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Made in gb
Trustworthy Shas'vre






Dorset, UK

Therion wrote:
and if you get a glance then on a 6 on a damage chart you take one off instead.

There is no damage chart for glancing hits anymore. All glances remove a hull point and nothing else.

I know you don't have to but it would help you discuss the new rules if you even read the thread you're replying to. All of this has been said a dozen times or more.


I'm just saying what would be more fair, I never said it'd be a proper rule, and it's not official yet it's just a rumour. I'm just discussing the rumours.

This message was edited 1 time. Last update was at 2012/06/24 12:20:50


 
   
Made in si
Foxy Wildborne







H.B.M.C. wrote:
d-usa wrote:I like the rumored rule that you can only kill as many people in a squad as you can see.


And in range as well, it seems.

Thank God for that... 5th Ed casualty removal rules were a joke.


Agreed. This was the chief reason I couldn't stomach playing 5th.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in gb
Towering Hierophant Bio-Titan






So is the rulebook actually available in stores for people to read? I got the impression it was but thought we'd have more of the missing pieces by now.
   
Made in au
Esteemed Veteran Space Marine





Australia

GoDz BuZzSaW wrote:
ChocolateGork wrote:
Morathi's Darkest Sin wrote:
GoDz BuZzSaW wrote:

"The Vendetta isn't that good atm, let's make it better" ?


I know, and heres me with my second Valkyrie in its box, and a second lot of Vendetta conversion parts that arrived on Friday morning. Might as well throw it in the bin.


Well as gunships they are better.

But as transports haven't they got worse?


Depends whether objectives are a 3" bubble or if you're in that area no matter how high up in 6E and you can still capture in transports as they can hover or just last turn cature in fly mode and make the enemy hit you on 6s


If they cant capture then i think air-cav got alot worse.

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Made in au
Quick-fingered Warlord Moderatus






Therion wrote:Now what about armies with zero units with skyfire, like standard pattern Space Wolves? Maybe everyone has access to something but even then it probably won't be nearly enough unless you go all out and that's my point. Will the metagame be all about cramming anti-flyer units in your army (flyers themselves qualify as anti-flyer units)? Whoever can get the most of them (Necrons) wins.


It won't just be some air superiority spam fest if flyers only get to make their evade against other flyers as has been suggested, being hard to hit is hardly the big drama you are making it out to be, especially when you can expect flyers to have far fewer hull points (which you claim leaves vehicles as "paper"), all this doom and gloom about flyers being indestructible seems more and more ridiculous each time new rumours come out.

Therion wrote:
GoDz BuZzSaW wrote:
Joey wrote:I'm amazed at how many people apparently glance Land Raiders to death. I've never shot at LRs with anything other than melta, lascannons are a waste.


Play against a Necron army, watch him shoot 2 units of warriors at your LR and immobilise it, then scarabs tear it apart.

It has also happened by my friend simply shooting at them with gauss, he has several warriors squads which just turned it into a box.


Voltaic Staff is assault 4 haywire. The guy holding it costs 25 points. He is in a unit of five Necron Warriors. The whole unit costs 90 points total. They shoot at a Land Raider: Necron Warriors hit 6.6 times and remove 1.1 hull points. Cryptek shoots 4 times and removes 2.2 hull points. There's also 0.44 penetrating hits that might destroy it outright, but on average rolls the Land Raider lost 3.3 hull points to a 90 point unit. With just a tiny margin over average rolls these guys kill it in one volley. They have friends and aren't the only unit in the Necron army. As a second example, 12 Necron Warriors with an attached phaeron cause 4 hull points of damage in one volley. Repeat after me: Tanks are paper.


Can you please try using anything OTHER than Necrons to prove your point about how weak vehicles are, all you have demonstrated is that Gauss and Haywire possible need to be rebalanced.


Automatically Appended Next Post:
lord_blackfang wrote:
H.B.M.C. wrote:
d-usa wrote:I like the rumored rule that you can only kill as many people in a squad as you can see.


And in range as well, it seems.

Thank God for that... 5th Ed casualty removal rules were a joke.


Agreed. This was the chief reason I couldn't stomach playing 5th.


Who would have possibly thought they could actually make them worse.

This message was edited 1 time. Last update was at 2012/06/24 12:30:47


Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in de
Fixture of Dakka






Columbia, SC (USA)

puree wrote:Are fliers immune to blasts? and do blasts still all get the scatter thing? Seems like the way to bypass the need a 6 to hit if you can come with enough blast weapons.


We discussed this earlier. No confirmation whether fliers are affected by templates while zooming and/ or moving flat out. No word on scatter yet but there is no reason to believe it will change. I agree that a Manticore could end up being very good against zooming fliers.

Necron fliers have another weakness against IG. We can bubble wrap better than most armies. Fliers cannot end their move wIth their base within an inch of my models. They cannot arrive from reserve until turn two at the earliest so I get at least one turn to expand my infantry bubble. this should make it possible to keep Necron fliers out of their 24 inch firing range. Bubble wrap and Hydras (72 inch range) means advantage to the Hydras.

Blobs stay sexy and conscripts suddenly look more appealing in sixth edition.




This message was edited 2 times. Last update was at 2012/06/24 12:35:29


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in fi
Jervis Johnson






If they cant capture then i think air-cav got alot worse.

One has to be crazy to keep troops inside flyers in the first place. Every model takes a S10 hit with no saves of any kind allowed if they're inside a flyer (in fly mode) when it dies. Well, every other troop than Necrons that is, because if a Night Scythe pops the embarked guys come in from the reserve.

Fliers cannot end their move within an inch of my models.

That's a good point. They can move over anything but can't end their move on top of your models so all you need is a ton of infantry to block ground 24 inches into every direction out of every target you don't want dead.

Can you please try using anything OTHER than Necrons to prove your point about how weak vehicles are

I'll try to make it as easy as possible and ignore all the hard math:

9 BS4 krak missiles vs AV12 out in the open:

5th:

1 glancing hit 2 penetrating hits

Glance either shakes, stuns or immobilises or destroys a weapon. The 2 penetrating hits both have a 33% chance to destroy. End result in layman's terms, your vehicle won't fire next turn, sometimes its dead but mostly it just took some damage. You have about 50% chance to survive. There's also the chance that you got lucky and took no damage at all and only for example got stunned twice and shaken once. We've all seen our Chimeras and Rhinos occasionally survive a very long time despite the entire enemy army pouring fire on them.

6th:

1 glancing hit 2 penetrating hits

You're dead.

In both circumstances the first gun has the lottery chance to kill the vehicle, but in 6th the hull points guarantee an expiration date on the vehicle.

This brings vehicles very close to the survivability of monstrous creatures. Monsters are often harder to kill in 6th but that varies a lot between army to army depending on what kind of AP you have access to. Krak Missiles, Gauss weapons and Autocannons all kill vehicles, but the latter two won't kill monsters very effectively.

This message was edited 10 times. Last update was at 2012/06/24 13:03:18


 
   
Made in gb
[DCM]
Coastal Bliss in the Shadow of Sizewell





Suffolk, where the Aliens roam.

Aye, my kind of air cav, would be fast move, drop troops near objectives or in good locations. Then go round shooting at things with three twin linked lascannons while laughing like a loon.

No idea if its effective, but it sure sounds fun.

"That's not an Ork, its a girl.." - Last words of High General Daran Ul'tharem, battle of Ursha VII.

Two White Horses (Ipswich Town and Denver Broncos Supporter)
 
   
Made in nl
Jovial Plaguebearer of Nurgle






If the rules about passengers only being able to shoot at bs 1 when the vehicle moves over 6" it will hurt dark eldar.. the 5+ cover save would save some points on flickerfields though
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

I was leery about "remove from front ranks first", because my first thought was "what ranks?". But it appears to apply in HTH as well, and I really like that. I think position and manoeuvring should be important, so if you want certain elements to survive you have to place them towards the back but you could suffer range/LOS issues because of that. It presents a choice to the player. That's a good thing.

Sadly it's combined with odd things I don't like, like 2D6" charge ranges which kind've take that "manoeuvre is important" aspect and adds in a "but only if you roll well LOL!". As always with GW - two steps forward, and then sometimes two to three steps back.

This message was edited 1 time. Last update was at 2012/06/24 12:38:31


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in au
Quick-fingered Warlord Moderatus






Robbietobbie wrote:If the rules about passengers only being able to shoot at bs 1 when the vehicle moves over 6" it will hurt dark eldar.. the 5+ cover save would save some points on flickerfields though


Except, before, Dark Eldar couldn't fire at all above 6 inches, fast vehicles in 5th were bound by the same rules for shooting embarked units as non-fast, it appears it will still be the same, I would happily welcome a change to that though.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in gb
Tunneling Trygon





Nottinghamshire- England

I'd ASSUME (this is just guesswork) That it scatters the full 2d6 and always scatters.

Grimtuff wrote: GW want the full wrath of their Gestapo to come down on this new fangled Internet and it's free speech.


A Town Called Malus wrote: Draigo is a Mat Ward creation. They don't follow the same rules as everyone else.
 
   
Made in au
Quick-fingered Warlord Moderatus






H.B.M.C. wrote:I was leery about "remove from front ranks first", because my first thought was "what ranks?". But it appears to apply in HTH as well, and I really like that. I think position and manoeuvring should be important, so if you want certain elements to survive you have to place them towards the back but you could suffer range/LOS issues because of that. It presents a choice to the player. That's a good thing.

Sadly it's combined with odd things I don't like, like 2D6" charge ranges which kind've take that "manoeuvre is important" aspect and adds in a "but only if you roll well LOL!". As always with GW - two steps forward, and then sometimes two to three steps back.


My big issue with the whole pull from the front thing is from a gaming perspective it makes little to no sense, you have two types of special weapons generally, the type that have shorter range and can be used on the move, that require you to manoeuvre your unit and expose it to enemy fire to use, and then there's the long range special weapons that sit around in cover with a handful of ablative wounds that tend to have weapons with ranges to short to ever use practically, if either of these deserve to be made more vulnerable to being pulled out of a squad first, it's most certainly not the things like flamers and meltas.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in de
Fixture of Dakka






Columbia, SC (USA)

Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.


The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Drunkspleen wrote:
H.B.M.C. wrote:I was leery about "remove from front ranks first", because my first thought was "what ranks?". But it appears to apply in HTH as well, and I really like that. I think position and manoeuvring should be important, so if you want certain elements to survive you have to place them towards the back but you could suffer range/LOS issues because of that. It presents a choice to the player. That's a good thing.

Sadly it's combined with odd things I don't like, like 2D6" charge ranges which kind've take that "manoeuvre is important" aspect and adds in a "but only if you roll well LOL!". As always with GW - two steps forward, and then sometimes two to three steps back.


My big issue with the whole pull from the front thing is from a gaming perspective it makes little to no sense, you have two types of special weapons generally, the type that have shorter range and can be used on the move, that require you to manoeuvre your unit and expose it to enemy fire to use, and then there's the long range special weapons that sit around in cover with a handful of ablative wounds that tend to have weapons with ranges to short to ever use practically, if either of these deserve to be made more vulnerable to being pulled out of a squad first, it's most certainly not the things like flamers and meltas.


It's a risk benefit thing IMO, and makes for tactical play. If a special weapon is short range and high value, then what is it doing in the front rank anyway? It should be hiding in the back rank until is is ready to fire. Keep your guys safe, and move them forward only when you are ready to use them. Flamers are still beneficial in the back rank when charged as well. I am okay with making some tactics more complex.
   
Made in au
Quick-fingered Warlord Moderatus






JB wrote:Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.



Except now instead of disembarking within 2" of the doors, they disembark in base contact and move 6 inches, so the disembarking models aren't losing 6 inches from their disembark, only 2.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in gb
Fixture of Dakka







Some people have mentioned them not being able to find the collectors edition. - It actually is gone now.

"The Collectors Edition has proven to be extremely popular, and now we are down to the last few copies in Europe. So if you have been pondering buying one, order now to avoid disappointment. Once they are gone, they are gone!"

as of this morning.
   
Made in au
Quick-fingered Warlord Moderatus






d-usa wrote:It's a risk benefit thing IMO, and makes for tactical play. If a special weapon is short range and high value, then what is it doing in the front rank anyway? It should be hiding in the back rank until is is ready to fire. Keep your guys safe, and move them forward only when you are ready to use them. Flamers are still beneficial in the back rank when charged as well. I am okay with making some tactics more complex.


The problem is it's making the ones that already had to think about this stuff think about it more, meanwhile you can bet havocs or devestators or what have you will be sitting in their cover with their bolter buddies lined up in front of them just waiting to get shot in the face, it adds no tactics to the special weapons that most warranted having tactics added to them.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in fi
Jervis Johnson






JB wrote:Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.

Indeed. A lot of players are still in a sort of denial that their armies would stay competitive without any changes but it's still early. It'll take quite a while before these changes start to sink in.
   
Made in au
Owns Whole Set of Skullz Techpriests






Versteckt in den Schatten deines Geistes.

Yeah by the time I got to the Oz pre-orders section the only things there were the psychic cards, the templates and the basic rulebook.

Not that I was going to buy the collector's edition. That's just silly...

This message was edited 2 times. Last update was at 2012/06/24 12:53:09


Industrial Insanity - My Terrain Blog
"GW really needs to understand 'Less is more' when it comes to AoS." - Wha-Mu-077

 
   
Made in de
Fixture of Dakka






Columbia, SC (USA)

Drunkspleen wrote:
JB wrote:Aeon's post on page 57 of this thread mentioned that passengers cannot disembark once their transport moves more than six inches. if true, that is a nerf to many armies and/or units.

Combine that with the rumored inability of troops in vehicles to claim/contest objectives and the meta has even more reasons to shift significantly.



Except now instead of disembarking within 2" of the doors, they disembark in base contact and move 6 inches, so the disembarking models aren't losing 6 inches from their disembark, only 2.



Ah, thanks! I won't weep for any lost assault inches in any case.



The secret to painting a really big army is to keep at it. You can't reach your destination if you never take any steps.

I build IG...lots and lots of IG.  
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

If they cant captrue in a vehicle, It's a bit unfair on some units like Tau FW's, especially when some cover's been made worse ect.

This message was edited 1 time. Last update was at 2012/06/24 12:58:03


 
   
Made in us
Decrepit Dakkanaut






Leerstetten, Germany

Drunkspleen wrote:
d-usa wrote:It's a risk benefit thing IMO, and makes for tactical play. If a special weapon is short range and high value, then what is it doing in the front rank anyway? It should be hiding in the back rank until is is ready to fire. Keep your guys safe, and move them forward only when you are ready to use them. Flamers are still beneficial in the back rank when charged as well. I am okay with making some tactics more complex.


The problem is it's making the ones that already had to think about this stuff think about it more, meanwhile you can bet havocs or devestators or what have you will be sitting in their cover with their bolter buddies lined up in front of them just waiting to get shot in the face, it adds no tactics to the special weapons that most warranted having tactics added to them.


Havocs and Devestators have always been hiding in the back and in cover, how is that new? Nothing has changed there.

If it is a 10 man squad, then you simply but the other 5 non-heavy weapon guys in front to take wound first, no different than in 5th when you simply removed the non-HW guys first.

Tactics for those two squads have not changed at all.

Bolter buddies in front of them makes no difference, unless there is target priority in 6th, which I have not noticed.

This message was edited 1 time. Last update was at 2012/06/24 13:01:38


 
   
Made in au
Quick-fingered Warlord Moderatus






Therion wrote:
Can you please try using anything OTHER than Necrons to prove your point about how weak vehicles are

I'll try to make it as easy as possible and ignore all the hard math:

9 BS4 krak missiles vs AV12 out in the open:

5th:

1 glancing hit 2 penetrating hits

Glance either shakes, stuns or immobilises or destroys a weapon. The 2 penetrating hits both have a 33% chance to destroy. End result in layman's terms, your vehicle won't fire next turn, sometimes its dead but mostly it just took some damage. You have about 50% chance to survive. There's also the chance that you got lucky and took no damage at all and only for example got stunned twice and shaken once. We've all seen our Chimeras and Rhinos occasionally survive a very long time despite the entire enemy army pouring fire on them.

6th:

1 glancing hit 2 penetrating hits

You're dead.

In both circumstances the first gun has the lottery chance to kill the vehicle, but in 6th the hull points guarantee an expiration date on the vehicle.


So your issue is, 9 krak missiles, which would cost a player something in the realm of 250 points, and that's assuming you can jam them in a-la Long Fangs, can reliably kill AV 12 (i.e. middle of the pack) vehicles in a single turn of shooting?

Forgive me if I don't mourn quite as loudly as you, but I really don't see how this is a problem, they can more reliably be killed than before, but they were too tough before, just look at the 5th ed meta game and you see that, they are hardly paper thin now, heck they actually seem pretty well balanced.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in gb
Longtime Dakkanaut




United Kingdom

GoDz BuZzSaW wrote:If they cant captrue in a vehicle, It's a bit unfair on some units like Tau FW's, especially when some cover's been made worse ect.


If the game does go more infantry centric then I'm not sure FW are that bad, 30" move and fire, 15" double fire If I'm understanding rapid fire weapons right. They can even glance necron fliers.
   
Made in gb
Joined the Military for Authentic Experience






Nuremberg

I think the change to transports is still a nerf, even if you do get to move afterwards. Transports plough through terrain almost all of the time, allowing you to avoid it. Forcing more infantry moves slows down the game for one, and means more difficult terrain tests for two.

   
Made in au
Quick-fingered Warlord Moderatus






d-usa wrote:
Drunkspleen wrote:The problem is it's making the ones that already had to think about this stuff think about it more, meanwhile you can bet havocs or devestators or what have you will be sitting in their cover with their bolter buddies lined up in front of them just waiting to get shot in the face, it adds no tactics to the special weapons that most warranted having tactics added to them.


Havocs and Devestators have always been hiding in the back and in cover, how is that new? Nothing has changed there.

If it is a 10 man squad, then you simply but the other 5 non-heavy weapon guys in front to take wound first, no different than in 5th when you simply removed the non-HW guys first.

Tactics for those two squads have not changed at all.

Bolter buddies in front of them makes no difference, unless there is target priority in 6th, which I have not noticed.


That's my entire point, it doesn't change the boring unit that has been camping around not thinking about this stuff at all, meanwhile the guys who already had to manoeuvre their weapons carefully are being hit with an extra thing to think about, it makes no sense from a gameplay perspective.

Interceptor Drones can disembark at any point during the Sun Shark's move (even though models cannot normally disembark from Zooming Flyers).


-Jeremy Vetock, only man at Games Workshop who understands Zooming Flyers 
   
Made in gb
Trustworthy Shas'vre






Dorset, UK

puree wrote:
GoDz BuZzSaW wrote:If they cant captrue in a vehicle, It's a bit unfair on some units like Tau FW's, especially when some cover's been made worse ect.


If the game does go more infantry centric then I'm not sure FW are that bad, 30" move and fire, 15" double fire If I'm understanding rapid fire weapons right. They can even glance necron fliers.


They will be better in some ways, worse in others, many a time i've fired 24 rapid fire shots and still only killed 3 marines max, it's just not good enough.
   
Made in gb
Servoarm Flailing Magos





Halfpast_Yellow wrote:
Joey wrote:
My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).


It's 4.4 actually.
6.6 if they have a Phaeron.

20 shots, divided by 2/3 is 12.2, divided by 6 is 2.2.
Or do necrons get 4 shots each when they rapid fire?

Therion wrote:
My mech guard will outshoot necrons easily, no matter how easy it is to remove hull points (btw a full unit of necrons rapid firing will only do 2.2 hull points, not enough to kill a chimera).

I'd gladly take on that challenge. You do realise Necron armies in 6th will be nothing but flyers and you hit them on 6's and they can keep evading and evading because the snap fire disadvantage barely affects them? If you don't think you need to revamp your army entirely you need to take a reality check. You're already behind the curve.

No, necrons have one flier, the one that came out recently. Everything else is a skimmer.
And it's AV11 to boot, my hydras will take care of it in a jiffy.
Therion wrote:
AP3 is now -1 to damage chart, so all they can really do is glance vehicles to death.

AP3 is not -1 on the vehicle damage chart. AP1 is +2. AP2 is +1. AP3 and worse is no modifiers at all. In short if you take into account the new damage chart: AP1 was buffed. AP2 stayed the same. AP3, AP4, AP5 and AP6 was nerfed and AP- stayed the same (pen roll of 6 kills).

What is your source for this, beyond an assumption that GW hate their player base?

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Wow... just wow. I know I sound like the sky is falling, but my god, they seem to hate assault. (In particular xeno assault armies).

Assault can come in two flavors, foot slogging blob or transported squad. Trade squad size for agility/quickness of getting into combat.

Foot slogging is going to get shot to pieces with these new rules. Now that you can just shoot the models out of cover, and ignore the one that would get a save, you can significantly whittle down an assault unit. The entire reason you took a foot assault unit was that the unit was to big to fit into a transport (and therefore will be too big to fit into cover, etc).

Transported troopers are now facing a significant nerf in their range. You can no longer get a "free" two inches from a transport. You can no longer dismount if the transport moved over 6. So now your unit has to spend even more time in its increasingly flimsy metal box of death. But you say "But assault troops get a potential 12 in assault now! This makes up for losing the 6 inches that you don't get from moving 12 and dismounting!" No. No it doesn't. Now your troops have to get out of their metal box of death into (more than likely) open ground. Now more than ever you are at the whims of the dice gods as to whether you make it into combat. If you fail the charge. You. Are. Dead. As a transported unit, you don't have the model size to endure a round of shooting.

And even when your mauled assault unit FINALLY gets into combat, it has to endure MORE shooting with snap fire. And your power weapons are AP 3 (as if terminators needed to be MORE durable...).

All of this just compounds when you factor in the weak armor saves on almost all xeno armies (except for the new chosen race, crons). With cover being nerfed, the gap between power armor and 5 up saves is going to get huge.

I have not seen a single rumor that makes assault armies better yet other than assault weapons getting AP. But lets not kid ourselves, almost none will be AP 3 or better (lolpowerarmorstillisgod).

The current tournament scene is absolutely dominated by shooting. If these armies take assault, its mean as more of a counter unit or is so ridiculous beat face its broken (DCAs anyone?).


I'm not trying to overreact or scream "I'm going to play warmahordes!" But I can't help but be extremely worried that my favored method of play, assault, is going to go the way of the do-do.

   
 
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