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![[Post New]](/s/i/i.gif) 2011/06/22 19:29:13
Subject: 6th Ed?
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Member of a Lodge? I Can't Say
WI
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Bell of Lost Souls has a artical on the new rumored 40k 6th Ed book and some of it's features. Take whatever you read there with a grain of salt, but apparently someof it is true.
http://www.belloflostsouls.net/2011/06/40k-rumors-6th-edition-first-murmors-it.html
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Been playing 40k on and off since 89.
Armies...
Orks, Eldar, Lamentors, Pre-Heresy EC, CSM EC, and IG. |
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![[Post New]](/s/i/i.gif) 2011/06/22 19:50:43
Subject: 6th Ed?
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Blood Angel Terminator with Lightning Claws
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The BS things seems to be well BS.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2011/06/22 23:58:39
Subject: 6th Ed?
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Wicked Warp Spider
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This has been posted in the Rumours forum already, but in the extended format from the original source
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2011/06/23 01:52:33
Subject: Re:6th Ed?
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Land Raider Pilot on Cruise Control
California
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Personally, I like the altered Ballistic Skill Chart, and the altered turn structure. We don't have much details on Ballistic Skill, so I'll try making my own up and see how it goes. Ballistic Skill: At its most basic, subtract a unit's Ballistic Skill from 7; that's what you have to roll to hit infantry. So Ballistic Skill 4 hits on a roll of a 3+, as normal. however, apply the following modifiers when rolling, if they apply. If the target is a Super Heavy Unit(Titan, Baneblade, etc): +3 If the target is a Vehicle or Monstrous Creature: +2 If the target is a unit consisting of more than 20 models: +1 If the target is within BSx2 inches of the shooter: +1 If the target is a Bike, Jetbike, or Cavalry Unit: +1 If the target moved more than 6" last turn: -1 If the target moved more than 12" last turn: -2 If the target moved more than 18" last turn: -3 If the target is a Flyer: -3 Remember that a 1 is always a failure, and a 6 is always a success. Also: Turn Structure 1: Setup Phase(Psychic Powers, Deploying Reserves, Declaring a Waagh, Orders, etc) 2: Movement Phase 3: Assault Phase(This change makes semi-shooty assault units much worse off, and generally widens the gap between shooty and assaulty armies) 4: Shooting Phase(This does let you pour fire into the unit that just annihilated your Fire Warriors or whatever) 5: Cleanup Phase(Jetpack Movements, We'll Be Back, Morale Tests, etc.) What you guys think?
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This message was edited 1 time. Last update was at 2011/06/23 03:13:20
Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/06/23 03:12:04
Subject: Re:6th Ed?
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Stabbin' Skarboy
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Your Friend Doctor Robert wrote:Personally, I like the altered Ballistic Skill Chart, and the altered turn structure. We don't have much details on Ballistic Skill, so I'll try making my own up and see how it goes.
Ballistic Skill: At its most basic, subtract a unit's Ballistic Skill from 7; that's what you have to roll to hit infantry. So Ballistic Skill 4 hits on a roll of a 3+, as normal. however, apply the following modifiers when rolling, if they apply.
If the target is a Super Heavy Unit(Titan, Baneblade, etc): +3
If the target is a Vehicle or Monstrous Creature: +2
If the target is a unit consisting of more than 20 models: +1
If the target is within BSx2 inches of the shooter: +1
If the target is a Bike, Jetbike, or Cavalry Unit: +1
If the target moved more than 6" last turn: -1
If the target moved more than 12" last turn: -2
If the target moved more than 18" last turn: -3
If the target is a Flyer: -3
Remember that a 1 is always a failure, and a 6 is always a success.
What you guys think?
similar to the system we cooked up for the game were developing
however we simplified damage and will probably simplify CC to eliminate the need for charts as the more charts you must refrence the more lost you get and the slower you are. I don't know what 40k will be like if you constantly check back with charts all game. Assuming memento level memory you'd have to check 3-7 different charts a turn and ussually 2-4 per unit Thats allot.
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/06/23 03:16:35
Subject: Re:6th Ed?
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Land Raider Pilot on Cruise Control
California
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Sure, but there are a lot of chart heavy games out there. Battletech is pretty chart-heavy, I believe, and it's pretty popular. I don't have anything against 40K going chart-heavy. I'd like it.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/06/23 03:40:27
Subject: 6th Ed?
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Stabbin' Skarboy
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To me the more i refrence charts and books the worse it feels. It's more like being an accountant then a wargammer.
I like rattling of in my brain what the dice are doing.
I like formulas to tel me what i need. Charts suck.
example
I dont chart to wound
its:
4+(t-s)=roll
We're trying to streamline our game so it goes from one to the next without need for refrencing, meanwhile keeping the complexity. That being said our cover system and rolls to shoot demand a nice chart.
example:
+1 If the enemy is large (15+ models, a vehicle, a monster)
-1 if the gun is a static weapon (harder to fire based on power)
-1 if the unit fired a focus weapon while moved
-1 if the enemy moved over 11" (faster means harder to hit)
-1 if the enemy unit is in bad cover
-2 if the enemy is in good cover
+2 if the unit is within 12" (point blank)
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The tide is coming
http://alt40k.blogspot.com/ |
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![[Post New]](/s/i/i.gif) 2011/06/23 07:26:17
Subject: 6th Ed?
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Regular Dakkanaut
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If MCs are easier to hit they should not be so easy to kill with krak missiles.
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![[Post New]](/s/i/i.gif) 2011/06/23 09:11:15
Subject: Re:6th Ed?
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Land Raider Pilot on Cruise Control
California
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But that's what Krak Missiles are for.
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Dirty Harry wrote:I know what you're thinking. "Did he fire six shots or only five?" Well, to tell you the truth, in all this excitement I kind of lost track myself. But being as this is a .44 Magnum, the most powerful handgun in the world, and would blow your head clean off, you've got to ask yourself one question: Do I feel lucky? Well, do ya, punk? |
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![[Post New]](/s/i/i.gif) 2011/06/23 11:20:01
Subject: 6th Ed?
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Wicked Warp Spider
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It wouldn't surprise me if a vehicle and an MC would get +1, and then if you moved it it would be cancelled out with a -1 for movement.
Tanks probably receive a further +1.
I wouldn't expect a whole lot of modifiers from GW, and I'd expect them simple one pointers that you can memorize.
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I really need to stay away from the 40K forums. |
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![[Post New]](/s/i/i.gif) 2011/06/24 15:11:34
Subject: Re:6th Ed?
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Lieutenant Colonel
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Hi all,
Wouldnt it be easier if we gave units a stealth value INSTEAD of a fixed value 7?
Eg (Stealth) 6 -( BS) 2= hit on a 4+
Stealth 6 BS 4 = hit on a 2 +
The higher the stealth value the harder the unit is to hit.
Then cover ,(etc,)could add to the stealth value.(Making the unit harder to hit).
And targeting equipment (etc), could add to the BS values.
Maybe factor in a modifier for long (over 34")and short range(less than 17") to keep it simple.
In short ,rather than have lots of modifiers for units , give the units a individual value.( I Know it goes against the complicated and abstract nature of 40k, but maybe we could replace ALL the rules with sensible ones...  )
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This message was edited 1 time. Last update was at 2011/06/24 15:12:19
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![[Post New]](/s/i/i.gif) 2011/06/24 15:21:39
Subject: 6th Ed?
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Ruthless Interrogator
Confused
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The things I want most are nerfed transports (eg greater damage when they blow up) and for basic weapons to actually be useful so that a squads' worth isn't measured in the number of SW it can take (poor Fire Warriors....). I'll keep waiting, but if any of this is true I'd be very happy.
Aside from the fact that moving transports would be harder to take down...*sigh*
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Coolyo294 wrote: You are a strange, strange little manchicken. |
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![[Post New]](/s/i/i.gif) 2011/06/24 16:33:01
Subject: 6th Ed?
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Blood Angel Terminator with Lightning Claws
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GW has done the modifiers thing before in 2nd ed. It slows the game down greatly. I don't see them going back to anything like that again.
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On Dakka he was Eldanar. In our area, he was Lee. R.I.P., Lee Guthrie. |
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![[Post New]](/s/i/i.gif) 2011/06/24 20:08:54
Subject: Re:6th Ed?
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Lieutenant Colonel
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And useing multiple concetutive resolution methods, along with random dice determined values , and loads of poorly defined additional rules.
Does wonders for speed of game play.
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