even if you could argue that stealthsuits might be at all useful now, they still really aren't because you can't afford to lose even a single Elites slot to them. Tau armies rely on Fast Attack/Heavy Support choices to take out tanks, they're the ones best suited for it and they're slots that have no real competition anyway, your Elites are the ones that are going to be killing what comes out of them in pretty much every single game you play (and all of you guys thinking that fire warriors are suddenly going to be any good at it because of whatever minor "boosts" they got, prepare to be disappointed...fire warriors shouldn't be doing anything but sitting on objectives, and since you can throw grenades now, maybe lobbing an EMP at something that gets too close). Not to mention that as far as glancing tanks to death goes, crisis suits do that so much better anyway with missile pods: twin-linked shots at S7 being fired from 36" away > bunch of S5 being fired from sneezing range, which kinda defeats the entire purpose of your improved stealth in the first place.

Stealth suits aren't good. They weren't good before, and they still aren't now. Don't get me wrong, I wish they were, so I'd have an excuse to use the fething models I bought, but until GW gets a bright idea and makes them troops or something then it's not happening.

That's all my opinion, anyway.


The threat of that Fusion Shot might work better than the fusion shot itself. A unit of Stealth Suits in terrain with a fusion blaster will make many players think twice about driving a vehicle anywhere near that terrain, which grants you better control of that area. To get these Suits out that terrain he either has to get through a 2+ cover save, use a weapon which negates cover saves, such as a flamer, or assault them. This diverts firepower and units away from other areas of the battlefield.

Stealth suits in terrain could become one of our best objective denial units.


6th Edition 40K FAQs UP NOW @ 2012/07/04 23:15:57


Post by: The Dwarf Wolf


Hey, Wolf Scouts are not so incredible unusefull (like i had thouth). They surelly have lost the "melta-bombs on the prak from behind", but Accute senses makes them great, it will be hard to not roll that 3+ and decide weathever you want them to come from.

One funny thing is that Space Wolves have an army wide Special Rule, who is usefull for only 2 units in the army, lol (Wolf Scouts and Wolf Guard Battle Leaders with Hunters Saga).


6th Edition 40K FAQs UP NOW @ 2012/07/05 00:07:23


Post by: Anvildude


Not to mention, don't most Marine players like using a single BS4 Melta shot, followed by rapidfire Str 4 fire to try and take down most vehicles? I mean, that's essentially a tac squad.


6th Edition 40K FAQs UP NOW @ 2012/07/05 00:57:55


Post by: Ostrakon


Sidstyler wrote:
Davor wrote:I kid, I kid, but wierd they still have January 2011 as last update. So UNPROFFESIONAL.


Yeah I know, really makes GW look like a bunch of fething clowns in my opinion. That's how seriously they take their jobs.



Armchair web developer wants to nitpick stuff? Throne on Terra, that's really a detail that makes an entire company look like clowns? Really?


6th Edition 40K FAQs UP NOW @ 2012/07/05 01:09:17


Post by: Sidstyler


Yeah, I think it looks fething sloppy. I personally don't think it would have taken that much effort to update the fething dates on them when they're already updating the FAQ. You got a problem with that?

No, sorry, I'm out of line here, I apologize. I forget, I'm not a web developer so I have no right to criticize.

lol, "armchair" my ass. Next you'll tell me I have no right to judge Finecast as a gakky-quality product because I'm not a resin caster. Speaking of quality the content of the FAQs themselves is also bs, and also reeks of laziness. For example, "Tau target locks do nothing", when it would have been just as easy to say "Target locks reference this rule now instead". Unless it was done for "balance", which I don't think I've seen a very compelling argument for yet, other than the fact that Tau are more like everyone else's buddies instead of their own army. But if it's because of the Allies rules then why can Space Wolves long fangs still do it?


6th Edition 40K FAQs UP NOW @ 2012/07/05 01:36:44


Post by: The Dwarf Wolf


Sidstyler wrote:
Davor wrote:I kid, I kid, but wierd they still have January 2011 as last update. So UNPROFFESIONAL.


Yeah I know, really makes GW look like a bunch of fething clowns in my opinion. That's how seriously they take their jobs.

A Town Called Malus wrote:Well a small unit with a fusion blaster could be an effective tank hunting squad with that mobile 4+ cover save. Move 6", run D6" (call it 3" then jetpack 2d6" (7" = 16" movement with average rolls. That'll get them down the sides of the board quickly, especially if they start in an infiltrated deployment, ready to hit vehicles from behind/side on turn 2. Equip the Team Leader with the Fusion Blaster and give him a targeting array for BS4. If he misses then you try glancing the vehicle to death by riddling it with Burst Cannons.


...first of all, I would disagree strongly with the idea that this is an "effective" strategy (one BS4 melta shot, and if it misses then try to glance with S5 guns...I haven't been able to take a real good look at the new rules yet but I don't think things have changed that much that S5 is suddenly awesomesauce at killing tanks), but even if you could argue that stealthsuits might be at all useful now, they still really aren't because you can't afford to lose even a single Elites slot to them. Tau armies rely on Fast Attack/Heavy Support choices to take out tanks, they're the ones best suited for it and they're slots that have no real competition anyway, your Elites are the ones that are going to be killing what comes out of them in pretty much every single game you play (and all of you guys thinking that fire warriors are suddenly going to be any good at it because of whatever minor "boosts" they got, prepare to be disappointed...fire warriors shouldn't be doing anything but sitting on objectives, and since you can throw grenades now, maybe lobbing an EMP at something that gets too close). Not to mention that as far as glancing tanks to death goes, crisis suits do that so much better anyway with missile pods: twin-linked shots at S7 being fired from 36" away > bunch of S5 being fired from sneezing range, which kinda defeats the entire purpose of your improved stealth in the first place.

Stealth suits aren't good. They weren't good before, and they still aren't now. Don't get me wrong, I wish they were, so I'd have an excuse to use the fething models I bought, but until GW gets a bright idea and makes them troops or something then it's not happening.

That's all my opinion, anyway.


Dont know, Str 5 on back armor means 5+ glance most of the time. Each glance is another hull point down, and normally you only need 3 glances do get that vehicle down. Oh, if you pen with that ONE shot of melta, you have 50% chance on blowing up the vehicle (1d6+2).


6th Edition 40K FAQs UP NOW @ 2012/07/05 01:38:47


Post by: Skerr


CleverAntics wrote:According to this Power Weapon rule, my Lychguard can have 'Hyperphase Axes', even though it is called a Hyperphase Sword; all I'd have to do is convert it to look like a Axe instead of a sword.

I find it contradicting itself, but according to the Power Weapon rules as of this moment, that is legal.

My local gaming companions agreed. I personally find it kind of silly; but it is legal.

If it were intended for them to have the other options, I suppose they would have included them in the Lychguard kit; I dunno, I'll abide by the rule as it stands until it is FAQ'd by 'ol GW.




You dont need to convert them to axes, they all ready look like axes. Someone said they were modeled after the kopesh and I say "slightly" but it looks like an axe to me.

The BRB says to look at the model. The codex says that Hyperphase swords are power weapons. Sounds generic. no special powers other than generic power weapon. Looks like axes. If the BRB said go with the codex description it would be eaier for everyone to agree however the rule of going with the model leaves it up to interpretation.

My group has voted that hyperphase swords can be fielded as axes and shining spear laser/ star lances are not normal power weapons. Laser lance says it ignores saves on the charge only not the following rounds. Whole point why they have hit n run. Fact that they (lances) can shoot also means they are not stock, generic power weapons.

This is just my club though and everyone miliage will vary.


6th Edition 40K FAQs UP NOW @ 2012/07/05 02:07:54


Post by: Sidstyler


The Dwarf Wolf wrote:Dont know, Str 5 on back armor means 5+ glance most of the time. Each glance is another hull point down, and normally you only need 3 glances do get that vehicle down. Oh, if you pen with that ONE shot of melta, you have 50% chance on blowing up the vehicle (1d6+2).


I don't want to keep harping on about this, but still, you have to be hitting rear armor in that case for the burst cannons to be any good. And once again, if you're wanting a tank hunter crisis suits can still do it better with twin-linked missile pods (if we're talking strictly AV12 and below anyway, which we'd have to be), you have more range and can get side/rear shots much easier with a higher-strength weapon.

I'm not saying you're wrong necessarily, and that stealth suits can't kill tanks, but they're not really good enough at it for me to consider them "effective", least of all worth replacing a crisis suit squad for.


6th Edition 40K FAQs UP NOW @ 2012/07/05 02:48:23


Post by: The Dwarf Wolf


Sidstyler wrote:
The Dwarf Wolf wrote:Dont know, Str 5 on back armor means 5+ glance most of the time. Each glance is another hull point down, and normally you only need 3 glances do get that vehicle down. Oh, if you pen with that ONE shot of melta, you have 50% chance on blowing up the vehicle (1d6+2).


I don't want to keep harping on about this, but still, you have to be hitting rear armor in that case for the burst cannons to be any good. And once again, if you're wanting a tank hunter crisis suits can still do it better with twin-linked missile pods (if we're talking strictly AV12 and below anyway, which we'd have to be), you have more range and can get side/rear shots much easier with a higher-strength weapon.

I'm not saying you're wrong necessarily, and that stealth suits can't kill tanks, but they're not really good enough at it for me to consider them "effective", least of all worth replacing a crisis suit squad for.


I see, and i agree... Im not very familiar with the tau codex anyway. Let me just ask one more thing (just for the sake of curiosity), how many shoots that unit would be throwing at S5? At wich AP?

Maybe it is just a very good unit to outflank infantry blobs, and tear them apart ignoring cover...

About Power Weapons: i think the therm, when found in codexes around is to be used as generic, and that now you have the option to model them as Swords, Axes or Mauls, fallowing the regular rules for each one. One example i give is the "power weapon" on Dark Angels units, they can be Power Mauls, based in the veteran sprues...

That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


6th Edition 40K FAQs UP NOW @ 2012/07/05 02:59:44


Post by: Savageconvoy


The stealth suits burst cannon is S5 Ap5 assault 3.

The problem with stealth suits is that they are points heavy and limited on firepower. They are more durable with the stealth rules now, but it doesn't solve the other two issues. Yeah they can be used to take out infantry blobs.... Except the crisis suits can be outfitted better, are more cost effective, and 2W.


6th Edition 40K FAQs UP NOW @ 2012/07/05 03:12:34


Post by: DarkStarSabre


The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


6th Edition 40K FAQs UP NOW @ 2012/07/05 04:04:20


Post by: dalsiandon


ruminator wrote:Ymgarl are good, but you're giving up a ranged AV slot to take them. Also, multi-assaulting vehicles is nowhere near as good in 6th as you don't get the bonus attacks. Lictors are better as they come in earlier now due to reserve rolls dropping, but multi-wound T4 models are still pretty iffy overall.

Stealers are indeed massively nerfed. My 60 stealer list is never coming out again that's for sure. I think they can still work as smaller broods on the table as broodlord delivery systems.

Mass termagant/tervigon lists with 6 hive guard seems a good solid start. 20-30 gants with TS/AG from the tervigon, preferred enemy from the tyrant. Nice.

Harpies I think are still pretty brittle, but gargoyles look useful especially en masse.

2+ armour seems to be king in this edition, so foot tyrant with armoured shell and dare I say it a tyrannofex may be worthwhile. Not sure I'll take the rupture cannon due to WS3, but go for the infantry shredding templates and charge it right in there.

Broods of fex are still slow and you can only put a single one in a spore. Dakkafex or not at all for me, unless I run them in behind a tyrannofex wall and no one will be even able to see them. Need to see how onslaught really works now in relation to fleet etc.


Sounds like some good thoughts already. It's too bad that as nice as Ymgarls are they are still outdone by Hive guard. If Hive Guard was a heavy support option I'd run Ymgarls in every army.
And yeah your 60 Stealer list is done for a bit. Prolly better to just go with naked Hormagaunts followed by a few Hormaguants with TS/AG with the new would allocation rule. And yeah a walking tyrant with guard is more feasible now, especially with the Look Out Sit role that the tyrant guard can make.


6th Edition 40K FAQs UP NOW @ 2012/07/05 04:08:54


Post by: Anvildude


DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


To be fair, the only reason the 3+ save is so prevalent is because the majority of armies are Marines, who don't even have a single model with less than a 4+ save.


In related news, with the new Sniper rules, we may be seeing a flurry of Scout-based armies.


6th Edition 40K FAQs UP NOW @ 2012/07/05 04:16:23


Post by: dalsiandon


Anvildude wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


To be fair, the only reason the 3+ save is so prevalent is because the majority of armies are Marines, who don't even have a single model with less than a 4+ save.


In related news, with the new Sniper rules, we may be seeing a flurry of Scout-based armies.


Which conveniently works out real well with the new fortification rules, you can buy an Aegis line with an autogun and set your snipers up in there with their camo cloaks on and be good for a round or two until they eventually get rushed.


6th Edition 40K FAQs UP NOW @ 2012/07/05 05:02:39


Post by: ShumaGorath


Sidstyler wrote:
The Dwarf Wolf wrote:Dont know, Str 5 on back armor means 5+ glance most of the time. Each glance is another hull point down, and normally you only need 3 glances do get that vehicle down. Oh, if you pen with that ONE shot of melta, you have 50% chance on blowing up the vehicle (1d6+2).


I don't want to keep harping on about this, but still, you have to be hitting rear armor in that case for the burst cannons to be any good. And once again, if you're wanting a tank hunter crisis suits can still do it better with twin-linked missile pods (if we're talking strictly AV12 and below anyway, which we'd have to be), you have more range and can get side/rear shots much easier with a higher-strength weapon.

I'm not saying you're wrong necessarily, and that stealth suits can't kill tanks, but they're not really good enough at it for me to consider them "effective", least of all worth replacing a crisis suit squad for.


The cost comparison has never been particularly friendly to the stealth suits when you look at crisis suits at the same time. The ability to infiltrate and flank is nice, but the superior range of missile teams tends to produce the same results without all the messy "getting assaulted" parts. In my mind stealth teams were always meant for dedicated anti infantry, the fusion guns short range negated the stealth teams only real asset (night fight).


Automatically Appended Next Post:
dalsiandon wrote:
Anvildude wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


To be fair, the only reason the 3+ save is so prevalent is because the majority of armies are Marines, who don't even have a single model with less than a 4+ save.


In related news, with the new Sniper rules, we may be seeing a flurry of Scout-based armies.


Which conveniently works out real well with the new fortification rules, you can buy an Aegis line with an autogun and set your snipers up in there with their camo cloaks on and be good for a round or two until they eventually get rushed.


If only scouts with camo cloaks weren't the same cost as tactical marines who get a free heavy weapon.


6th Edition 40K FAQs UP NOW @ 2012/07/05 05:48:40


Post by: Agamemnon2


DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


Uh, what elite CC unit with 3+ do the Guard have?


6th Edition 40K FAQs UP NOW @ 2012/07/05 05:50:20


Post by: DarkStarSabre


...Guard do CC?

Only CC I've ever seen was powerblob and even then it doesn't matter. 50+ men with 5-6 power weapons hidden within and stubborn on Ld 9 doesn't care at all. Power Mauls do nothing for that weight of numbers


6th Edition 40K FAQs UP NOW @ 2012/07/05 05:56:09


Post by: ShumaGorath


Agamemnon2 wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


Uh, what elite CC unit with 3+ do the Guard have?


None. They have no elite combat units period and are thus not included in the sample.


6th Edition 40K FAQs UP NOW @ 2012/07/05 06:17:53


Post by: warboss


ShumaGorath wrote:
Agamemnon2 wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


Uh, what elite CC unit with 3+ do the Guard have?


None. They have no elite combat units period and are thus not included in the sample.


What elite CC units due to the tau have?


6th Edition 40K FAQs UP NOW @ 2012/07/05 06:37:25


Post by: Sidstyler


All of them now that we can ally with everyone but Tyranids. lol


6th Edition 40K FAQs UP NOW @ 2012/07/05 06:57:00


Post by: ShumaGorath


warboss wrote:
ShumaGorath wrote:
Agamemnon2 wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


Uh, what elite CC unit with 3+ do the Guard have?


None. They have no elite combat units period and are thus not included in the sample.


What elite CC units due to the tau have?


Shield drones.


6th Edition 40K FAQs UP NOW @ 2012/07/05 08:51:20


Post by: Thaylen


ShumaGorath wrote:
warboss wrote:
ShumaGorath wrote:
Agamemnon2 wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


Uh, what elite CC unit with 3+ do the Guard have?


None. They have no elite combat units period and are thus not included in the sample.


What elite CC units due to the tau have?


Shield drones.


I killed Astaroth once with a shield drone. Most embarrassing moment for the BA player.


6th Edition 40K FAQs UP NOW @ 2012/07/05 12:35:16


Post by: Nagashek


Sidstyler wrote:Yeah, I think it looks fething sloppy. I personally don't think it would have taken that much effort to update the fething dates on them when they're already updating the FAQ. You got a problem with that?

No, sorry, I'm out of line here, I apologize. I forget, I'm not a web developer so I have no right to criticize.

lol, "armchair" my ass. Next you'll tell me I have no right to judge Finecast as a gakky-quality product because I'm not a resin caster. Speaking of quality the content of the FAQs themselves is also bs, and also reeks of laziness. For example, "Tau target locks do nothing", when it would have been just as easy to say "Target locks reference this rule now instead". Unless it was done for "balance", which I don't think I've seen a very compelling argument for yet, other than the fact that Tau are more like everyone else's buddies instead of their own army. But if it's because of the Allies rules then why can Space Wolves long fangs still do it?


To sell more SW models, of course! Space Wolves are a little known, underplayed army in sore need of a buff. Therefore they kept it, and Tau, long dominating the tournament scene, received a well deserved nerf.

Personally I think removing the Target Lock was an effective way of making certain Tau received no net benefit from the new rule set. With them, the new vehicle rules would have been a coup for Tau. Without TL? A lateral shift at best.


6th Edition 40K FAQs UP NOW @ 2012/07/05 12:39:09


Post by: DarknessEternal


Nagashek wrote:Tau received no net benefit from the new rule set.

Yes, move and shoot 30" guns are clearly only a side-grade.


6th Edition 40K FAQs UP NOW @ 2012/07/05 13:37:02


Post by: Swara


I didn't see it mentioned, so I'm sorry if this is duplicate news, but forge world says they will have their FAQ's out by the end of the week. (via FB)



6th Edition 40K FAQs UP NOW @ 2012/07/05 13:44:22


Post by: davethepak


The Dwarf Wolf wrote:
Sidstyler wrote:
Davor wrote:I kid, I kid, but wierd they still have January 2011 as last update. So UNPROFFESIONAL.


Yeah I know, really makes GW look like a bunch of fething clowns in my opinion. That's how seriously they take their jobs.

A Town Called Malus wrote:Well a small unit with a fusion blaster could be an effective tank hunting squad with that mobile 4+ cover save. Move 6", run D6" (call it 3" then jetpack 2d6" (7" = 16" movement with average rolls. That'll get them down the sides of the board quickly, especially if they start in an infiltrated deployment, ready to hit vehicles from behind/side on turn 2. Equip the Team Leader with the Fusion Blaster and give him a targeting array for BS4. If he misses then you try glancing the vehicle to death by riddling it with Burst Cannons.


...first of all, I would disagree strongly with the idea that this is an "effective" strategy (one BS4 melta shot, and if it misses then try to glance with S5 guns...I haven't been able to take a real good look at the new rules yet but I don't think things have changed that much that S5 is suddenly awesomesauce at killing tanks), but even if you could argue that stealthsuits might be at all useful now, they still really aren't because you can't afford to lose even a single Elites slot to them. Tau armies rely on Fast Attack/Heavy Support choices to take out tanks, they're the ones best suited for it and they're slots that have no real competition anyway, your Elites are the ones that are going to be killing what comes out of them in pretty much every single game you play (and all of you guys thinking that fire warriors are suddenly going to be any good at it because of whatever minor "boosts" they got, prepare to be disappointed...fire warriors shouldn't be doing anything but sitting on objectives, and since you can throw grenades now, maybe lobbing an EMP at something that gets too close). Not to mention that as far as glancing tanks to death goes, crisis suits do that so much better anyway with missile pods: twin-linked shots at S7 being fired from 36" away > bunch of S5 being fired from sneezing range, which kinda defeats the entire purpose of your improved stealth in the first place.

Stealth suits aren't good. They weren't good before, and they still aren't now. Don't get me wrong, I wish they were, so I'd have an excuse to use the fething models I bought, but until GW gets a bright idea and makes them troops or something then it's not happening.

That's all my opinion, anyway.


Dont know, Str 5 on back armor means 5+ glance most of the time. Each glance is another hull point down, and normally you only need 3 glances do get that vehicle down. Oh, if you pen with that ONE shot of melta, you have 50% chance on blowing up the vehicle (1d6+2).


I hate to say it, but overall tau don't have too much trouble with the vehicles that have av10 in the rear...we have some other options.

As a competitive tau player (yeah, I know, its an oxymoron) I have to say that I have experimented with stealth suits quite a bit...
Honestly, their trouble was never their resilience to being shot at...
* Opportunity cost - less crisis suits
* range of their weapons
* lack of resistance to assault (exacerbated by the short range of their weapons).

Don't get me wrong, I am NOT discounting the value they offered in either;
* opportunistic tank hunting back/mid field
* a marker team (effective IMHO only at 1850 or much more)
* really annoying your opponent and creating a diversion because of the above two points.

Now, I have not played a lot of games in sixth YET, and I can admit that my perspective may change based upon NEW information I don't have....BUT
I don't see these changes yet reducing their drawbacks or significantly increasing their value.

I love these guys...and this may help a bit in the times I have already decided to used them (one of my 2k lists uses a stealth marker team...a mobile marker team is quite useful, and at that point level I can afford to get more crisis suits by exercising HQ bodyguards....I admit its not a great list, but it has done well at competitions AND I enjoy it due to it being a "non-standard" tau list) ...but overall...I am more excited about the possibility of my firewarriors being able to move and shoot 30"..

Now, if someone could PLEASE tell me why they took away target locks?
If we have a new dex coming up...um....just remove them then?

I don't get it.



6th Edition 40K FAQs UP NOW @ 2012/07/05 13:58:34


Post by: A Town Called Malus


davethepak wrote:
Now, if someone could PLEASE tell me why they took away target locks?
If we have a new dex coming up...um....just remove them then?

I don't get it.



Because they suddenly realised there was an army out there who could do something better than a Marine Codex. Long Fangs can only shoot at 2 different targets, a unit of three broadsides with 2 Target locks could shoot at 3 different targets.

Space Marines aren't allowed to be second best at anything.

Also when that new codex eventually comes out Target Locks better be back in. Splitting fire with Target Locks has been one of the Tau abilities since they were first released. Taking that away is akin to taking away "...And They Shall Know No Fear" from Marines (but less game balancing).


6th Edition 40K FAQs UP NOW @ 2012/07/05 17:08:19


Post by: Sidstyler


DarknessEternal wrote:
Nagashek wrote:Tau received no net benefit from the new rule set.

Yes, move and shoot 30" guns are clearly only a side-grade.


They are, actually. If you think that alone is enough to make Tau awesome now you're being foolish.


6th Edition 40K FAQs UP NOW @ 2012/07/05 17:39:40


Post by: BlueDagger


People saying Tau didn't get a boost are kidding right?

- 3pts for a Blacksun filter on one model = the whole unit negates nightfight which is more prevalent now.
- Move and shoot 30"
- AP1 is king so railguns decimate
- Terminators will be more prevalent and tau have crisis suits with rapidfire plasma to help with that, plus MSM.
- Tau can now take a farseer for psy protection and divination powers to make fire warriors Twin Linked.
- You can buy an Aegis gunline for your broadsides and have a comms relay for your crisis suits.
- Stealth suits have a permanent 4+ cover and 2+ while in cover
- target lock was removed because railguns are now death incarnate to vehicles. Having 3 seperate targets, ignoring night fire, and 50% chance to splode on pen was a little over the top.


6th Edition 40K FAQs UP NOW @ 2012/07/05 17:44:59


Post by: Tauownz


Other than the target lock nerf, Tau got way better. Kroot and Firewarriors can now move and shoot 24 and 30". Shas'els and team leader xv8's now get precision shot as with broadsides. 2d6 in assault phase. Auto jink and still pretty easy to get 4+ cover on skimmers w/ 25% behind cover, turn sideways and hide the front you get 3+ cover. Hit and run goes to the entire unit. Snap shots all around, given BS1 but still when the enemy declares charge they will be in rapid fire range. If their charge roll comes up short they can't move. Can't assault after a run and even if you stand still during run it still counts as running. Take iridium armour and stim. injectors to get a 2+ and FNP. AP1/AP2 you get a 5+ up or cover save which if you go to ground behind an aegis your getting 2+ cover. You can perform "look out sirs" on a 2+ w/ a Shas'el or O'. Basically a melta and or lascannon is the only thing that can insta kill your HQ during shooting which you can pass off. Puts Tau up a few notches if ya ask me. And if you still want that CC, you can ally w/ marines all day.


6th Edition 40K FAQs UP NOW @ 2012/07/05 17:59:00


Post by: RandyMcStab


Don't forget defensive grenades giving stealth!!


6th Edition 40K FAQs UP NOW @ 2012/07/05 18:08:14


Post by: BlueDagger


RandyMcStab wrote:Don't forget defensive grenades giving stealth!!


If the enemy is within 8". For tau if they are within 8" a +1 cover is the least of their worries lol.


6th Edition 40K FAQs UP NOW @ 2012/07/05 18:15:25


Post by: HiveFleet


BlueDagger wrote:
RandyMcStab wrote:Don't forget defensive grenades giving stealth!!


If the enemy is within 8". For tau if they are within 8" a +1 cover is the least of their worries lol.


Interesting, i must have missed that in the rule book...makes the venomthroape quite useful...5+ cover save from the fog...+1 for stealth, or +2 for nightfight being greater than 24" away...not a bad protection for shooting!


6th Edition 40K FAQs UP NOW @ 2012/07/05 18:26:11


Post by: A Town Called Malus


BlueDagger wrote:
- AP1 is king so railguns decimate


Railguns are no better at destroying a vehicle now than they were before. 4,5 or 6 the vehicle was dead in 5th, now in 6th that vehicle is dead on...4, 5 or 6.

The loss of our Target Locks has made it easy to beat us with target saturation. An Imperial Guard army with lots of Chimeras and Leman Russes will sweep the floor with us easier now than it would in 5th. Now that our Missile Pods can't slow an enemy vehicle with Glancing Hits and need a 6 to penetrate AV12 we are relying on our Railguns to stop the tanks and transports, as opposed to before when we could take out the tanks with the Railguns whilst slowing the Chimeras down with some glancing hits from Missile Pods. Then the next turn we split fire with the XV88s and fire at as many transports as possible.

Now we can shoot a maximum of three targets with Railguns a turn whilst the rest drive towards us at maximum speed unless we pull off a lucky 6.


6th Edition 40K FAQs UP NOW @ 2012/07/05 19:18:52


Post by: BlueDagger


- On a 4 railguns explode the target rather then wreck and everyone else in the game got worse at destroying vehicles

- You plasma rifles now are rather dangerous to vehicles as well. Missile pods will destroy enemies more reliably then 5th due to hull point removal. In 5th you could glance all day and never kill your target.

- yes you hit 3 targets but those 3 targets are dead. You will in large see less mech in the competitive scene over time due to their drastic loss in use.

I'm not seeing issues with Tau as much has I'm seeing issues with your playstyle. You;ll have to adapt like all of us and realize that Tau got a significant boost.

Just feel lucky you aren't mech Eldar, we got out face wrecked by 6th.


6th Edition 40K FAQs UP NOW @ 2012/07/05 19:40:57


Post by: Goresaw


You have to consider the meta too in your considerations.

You might not be fighting parking lots in a few months. I think we will see necrons ascendant, and armor is an absolute joke to them.

Also, IG meched up heavily for a variety of reasons, and a lot of them are gone now. AV12 is pretty easy to glance to death. Melta Drive-bys? Not unless you like snap shots.

I think the quantity of vehicles will go down in favor of quality of vehicles. And Railguns care nothing for quality.


6th Edition 40K FAQs UP NOW @ 2012/07/05 21:20:44


Post by: The Dwarf Wolf


People are making lots of "summaries" on the utility of their favored armies, so i decided to do something like that for space wolves:

In my view:

We loose dreadnoughts forever. Dreads where kinda fragile in the 5th, but now they are just walking pieces of to-be scrap metal. With the possible reduction on vehicle numbers per army, this got even worse...


Wolf Scouts are now tottally unreliable. Ok, they where kinda of a beat at 5th (on the roll to see wich board they entered). Now, they will surelly come by the side you want, but will have one lucky shoot against one vehicle, instead of the ability to surely kill parking vehicle units... Anyone who ever used the melta bombs on parking artillery know what im talking about.

Grey Hunters are now the best troops in the entire game, no doubt about that. The regular doubt was around genestealers and wolfs, and i dont see this rules helping other shooting troops. They still umbalanced, and still at the top.

Long Fangs are the same, into a meta who turned shooting better, so they are better.

The razorback las-plas will probably pass on (its easy to destroy the turret, it is easy to destroy the tank). If it stay, it will be a pricey transport option, with chance to deal some damage. I will probably keep a transport for my LF, but im not sure about its nature.

Bikes and Jump Infantry got generaly better, we have the 2 worst options on this around marines (im not sure, but due to price, around all the codices too), we dont lost anything anyway.

Thunder Wolf Cavalry are even better now: Jump Infantry without disvantages.

The Majority of our heavy support was simple vehicles, they all got nerfed, and we dont have flyers.

Terminators are overcosted for space wolves (at least when compared to the new refreshed power of thundernators)

And at the end: Overwatch, Counter-Attack and the tripple combo (bolter, pistol, chainsword) at the regular guys is evil.
Let me stop here, rapidfire you, and ask you to charge me on your turn, do you dare it?


6th Edition 40K FAQs UP NOW @ 2012/07/05 21:41:39


Post by: Kevin949


A Town Called Malus wrote:
BlueDagger wrote:
- AP1 is king so railguns decimate


Railguns are no better at destroying a vehicle now than they were before. 4,5 or 6 the vehicle was dead in 5th, now in 6th that vehicle is dead on...4, 5 or 6.

The loss of our Target Locks has made it easy to beat us with target saturation. An Imperial Guard army with lots of Chimeras and Leman Russes will sweep the floor with us easier now than it would in 5th. Now that our Missile Pods can't slow an enemy vehicle with Glancing Hits and need a 6 to penetrate AV12 we are relying on our Railguns to stop the tanks and transports, as opposed to before when we could take out the tanks with the Railguns whilst slowing the Chimeras down with some glancing hits from Missile Pods. Then the next turn we split fire with the XV88s and fire at as many transports as possible.

Now we can shoot a maximum of three targets with Railguns a turn whilst the rest drive towards us at maximum speed unless we pull off a lucky 6.


Well, with the hull point system now railguns actually ARE better at destroying vehicles than they were, but not because of their AP1. Because they're str 10. They're just as likely to pen as before but with every pen removing a hull point and when hull points are gone the vehicle is wrecked (as I understand it, I've been getting my info second hand from my friend), tau are much more likely to take down vehicles on 1-3's as well.


6th Edition 40K FAQs UP NOW @ 2012/07/05 21:45:57


Post by: Anvildude


Thaylen wrote:
ShumaGorath wrote:
warboss wrote:
ShumaGorath wrote:
Agamemnon2 wrote:
DarkStarSabre wrote:
The Dwarf Wolf wrote:
That also awsered to my question about Crozius in Space Wolves armies: The crozius is a power weapons who resamble a Power Maul, so it work like a Power Maul (wich is still very good to fight most armored CC units in the game).


Except for anything with a 3+ save which is, to be fair, most elite CC units in the game. Only Orks and Tyranids lack such units and even then Tyranids compensate with enogh 3+ save MCs to make up for it.


Uh, what elite CC unit with 3+ do the Guard have?


None. They have no elite combat units period and are thus not included in the sample.


What elite CC units due to the tau have?


Shield drones.


I killed Astaroth once with a shield drone. Most embarrassing moment for the BA player.


No no no, it's Gun Drones that are beast at CC. I had a pair of them wipe an entire Khorne Berserker squad once.


6th Edition 40K FAQs UP NOW @ 2012/07/05 22:27:48


Post by: Hazardx987


Xca|iber wrote:For the moment (until the new codex drops) Typhus is actually pretty good.

His Manreaper gives +D6 attacks, +1S, AP2, has the new force weapon rules, is poisoned (so he wounds on a 4+ against T5+, and with the new poison rules he wounds on a 3+ or 2+ rerollable against T4 and under), not to mention that he's now natural T5, still benefits from Destroyer Hive, cannot fail psychic tests, and can generate two better psychic powers than the ones he currently has (like from Pyromancy or Telepathy), and can still use his Force Weapon Instant Death ability in the same turn.

Typhus + Epidemius lists seem like a pretty lulzy combo right now.


The FAQ states: Change the second sentence to read "The Manreaper is both a Daemon Weapon and a Force Axe" This nerfs him a bit making him swing at Ini 1.


6th Edition 40K FAQs UP NOW @ 2012/07/05 22:48:50


Post by: DarknessEternal


Hazardx987 wrote:
The FAQ states: Change the second sentence to read "The Manreaper is both a Daemon Weapon and a Force Axe" This nerfs him a bit making him swing at Ini 1.

With a Strength 5 Poisoned Daemon Weapon, while his 5 Toughness and Terminator Armor only has to worry about Strength 10 Ap 2 hits for the most part. Plus he gets to expel his terrible old psychic powers for new, sexy powers. Typhus is demonstrably better.


6th Edition 40K FAQs UP NOW @ 2012/07/05 23:19:14


Post by: ZebioLizard2


DarknessEternal wrote:
Hazardx987 wrote:
The FAQ states: Change the second sentence to read "The Manreaper is both a Daemon Weapon and a Force Axe" This nerfs him a bit making him swing at Ini 1.

With a Strength 5 Poisoned Daemon Weapon, while his 5 Toughness and Terminator Armor only has to worry about Strength 10 Ap 2 hits for the most part. Plus he gets to expel his terrible old psychic powers for new, sexy powers. Typhus is demonstrably better.


Honestly he only has one terrible power. The ability to hurt everything with a flamer on 4+ with no armour saves, and glance on a 4+? Actually good, and means he gets a template overwatch.


6th Edition 40K FAQs UP NOW @ 2012/07/05 23:38:21


Post by: The Dwarf Wolf


This was abad rant about the Crozius Arcanum. Discovered i was wrong, so i edited it... Sorry. This was NOT mean't to be spam...


6th Edition 40K FAQs UP NOW @ 2012/07/06 00:22:39


Post by: Fury_00011


Thanks 4 the info


6th Edition 40K FAQs UP NOW @ 2012/07/06 00:29:21


Post by: acekevin8412


Kevin949 wrote:
A Town Called Malus wrote:
BlueDagger wrote:
- AP1 is king so railguns decimate


Railguns are no better at destroying a vehicle now than they were before. 4,5 or 6 the vehicle was dead in 5th, now in 6th that vehicle is dead on...4, 5 or 6.

The loss of our Target Locks has made it easy to beat us with target saturation. An Imperial Guard army with lots of Chimeras and Leman Russes will sweep the floor with us easier now than it would in 5th. Now that our Missile Pods can't slow an enemy vehicle with Glancing Hits and need a 6 to penetrate AV12 we are relying on our Railguns to stop the tanks and transports, as opposed to before when we could take out the tanks with the Railguns whilst slowing the Chimeras down with some glancing hits from Missile Pods. Then the next turn we split fire with the XV88s and fire at as many transports as possible.

Now we can shoot a maximum of three targets with Railguns a turn whilst the rest drive towards us at maximum speed unless we pull off a lucky 6.


Well, with the hull point system now railguns actually ARE better at destroying vehicles than they were, but not because of their AP1. Because they're str 10. They're just as likely to pen as before but with every pen removing a hull point and when hull points are gone the vehicle is wrecked (as I understand it, I've been getting my info second hand from my friend), tau are much more likely to take down vehicles on 1-3's as well.


Barring Monoliths, Land Raiders, and the fronts of Leman Russes and anything else with AV13+, wouldn't it be better to drown them in missile pods shots? You're firing 2 shots each, can field 15 of them vs at max 9 of them, and they're more mobile.


6th Edition 40K FAQs UP NOW @ 2012/07/06 00:31:06


Post by: A Town Called Malus


ZebioLizard2 wrote:
DarknessEternal wrote:
Hazardx987 wrote:
The FAQ states: Change the second sentence to read "The Manreaper is both a Daemon Weapon and a Force Axe" This nerfs him a bit making him swing at Ini 1.

With a Strength 5 Poisoned Daemon Weapon, while his 5 Toughness and Terminator Armor only has to worry about Strength 10 Ap 2 hits for the most part. Plus he gets to expel his terrible old psychic powers for new, sexy powers. Typhus is demonstrably better.


Honestly he only has one terrible power. The ability to hurt everything with a flamer on 4+ with no armour saves, and glance on a 4+? Actually good, and means he gets a template overwatch.


Plus with his base powers he never has to test for them, he casts them automatically so no worries about Perils of the Warp.


6th Edition 40K FAQs UP NOW @ 2012/07/06 04:22:38


Post by: WangoFett


Can someone explain to me why Lash of Submission requires a roll to hit (CSM FAQ) but Jaws of the World Wolf doesn't (SW FAQ)?


6th Edition 40K FAQs UP NOW @ 2012/07/06 04:31:19


Post by: Thunderfrog


CSM aren't SW, who are probably going to be the most allied faction in 6th edition.

"Hi. I'd like to buy 1 Runepriest with JotWW, a squad of Grey Hunters and Long Fangs to go please."

Why nerf them when they will sell gobs of SW minis. That, and GW hates not-marines.

My own opinion, anyways.


6th Edition 40K FAQs UP NOW @ 2012/07/06 04:47:14


Post by: davethepak


WangoFett wrote:Can someone explain to me why Lash of Submission requires a roll to hit (CSM FAQ) but Jaws of the World Wolf doesn't (SW FAQ)?


Hopefully one day, gw will actually listen to the community....maybe even have a forum, where even if they delete the posts where people whine about the prices, at least they could respond to some of the design decisions.

I hate to say it, but in answer to your question, plus looking at the SW faq....its almost blatant the bias for the wolves.

painfully so.



6th Edition 40K FAQs UP NOW @ 2012/07/06 05:34:42


Post by: ntin


davethepak wrote:
WangoFett wrote:Can someone explain to me why Lash of Submission requires a roll to hit (CSM FAQ) but Jaws of the World Wolf doesn't (SW FAQ)?


Hopefully one day, gw will actually listen to the community....maybe even have a forum, where even if they delete the posts where people whine about the prices, at least they could respond to some of the design decisions.

I hate to say it, but in answer to your question, plus looking at the SW faq....its almost blatant the bias for the wolves.

painfully so.



GW once had a forum it did not end well.


6th Edition 40K FAQs UP NOW @ 2012/07/06 05:55:58


Post by: Jayden63


This wont even be an issue in 5-6 months once the new Chaos book comes out. Lash wont even exist anymore.


6th Edition 40K FAQs UP NOW @ 2012/07/06 07:31:37


Post by: ShumaGorath


Thunderfrog wrote:CSM aren't SW, who are probably going to be the most allied faction in 6th edition.

"Hi. I'd like to buy 1 Runepriest with JotWW, a squad of Grey Hunters and Long Fangs to go please."

Why nerf them when they will sell gobs of SW minis. That, and GW hates not-marines.

My own opinion, anyways.


I doubt space wolves will be more allied than guard. Guard have both the most undercosted flyer in the game and the only realistic form of flyer defense. Both are absolutely necessary to keep up with flying circus MC spam or other flyer heavy lists.


6th Edition 40K FAQs UP NOW @ 2012/07/06 08:23:00


Post by: Thunderfrog


I will agree with you on their flyers and anti-flyer capabilities. I guess that will likely depend on how flyer-heavy a players given meta is.


6th Edition 40K FAQs UP NOW @ 2012/07/06 12:34:57


Post by: Nagashek


BlueDagger wrote:People saying Tau didn't get a boost are kidding right?

- 3pts for a Blacksun filter on one model = the whole unit negates nightfight which is more prevalent now.
- Move and shoot 30"
- AP1 is king so railguns decimate
- Terminators will be more prevalent and tau have crisis suits with rapidfire plasma to help with that, plus MSM.
- Tau can now take a farseer for psy protection and divination powers to make fire warriors Twin Linked.
- You can buy an Aegis gunline for your broadsides and have a comms relay for your crisis suits.
- Stealth suits have a permanent 4+ cover and 2+ while in cover
- target lock was removed because railguns are now death incarnate to vehicles. Having 3 seperate targets, ignoring night fire, and 50% chance to splode on pen was a little over the top.


1. DE have it across their whole army for free. Night fight is only cover saves anyway, so that's easy enough to negate with Markerlights.
2. That extra 6" matters nothing when everyone else got the same boost to move and shoot that Tau did. You won't get to take advantage of that 6" very often, or for long when you do.
3. As opposed to 4th or 5th ed when AP1 was king and people spammed Melta. Railguns are no better now than they were before, comparitively, as all penning shots take out a HP.
4. Nearly every other army in the game can take more AP2 than Tau can, and have it in troops choices as well. Most of them are more accuracte with it and it is cheaper. Also JSJ got changed. I say nerf, as I'd rather be able to count on a 6" move than hope for a 7"+ move, but others don't see it that way. I only know I have seen snake eyes come up at crucial times far too often to see random movements as anything but a liability.
5. I don't even want to dignify that with a response, but that's like saying "It's okay that all of our CC options suck, because now we can take a Blood Thirster!" What in god's name is the point of Kroot then? I'll just take Eldar Rangers or SM scouts if I need infiltrate/outflank and Assault Marines if I need CC. Bad design is bad design, and as much fun as some people might find it, Allies is an obvious cash grab at worst, and a patch for poorly designed books at best.
6. Purchasable terrain is cute, and in terms of the Aegis, at least fluffy for the Tau. They normally eschew set defenses, but do prize temporary emplacements used for the opening part of any fight. That said, one could simply make walls a normal part of terrain set up and save themselves some points, which, as Tau pay an inflated cost for everything they have, they can't really afford anyway.
7. Show of hands: how many Tau players will be using stealth suits now instead of the still needed Crisis suits? Anyone? Anyone at all? Hm. 4e was also a "vehicles suck, take more marines" edition (though less so than now, since you couldn't take Marines in virtually EVERY ARMY) and stealth suits were STILL a rarity. I took them because I knew how to dance that 18-24 line that you need to keep them safe. A 2+ cover is amusing and all, but I was happier with actually not even being seen. People would try a few times, get discouraged, then let my Stealth team run amok in their lines in sheer frustration. And if I can't get back into cover because the random die roll to jump back crapped out, now my awesome 2+ becomes a 4+, and my T3 3+sv squad will be wiped out in a single volley. The great thing about steath suits is they kill as many marines on average as Fireknives do, plus they were great against hordes. But now that CC sucks like a low pressure system over Detroit, those Horde armies will not be seen again until 7th ed. Well, I guess there's IG, and they can horde and shoot. But the problem with them is that you'll wipe out one squad and there are a dozen more waiting to destroy those suits. If only you could better saturate your fire. Maybe with some device that allowed you to split your attacks somehow...
8. And Long Fangs can do the same thing, but more efficiently. Especially when combined with the army's ability to proliferate Melta and Plasma weapons. What Target Locks offered Tau, something that actually made me excited for 6th ed, if only for them, was the fact that they could effectively split fire with Rail guns in a meta EXPECTED to shift away from vehicles. This means that you likely wouldn't need more than 4 ever, and the rest of your anti armor would be handled by Crisis Suits and Fire Warriors. This frees up the other points, indeed, the other HEAVY SLOTS that you were taking up for rail guns, and letting you experiment with other fun options. Like Sniper drones. More Pathfinders. More FIREWARRIORS. More (and though I am loathe to admit it) allies!


Automatically Appended Next Post:
A Town Called Malus wrote:
BlueDagger wrote:
- AP1 is king so railguns decimate


Railguns are no better at destroying a vehicle now than they were before. 4,5 or 6 the vehicle was dead in 5th, now in 6th that vehicle is dead on...4, 5 or 6.

The loss of our Target Locks has made it easier to beat us with target saturation.


Fixed that for you. Target saturation was already a problem with us having fewer and narrower sources of Anti Armor than most armies. Notably the ones fielding the most armor...


6th Edition 40K FAQs UP NOW @ 2012/07/06 13:01:01


Post by: Sidstyler


Nagashek your whole post is full of win (finally, someone else who actually plays Tau and gets it, I was getting tired of the Eldar player without a clue insisting that I was just too blind to see how awesome I had now become), but this part in particular is so true it's not even funny.

5. I don't even want to dignify that with a response, but that's like saying "It's okay that all of our CC options suck, because now we can take a Blood Thirster!" What in god's name is the point of Kroot then? I'll just take Eldar Rangers or SM scouts if I need infiltrate/outflank and Assault Marines if I need CC. Bad design is bad design, and as much fun as some people might find it, Allies is an obvious cash grab at worst, and a patch for poorly designed books at best.


Allies in a nutshell, and obviously what GW planned when they introduced the rules in the first place. You can't let imbalance like the one that exists between xenos and Space Marines go on for too long if you don't want people to get bored and quit your bs game for lack of variety and obvious favoritism (because no matter how big of a fanboy you are, SM vs. SM battles will get old), which, combined with ever-ludicrous prices that just keep getting higher, is probably attributing to a loss of sales. So what's the easiest way to fix that? Let all the whiny xenos who don't have this or can't deal with that take something from another codex that can. Boom. "Fixed."

Sad thing is it probably will work, it probably will help balance things out a little better and sell more models...but at what cost? How many people out there are really happy with the idea that their pure Tau or pure Eldar armies can no longer function in a competitive environment without having to borrow units from another army? I'm sure as hell not. It opens the way up for some cool themed forces, like traitor Guard with Daemon allies, or that Ultramarines with Macragge Planetary Defense Force that was showcased on "What's New Today", or Chaos Space Marines being able to take actual daemons again (zomg just how it should have been all along!!11), but for some of us it's just going to lead to bs, nonsensical alliances that we have to make out of necessity, or just shelve our armies. Like Tau and Orks, Dark Eldar and Daemons, Dark Eldar and Space Wolves, Grey Knights and any xenos, etc.

So in a way the allies rules still benefit Imperial players the most, because not only does it help them but it's easily justifiable in the background and makes sense. For xenos it's necessary for survival but really hard to justify in a lot of cases, and will no doubt get you a lot of crap from donkey-cave players who don't (or simply don't want to) understand why you have to break the fluff.

I'll accept allies because in order to keep playing the game I kinda have to, but this is seriously the biggest load of crap and really goes to show just how increasingly lazy and uncaring GW is becoming about their product. WHF 8th was a mess as far as I'm concerned. Finecast really needs no explanation. And now 40k 6th, while certainly looking better than WHF 8th did, is not doing much to instill my confidence in this company. I'm tired of paying top dollar (seriously, $80 for that fething book, are you gaking me?) and feeling like I'm getting ripped off. I guess, like most aspects of the hobby, I'm just "doing it wrong", though. I shouldn't be judging the book based on its content but rather how pretty it looks.



6th Edition 40K FAQs UP NOW @ 2012/07/06 16:10:43


Post by: Nagashek


Sidstyler wrote: :praise:


Glad you enjoyed my post. The sad truth is that Tau gained nothing that no one else did, and really only gain in a meta shift away from vehicles and CC. Sadly, this is going to bring in stark relief to the reality that no one has wanted to face for years: Tau pay a premium to be a shooting only army and are designed to be terrible in CC as a result, but truthfully are a bad shooting army as well. Nearly any army can out shoot Tau, and this includes armies traditionally thought of as CC oriented sheerly through volume of fire. As much as I see BS4 across the board as a lazy fix, it's the one that makes the most sense to make Tau the sort of army they always should have been and a step in the right direction, even if it's the wrong way to do it.

Taking away target locks removes a potent tool in the Tau arsenal that would allow them to rise above the same lateral shift given to all shooting armies. That isn't to say more tools do not remain, or that we won't be looking at old gear in new ways, but that a major staple to what defines the army has been removed with no other compensation. If it was too strong, just do what you do with countless other armies, GW: leave it in place until you come out with a new army book. You never know: target locks might have been so broken that it drove up the sales of Broadsides and Crisis suits. And wouldn't that have been TERRIBLE. :knowing wink towards Kirby:


6th Edition 40K FAQs UP NOW @ 2012/07/06 16:58:14


Post by: Hazardx987


The Dwarf Wolf wrote:Codex Dark Eldar Errata: webwayz are crazy waste of points. Make me breath in relief for not going on with my webway army project. I think Dark Eldar are doomed to be the most annoying shooty army in the game... for player and for opponent... At least now Dark Lances do BIG damage, easy.

Codex Space Wolves Errata: i dont have the rulebook, but someone can tell me wich is the new profile of power fist? (and if it have changed at all). Unwieldly proly mens "cannot get extra attack from second weapon" (so, no ini 1 for axes yay). If so, i can see some of my Wolf Guard getting axes instead of fists...

Codex Sisters of Battle: Sweet one, they give acts of faith to joined units/ICs o.O. And snapfire really make them stand assault better now, i really hope to use lots of flamers and dare my opponent to assault me (grim smile).


Automatically Appended Next Post:
O, i forgot: I think Matt love necrons.


Overwatch rule states you cannot use any weapon that requires a template


6th Edition 40K FAQs UP NOW @ 2012/07/06 17:08:20


Post by: The Dwarf Wolf


Hazardx987 wrote:
The Dwarf Wolf wrote:Codex Dark Eldar Errata: webwayz are crazy waste of points. Make me breath in relief for not going on with my webway army project. I think Dark Eldar are doomed to be the most annoying shooty army in the game... for player and for opponent... At least now Dark Lances do BIG damage, easy.

Codex Space Wolves Errata: i dont have the rulebook, but someone can tell me wich is the new profile of power fist? (and if it have changed at all). Unwieldly proly mens "cannot get extra attack from second weapon" (so, no ini 1 for axes yay). If so, i can see some of my Wolf Guard getting axes instead of fists...

Codex Sisters of Battle: Sweet one, they give acts of faith to joined units/ICs o.O. And snapfire really make them stand assault better now, i really hope to use lots of flamers and dare my opponent to assault me (grim smile).


Automatically Appended Next Post:
O, i forgot: I think Matt love necrons.


Overwatch rule states you cannot use any weapon that requires a template


But template weapons have a special rule that hit 1d3 times the assaulting squad. Its not overwatch per se, but is trigered by it.


6th Edition 40K FAQs UP NOW @ 2012/07/06 18:26:31


Post by: warboss


Nagashek wrote:
Sidstyler wrote: :praise:


Glad you enjoyed my post. The sad truth is that Tau gained nothing that no one else did, and really only gain in a meta shift away from vehicles and CC. Sadly, this is going to bring in stark relief to the reality that no one has wanted to face for years: Tau pay a premium to be a shooting only army and are designed to be terrible in CC as a result, but truthfully are a bad shooting army as well. Nearly any army can out shoot Tau, and this includes armies traditionally thought of as CC oriented sheerly through volume of fire. As much as I see BS4 across the board as a lazy fix, it's the one that makes the most sense to make Tau the sort of army they always should have been and a step in the right direction, even if it's the wrong way to do it.

Taking away target locks removes a potent tool in the Tau arsenal that would allow them to rise above the same lateral shift given to all shooting armies. That isn't to say more tools do not remain, or that we won't be looking at old gear in new ways, but that a major staple to what defines the army has been removed with no other compensation. If it was too strong, just do what you do with countless other armies, GW: leave it in place until you come out with a new army book. You never know: target locks might have been so broken that it drove up the sales of Broadsides and Crisis suits. And wouldn't that have been TERRIBLE. :knowing wink towards Kirby:


While certainly not something I would bring to a tourny, my tau did gain something quick and easy via counts as with the wretched allies rule. My ethereal and sniper drone units will now actually see the light of the table as counts-as farseer and eldar pathfinders. Its not perfect but it does bring some life to two otherwise worthless units. The drones will actually shoot with some efficiency and the farseer/ethereal gives me some tablewide psychic defense.


6th Edition 40K FAQs UP NOW @ 2012/07/06 18:43:39


Post by: Nagashek


warboss wrote:
Nagashek wrote:
Sidstyler wrote: :praise:


Glad you enjoyed my post. The sad truth is that Tau gained nothing that no one else did, and really only gain in a meta shift away from vehicles and CC. Sadly, this is going to bring in stark relief to the reality that no one has wanted to face for years: Tau pay a premium to be a shooting only army and are designed to be terrible in CC as a result, but truthfully are a bad shooting army as well. Nearly any army can out shoot Tau, and this includes armies traditionally thought of as CC oriented sheerly through volume of fire. As much as I see BS4 across the board as a lazy fix, it's the one that makes the most sense to make Tau the sort of army they always should have been and a step in the right direction, even if it's the wrong way to do it.

Taking away target locks removes a potent tool in the Tau arsenal that would allow them to rise above the same lateral shift given to all shooting armies. That isn't to say more tools do not remain, or that we won't be looking at old gear in new ways, but that a major staple to what defines the army has been removed with no other compensation. If it was too strong, just do what you do with countless other armies, GW: leave it in place until you come out with a new army book. You never know: target locks might have been so broken that it drove up the sales of Broadsides and Crisis suits. And wouldn't that have been TERRIBLE. :knowing wink towards Kirby:


While certainly not something I would bring to a tourny, my tau did gain something quick and easy via counts as with the wretched allies rule. My ethereal and sniper drone units will now actually see the light of the table as counts-as farseer and eldar pathfinders. Its not perfect but it does bring some life to two otherwise worthless units. The drones will actually shoot with some efficiency and the farseer/ethereal gives me some tablewide psychic defense.


:chuckles: You're better off leaving your Etherial as an Etherial so you can get that army wide Preferred enemy upgrade. Best 50pt upgrade since the DE haemonculus.


6th Edition 40K FAQs UP NOW @ 2012/07/06 18:45:54


Post by: Kevin949


acekevin8412 wrote:
Kevin949 wrote:
A Town Called Malus wrote:
BlueDagger wrote:
- AP1 is king so railguns decimate


Railguns are no better at destroying a vehicle now than they were before. 4,5 or 6 the vehicle was dead in 5th, now in 6th that vehicle is dead on...4, 5 or 6.

The loss of our Target Locks has made it easy to beat us with target saturation. An Imperial Guard army with lots of Chimeras and Leman Russes will sweep the floor with us easier now than it would in 5th. Now that our Missile Pods can't slow an enemy vehicle with Glancing Hits and need a 6 to penetrate AV12 we are relying on our Railguns to stop the tanks and transports, as opposed to before when we could take out the tanks with the Railguns whilst slowing the Chimeras down with some glancing hits from Missile Pods. Then the next turn we split fire with the XV88s and fire at as many transports as possible.

Now we can shoot a maximum of three targets with Railguns a turn whilst the rest drive towards us at maximum speed unless we pull off a lucky 6.


Well, with the hull point system now railguns actually ARE better at destroying vehicles than they were, but not because of their AP1. Because they're str 10. They're just as likely to pen as before but with every pen removing a hull point and when hull points are gone the vehicle is wrecked (as I understand it, I've been getting my info second hand from my friend), tau are much more likely to take down vehicles on 1-3's as well.


Barring Monoliths, Land Raiders, and the fronts of Leman Russes and anything else with AV13+, wouldn't it be better to drown them in missile pods shots? You're firing 2 shots each, can field 15 of them vs at max 9 of them, and they're more mobile.


Honestly, I'm not going to mathhammer it out. I'm sure there are instances where missile pod shots will be more beneficial but the railgun shots are, if I remember, twin-linked as well so you're unlikely to miss with those. I'm not sure on the mobility differences but I would think JSJ would be much more beneficial, considering mobility doesn't matter on 72" range railguns.


6th Edition 40K FAQs UP NOW @ 2012/07/06 19:01:54


Post by: warboss


Nagashek wrote:
:chuckles: You're better off leaving your Etherial as an Etherial so you can get that army wide Preferred enemy upgrade. Best 50pt upgrade since the DE haemonculus.


The ethereal bomb is something I've considered but I feel its use is even more reprehensible than the allies rules that are now standard. If I can spare the points, I'll go with the later. If I'm playing a small game (1500pts or less), I'll throw the ethereal at the enemy instead.


6th Edition 40K FAQs UP NOW @ 2012/07/06 19:15:24


Post by: acekevin8412


Kevin949 wrote:Honestly, I'm not going to mathhammer it out. I'm sure there are instances where missile pod shots will be more beneficial but the railgun shots are, if I remember, twin-linked as well so you're unlikely to miss with those. I'm not sure on the mobility differences but I would think JSJ would be much more beneficial, considering mobility doesn't matter on 72" range railguns.


Railguns are only twin-linked on Broadsides giving you about a 75% chance to hit on BS3. The catch with mobility vs range is that you'll still need los to shoot those guns and a savvy player would be hiding his vehicles from your railguns. And if I remember correctly, you only need to hide 25% of your hull to get that 4+ cover now. And if you're using the mobility of a Crisis suit properly, you'll be able to get at the weaker side and maybe even read armour, helping you ensure the kill.


6th Edition 40K FAQs UP NOW @ 2012/07/06 20:13:15


Post by: Anvildude


Sidstyler wrote:Nagashek your whole post is full of win (finally, someone else who actually plays Tau and gets it, I was getting tired of the Eldar player without a clue insisting that I was just too blind to see how awesome I had now become), but this part in particular is so true it's not even funny.

5. I don't even want to dignify that with a response, but that's like saying "It's okay that all of our CC options suck, because now we can take a Blood Thirster!" What in god's name is the point of Kroot then? I'll just take Eldar Rangers or SM scouts if I need infiltrate/outflank and Assault Marines if I need CC. Bad design is bad design, and as much fun as some people might find it, Allies is an obvious cash grab at worst, and a patch for poorly designed books at best.


Allies in a nutshell, and obviously what GW planned when they introduced the rules in the first place. You can't let imbalance like the one that exists between xenos and Space Marines go on for too long if you don't want people to get bored and quit your bs game for lack of variety and obvious favoritism (because no matter how big of a fanboy you are, SM vs. SM battles will get old), which, combined with ever-ludicrous prices that just keep getting higher, is probably attributing to a loss of sales. So what's the easiest way to fix that? Let all the whiny xenos who don't have this or can't deal with that take something from another codex that can. Boom. "Fixed."

Sad thing is it probably will work, it probably will help balance things out a little better and sell more models...but at what cost? How many people out there are really happy with the idea that their pure Tau or pure Eldar armies can no longer function in a competitive environment without having to borrow units from another army? I'm sure as hell not. It opens the way up for some cool themed forces, like traitor Guard with Daemon allies, or that Ultramarines with Macragge Planetary Defense Force that was showcased on "What's New Today", or Chaos Space Marines being able to take actual daemons again (zomg just how it should have been all along!!11), but for some of us it's just going to lead to bs, nonsensical alliances that we have to make out of necessity, or just shelve our armies. Like Tau and Orks, Dark Eldar and Daemons, Dark Eldar and Space Wolves, Grey Knights and any xenos, etc.

So in a way the allies rules still benefit Imperial players the most, because not only does it help them but it's easily justifiable in the background and makes sense. For xenos it's necessary for survival but really hard to justify in a lot of cases, and will no doubt get you a lot of crap from donkey-cave players who don't (or simply don't want to) understand why you have to break the fluff.

I'll accept allies because in order to keep playing the game I kinda have to, but this is seriously the biggest load of crap and really goes to show just how increasingly lazy and uncaring GW is becoming about their product. WHF 8th was a mess as far as I'm concerned. Finecast really needs no explanation. And now 40k 6th, while certainly looking better than WHF 8th did, is not doing much to instill my confidence in this company. I'm tired of paying top dollar (seriously, $80 for that fething book, are you gaking me?) and feeling like I'm getting ripped off. I guess, like most aspects of the hobby, I'm just "doing it wrong", though. I shouldn't be judging the book based on its content but rather how pretty it looks.



warboss wrote:
Nagashek wrote:
Sidstyler wrote: :praise:


Glad you enjoyed my post. The sad truth is that Tau gained nothing that no one else did, and really only gain in a meta shift away from vehicles and CC. Sadly, this is going to bring in stark relief to the reality that no one has wanted to face for years: Tau pay a premium to be a shooting only army and are designed to be terrible in CC as a result, but truthfully are a bad shooting army as well. Nearly any army can out shoot Tau, and this includes armies traditionally thought of as CC oriented sheerly through volume of fire. As much as I see BS4 across the board as a lazy fix, it's the one that makes the most sense to make Tau the sort of army they always should have been and a step in the right direction, even if it's the wrong way to do it.

Taking away target locks removes a potent tool in the Tau arsenal that would allow them to rise above the same lateral shift given to all shooting armies. That isn't to say more tools do not remain, or that we won't be looking at old gear in new ways, but that a major staple to what defines the army has been removed with no other compensation. If it was too strong, just do what you do with countless other armies, GW: leave it in place until you come out with a new army book. You never know: target locks might have been so broken that it drove up the sales of Broadsides and Crisis suits. And wouldn't that have been TERRIBLE. :knowing wink towards Kirby:


While certainly not something I would bring to a tourny, my tau did gain something quick and easy via counts as with the wretched allies rule. My ethereal and sniper drone units will now actually see the light of the table as counts-as farseer and eldar pathfinders. Its not perfect but it does bring some life to two otherwise worthless units. The drones will actually shoot with some efficiency and the farseer/ethereal gives me some tablewide psychic defense.



So yeah. Here's your answer.

The 'Allies' rules don't only allow you to use the models of other armies. They allow you to use the RULES of other armies. They don't say anything about how the models have to match the army it's from- I'm almost certain that there won't be more than a few Ork armies whos allies aren't just Orky 'counts as's. You can do the same thing with Tau- count Kroot with wings and chitinous carapaces as Assault Marines, or have some sort of giant Battlesuit that counts as a Dreadnaught. Start konvertin', people!


6th Edition 40K FAQs UP NOW @ 2012/07/06 20:20:39


Post by: warboss


Anvildude wrote:So yeah. Here's your answer.

The 'Allies' rules don't only allow you to use the models of other armies. They allow you to use the RULES of other armies. They don't say anything about how the models have to match the army it's from- I'm almost certain that there won't be more than a few Ork armies whos allies aren't just Orky 'counts as's. You can do the same thing with Tau- count Kroot with wings and chitinous carapaces as Assault Marines, or have some sort of giant Battlesuit that counts as a Dreadnaught. Start konvertin', people!


Except for the psyker shennanigans, the dreadknight is a better fit for a giant battlesuit counts as (in that it has a standard toughness profile instead of armor). I guess whoever made that Tau Metal Gear Solid model now has a way of using it in a non-apoc game.



6th Edition 40K FAQs UP NOW @ 2012/07/06 20:51:28


Post by: protonhunter


Of all the races to hate allies wouldn't Tau be the least likely to complain. I mean you guys are all about peace love and communism, why wouldn't you have a group of eldar to fill in the psykic gap you guys have. You had those kroot fill in your CC roles right. Just because they weren't printed in your codex doesn't mean they wouldn't chill with you. Even space marines are supposed to be the Tau protectors now so why wouldn't you find a group of random space marines helping the Tau...essentially I'm asking what's the diffrence between Kroot and SM allies?


6th Edition 40K FAQs UP NOW @ 2012/07/06 21:49:22


Post by: ShumaGorath


The 'Allies' rules don't only allow you to use the models of other armies. They allow you to use the RULES of other armies. They don't say anything about how the models have to match the army it's from- I'm almost certain that there won't be more than a few Ork armies whos allies aren't just Orky 'counts as's. You can do the same thing with Tau- count Kroot with wings and chitinous carapaces as Assault Marines, or have some sort of giant Battlesuit that counts as a Dreadnaught. Start konvertin', people!


This is the apocalypse that I always feared. It's fortunate that I'll likely never play to see the dawn of every model being from a different codex since I suspect that unbeatable flying circus lists and rules written by a drunk will drive me out of the game well before that.


6th Edition 40K FAQs UP NOW @ 2012/07/06 22:26:10


Post by: Anvildude


... I'm ashamed that anuvva Ork would ever say that.