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Made in us
Huge Hierodule





Louisiana

wuestenfux wrote:
Wound Allocation is closest to furthest.

What does that mean? What about multi-wound models with diversification?


Speculating here but have a listen to this idea of how it might work:

Bolters shoot at nobz. Cause 5 wounds total. Since nobz are 2 wound models, 2 wounds get allocated to the closest nob, 2 more to the next closest, and 1 leftover goes a third nob. Saves (if available) are rolled and then models that die get pulled out. If 2 of the allocated nobs are the same, wargear wise, then roll their saves together. the third nob who had slightly different wargear, rolls his saves separately as now. The other way to do it is to roll each model individually, regardless of wargear. I don't know which will be used in 6th though.


Another good rumor is that if a unit is 1/2 in cover, you may elect to only fire upon models in the open. Those models in the unit are the only ones that can die but at the same time they are bereft of any cover saves. I think 6e will see more sniping of special characters in the way of the older editions. I hope the 4+ (Look out!) save is true, to keep meltaguns and flamers alive.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

Have to confess, I'm feeling optimistic about all of this based on what we're seeing....

Flying Monstrous Creatures being able to swoop and getting flyer-esque rules for shooting at them? My Tyranids and Chaos feel happy and safer with our big flying death critters.

FNP being 5+? Saddens me just a little but quickly countered by working against all by ID - suddenly my Death Guard got some of their usefulness back that they had for all of 4 months of 4th edition before 5th edition kicked them in the nuts with AP1 and AP2 shooting (and my regular Eldar opponents went, once more, LOLSTARCANNONS FOR YOU AGAIN).

The brief mention of Fear? ....My heart skipped a beat. Does this mean that my Tyranids may have gotten one of their deadliest weapons from 2nd edition back, combined with the abilities they have that incur penalties to Ld tests? Have they brought psychology back? Squee!

Now we just have to wait and see.


Now only a CSM player. 
   
Made in us
Shas'la with Pulse Carbine






wuestenfux wrote:Well, this is actually bad news for Nids. On the other side, do Nids get some boosts?


Well, besides the flyer boosts , I would think that some of the reserves rules would help them out as far as getting the units you want in when you want them. Might make the Tervigons tunnel actually useful...

Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.

GW Apologist-in-Chief 
   
Made in se
Ferocious Black Templar Castellan






Sweden

DarkStarSabre wrote:
The brief mention of Fear? ....My heart skipped a beat. Does this mean that my Tyranids may have gotten one of their deadliest weapons from 2nd edition back, combined with the abilities they have that incur penalties to Ld tests? Have they brought psychology back? Squee!


I'd expect that to be neutered by the aptly named rules "And They Shall Know No Fear" and "Fearless", although I suppose it'd still be nice against everything else.

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Waaagh! Warbiker





Really hoping that my tyranids will go to played the edition but it looks like there are quite a few nurse to a book that needed a lot to be desired. I'm hoping that either the psychic powers we gain benefit or we get some bonuses in the rules not disclosed in white dwarf. I feel that the rule our leading towards shooting Army lists. All I can see is my friend with his space Wolf Army defensive firing my Army thinking countercharge or such. I'm also disappointed my orcs seem to have been hit a bit sort my two armies out . I also believe that there is no point in panicking so I'll wait to make their own judgements but I'm not getting my hopes up.

Plus it's fairly credible that a GW marketing campaign for their biggest release would fit on one side of A4 - Flashman  
   
Made in us
Loyal Necron Lychguard





St. Louis, MO

warpcrafter wrote:Or you could take lots of small units of genestealers instead.


The problem is that makes them even more vulnerable to fire, including the additional threat of overwatch/snapfire. Stealers are pretty easy to shoot off the board. A bunch of smaller units makes your troops less resiliant for objective missions.

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Made in fi
Jervis Johnson






The Night Scythe special rule that if it's destroyed the troops go into reserve makes a ton of sense in a purely positive way for Necrons now that we know troops take an automatic S10 hit with no armour saves if they are embarked on a flier when it dies.

Fliers seem fantastic. Free 5+ cover saves when moving slow, 4+ saves when moving fast, and only hit with 6's by everything else than other flyers and Hydras and fortifications with skyfire. Now the fact that they are on huge flying bases is nothing but a massive advantage.

This message was edited 2 times. Last update was at 2012/06/21 13:35:00


 
   
Made in us
Sinewy Scourge




Lawrence, KS

d-usa wrote:
Archonate wrote:I love that part in the 3rd teaser video when they say

"In the Grim Darkness of the Far Future, There is Only..."
and then they show a picture of Space Marines.


Why wouldn't they.

Space Marines are build for one singular purpose, and that is war.

Say what you want about Space Marines being the favorite of GW. Tau are a race, and they lead lives apart from war.


This is true. Little known funfact: While the Earth Caste is the race of Artisans and builders, the Fire Caste is utilized for its particular skills in macreme.

And nothing else.

Therion wrote:
6th edition lands on June 23rd!

Good news. This is the best time in the hobby. Full of promise. GW lets us down each time and we know it but secretly we're hoping that this is the edition that GW gives us a balanced game that can also be played competitively at tournaments. I'm loving it.
 
   
Made in us
The New Miss Macross!





Deep Fryer of Mount Doom

wuestenfux wrote:
Wound Allocation is closest to furthest.

What does that mean? What about multi-wound models with diversification?


Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.
   
Made in us
Huge Hierodule





Louisiana

Therion wrote:The Night Scythe special rule that if it's destroyed the troops go into reserve makes a ton of sense in a purely positive way for Necrons now that we know troops take an automatic S10 hit with no armour saves if they are embarked on a flier when it dies.

Fliers seem fantastic. Free 5+ cover saves when moving slow, 4+ saves when moving fast, and only hit with 6's by everything else than other flyers and Hydras and fortifications with skyfire. Now the fact that they are on huge flying bases is nothing but a massive advantage.


I agree fliers will be buffed - that has been obvious to me ever since the DE codex. Why pay more points for a VoidRaven or RazorWing, when a ravager is just as survivable but 50 or more points cheaper? Same goes for Night Scythe/Doom Scythe. 90 points for an annihilation barge (AV13) or 100 for a night Scythe (AV11), over 150 points for a Blitza Bommer? All these points costs are waaaay too high for a fast skimmer with light armor. however making them all harder to hit with shooting suddenly brings them to a competitive level.

However, I fear they'll become the new overabused hotness. Vendetta Spam plagued tournament play for the LONGEST time when IG came out, now if they are suddenly immune to enemy firepower (I say immune because how many AA mounts do you have in your codex? I have none and I play Tau, Necrons, and Blood Angels) the pain will just be immense. i HOPE that the 6+ to hit rule only applies to when they're moving flat out, and that it's just a 5+/4+ save any other time when they're being shot at (Jink?). Just another week to find out. I'm cautious but hopeful that GW won't make a good thing broken in their zeal.

Been out of the game for awhile, trying to find time to get back into it. 
   
Made in gb
Waaagh! Warbiker





warboss wrote:
wuestenfux wrote:
Wound Allocation is closest to furthest.

What does that mean? What about multi-wound models with diversification?


Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


and this will just make arguments in tournaments that people are sniping or it will make fast moving shooting units better for example I see venom spam and interceptors getting stronger
but I'm wondering what happens about dreadknights with personal teleporter as will he generate vector strike attacks as he is teleporting not flying how can he strike them?

Plus it's fairly credible that a GW marketing campaign for their biggest release would fit on one side of A4 - Flashman  
   
Made in se
Ferocious Black Templar Castellan






Sweden

oldone wrote:
warboss wrote:
wuestenfux wrote:
Wound Allocation is closest to furthest.

What does that mean? What about multi-wound models with diversification?


Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


and this will just make arguments in tournaments that people are sniping or it will make fast moving shooting units better for example I see venom spam and interceptors getting stronger
but I'm wondering what happens about dreadknights with personal teleporter as will he generate vector strike attacks as he is teleporting not flying how can he strike them?


Port close, smash, port away. No one expects the (Spanish) Inquisition!

For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. 
   
Made in gb
Towering Hierophant Bio-Titan






Samurai_Eduh wrote:
Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


I'm mostly concerned by flamer auto-hits (which will eat most nids alive), or any boosts to these BS1 hits which will no doubt materialise. Eldar already get Guide, and I'm sure other armies have the ability to twin-link weapons in some situations. This is a much bigger issue to armies like Orks or Nids who are already prone to being shot up as they slog towards the enemy. Marines and the like are rather more resilient and so rules like this have far less effect on them.
   
Made in gb
Brainy Zoanthrope






mikhaila wrote:Detatchments must take an HQ and troop, then you can take ONE moreeach of troop, elite, fast, hvy.

So....
Mek
Mek
Boysx2
lootasx3

Mek
boys
lootas

Mek
boys
Lootas etc

Or.....Paint up a spiffy ork bomber, and add on Lascannons/zap guns to the wings, and call it an "Allied Vendetta".


to be honest Orks just got a boost if they can take an extra HQ (dakka jets with 3 warphead weird boys and almost perminant waagh for the troups, Ghaz and 2 big meks, Ghaz, big mek and a warboss). Even if those rules are correct you just take a troup plus a battle wagon filled with burners and a big mek with KFF as a detatchment, and if you can take multiple detatchments...

xttz wrote:
Samurai_Eduh wrote:
Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


I'm mostly concerned by flamer auto-hits (which will eat most nids alive), or any boosts to these BS1 hits which will no doubt materialise. Eldar already get Guide, and I'm sure other armies have the ability to twin-link weapons in some situations. This is a much bigger issue to armies like Orks or Nids who are already prone to being shot up as they slog towards the enemy. Marines and the like are rather more resilient and so rules like this have far less effect on them.


I would be more worried about the the defensive fire coming from the orcs - We are only BS2 anyway, so the drop to bs1 matters less, particularly as we have loads of dice - 10 man shoota boys will give out 3.3 hits when assulted, and as for a 15 man burna squad - 30 hits?! thats an average of 5 1's for all you termie squads out there.

This message was edited 1 time. Last update was at 2012/06/21 14:02:57


 
   
Made in de
Decrepit Dakkanaut





Samurai_Eduh wrote:

Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


Tesla says "Hi".

This message was edited 1 time. Last update was at 2012/06/21 13:57:56


   
Made in us
Lead-Footed Trukkboy Driver





Sigvatr wrote:
Samurai_Eduh wrote:

Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


Tesla says "Hi".


Along those same lines, please feel free to charge a 15 man Burna boyz mob. It will be funny.

   
Made in fr
Graham McNeil




pep lec'h ha neplec'h

Goresaw wrote:
Sigvatr wrote:
Samurai_Eduh wrote:

Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


Tesla says "Hi".


Along those same lines, please feel free to charge a 15 man Burna boyz mob. It will be funny.


There are a lot of rumors that template weapons won't be able to be used for defensive fire.
   
Made in au
Regular Dakkanaut




I don't think we have anytthing close to the real story with Defensive Fire. I will be highly suprised if it's something that every unit that is charged gets to do as a bonus.
   
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Pragmatic Primus Commanding Cult Forces






Southeastern PA, USA

AlmightyWalrus wrote:The Deep Strike, Infiltrate, Outflank and general reserve rules will also affect certain 'Nid units quite a bit.


They were all huge positives for Tyranids in pancake. But based on what we've seen so far, I'm not expecting many changes there. I believe one source has already said that assaulting after deep strike is out.

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Brainy Zoanthrope






agreed the more bullets flying the happier the ork.

15 burners = 30 hits = 15 wounds = 2.5 dead termies? or is my maths off again
   
Made in us
The Hive Mind





tuebor wrote:
Goresaw wrote:
Sigvatr wrote:
Samurai_Eduh wrote:

Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


Tesla says "Hi".


Along those same lines, please feel free to charge a 15 man Burna boyz mob. It will be funny.


There are a lot of rumors that template weapons won't be able to be used for defensive fire.

Did you see the rumor posted above? Flamers cause d3 hits with defensive fire.

My beautiful wife wrote:Trucks = Carnifex snack, Tanks = meals.
 
   
Made in gb
Daemonic Dreadnought





Derby, UK.

Therion wrote:The Night Scythe special rule that if it's destroyed the troops go into reserve makes a ton of sense in a purely positive way for Necrons now that we know troops take an automatic S10 hit with no armour saves if they are embarked on a flier when it dies.

Fliers seem fantastic. Free 5+ cover saves when moving slow, 4+ saves when moving fast, and only hit with 6's by everything else than other flyers and Hydras and fortifications with skyfire. Now the fact that they are on huge flying bases is nothing but a massive advantage.




Didn't think of that! I wonder/hope thsi will be the case! I can see arguements and "frikkin necrons overpowered" moanign abound!

if the 6's to hit and cover saves apply to fast Skimmer as well then the CCB just became even more deadly.

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Ancient Chaos Terminator






Surfing the Tervigon Wave...on a baby.

xttz wrote:
Samurai_Eduh wrote:
Also, I dont get all the doom and gloom about defensive fire. Its at BS1! Even if you get the weapons full number of shots, you will need to be hitting on 6's. Yeah you may lose a few guys, but in theory it shouldnt cause enough casualties to significantly impact the assault.


I'm mostly concerned by flamer auto-hits (which will eat most nids alive), or any boosts to these BS1 hits which will no doubt materialise. Eldar already get Guide, and I'm sure other armies have the ability to twin-link weapons in some situations. This is a much bigger issue to armies like Orks or Nids who are already prone to being shot up as they slog towards the enemy. Marines and the like are rather more resilient and so rules like this have far less effect on them.


Did you miss the bit about flying MCs getting flyer-scale defense against shooting? Hive Tyrants will literally be swooping full speed towards the enemy line (come on, D3+1 autohits on what you move over? Thing only has 5 attacks. That's like a freebie round of combat with no counter!) and safely getting into combat straight off. FNP being a 5+ against everything bar ID? Introduce that nasty PW wielding unit of GKs to the Termagant FNP tarpit! Not to mention the minor powers - you know how many psykers 'Nids will be pulling out for the sake of it? HTs, The Swarmlord, Zoanthropes, The Doom, Tervigons, Broodlords - holy crap that's a wide spread of minor powers across the field and you just know that there's going to be nasty potential in these.

Things actually are looking bright for 'nids. The flamer hits? D3. Not a whole template. Whoop de doo? Big enough broods will be nasty to these units.


Now only a CSM player. 
   
Made in us
Shas'la with Pulse Carbine






Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


QFT.


Automatically Appended Next Post:
Did you miss the bit about flying MCs getting flyer-scale defense against shooting? Hive Tyrants will literally be swooping full speed towards the enemy line (come on, D3+1 autohits on what you move over? Thing only has 5 attacks. That's like a freebie round of combat with no counter!) and safely getting into combat straight off. FNP being a 5+ against everything bar ID? Introduce that nasty PW wielding unit of GKs to the Termagant FNP tarpit! Not to mention the minor powers - you know how many psykers 'Nids will be pulling out for the sake of it? HTs, The Swarmlord, Zoanthropes, The Doom, Tervigons, Broodlords - holy crap that's a wide spread of minor powers across the field and you just know that there's going to be nasty potential in these.

Things actually are looking bright for 'nids. The flamer hits? D3. Not a whole template. Whoop de doo? Big enough broods will be nasty to these units.


I agree man, these rumors are actually making me want to start 'Nids!

This message was edited 1 time. Last update was at 2012/06/21 14:15:24


GW Apologist-in-Chief 
   
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NoVa

So if I field CSM and Daemons in an allied list, can I use the CSM banners to get no scatter DS for my Daemons?
   
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Waaagh! Warbiker





AlmightyWalrus wrote:
oldone wrote:
warboss wrote:
wuestenfux wrote:
Wound Allocation is closest to furthest.

What does that mean? What about multi-wound models with diversification?


Hopefully it means that this ridiculous and unneeded rule is completely gone from 40k forever. I'm not sure how a nob/paladin/thunderwolf/whatever wearing red shoes while the other wears blue ones was supposed to help them both survive incoming fire. That rule added nothing but needless complexity and argument to the game for the past 4 years.


and this will just make arguments in tournaments that people are sniping or it will make fast moving shooting units better for example I see venom spam and interceptors getting stronger
but I'm wondering what happens about dreadknights with personal teleporter as will he generate vector strike attacks as he is teleporting not flying how can he strike them?


Port close, smash, port away. No one expects the (Spanish) Inquisition!

LOL

Plus it's fairly credible that a GW marketing campaign for their biggest release would fit on one side of A4 - Flashman  
   
Made in ie
Jovial Junkatrukk Driver





Angloland

Great job Kroothawk thanks

motyak wrote:[...] Yes, the mods are illuminati, and yakface, lego and dakka dakka itself are the 3 points of the triangle.
 
   
Made in us
Grim Rune Priest in the Eye of the Storm





Riverside CA

Personally I am exited by 6th Edition and here is why.

Over-Watch is back, this will give Gunline Armies a Chance vs. some of the Death Stars.

Move-Assault-Fire, I have not played this since 2nd Edition. It will slow the game down with the snap fire, but if it’s Ballistic Skill 1 it won’t matter much.

Defined Cover; much needed.

AP for “Power Weapons”; It looks like their now is a reason to take a Axe over a Sword.

Rapid Fire; this will make for mobile Infantry.

Allies: I know at least one of my players that will love this. As for me the ability to add some Guard or a Harlequin Troop to my Marines will just look Cool!

Hull Points and Stun>Weapon Destroyed>Wrecked>Ka-Boom: This will make vehicles both Stronger and Fragile at the same time. I still think we will see the Rhino Rush, Defiantly the Land Raider Rush

Wound Allocation; I like it a lot except for un-entangling Miniatures from Close Combat.

Fliers: I know some Armies may have issues of not have any, but I think this concept is cool. It’s like my complaint about Star Ship Troopers, “Where is the Air Support!” I love the idea of my Guard having easy access to A-10s and AC-130s.

Psychic Power: I love the Diversity they are going for, I am tired of every Psyker having the Same Powers, and maybe they will lay off the JotWW [that I hardly ever use].

Champion vs. Champion: This is cool, it will let Logan and Belie Whack at each other without all of the pesky minions getting in the way.

Random Charge: For me this wont make much of a difference, 90% I am launching my assault from 2”3” away from each other. The only units that I usually assaulted from more than 6” away are my Rough Riders and Thunderwolf Cavalry.

Strength vs. Toughness always need at least a 6+: This will make it so you don’t have to take Special and Heavy Weapons. This might actually make Guard Platoons less likely to be packing Auto-Cannons.

Warlord: I like the concept, but the randomness, I am not sure.

Grenade!: This looks interesting, I know I will happy about this as I have a few new people that see the Frag Grenades and are still asking when they get to throw them.

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Made in fi
Jervis Johnson






Vendetta Spam

There won't be as many Vendettas in the sky as there will be Night Scythes blasting them with those sweet, sweet TL Tesla Destructors Top Gun, v.40k.

This message was edited 1 time. Last update was at 2012/06/21 14:22:11


 
   
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Lead-Footed Trukkboy Driver





Ork dakka jets are Str 6... which isn't strong enough to pen AV 12 flyers.

Not cool.

   
 
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