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![[Post New]](/s/i/i.gif) 2012/06/25 16:48:01
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Fresh-Faced New User
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Ovion wrote:Zakriv wrote:Anyone know if you can only use Allies if you are playing 2v2, or can it be used in casual 1v1 games? Or do both you and your opponent have to be using them? And does 'Unholy Alliance' mean that you'll probably have to make a sort of check to see if your allies start beating on your own dudes?
Everything from the 'confirmed' says that the default list includes allies for every game.
So 1v1 pickup games at 1500pts.
Of course, every allied unit takes points away from your main army.
Battle Brothers = Work as a single unified force, ICs can join allied units, allied ICs can join main force units etc.
Allies of Convenience = Basically bringing 2 seperate armies, that work independantly.
Desperate Allies = If any allied units are within 6" of regular units at the start of a turn, they need to roll a D6 and on a roll of a 1, they just sit there and do nothing.
That is AWESOME, thank you.
I've been dying to use my Khorne Berzerkers, their Land Raider, and my Chaos Lord SO BAD, but they're the only CSM models I have. Now I can field them with my Dark Eldar!
I figure it's a nice trade off. Slaves for Commorragh, and Blood for the Blood God.
(Also bummer that if I face an army that can reliably glance a Land Raiders, that's not gonna go over well.)
...
...
(Though generally this idea is silly to begin with, BUT I CAN DO IT AND THAT'S WHAT MATTERS.)
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![[Post New]](/s/i/i.gif) 2012/06/25 16:49:31
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Dakka Veteran
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I was under the impression that the Brothers in Arms/Grudging/Unholy Alliance stuff was only from some tournament and that there was only two types of alliances in the rulebook, fluffy kind and unfluffy kind.
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This message was edited 1 time. Last update was at 2012/06/25 16:51:58
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![[Post New]](/s/i/i.gif) 2012/06/25 16:49:32
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Regular Dakkanaut
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Confirmed with the new rulebook. Sorry, typed these out on the phone with my cousin in Wales.
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Epidemius
Each mission is roll a d6 it determines what happens at each turn of the mission.
Power Weapons are - AP 3
Powerfist are - AP2
Chainfist - AP2
Poweraxe - AP2 +2 Str and I1
Heavy Chainsword - AP5
AP1 doesn't do the samething anymore.
6+ defense against Psykers.
Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
Heliosgun - AA weapon that every army can buy. Skyfire weapon means you can hit on BS when shooting flyers.
Flyers can crash while flying. Transported units take a Str10 AP 1 hit when crashing.
Rules for wreckage.
FNP is 5+
Hull Points:
Glancing hits don't do anything except take a hull point.
Can be repaired, a Techmarine can repair d3 hull points a turn.
Dreads - 3
Russ, Raiders - 4
Rhinos - 3
Pens take hull points and do damage.
Cover for vehicles is much harder.
Vehicles have the same shooting.
Can always shoot with snapfire.
Random Game Length is gone!!!
Buy Nightfight at the beginning of the game.
Buy Acute Senses as well.
Still seize the initiative.
Victory points are changed, you don't have to wipe out who units.
Challenges. Squad leaders can challenge squad leaders and ICs, stops combat for that unit except for the two combatants.
Wound Allocation:
Wounds taken from shooting is the closest units first then go in AP order, starting with the lowest AP.
Snipers - No Rending. On a 6 you pick the target.
Charging is 2d6. Assault marines and cavalry get to reroll. Charging through cover, take the highest dice away. Assaulting through terrain makes you I1.
Pre-measuring is in.
Str can now go above 10.
FOC doubles at >2000
All bikes and jetbikes that turboboost are 4+ cover with a "Jink" save.
Walkers are the same.
Nightvision ignores night fighting. - A warlord ability.
Rage - +2 Attacks on the Charge
Jump Packs can jump into assault.
Wound allocation based on wargear is out.
Daemons can Fear a unit when they charge. Roll a Ld, if you fail you strike at I1.
Mixed armored rules are back in, really complicated.
Multiple toughness for taking wounds is in. So no longer going on the average toughness.
ICs can be wounded based on where they are in the squad.
Rapid Fire is the same as 5th Ed
Plastic Chaos Dreadnought sighted in the rulebook.
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This message was edited 4 times. Last update was at 2012/06/25 16:52:44
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![[Post New]](/s/i/i.gif) 2012/06/25 16:52:41
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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The Hive Mind
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Bongfu wrote:Mixed armored rules are back in, really complicated.
Multiple toughness for taking wounds is in. So no longer going on the average toughness.
And people were saying that the current wound allocation rules took forever (even though I've never had it take more than 30 seconds to resolve combat against a fully diverse paladin squad).
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My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals. |
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![[Post New]](/s/i/i.gif) 2012/06/25 16:53:48
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Human Auxiliary to the Empire
Belfast, Norn Iron
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*Wanders in*
Ello there. Been trying to keep up with this as best as possible, but the damned thing moves so fast.
Aaaaaaanyway... 6th Ed all seems fairly interesting, but one thing has got my Jimmies Rustled a tad. Knowing what we know, which obviously isn't the whole story until we all get a good aul read of the new rules, what we're saying is that basicaly any army (cept you Nid types) could now take my beloved Tau Railguns? Things with Railguns get blown up all the time, its just more from a 'fluff' point of view that it has infact gotten my goat. They're one of our most iconic thing-a-ma-jigs!
But yeah. Lookin forward to seeing the book and trying my damnest not to be lured into... Allies.
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![[Post New]](/s/i/i.gif) 2012/06/25 16:54:29
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Ladies Love the Vibro-Cannon Operator
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Rapid Fire is the same as 5th Ed
Really, I read something different here. Move and shoot at max. distance once.
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Former moderator 40kOnline
Lanchester's square law - please obey in list building!
Illumini: "And thank you for not finishing your post with a " " I'm sorry, but after 7200 's that has to be the most annoying sign-off ever."
Armies: Eldar, Necrons, Blood Angels, Grey Knights; World Eaters (30k); Bloodbound; Cryx, Circle, Cyriss |
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![[Post New]](/s/i/i.gif) 2012/06/25 16:55:06
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Regular Dakkanaut
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wuestenfux wrote:Rapid Fire is the same as 5th Ed
Really, I read something different here. Move and shoot at max. distance once.
He was looking at the rulebook.
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![[Post New]](/s/i/i.gif) 2012/06/25 16:57:42
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Longtime Dakkanaut
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A lot of that list seems at odds with the AMA guy on reddit, who also had a rulebook.
For instance, you have multiple allies within a single FoC, which doesn't sound correct.
The afore mentioned rapid fire.
You have plasma grenades as S6, while AMA has them at S4 AP4...
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![[Post New]](/s/i/i.gif) 2012/06/25 17:05:23
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Regular Dakkanaut
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Bongfu wrote:Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
This sounds like a strange combo of Snapfire and Overwatch.
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This message was edited 1 time. Last update was at 2012/06/25 17:05:33
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![[Post New]](/s/i/i.gif) 2012/06/25 17:08:37
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Xeno-Hating Inquisitorial Excruciator
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Therion wrote:Well, jump infantry moves faster.
12" move, 9" assault. Bonus 3 inches.
Does anybody remember how beasts move? They're probably slower now.
I wonder how fleet and jump packs work (Raven Guard)....
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40K RTT W/D/L 63/3/29
1 overall, 12 Best Sportsman, 3 Best Army, 5 Best Painting,1 Best Black Templars.
WFB RTT 0/0/6
1 Best Sportsman,1 Best Army |
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![[Post New]](/s/i/i.gif) 2012/06/25 17:14:51
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Dakka Veteran
Upper East Side of the USA
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I looked through the Reddit guy's stuff and tried to stay on top of things here, but haven't seen much info about the general psychic powers psykers can take instead of the one's from their codex. Did I miss that?
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![[Post New]](/s/i/i.gif) 2012/06/25 17:15:02
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Regular Dakkanaut
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elrabin wrote:Bongfu wrote:Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
This sounds like a strange combo of Snapfire and Overwatch.
There is no Overwatch, its all under the Snap Fire rules.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:15:48
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Terminator with Assault Cannon
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I enjoy the rumor mill as much as anyone, but when you get to the point when all will be revealed in just a few days, it seems kind of pointless. I mean really, are people going to keep arguing over it until the 11th hour?
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SickSix's Silver Skull WIP thread
My Youtube Channel
JSF wrote:... this is really quite an audacious move by GW, throwing out any pretext that this is a game and that its customers exist to do anything other than buy their overpriced products for the sake of it. The naked arrogance, greed and contempt for their audience is shocking. = Epic First Post.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:17:45
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Daemonic Dreadnought
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I wonder if units are considered to be in CC when they take wounds from overwatch. That's going to be a big deal for wyches.
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Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:18:50
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Decrepit Dakkanaut
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Small tidbit on the 40k starter set:
Kaelarr wrote:I must make a retraction - There is a Chaos dread in the starter set, but it is not the multipart plastic kit, that will be released separately. Sorry, there were some crossed wires in my info...
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![[Post New]](/s/i/i.gif) 2012/06/25 17:19:52
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Decrepit Dakkanaut
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Kroothawk wrote:Small tidbit on the 40k starter set:
Kaelarr wrote:I must make a retraction - There is a Chaos dread in the starter set, but it is not the multipart plastic kit, that will be released separately. Sorry, there were some crossed wires in my info...
So pretty similar to the 5th edition SM setup then.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:22:03
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Trustworthy Shas'vre
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SickSix wrote:I enjoy the rumor mill as much as anyone, but when you get to the point when all will be revealed in just a few days, it seems kind of pointless. I mean really, are people going to keep arguing over it until the 11th hour?
Of Course, God what a silly question...
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![[Post New]](/s/i/i.gif) 2012/06/25 17:22:10
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Infiltrating Broodlord
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Joe Mama wrote:I looked through the Reddit guy's stuff and tried to stay on top of things here, but haven't seen much info about the general psychic powers psykers can take instead of the one's from their codex. Did I miss that?
Yes, you missed it. All the powers have been listed.
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Looking for Durham Region gamers in Ontario Canada, send me a PM!
See my gallery for Chapterhouse's Tervigon, fully painted.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:23:44
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Foxy Wildborne
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schadenfreude wrote:I wonder if units are considered to be in CC when they take wounds from overwatch. That's going to be a big deal for wyches.
Considering overwatch fire happens before the charging unit even moves, I very much doubt that.
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The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. |
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![[Post New]](/s/i/i.gif) 2012/06/25 17:24:15
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Ichor-Dripping Talos Monstrosity
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Due to not more than a little boredom and the need to make myself busy / procrastinate about painting: Allies in text from the chart so you can just look at the one you want: And a nice shiny graphic that covers the new FoC:
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This message was edited 1 time. Last update was at 2012/06/25 17:26:47
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![[Post New]](/s/i/i.gif) 2012/06/25 17:25:46
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Focused Fire Warrior
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Bongfu wrote:
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Since allies are separate detachments from the FOC, I wonder if when you hit 2000pts (and get a second FOC) you can take allies from yet another codex. Example: First FOC is army X with allied detachments of army Y. Hit 2000 pts and the second FOC is army Z.
Bongfu wrote:
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
No word on EMP grenades? If it defaults back to the codex they could be interesting.
Bongfu wrote:
Can always shoot with snapfire.
I wonder if markerlight hits can increase snapfire BS, seems like they would...networked ML for stand and shoot and other MLs for fast moving vehicles.
Bongfu wrote:Buy Acute Senses as well.
"Buy"...as in a strategem or army wide ability?
Bongfu wrote:Rapid Fire is the same as 5th Ed
I thought the rule was modified so a moving unit can still fire once up to the weapons max range.
5+ obscured vehicles made disruption pods worthless. On piranhas you probably won't need them thanks to the 4+ for flat out...but you have to go flat out all the time.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:27:39
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Dakka Veteran
Upper East Side of the USA
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Carnage43 wrote:Joe Mama wrote:I looked through the Reddit guy's stuff and tried to stay on top of things here, but haven't seen much info about the general psychic powers psykers can take instead of the one's from their codex. Did I miss that?
Yes, you missed it. All the powers have been listed.
Where? The only thing I saw was power names, but almost none of them had rules to go with them.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:31:53
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Regular Dakkanaut
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coyotius wrote:Bongfu wrote:
Allies:
Restrictions on allied FOC based on ally level. So you cannot take everything in your allies' codex.
Brothers in Arms - IC can join ally squads and powers effect everyone.
Grudging Allies - IC cannot join ally squads and powers only effect units from their parent army.
Unholy Alliance - IC Cannot join ally squads, powers only effect units from their parent army, and allies near each other have to roll to see if they will do anything that turn.
Multiple Allies in one FOC.
Since allies are separate detachments from the FOC, I wonder if when you hit 2000pts (and get a second FOC) you can take allies from yet another codex. Example: First FOC is army X with allied detachments of army Y. Hit 2000 pts and the second FOC is army Z.
Bongfu wrote:
Grenades can be thrown! Only one guy per squad. Frag are Str3, Krak Str6, Plasma Str6.
No word on EMP grenades? If it defaults back to the codex they could be interesting.
Bongfu wrote:
Can always shoot with snapfire.
I wonder if markerlight hits can increase snapfire BS, seems like they would...networked ML for stand and shoot and other MLs for fast moving vehicles.
Bongfu wrote:Buy Acute Senses as well.
"Buy"...as in a strategem or army wide ability?
Bongfu wrote:Rapid Fire is the same as 5th Ed
I thought the rule was modified so a moving unit can still fire once up to the weapons max range.
5+ obscured vehicles made disruption pods worthless. On piranhas you probably won't need them thanks to the 4+ for flat out...but you have to go flat out all the time.
My source said he was for certain there were rules for multiple allies.
No word on EMP, those were just examples.
Snap Fire can be modified with a Psychic power that makes it the model's BS, but I don't know about Marker Lights, expect that to be covered in the Errata released for Tau.
There are universal "strategems", wargear, terrain, and psychic powers you can buy your army.
As far as the rulebook states, Rapid Fire is the same. Not moving = full distance, moved two shots at half distance.
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This message was edited 1 time. Last update was at 2012/06/25 17:33:29
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![[Post New]](/s/i/i.gif) 2012/06/25 17:37:09
Subject: Re:6th edition rumour and news summary (now with official preorder pics)
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Assassin with Black Lotus Poison
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Bongfu wrote:elrabin wrote:Bongfu wrote:Snapfire, once per turn, per squad, pick target in multiple assaults, can use when move, no blast weapons, BS1. Template weapons get d3 hits.
This sounds like a strange combo of Snapfire and Overwatch.
There is no Overwatch, its all under the Snap Fire rules.
Obviously GW was lying in White Dwarf when they said that units could go into Overwatch then.
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The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.
Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me. |
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![[Post New]](/s/i/i.gif) 2012/06/25 17:40:08
Subject: 6th edition rumour and news summary (now with official preorder pics)
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[DCM]
Coastal Bliss in the Shadow of Sizewell
Suffolk, where the Aliens roam.
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Ah, my planned Inquisitor leading a Guard army has taken a slight knock if they are allies if convience, although that makes sense for the Grey Knights themselves. Have to hope they errata Inquisitors to count as Battle Brothers to most of the Imperial armies, as they should be able to take full command of any Imperial Unit.
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This message was edited 1 time. Last update was at 2012/06/25 17:40:41
"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)
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![[Post New]](/s/i/i.gif) 2012/06/25 17:41:49
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Noise Marine Terminator with Sonic Blaster
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So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:44:51
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Regular Dakkanaut
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Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
Epidemus makes Plague Marines Toughness 6
Oh and regular Chaos Marines with MoN have FNP
Plague Bikers? Toughness 7 with FNP
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![[Post New]](/s/i/i.gif) 2012/06/25 17:45:25
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Jervis Johnson
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Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
Of course they roll over. His ability says 'friendly' units.
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This message was edited 2 times. Last update was at 2012/06/25 17:46:01
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![[Post New]](/s/i/i.gif) 2012/06/25 17:45:57
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Lead-Footed Trukkboy Driver
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Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
I'm not a daemon player, but I am fairly certain his rule specifies only daemon invulnerable save throws. Even then its already been stated you may not ally special characters. So big daddy fates will be staying on the shelf if you are using a csm army.
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![[Post New]](/s/i/i.gif) 2012/06/25 17:46:38
Subject: 6th edition rumour and news summary (now with official preorder pics)
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Judgemental Grey Knight Justicar
USA
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Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
That was one of the first things I thought of, but give the changes to MC rules (Vector Strike, etc) I'd rather stick with my Bloodthirster and just use a Demon Prince for the CSM HQ.
Automatically Appended Next Post:
Goresaw wrote:Green is Best! wrote:So, seeing how Daemons and Chaos are Battle brothers, this means Fateweaver's abilities would roll over to all other chaos space marine units?
Abaddon with rerollable invuls? Yikes.
And people thought this would just make GK and DE broken.
I'm not a daemon player, but I am fairly certain his rule specifies only daemon invulnerable save throws. Even then its already been stated you may not ally special characters. So big daddy fates will be staying on the shelf if you are using a csm army.
I haven't seen that you can't ally special characters, only people hoping that you can't.
Also, the Daemon codex explicitly states that any FREINDLY units with 6" get the re-roll. Unlike the Eldar codex which states that only Eldar may benefit from Fortune. As I also play Eldar, I'm hoping that I can at least extend fortune to Dark Eldar.
//corrected ALLIED to FRIENDLY
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This message was edited 2 times. Last update was at 2012/06/25 17:50:29
Check out my list building app for 40K and Fantasy:
http://www.dakkadakka.com/dakkaforum/posts/list/576793.page |
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