Author |
Message |
 |
|
 |
Advert
|
Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
- No adverts like this in the forums anymore.
- Times and dates in your local timezone.
- Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
- Email notifications for threads you want to watch closely.
- Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now. |
|
 |
![[Post New]](/s/i/i.gif) 2012/07/01 14:30:25
Subject: 6th ed Space Marine changes.
|
 |
Slippery Ultramarine Scout Biker
|
Mike712 wrote:TAC termies which I've always used despite their rules are pretty frikn' epic in 6th.
 yeah! Watch out for Sicarius and my TAC Terminators now!
|
2nd Company 4250 6th Record W-L (7-4)
69th Shadow Brigade 2150
Hive Fleet Soph*a*Loaf 1000
Black Legion 750
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/01 14:37:31
Subject: 6th ed Space Marine changes.
|
 |
Death-Dealing Devastator
|
Do you think they will come out with a rule book like the one they released with AoBR? As i already own the rulebook from that edition, it would kinda suck if i had to buy the gigantic hardcover one.
Automatically Appended Next Post: And yeah, if always had a love for tac termies, glad the melee rules will finally make more people take them.
|
This message was edited 1 time. Last update was at 2012/07/01 14:38:16
1500 points (Work In Progress)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/01 21:21:57
Subject: 6th ed Space Marine changes.
|
 |
Resolute Ultramarine Honor Guard
|
farrowking37 wrote:Do you think they will come out with a rule book like the one they released with AoBR? As i already own the rulebook from that edition, it would kinda suck if i had to buy the gigantic hardcover one.
Automatically Appended Next Post:
And yeah, if always had a love for tac termies, glad the melee rules will finally make more people take them.
Yes, there will be. If you buy the starter box, however, be prepared to do some scraping, since all that stuff is filled with Dark Angels. (I guess if the Tactical Squad is robed, you can use it as a Sternguard Squad, since the robes in a vanilla marine list looks veterany, like the old veteran models had.)
While Vindicators got buffed, and despite how much I love them, this buff to blast templates probably isn't going to make them better than Devastators or Predators. Their Short Range means that if an opponent sets up opposite to them, they have to slug across the board before they can get in range. And the changes to glances mean that, since our Side Armor is so huge...
But yeah, the buff to Tactical Terminators means I have to figure out a way to scrape up some cash to buy 10 of them, and walk them around with a Terminator libby.
|
warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/02 01:07:42
Subject: 6th ed Space Marine changes.
|
 |
Death-Dealing Devastator
|
Yeah, ill probably just buy the rulebook someone will put on ebay or amazon eventually.
do you know when the box is releasing?
|
1500 points (Work In Progress)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/02 02:34:43
Subject: 6th ed Space Marine changes.
|
 |
Daring Dark Eldar Raider Rider
|
Automatically Appended Next Post:
And yeah, if always had a love for tac termies, glad the melee rules will finally make more people take them.
But yeah, the buff to Tactical Terminators means I have to figure out a way to scrape up some cash to buy 10 of them, and walk them around with a Terminator libby.
This...
Plus a farseer with fortune.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/02 02:39:50
Subject: 6th ed Space Marine changes.
|
 |
Resolute Ultramarine Honor Guard
|
bubbinski wrote:
Automatically Appended Next Post:
And yeah, if always had a love for tac termies, glad the melee rules will finally make more people take them.
But yeah, the buff to Tactical Terminators means I have to figure out a way to scrape up some cash to buy 10 of them, and walk them around with a Terminator libby.
This...
Plus a farseer with fortune.
Eldar troops are Alliances of Convenience, meaning we can't cast Psychic Powers on each other.
Take a Blood Angel Librarian + a squad of Assault Marines. Or Space Wolves, and get some Grey Hunters and a Longfang Pack.
|
warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/02 14:24:29
Subject: 6th ed Space Marine changes.
|
 |
Dark Angels Librarian with Book of Secrets
|
Crazyterran wrote:Eldar troops are Alliances of Convenience, meaning we can't cast Psychic Powers on each other..
Taking the farseer for Runes of Warding also has a drawback as well. Since Alliances of Convenience treat your main force as enemy models, the runes will also effect any psykers you have in your main force :\
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/02 15:44:59
Subject: 6th ed Space Marine changes.
|
 |
Boom! Leman Russ Commander
|
Mike712 wrote:Marneus calgar now has 5 attacks, +1 for having 2 specialist weapons(2 power fists), hells yeah!.
Calgar is quite possibly the most overpowered character of them all.
In his Armour of Antilochus, he is nigh unstoppable and can smash nearly every other IC apart with the Gauntlets.
If only he could go into a Terminator Squad and be given FNP.
|
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/02 16:03:34
Subject: Re:6th ed Space Marine changes.
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
ummm, calgar always had 5 attacks with his PFs.
|
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!!! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 01:39:39
Subject: 6th ed Space Marine changes.
|
 |
Long-Range Ultramarine Land Speeder Pilot
|
schadenfreude wrote:Embarked troops gain relentless. Now the free missile launcher/MM on a tac squad can fire out the access hatch of a rhino while the transport is moving. In objective base games I see a common tactic being placing the sergeant, special weapon, and heavy weapon in one half of a combat squad inside a rhino, and the other 5 can stay on foot to use their bolters. Only 2 bolters or 1 bolter+ special weapon can't fire each turn, half the squad is protected in a rhino, the heavy weapon can move and shoot, and the squad can make good use of 5 bolters + special weapon + heavy weapon every turn.
Nope. I was really excited and went back to check my rulebook. No such mention of relentless. Embarked units are Fearless. But if the vehicle moves at combat speed the passengers count as having moved for purposes of shooting. Though they can take a snap shot if they move at cruising speed and now heavy weapons can snap shot on the move (hits on a 6).
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 01:57:34
Subject: Re:6th ed Space Marine changes.
|
 |
Preacher of the Emperor
|
Units cannot assault on the turn they disembark unless the vehicle has assault ramps (open topped automatically gives a vehicle assault ramps). Units that enter from reserves also cannot assault on the turn they enter play. This actually makes a rhino rush style army weaker because troops have to be exposed for a turn before assaulting except in very limited cases. Stormravens also get nerfed as they must start play in reserves and enter the table in zoom move (min. move of 18 inches).
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 09:29:41
Subject: 6th ed Space Marine changes.
|
 |
Boom! Leman Russ Commander
|
Just theorised something that could be quite fluffy and rather brutal...
Ultramarines 1st Company Terminator Strike Force.
Using the Deathwing Army List, it's possible to make this happen. Deathwing would count as Ultramarines, but now we can add Marneus Calgar as a warlord and have him accompanied by some Terminators from C:SM in a Redeemer. They get to choose if they fail their leadership based tests and you end up with an awesome unit.
I'm still fleshing out the idea, but I can't see any reason now why the army cannot be done.
Only reasons for doing this are 1) Calgar is one of the most powerful IC in combat vs other IC and basic guys. 2) I want to collect a Terminator based army that arent GK and 3) I really want to paint something blue lol.
|
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 10:08:03
Subject: 6th ed Space Marine changes.
|
 |
Infiltrating Broodlord
|
Instead of using big named and consequentely highly priced characters I'm expecting to see quitely often nasty combinations of Kantor, Sternguards rapid-fire magicians, Tactical Terminators + TH/SS Terminators as well, Tactical Marines and Sniper Scouts too. All with the fun additions of some interesting Stormtalon+LS combos. However, as I can see it now (and I'm a SW player so I see things quitely differently) I'm expecting mobile footsloggin' gun-lines+fliers to be maybe one of the better builds for C:SM.
|
This message was edited 2 times. Last update was at 2012/07/03 10:09:45
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 11:49:04
Subject: 6th ed Space Marine changes.
|
 |
Boom! Leman Russ Commander
|
I agree on Kantor, he is excellent, especially in 6th.
Only reason I was saying "Use Calgar" is because (aside from an amazing model in his Armour of Antilochus) is that he is the nastiest IC in the game.
2+ save, EW and AP2 hits from the Gauntlets at his points level could be problematic for a lot of people.
Also, putting him in a Deathwing Command Squad that has an Apothecary and Belial (who is going to be subbing for a 1st Company Captain) is a pretty good Death Star when put up against other units.
|
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 14:36:03
Subject: 6th ed Space Marine changes.
|
 |
Infiltrating Broodlord
|
Of this could be a huge unit to deal with but math wisely, considering the minimom logical equipement we're already talking about: - Marneus - Armor of Antilochus. 265 - Belial - TH/SS. 130 - Deathwing team - Apothecary - 5x TH/SS - CML. 265 tot. 660 pts. Well.. wow. I will eventually drop the Apothecary. Besides, I would wait the new DA codex to eventually think about them as ally. I'm certainly expecting a Belial pts increase. I'm expecting also Terminators as troops like GK. This way the player would be able to still take Terminators and eventually (hopin' in a sensible upgrade of DA Librarians) give to the whole sq. some anti-psychic protection and why not a little "Divination" trick or 2.
|
This message was edited 2 times. Last update was at 2012/07/03 15:07:38
Every molecule will be useful
6000+ pts NIDS
( ) 2000 pts growing to 4000... |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 17:44:38
Subject: 6th ed Space Marine changes.
|
 |
Regular Dakkanaut
|
I like the new Jink for bikes. Khan bike armies just got a bit better!
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/03 18:19:30
Subject: 6th ed Space Marine changes.
|
 |
Boom! Leman Russ Commander
|
I agree with you that the DW may go as troops and Belial will definitely get a PTS increase.
But ATM, I'm going with my list that has:
Belial
TH/SS.
5 Deathwing
Apothecary, Cyclone, TH/SS.
Librarian
Terminator Armour and Storm Bolter. (Not sure which Psychic discipline will help most here).
4 x Deathwing Squad
1 lightning claw and cyclone, 2 SB and CF, 2 SB and PF.
Allies
Marneus
Armour of Antilochus
10 Scouts
8 Sniper, 1 ML, Teleport Homer, Combi Plasma, Camo Cloaks.
Here's the good bit...
Marneus can join the DW command squad with Belial and the Librarian and DW Assault on T1. It isn't FAQ'd to say it can't be done. On top of this, they can port next to the scouts.
The rest of the DW will move up on foot, firing at vehicles to start and then the squishy insides later.
|
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 03:16:26
Subject: 6th ed Space Marine changes.
|
 |
Death-Dealing Devastator
|
Quick Question, i heard the owner of my local gaming shop saying that flyers were really good in 6th ed. i have just enough points to take one in my army, should i?
|
1500 points (Work In Progress)
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 03:40:19
Subject: 6th ed Space Marine changes.
|
 |
Savage Khorne Berserker Biker
|
I watched a friend play a game today at a pretty low points value (750), but he fielded a Stormtalon with Typhoon Missile Launcher and of course the TL Assault Cannon. Zooming the Stormtalon the first few turns allowed it to really tear apart anything that could take down the Stormtalon. Once it does so, it can switch to Hover mode and provide fire support.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 03:54:07
Subject: 6th ed Space Marine changes.
|
 |
Land Raider Pilot on Cruise Control
|
The vanilla space marines got really really good.
You can ALWAYS regroup, even if within 6" of an enemy unit. So you can shoot the enemy, snap fire on the over-watch, loses assault, CHOOSE to fall back, and then in your next shooting phase rapid fire AGAIN.
This makes your plain old Space Marines with Combat Tactics much better.
|
This message was edited 1 time. Last update was at 2012/07/04 05:16:12
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 04:20:38
Subject: 6th ed Space Marine changes.
|
 |
Savage Khorne Berserker Biker
|
Don't you mean Combat Tactics? Chapter Tactics removes the auto fail to get out of combat.
|
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 04:37:16
Subject: Re:6th ed Space Marine changes.
|
 |
Resolute Ultramarine Honor Guard
|
The Psychic Hood "Nerf" Isn't that bad.
Most enemy Psykers are Level 1, from what I've seen, and as such you get +2 to your deny the Witch roll to all units within 6". (Since Vanilla Marines are generally gunline), you get a 4+ save to almost all of your models.
Telepathy is pretty ace, invisible your squad that's about to get charged, and laugh as they are WS1 against that unit.
As well, I noticed that rolling 6s, contrary to popular belief, isn't that hard. Fliers will go down fairly easily as long as you get at least a few 6s, especially since they generally have weak armor. All Xenos flying machines are AV11, so, with Missiles, you'll be glancing them on 3s. If you Immobilize them, they are stuck zooming in the direction they are facing, so...
To Puscifer:
Marneus Calgar doesn't give you Auto Pass/Fail on the Dark Angels. Just so you know.
|
warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 05:08:29
Subject: Re:6th ed Space Marine changes.
|
 |
Death-Dealing Ultramarine Devastator
Chicago, IL, USA
|
Pretty much all TDA characters got much better in the edition switch, not just Calgar. Having said that, some time ago I did an analysis of Calgar in CC against everyone's favorite Chaos beatstick, with the conclusion that Abaddon would dominate Calgar handily. With the new rules and FAQs in hand, I will now retract that conclusion. For the first time in a long time, Calgar can box Abaddon to death.
Other things to note:
* In 6th edition ICs seem to have lost the USRs Move Through Cover and Skilled Rider, which hurts biker captains a little.
* Chapter Masters, Captains, Sergeants, and Vanguard Veterans can take advantage of the Gunslinger rule, although this is admittedly of little value with only bolt pistols and plasma pistols to choose from. Blood Angels, on the other hand, can have hand flamers and infernus pistols, which can greatly enhance close-range shooting at some loss of close-combat ability.
* Power Mauls can double out T3 models at initiative, and are Concussive to boot. If you're fighting anything less than power armor, take these.
* Power Lances are abusable as hell if you can get Hit and Run and Furious Charge. Khan's biker command squad is a prime candidate for this, although it will cost you some plasma fire on the way in. Don't forget that your bolters are twin-linked for overwatch when receiving the charge.
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 05:28:17
Subject: 6th ed Space Marine changes.
|
 |
Land Raider Pilot on Cruise Control
|
AresX8 wrote:Don't you mean Combat Tactics? Chapter Tactics removes the auto fail to get out of combat.
Right, I get them confused, fixed
|
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 05:32:47
Subject: Re:6th ed Space Marine changes.
|
 |
Resolute Ultramarine Honor Guard
|
Telion comes with a Camo Cloak, so if you buy it for the rest of the squad and hang out in ruins, you get a 2+ Cover Save.
Scouts that are more resilient than Terminators in cover, ahhh riggght.
227 points for 10 sniper shots (2 of which can allocate no matter what he rolls) and a missile launcher that will never die to shooting.
EDIT:
Giving a Chaplain a Power Fist is probably a good idea now, too.
S6 AP4 on the Crozius for all the 4+ or higher saves, and, since most things that have a 4+ save (sans Orks) are T3, it's IDing.
Use the Fist to fight Marines / Terminators.
|
This message was edited 2 times. Last update was at 2012/07/04 07:40:22
warboss wrote:Is there a permanent stickied thread for Chaos players to complain every time someone/anyone gets models or rules besides them? If not, there should be. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 08:14:19
Subject: Re:6th ed Space Marine changes.
|
 |
Boom! Leman Russ Commander
|
Crazyterran wrote:
Marneus Calgar doesn't give you Auto Pass/Fail on the Dark Angels. Just so you know.
I know. It doesn't matter anyway, the entire army (except the scouts) are fearless.
I might drop one of the Terminator squads in favour of an allied Sternguard squad to act as a firebase in the back field.
Also gives a more fluffy approach to the list as 1st companies do have power armour guys.
|
Mr Mystery wrote:Suffice to say, if any of this is actually true, then clearly Elvis is hiding behind my left testicle, and Lord Lucan behind the right. |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 10:01:40
Subject: Re:6th ed Space Marine changes.
|
 |
Boosting Space Marine Biker
The Halo Stars
|
Does the space marine missile launcher have an anti-aircraft option now? The FAQ doesn't say anything about an anti-aircraft missile, but the BRB says that missiles can shoot a str 7 ap 4 AA missile.
|
This message was edited 1 time. Last update was at 2012/07/04 10:02:10
About 3000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 14:39:49
Subject: Re:6th ed Space Marine changes.
|
 |
The Conquerer
Waiting for my shill money from Spiral Arm Studios
|
Armadeus wrote:Does the space marine missile launcher have an anti-aircraft option now? The FAQ doesn't say anything about an anti-aircraft missile, but the BRB says that missiles can shoot a str 7 ap 4 AA missile.
The Missile launcher weapon entry says " some missile launchers have the option to upgrade to Flakk missiles"
Its not a standard armament for Missile launchers. You need to buy the upgrade.
And yes, there is no upgrade listed for anyone anywhere at the moment.
|
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!!! |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/04 16:19:17
Subject: Re:6th ed Space Marine changes.
|
 |
Boosting Space Marine Biker
The Halo Stars
|
Grey Templar wrote:Armadeus wrote:Does the space marine missile launcher have an anti-aircraft option now? The FAQ doesn't say anything about an anti-aircraft missile, but the BRB says that missiles can shoot a str 7 ap 4 AA missile.
The Missile launcher weapon entry says " some missile launchers have the option to upgrade to Flakk missiles"
Its not a standard armament for Missile launchers. You need to buy the upgrade.
And yes, there is no upgrade listed for anyone anywhere at the moment.
Thanks, I moved to Switzerland recently, the book I have is in french.
|
About 3000 |
|
 |
 |
![[Post New]](/s/i/i.gif) 2012/07/05 00:16:13
Subject: 6th ed Space Marine changes.
|
 |
Dark Angels Librarian with Book of Secrets
|
PrimarchX wrote:I like the new Jink for bikes. Khan bike armies just got a bit better!
A huge buff also is now you can take a save from a dangerous terrain check. Therefore you won't lose 1/6 of you models when moving through difficult, now only 1/18.
Also you can now turbo boost in difficult terrain
|
|
 |
 |
|