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Made in us
Regular Dakkanaut




Hey guys, I didn't know if this was the area to post this (since it's mostly opinion and speculation related) but I finally said I'm gonna ask. What do you guys expect to see as major shifts in both meta and tactics for 40k 6th edition.

I'm not a huge fan of list tailoring so I didn't want to say "hey how do I beat this list?" Instead I wanted to test the waters by asking how you guys have been testing the waters. I've also noticed, while going through the tactics forum, a lot of people hint at what they believe will start dictating the meta but I wanted to ask it strait out what armies tactics or unit types will dominate?

Are fliers really that big? Are we going to start seeing a shift from normal MEQ in favor of +2 saves? What armies do you guys think will dominate? Necrons seem like they have most players shaking in their boots, but I've heard people talking about nids or even IG with allies possibly dethroning MSS spam.

I'm sure I'm going to get those who cares just play for fun crowd (I myself am competitive but I by no means expect everyone to be like me) this question is for you guys too. I can definitely see people mixing up some weird and fun combos with allies, but do you expect you'll have to ban certain styles of play/just avoid certain players trying to break the game? There is always that guy in gaming groups, what do you think he's gonna try and pull this time?

Lastly I haven’t gotten to really dive into 6th edition yet, so how do you guys like it? In regards to tactics do you guys think it steps up the ante or does it stream line things like a lot of video games seem to be doing to attract more gamers?

 
   
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Badass "Sister Sin"






Camas, WA

There's a million 6th ed threads over in 40k General, where this belongs.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

6th ed caused there to be a wider quality gap in things of differing qualities. Hordes and light vehicles got squishier, and tanks and heavy infantry got relatively tougher. 6th ed also creamed assault armies, and, for specific reasons, dismantled some of the more popular foot lists.

As such, no matter how much mech players may be whining now, mech is still the stronger play style (and got relatively stronger), where all they'll have to do is make a slight adjustment towards including heavier armor. Basically, 6th will look like shootier, but will otherwise look an awful lot like 5th.

I also predict that fliers will just be ignored most of the time. Fliers have very limited time on the board, and very limited mobility. Those that have the hover option will get picked apart the minute they slow down. Anything that can be handled by being ignored is going to have a tough time being extra awesome.

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Made in us
Regular Dakkanaut




Do you think Mech assault armies have taken a hit? I just can't see the usual army in a box cruizing across the board like in 5th.

personally I see the heavier bombardment Mech to be much more powerful with their ability to hit all vehicles under their blast. Meaning They'll be able to combat large groups of shooters and large groups of Mech.

 
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

At all? Yes, mech got a tiny bit worse, being more fragile, but also being killier.

More importantly, foot lists got a lot worse, relative to mech lists, which will keep mech lists as king of 6th ed, like they were in 5th.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in ca
Shas'ui with Bonding Knife





I can honestly see Walker spam being a nice big new thing to play around with; 9 Penitence Engines for close combat with 3 Eldar Warwalkers for ranged scatter-laser firepower is something your opponent really needs to be worried about, especially with the recurring Celestine for a measly 140 points, and a uriah henchmen bomb being all invincible on the field.

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Made in fi
Long-Range Black Templar Land Speeder Pilot




Right behind you...

Ailaros wrote:6th ed caused there to be a wider quality gap in things of differing qualities. Hordes and light vehicles got squishier, and tanks and heavy infantry got relatively tougher. 6th ed also creamed assault armies, and, for specific reasons, dismantled some of the more popular foot lists.

Jump pack spam Blood Angels and Black Templars would like to have a word with you.

There is only the Emperor, and he is our shield and protector.




 
   
Made in us
Slippery Scout Biker




PA USA

Battle Brother Ambrosius wrote:
Ailaros wrote:6th ed caused there to be a wider quality gap in things of differing qualities. Hordes and light vehicles got squishier, and tanks and heavy infantry got relatively tougher. 6th ed also creamed assault armies, and, for specific reasons, dismantled some of the more popular foot lists.

Jump pack spam Blood Angels and Black Templars would like to have a word with you.

agreed. Very much agreed.


Automatically Appended Next Post:
Battle Brother Ambrosius wrote:
Ailaros wrote:6th ed caused there to be a wider quality gap in things of differing qualities. Hordes and light vehicles got squishier, and tanks and heavy infantry got relatively tougher. 6th ed also creamed assault armies, and, for specific reasons, dismantled some of the more popular foot lists.

Jump pack spam Blood Angels and Black Templars would like to have a word with you.

agreed. Very much agreed.

This message was edited 1 time. Last update was at 2012/07/24 19:54:14



 
   
Made in us
Regular Dakkanaut




Yeah grenades hitting on WS really hurts walkers. I still think they are still viable. Most walkers can now drop onto the field and deal damage immediately, dropping them right next to a group of jump pack BA might seem like a bad idea until you flame template them.

 
   
Made in us
Fixture of Dakka






I don't expect anything from the 6th edition. Then I won't be disappointed.

Other then that, I like what I see from the chaos stuff, and it may be what keeps me around the 40k game.( Even if only to make the stuff to use in the RPG.)



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Dakka Veteran




Reading - UK

Necrons plain or potentially with allies.

IG everywhere with allies. Like with spacewolves rune preists to nullify phschics.

Aegis Defence line will be used a lot with Quad guns.

The Meta is so open at the moment you need to try and cover all basis.

   
Made in ca
Water-Caste Negotiator





Guelph

$30 Meganobz, apparently. They were too expensive at $20. What the feth is going through their heads? So, reworded, I expect even more price gouging. The rules for this edition are alright though.

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Battle Brother Ambrosius wrote:Jump pack spam Blood Angels and Black Templars would like to have a word with you.

You no longer have by-unit cover saves.

Your opponent can now use focus fire to pick models out that aren't in cover.

Barrage weapons, sergeants, and sniper rifles can now pick what used to be hidden upgrades out of the squads.

Casualties must be taken from the front of the squad, delaying your ability to get into close combat.

All of this, and the new ways you have to be careful about where you put models with weapon upgrades means that you have to bunch up more, making you take more damage from blast and template weapons.

You now have a random charge range. Get ready to be left flat-footed.

You now have to deal with overwatch, which furthermore can kill you out of assault range.

Characters can now be delayed by challenges by weaker units.

If you win close combat and your opponent avoids a sweep, they can just regroup right there (regardless of distance to your models), and shoot you again (rinse and repeat).

9 small reasons, put together, why you're going to have a much harder time with foot assault lists. Obviously you're not going to have AS hard of a time as footdar, CSM, guard blobs or a slugga tide (who all have additional reasons they're not going to work), but it's not all just peaches and cream.


Your one-stop website for batreps, articles, and assorted goodies about the men of Folera: Foleran First Imperial Archives. Read Dakka's favorite narrative battle report series The Hand of the King. Also, check out my commission work, and my terrain.

Abstract Principles of 40k: Why game imbalance and list tailoring is good, and why tournaments are an absurd farce.

Read "The Geomides Affair", now on sale! No bolter porn. Not another inquisitor story. A book written by a dakkanought for dakkanoughts!
 
   
Made in us
Contagious Dreadnought of Nurgle





Hell Hole Washington

I expect to see lots of Rage Quitting.

Pestilence Provides.  
   
Made in us
Anointed Dark Priest of Chaos






TheHarleqwin wrote:$30 Meganobz, apparently. They were too expensive at $20. What the feth is going through their heads? So, reworded, I expect even more price gouging. The rules for this edition are alright though.


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I have been picking them up for about 12.99-14.99 each.

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Long-Range Black Templar Land Speeder Pilot




Right behind you...

Ailaros wrote:
Battle Brother Ambrosius wrote:Jump pack spam Blood Angels and Black Templars would like to have a word with you.

You no longer have by-unit cover saves.
Assault units don't really tend to cover behind trees, you know. They are meant to get into combat as fast as possible. Jump packs will do the trick.

Your opponent can now use focus fire to pick models out that aren't in cover.
Good thing most assault armies don't charge around with 20man blobs who can't squeeze to cover effectively.

Barrage weapons, sergeants, and sniper rifles can now pick what used to be hidden upgrades out of the squads.
Yeah, if they have godlike luck with dice, that is. A sniper requires a 6 to be able to fire a precision shot, for starters. Barrage can scatter meters away from the intended target, like all other artillery. In fact, it is even more unreliable than regular arty.

Casualties must be taken from the front of the squad, delaying your ability to get into close combat.
That's why I always charge in a neat row of units.

All of this, and the new ways you have to be careful about where you put models with weapon upgrades means that you have to bunch up more, making you take more damage from blast and template weapons.
Don't really get this point. As I pointed out earlier, a Precision Shot requires boatloads of luck with the dice, and that's pretty much the only way to target a specific members of units. Unit coherency is max 2''. A small template can't usually hit more than two or three units if you use coherency to your advantage.

You now have a random charge range. Get ready to be left flat-footed.
Not so different than before. Charge range is now 2d6, so unless you charge dozens of inches away from the enemy, you should be fine. Jump pack units can practically rub their noses with the enemy before declaring a charge.

You now have to deal with overwatch, which furthermore can kill you out of assault range.
Oh yeah, lets see how well my opponent hits my Sanguinary Guard with +2 armor saves after his troops get reduced to BS1.

Characters can now be delayed by challenges by weaker units.
That's why I equip mine accordingly. No Ork Nob is going to slow down my Master of Sancitity with a Jump Pack, supported by an Assault Squad for long. Especially not after I get the Consolidation move.

If you win close combat and your opponent avoids a sweep, they can just regroup right there (regardless of distance to your models), and shoot you again (rinse and repeat).
Incorrect. After resolving a sweeping advance, your opponent must make a 2d6 Fall Back move, after which they can try to Regroup. If the LD Test fails, they will continue to Fall Back until next turn. You can only attempt to fire Snap Shots at BS1 during the turn you Regroup. Besides, after a 7-man Assault Squad manages to kill eight members of your opponent's ten man shooty squad, probably with a low initiative (a fact which will almost guarantee its death by sweeping advance anyway) you can laugh as your opponent furiously tries to roll double 1s and his squad runs off the table.

9 small reasons, put together, why you're going to have a much harder time with foot assault lists. Obviously you're not going to have AS hard of a time as footdar, CSM, guard blobs or a slugga tide (who all have additional reasons they're not going to work), but it's not all just peaches and cream.


There is only the Emperor, and he is our shield and protector.




 
   
 
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