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Made in us
Androgynous Daemon Prince of Slaanesh





Norwalk, Connecticut

Nitros14 wrote:Wound allocation will go a lot faster as people get used to it. I really like the feel of the new rules.

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

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

And Flamers of Tzeentch, my god Flamers of Tzeentch.


Would you say Flamers are more broken than they already were?

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

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


Due to work, I can usually only ship any sales or trades out on Saturday morning. Please trade/purchase with this in mind.  
   
Made in us
Sybarite Swinging an Agonizer





Imagine Chevy Chase in Modern Problems after he snorted the witch dust around his bed. He says "I LIKE IT!!" and this is what I say about 6th
   
Made in us
Crazed Gorger





I've played two games so far. One just with my army, another with 1500 of my army and I allied 500 points of Orks just to do it.

My Impressions

1) Hull Points make a HUGE difference in terms of vehicle durability...I basically destroyed every vehicle I looked at. You just have to know how much to shoot at something and what is smart and what is a waste. Vehicles are paper now TBH

2) New missions are very fun, but complicated. The deployment type (forget the name) where you have to do the corners 12" away with parellel lines is ridiculous, they should give you a protractor or something for that...lol.

3) Random charge distance makes no difference really

4) warlord traits make no difference really

5) Book psychic powers are new and shiny, but are just meh when it comes to selection and use. They aren't anything special

6) Wound front to back adds more strategy to the game, but the mixed save method is not fun and time consuming.

7) Cover save thing makes no difference

8) Focus fire is great

9) Snipers got a big buff with their ability to pick people out

10) look out sir defeats the purpose of the new allocation...horribly bad idea if you were looking to fix wound allocation nonsense.

11) Psychic defense is very tough now...eldar and SW RP's got huge buffs to their value if, for nothing else, ability to nullify psychic powers on lower then a 6.

12) You need to own alot of terrain to play 6th ed.


That's it for now, but yeah...game seems much more fluid and "narrative", things die faster, all the new bells and whistles don't really determine winning vs. losing and lose your transports that are AV12 and below and start deep striking and outflanking if possible.

2000 pts 20-4-3
( ) 1500 pts 5-0
 
   
Made in ca
Fixture of Dakka





Ottawa Ontario Canada

The missions are terrible

Do you play 30k? It'd be a lot cooler if you did.  
   
Made in us
Beautiful and Deadly Keeper of Secrets





10) look out sir defeats the purpose of the new allocation...horribly bad idea if you were looking to fix wound allocation nonsense.


Not really, it's now an unsaved wound that can only be allocated out once on a 4/2+ from a character. Thus it works better than 5th's.
   
Made in us
The Conquerer






Waiting for my shill money from Spiral Arm Studios

ZebioLizard2 wrote:
10) look out sir defeats the purpose of the new allocation...horribly bad idea if you were looking to fix wound allocation nonsense.


Not really, it's now an unsaved wound that can only be allocated out once on a 4/2+ from a character. Thus it works better than 5th's.


Its actually saved OR unsaved, your choice.

But it is far better then last edition. Better to have one or two models doing it then a whole bunch.


And if someone is using somebody in 2+ armor to shield his grunts, shoot some lascannons his way. He has to take a LoS to avoid them. WG go poof on a 3 or less(they arn't ICs so only get a 4+ LoS)

Self-proclaimed evil Cat-person. Dues Ex Felines

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

MURICA!!! IN SPESS!!! 
   
Made in gb
Furious Raptor




A top the tip of the endless spire

The couple games I have played (were unfortunately against TFG) so my opinion is a little biased because of it. I have to say the shenanigans with wound allocation have all but disappeared, the random charge distance doesn't make any sense to me but it didn't have too big an impact overall (I failed only two charges out of all 3 games, one of them was a game decider though), the 2+ save thing is some what of a pain to deal with unless you've got the heavy weapons for it, the power axe is an almost pointless weapon, though it will probably have less of an impact on low Initiative armies (if I'm going to strike last it may as well be a powerfist...) Power Mauls are pretty good against low armour opponents like Orks, MEQ or better and they too, become pointless and may as well be a powerfist. Flyers do bring in a new dynamic in that just because none of the ground units can see you doesn't mean your safe... (damn you blitz-bommers) I can definately see them becoming more common in the future.

''I am the prophet of doom!''
Really?
''Yes... the last thing you shall see before your eyes close...''
.....will be?
''....your bedroom ceiling'' 
   
Made in us
Bounding Black Templar Assault Marine




Parma, OH

We played one game so far and had a blast. Orks against Imperial Fists. My Ork Flyer goes down to massed bolter fire from Lysander's unit as the hull points disappeared even against snap-fire as that armor 10 is crazy easy to glance to death. That is to my mind okay though. Lysander and Bolter Drill will make him much more valuable in this edition I think.

The random charge range hurt me as when I set up what I was hoping to be a solid group of charges by my Boyz during the Waagh which in two cases need 6" and in the other instance needed an 8" and I managed to only get one charge off as a couple of bad rolls cause the boys standing 6" away to stand around getting shot. The only one that got in was against a unit of his Terminators and I took them all down on except for one terminator on that initial charge.

We also both learned something in the shooting phase about wound allocation and being even more careful on model placement. In my case as his marines and my Orks moved around the battlefield, in one unit of Orks that had been facing most of his army was losing a few boyz without getting too close to the Nob, however as boyz died suddenly the other marine unit that had moved toward the flank on that unit started putting shots on the Nob.

He likewise made a mistake in having his Terminator Sergeant placed so that he was marginally closer to my shoota boys than the other Terminators and ended up getting removed as their first casualty. I like this change though as it seems it will make it more a thinking game.

Thought the challenge mechanic was pretty cool as my Ork Nob took down a marine sergeant in one combat and Lysander took out my Warboss in a challenge. Both seemed very cinematic to me and appropriate.

So far I am giving this one 2 thumbs up.




 
   
Made in si
Foxy Wildborne







Grey Templar wrote:Its actually saved OR unsaved, your choice.


No. In a mixed armour unit, wounds get allocated before saving. In a uniform armour unit, wounds get allocated after saving. You attempt LOS! immediately when a wound is allocated.

The old meta is dead and the new meta struggles to be born. Now is the time of munchkins. 
   
Made in fr
Opportunist



La Rochelle

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

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

Can you elaborate a bit more on why it sucks?


I wrote that right after a game, so I was a bit angry, it may not sucks as hard as I said. But.

Hull points make vehicles really weak, and necron very powerful. I know 5th was "Take as many vehicles as you can", but they could have found a better way to fix it. Now, vehicles only see the first turn, so their only use is to move 12 forward instead of 6, one time.

Armour saves versus Dangerous Terrain, basically makes Dangerous terrain useless. And boost marine more than xenos. A marine walking in lava has a 2/36 chance of death. A wyche without FNP has a 5/36 chance of death. With FNP it's 2.5/36. Why even bother with Dangerous Terrain ?

Overwatch with bolter equivalent is not really bad, but when every unit has a flamer or two, it makes weak assault units weaker. And I play wyches. I could always play Marine...

Look Out Sir ! with armoured sergeants basically gives their armour to the rest of the squad. So Necron warriors have 2+3++. Space Wolfs unit have 2+3++. Kabalits Warriors have 4+6++. Yes, IF you fail your Look Out roll, the sarge is dead (although the Necron Lord will be back). But as long as he is alive, every man of your unit have a 15 or 30 pts upgrade, for free. And for Sarges with one wound (read, all), you MUST make your saves one by one, in case you miss the first, or the next, or the next... It makes shooting really slow.

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