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Made in gb
Waaagh! Warbiker



wales

hi guys 40k has been out for 24 hrs now what are peoples impressions good points and bad.

currently playing dropzone commander, battlegroup and gorkamorka  
   
Made in us
Ultramarine Master with Gauntlets of Macragge





Boston, MA

My impression is that this should go in 40k discussion and you should work on your spelling and grammar. The Shift key is your friend, as are apostrophes for possessives. And you can write "hours" instead of abbreviating it. Your O and U keys won't mind, I promise.

Honestly this is a better question to ask in a week or two when people have actually had time to play. Many people who ordered the Gamer's Edition don't have it yet, and a lot of people are still too busy reading the rules to actually use them yet. It's hard to play a game when you haven't even finished reading the rulebook!

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Made in gb
Powerful Pegasus Knight





Brother SRM wrote:My impression is that this should go in 40k discussion and you should work on your spelling and grammar. The Shift key is your friend, as are apostrophes for possessives. And you can write "hours" instead of abbreviating it. Your O and U keys won't mind, I promise.

Honestly this is a better question to ask in a week or two when people have actually had time to play. Many people who ordered the Gamer's Edition don't have it yet, and a lot of people are still too busy reading the rules to actually use them yet. It's hard to play a game when you haven't even finished reading the rulebook!


I believe this guy hates the rulebook. Hence why he's so miserable.
   
Made in us
Veteran Wolf Guard Squad Leader





Poughkeepsie, NY

My first impression was very positive. Obviously this is just from reading but a couple of things that jumped out at me that I really look forward to seeing in action are:

1. Allies. About time on this one. There are limits so I don't see this getting really out of hand but we will see. It is a good way to field pieces of different armies as you acquire them and see how they play on the table.

This will be good for players and obviously for GW as they will probably sell more miniatures because of this.

2. Hull points. Like the concept though too many vehicles just have 3 so not a lot of differentiation between different vehicles. Be interesting to see how this plays out. I think it will be good but it could end up being just some extra book keeping for little effect. Time will tell.

3. Grenades. You can actually throw them now. I like it feels more realistic and not overly complicated.

4. Psychic powers. Seems like an interesting change. Makes you choose what you want to do so adds another layer of choices that deepens the experience. Will it be good? Don't know but I think so.

That is what jumped out at me from a quick read of the rules.

The other thing is the book is really nicely done. Top notch quality on the production. I almost feel like saying it was worth $75.

3500 pts Black Legion
3500 pts Iron Warriors
2500 pts World Eaters
1950 pts Emperor's Children
333 pts Daemonhunters


 
   
Made in us
Newbie Black Templar Neophyte




Winchester

My Black Templars just got a huge groin kick....ughhhh!!!

 
   
Made in gb
Legendary Dogfighter




I like the flyers, psychic powers, and vector strike.......although I hate the fact that I now have ten thousand points of orks in storage until they get a codex.....

I have csm, tau and elysians for use.....but a little part of me feels fairly annoyed at the massive shafting we just got.

   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

Tau will get a big boost from a decent codex, I hope.

(I'm biased because my Tau will arrive from Japan in the next month, then I can get to work airbrushing all the vehicles.)

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

swordbrotherjim wrote:My Black Templars just got a huge groin kick....ughhhh!!!


Groin kick? They got their nads run over by a tank. Or, at least in the AAC part...the rest doesn't bother me. But, God, this hurts.

Reality is a nice place to visit, but I'd hate to live there.

Manchu wrote:I'm a Catholic. We eat our God.


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in us
Anointed Dark Priest of Chaos






Brother SRM wrote:My impression is that this should go in 40k discussion and you should work on your spelling and grammar. The Shift key is your friend, as are apostrophes for possessives. And you can write "hours" instead of abbreviating it. Your O and U keys won't mind, I promise.

Honestly this is a better question to ask in a week or two when people have actually had time to play. Many people who ordered the Gamer's Edition don't have it yet, and a lot of people are still too busy reading the rules to actually use them yet. It's hard to play a game when you haven't even finished reading the rulebook!


Grammarhammer 40K.

Couldnt you have PM'd this to him if it bothered you that badly?

It is OK to be less of a dick. I promise.

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in gb
Fixture of Dakka





Southampton

I actually like that you can't surprise assault anymore i.e. you can't spring an assault on your opponent that he doesn't have a chance to counter in his preceding turn.

Many assaults in 5th edition were like this bit from Monty Python and the Holy Grail (watch from 00:00:20 until 00:01:00)



   
Made in us
Anointed Dark Priest of Chaos






Flashman wrote:I actually like that you can't surprise assault anymore i.e. you can't spring an assault on your opponent that he doesn't have a chance to counter in his preceding turn.

Many assaults in 5th edition were like this bit from Monty Python and the Holy Grail (watch from 00:00:20 until 00:01:00)




Agreed. I like the change for that same reason as well.

++ Death In The Dark++ A Zone Mortalis Hobby Project Log: http://www.dakkadakka.com/dakkaforum/posts/list/0/663090.page#8712701
 
   
Made in gb
Servoarm Flailing Magos





I love it. Genuinely.
I'm sure internet people will find ways to break it but screw them

Ever thought 40k would be a lot better with bears?
Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in gb
Fixture of Dakka





Southampton

I approve of the core ruleset, but there may well be issues concerning its compatability with some existing codexes.

EDIT - Mysterious Terrain can off though. I walked into a forest which makes me unable to use grenades? Clearly a day when the design studio just wanted to go home. Mysterious Terrain was rubbish in Fantasy and it's rubbish in 40K.

EDIT 2 - Strangely though, I don't mind Mysterious Objectives.

This message was edited 3 times. Last update was at 2012/07/01 21:15:44


   
Made in si
Foxy Wildborne







Loved my first game. There's just so much fun stuff to do now.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in no
Terrifying Doombull





Hefnaheim

Brother SRM wrote:My impression is that this should go in 40k discussion and you should work on your spelling and grammar. The Shift key is your friend, as are apostrophes for possessives. And you can write "hours" instead of abbreviating it. Your O and U keys won't mind, I promise.

Honestly this is a better question to ask in a week or two when people have actually had time to play. Many people who ordered the Gamer's Edition don't have it yet, and a lot of people are still too busy reading the rules to actually use them yet. It's hard to play a game when you haven't even finished reading the rulebook!


First impression is that you need to work on your manners. Secondly I really am enjoying this version of 40k, I do see some of the complaints that people have with the older codexes thou. But all in all I think this version will be amusing and fun to play. unlike 5th
   
Made in gb
Waaagh! Warbiker



wales

Glorioski wrote:
Brother SRM wrote:My impression is that this should go in 40k discussion and you should work on your spelling and grammar. The Shift key is your friend, as are apostrophes for possessives. And you can write "hours" instead of abbreviating it. Your O and U keys won't mind, I promise.

Honestly this is a better question to ask in a week or two when people have actually had time to play. Many people who ordered the Gamer's Edition don't have it yet, and a lot of people are still too busy reading the rules to actually use them yet. It's hard to play a game when you haven't even finished reading the rulebook!


I believe this guy hates the rulebook. Hence why he's so miserable.

haha i realised it was in the wrong place on the forum as i hit the submit button and as for my abbreviating mabe im on my mobile and dont have the time to rant about a persons grammar get a grip and get a girlfriend so you can relax.


Automatically Appended Next Post:
it does look like flyers that can hover are going to rule the roost a bit.
allthough i have seen a nice little loop for eternal warriors that have feel no pain as the wording of fnp and eternal warrior means they always get the save granted it is only a 5+

This message was edited 1 time. Last update was at 2012/07/02 00:04:16


currently playing dropzone commander, battlegroup and gorkamorka  
   
Made in us
Speedy Swiftclaw Biker



Alaska

So far so good, still want to play a few games under it. Like the read of it so far.

3000pts
3000pts
Orks! 2000pts
 
   
Made in us
Legendary Dogfighter




Garden Grove, CA

It's different.

The hull points aren't the death knell of vehicles as so many like to say. If you have heavy armor like 13/14, you're less likely to be suppressed now because of the overall -1 to the vehicle damage chart and that glances do nothing other than remove a hull point.

Lower AV like those on rhinos and chimeras... are pretty screwed since it is not exactly hard to glance/pen them.

The increased movement for vehicles I think will somewhat balance this out. My BA AC/LC Preds love being able to move 12" and fire 2 lascannons.

The rapid fire changes and the +1 for AP2 makes plasma far more viable this edition than melta IMO. Melta makes tank super sad panda still yes, but plasma can reach farther and have a decent chance to glance/pen. And since PW by and large became AP3, I predict an increase in 2+ save models. Plasma with its longer range and increase ROF will reign king. Meltas could always of been used against 2+ save models, but it was far outside its most effective role. Plasma will win the war of utility.

The new wound allocation I believe will make positioning far more important than before.

"Do not practice until you get it right, practice until you can not get it wrong." In other words, stop effing up.
 
   
Made in au
Lady of the Lake






Glorioski wrote:
Brother SRM wrote:My impression is that this should go in 40k discussion and you should work on your spelling and grammar. The Shift key is your friend, as are apostrophes for possessives. And you can write "hours" instead of abbreviating it. Your O and U keys won't mind, I promise.

Honestly this is a better question to ask in a week or two when people have actually had time to play. Many people who ordered the Gamer's Edition don't have it yet, and a lot of people are still too busy reading the rules to actually use them yet. It's hard to play a game when you haven't even finished reading the rulebook!


I believe this guy hates the rulebook. Hence why he's so miserable.

No it's more this train pulls in every codex release, this one is just noticeably more crowded. Though he does seem to do it to everyone, the rules sort of encourage it really; mutual respect and all that.

Anyway I'm not quite sure how I feel about it yet, it's a bit early into it at the moment after all. That's not to say that the changes aren't interesting. I have no opinion on the random psychic powers as none of my armies use them anyway. I sort of feel it boosts my Sisters up a bit which is nice, but at the same time adds more difficulty to my Slaanesh Daemons. Well except Fiends, loving their changes so far.

   
Made in us
Heroic Senior Officer





Western Kentucky

Played my first game yesterday and had a blast. More missions, secondary objectives, and more varied board layout and terrain should help this edition be a lot less tiresome than 5th. Rules were pretty easy to pick up, and the game summary at the back helps a ton getting started.

I'm sure it's only a matter of time until people figure out ways to break it, but in the meantime it's a really fun rule set, for me at least. Loving allies, as it's letting my play my orks much sooner than I would normally be able to.

'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

"Sector Imperialis: 25mm and 40mm Round Bases (40+20) 26€ (Including 32 skulls for basing) " GW design philosophy in a nutshell  
   
Made in us
Nurgle Predator Driver with an Infestation





The Memphis Sprawl

lord_blackfang wrote:Loved my first game. There's just so much fun stuff to do now.


I started reading this thread not sure what I was going to say, but you nailed it. Moving right along...
The mechanics for buildings are neat. I like all of the new shooting stuff. I just read the Necromunda rulebook for the first time last week and was thinking how neat some of that stuff would be in 40k. Hello Overwatch.
Large mob armies that are used to multi-assaulting got punched in the testes, however. Disordered Charge and Multiple Overwatch could hurt Orks, Nids, and BTs I would imagine.
The fact that they LIED about vehicle improvement is surprising to me. The fact that vehicles got worse is not. I brought my land raider to the 6th ed release Saturday to test it out. Penetrated and exploded on the first turn. Hull Points mean nothing towards a penetrating hit. That whole mechanic seems pointless to me. And as a chaos player AP1 does +2 on the damage chart, so Daemonic Possession is useless.
I like the new Psyker stuff. Alot. But again, as a chaos player I have to buy powers for my psykers, and then turn around and burn them for the new powers. Though legally I can just buy Doombolt twice and then start rolling on the powers chart. Telepathy is choice, fyi.
All in all I like 6th edition. Give it a month or two until the milk curdles to cheese, but for right now it's good.

"SIC GORGIAMUS ALLOS SUBJECTATOS NUNC" 
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

Its awsome.

Mysterious Terrain is awsome, Mysterious Objectives are awsome, the missions are awsome...


Fortifications are

Self-proclaimed evil Cat-person. Dues Ex Felines

Cato Sicarius, after force feeding Captain Ventris a copy of the Codex Astartes for having the audacity to play Deathwatch, chokes to death on his own D-baggery after finding Calgar assembling his new Eldar army.

MURICA!!! IN SPESS!!! 
   
Made in ca
Flashy Flashgitz





Well, I picked up my collector's edition 10 am Saturday. (The collectors edition is HUGE btw, easily a beat someone down with kinda book) And my buddy and I read all the rules that day. Being good 5th players and having both played older editions the read was quite easy, nothing required a second read and we got most everything down pat on that first read.

We played our first 2 games yesterday and they were pretty good. He had his Black Templar while I was running a shooting heavy Necron list. The games (while marred by his horrible rolling all day) were very enjoyable. The game was really easy to get used to and felt like a seamless transition of game play from 5th to 6th while involving us more into the game, which is always a good thing. The game seemed to play a little faster and felt more natural. Mysterious terrain and objectives was good times, Overwatch is a nice way for opposing players to feel more involved in whats going on and truthfully did not seem to make that much of a difference, couple of dead models but nothing horrible.

Hull points: This is interesting, and good I thinks. No longer am I hopping that after I roll my to hit, and armour pen. that my luck doesn't run out on my vehicle damage chart. I have never had to much a problem getting rolls on the chart, my problem has been my rolls all being 1 or 2 once rolling on the chart. Not anymore, its how it should be, throw enough missiles at one vehicle it should go down. Now vehicles aren't invulnerable because of bad chart rolls, Love it! Also your vehicles can preform for longer as glances provide no roll on the chart, so no more vehicles simply being stunned the whole game and not shooting, they will drop easier while preforming their task better.

Snap fire: I quite enjoy this mechanic allows for more flexibility from my units.

Moving and firing full distance with rapid fire weapons: Woot! *see snapfire

Wound allocation: I love this, it adds a very important tactical aspect to model placement. Not only is it a defensive act to try to protect your special weapons and sargents but as a offensive play to position my shooters into a good position to neutralize those threats. It adds depth, so two thumbs up.

Character duels: Love this too, who wouldn't want to see your Necron Overlord go toe to toe with a Black Templar chaplain instead of hiding somewhere else in combat? Definitely adds a "cool" factor. Also there is now much more reason to load your squad leaders out with cool gear adding flavor, and again depth to your games.

Random assault range: I don't know how I feel about this, its one of those rules were I'll have to play more to see how it turns out but after watching a unit of assault marines fail to charge 5" through open ground because they rolled snake eyes was kind of a let down.

Reserves: like the new reserve system (3+, and ongoing reserves) however I dont like not being able to assault after coming on from reserves. It takes away depth, meh.

Vehicle movement and shooting rules: I like, now vehicles feel more maneuverable while still being able to shoot, feels more real to me it always confused me how a vehicle could only move the speed of a guy on foot and still shoot.

Cover: I was worried at first about the 5+ cover (I play orks, what can I say?) however I think it will work out fine, it is easier to get cover, especially for vehicles and lots of stuff still provides 4+ and there are lots of ways to modify your cover. Focus fire is also another cool aspect, adds depth in placement and positioning (of which I felt there was a lack of in 5th, oh! literally half my guys are in cover while the other half are conga lined over to an objective but they still get cover! meh, now its gone, woot!)

Terrain: Now terrain is more involved which is great! the rules for them are straight forward and natural so it doesn't slow the game down while adding more depth, good stuff. I personally am a fan of the mysterious terrain rules and randomly rolling for them however its not like you have to do that, you can use the rules to pre assign rules to your terrain instead of it being random (which I know one of my friends will demand must be done, but thats fine, the rules are their for if you want to use them, more options = good)

No Fearless wounds: I LOVE this as an ork player however playing against such horde armies is going to be a pain in the butt, it will take forever to get through such units, in fact in our game 8 scarabs assaulted 5 assault termies and the combat lasted from the beginning of the 2nd till the end of the 6th, good lord... my Orks... they could tie up entire armies...

The power weapon rules: Interesting stuff, with power swords being ap 3 (and lots of other stuff too) termies now feel kinda how they should be. Also the options for stuff like power axes and lances and what have you add some interesting options while saying you simply need to model your model appropriately for what weapon you want, I likes it so far but will give it more time. Power mauls such as the crozarius confuse me, ap4? just doesn't seem right, though I guess I could just remodel my model...

I could go on but I need coffee.

Base line is that the the game adds depth while not slowing it down, it feels more natural. Our first games at 1500 took about 1 1/2 hours to complete each so the transition for most gamers should be pretty smooth. I dont think too many lists are going to require that much of an overhaul, in fact I have no plans to change my armies in any way other than what I was going to do before the edition drop anyways (other than no longer running snikrot )

Any questions about my games? feel free to ask ( we had no flyers, so no answers on how they play)

This message was edited 1 time. Last update was at 2012/07/02 18:48:35


 
   
Made in us
Regular Dakkanaut






Played a few games with some of my friends but not at the local store which I am dreading a little especially since I'm already hearing stories of butchering the rules and just assuming you know the rules by applying the changes on top of old rules coming from there. We built more along the lines of what might be considered more balanced armies since we wanted to take a little bit of everything different to try different rules and check on it as we go.

Hull Points... IMO, if you are playing against a balanced army then Hull Points seem to work fine as tanks lasted for some turns before being destroyed. I can see definitely in a more competitive atmosphere where anti-tank spam will of course tear open just about everything in front of them, but I am heavily considering just avoiding that type of atmosphere from now on anyways so I think its fine.

In two games that I have had commander traits - I rolled one where it only affected enemy reserves which didn't help me at all but its not like I depend totally on this trait to win over my games. In the other game, I rolled for my SM Captain on a bike which made him scoring and that won me the game for the objective piece.

Terrain is interesting. Not everything is 4 or better and the abilities to get stealth and shrouding definitely add more to the effectiveness of it. I attribute Gordon Frohman to the plethora of exploding barrels and trapped objectives we had on the board. Anything that adds flavor is a plus in my book.

Model by model basis. Yes Yes YES this changes the dynamic of the units altogether IMO. Now the lone heavy weapon in the squad doesn't always feel left out when people want to shimmy a little to the left. I was able to have part of my sniper scouts move to the other corner of the building to see a unit next turn while the others still covered their area. And now that placement of units if a big thing this was practically a must-have. Just awesome.

Snap Fire: I attribute this just like Fantasy games. You don't depend on it but be pleasantly surprised if all of a sudden you actually roll 5 6's.

Random Assault: Just like with Fantasy, these assault ranges add the point where you can't really determine the threat of if an enemy can catch you or not. Back then, it was generally easy to make yourself know what 6 inches was and how to stay out of it. Now if you want to play more defensively, you are going to have to plan out if that unit has a good chance to roll up on you or not.

Those are my main points I guess even if there is a ton more. I personally feel a lot of fun being the more unpredictable side that you can't break down to soulless calculations brings much more depth. I haven't tried this against the uber-competitive lists, so I don't know how much fun I am going to have with them. One of the things that I try to remember is that I also enjoyed 5th edition when it first came out, but as new and new books kept coming out - it began to really crush the positives I had with that edition so I can only hope as the game goes on so does the fun. But I have more hope for the future then ever now at least.
   
Made in us
Captain of the Forlorn Hope





Chicago, IL

Got to play my first game of 6th ed on Sunday July 1st.

Overall the rules changes are fine.

assaulting through terrain is tough to do, unless you have a re-roll of some sort.

everything is slightly more deadly because of the cover saves being 5+ now.

Vehicles get more guns to shoot on the move, and glances do not stop them from moving or shooting. Overall they are about as survivable as before, the only real difference being multiple glances can now wreck most vehicles in 3 glances.

This message was edited 1 time. Last update was at 2012/07/03 00:41:28


"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.

I sold my soul to the devil and now the bastard is demanding a refund!

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Made in gb
Waaagh! Warbiker



wales

thanks for peoples oppinions

currently playing dropzone commander, battlegroup and gorkamorka  
   
Made in gb
Rough Rider with Boomstick






Southern England

Played my first game this evening, doubles (875pts each) - Space Marines (Iron Knights) + Grey Knights vs. Thousand Sons & Imperial Guard.

From the start it was clear that this was about ranged firepower now, placing your units very carefully & then trusting in your dice rolls. The snap-fire rules are awesome, feels great to be able to try and do something with a unit that can't normally shoot (Heavy Weapon troops, crew shaken vehicles etc) as well as Overwatch being a nice addition prior to assaults (everyone gets to shoot as normal except they hit on 6's and no blast/ordnance weapons as per snap-fire rules). Assault is still horrifically nasty, especially with new AP for CC weapons, the grenades stuff & sticking melta bombs on monstrous creatures, but getting there is a lot harder, even with an assault transport unless both sides are rushing for an objective in the middle of the table.

The one thing we're really worried about is using special characters to shield units from fire. Because shooting allocation works by going from the closest back there is little to stop people putting really hard characters with great armour in the vanguard to soak up the damage with their toughness/armour/invul/wounds - even then there is the 'Look Out Sir!' rule. So don't be surprised if you see squads with the leader right out in front soaking up the firepower so that the squad can then do its thing.

On the whole I'm liking the rules much more than 5th Edition - feels as though there is far more depth to it although we did find it is a bit slower to play now.

lord_blackfang wrote:The fact that they LIED about vehicle improvement is surprising to me. The fact that vehicles got worse is not. I brought my land raider to the 6th ed release Saturday to test it out. Penetrated and exploded on the first turn. Hull Points mean nothing towards a penetrating hit. That whole mechanic seems pointless to me. And as a chaos player AP1 does +2 on the damage chart, so Daemonic Possession is useless.

So you had bad luck on the very first turn - so did my friend tonight when I blew his Rhino skyhigh with my first shot (from a lascannon). It happens. When weapons penetrate a small, armoured box the results will be devestating because of how much the shell/blast can destroy. It's like getting past the skin & muscle on the gut of the body & then having all those squishy internal organs that are easy to destroy. If you've a Chimera being shot at by autocannons, it's going to be a lot more likely for them to glance by average rolls than penetrate, thus you've more survivability and you can still operate as usual next turn rather than not being able to move or shoot, for example. Way it works now, I think, is a step in the right direction. Just because the vehicles take damage from glances, their still being able to operate normally is a massive boon to their ability to survive.

This message was edited 2 times. Last update was at 2012/07/05 00:34:50


 
   
Made in fr
Opportunist



La Rochelle

I just had a 3vs3 game. It sucked. Overwatch sucks, Hull points suck. Look Out Sir sucks HEAVY (and i play cron). Shooting allocations with Look Out Sir is slow as hell. Armour saves versus Dangerous Terrain boosts SM more than xenos, and nerf to oblivion Tremorcrons.

I think we're just gonna play 5th or Pancake.

SkaerKrow wrote : "We killed our own gods. What chance do you have against us?"
Kurgash wrote: "Necrons, a dead race that is more dead than anyone else. So dead that they rebuild themselves just to die again!" 
   
Made in au
Devestating Grey Knight Dreadknight





Australia

Sparks_Havelock wrote:The one thing we're really worried about is using special characters to shield units from fire. Because shooting allocation works by going from the closest back there is little to stop people putting really hard characters with great armour in the vanguard to soak up the damage with their toughness/armour/invul/wounds - even then there is the 'Look Out Sir!' rule. So don't be surprised if you see squads with the leader right out in front soaking up the firepower so that the squad can then do its thing.


It's important to read the Look Out Sir, and Wound Allocation rules carefully.

With a unit with identical saves, you roll all saves, then allocate wounds (and make Look Out Sir rolls).

With a unit with different saves, you allocate a single wound (and make a Look Out Sir roll if applicable) and than roll your saves.

So if a unit is sticking their character with a 2+ save out the front to act as a meatshield, they're taking a huge risk. It only takes a couple of 1's for that character to bite the dust.


Automatically Appended Next Post:
Arkon wrote:I just had a 3vs3 game. It sucked. Overwatch sucks, Hull points suck. Look Out Sir sucks HEAVY (and i play cron). Shooting allocations with Look Out Sir is slow as hell. Armour saves versus Dangerous Terrain boosts SM more than xenos, and nerf to oblivion Tremorcrons.

I think we're just gonna play 5th or Pancake.


Can you elaborate a bit more on why it sucks?

This message was edited 1 time. Last update was at 2012/07/05 00:48:49


"Did you ever notice how in the Bible, when ever God needed to punish someone, or make an example, or whenever God needed a killing, he sent an angel? Did you ever wonder what a creature like that must be like? A whole existence spent praising your God, but always with one wing dipped in blood. Would you ever really want to see an angel?" 
   
Made in ca
Tzeentch Veteran Marine with Psychic Potential






Victoria, B.C. Canada

Wound allocation will go a lot faster as people get used to it. I really like the feel of the new rules.

My first game was a lot of fun, 1750 Tzeentch Marines+Tzeentch Daemons vs Veil of Darkness Necrons.

No fearless wounds is sort of amazing, Thousand Sons and their 4+ invulnerables held up Lychguard the entire game in close combat and the flying monstrous creature rules for the Lord of Change are great.

And Flamers of Tzeentch, my god Flamers of Tzeentch.



Change and change until Change is our master, for nothing neither God nor mortal can hold that which has no form. Change is the constant that cannot be changed.

No game of chess can be won without pawns, and this may prove to be a very long game.


http://www.youtube.com/watch?v=xLnIFn-iROE 
   
 
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