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Made in us
Regular Dakkanaut




6th edition changed orders a bit, making some better and some worse. Foot gunlines will be interesting with the changes:

FRFSRF- This has gotten a LOT better with the improvements to rapid fire weapons. Now you can move 6", give the order, and unload 2x shots at 24". Sure their just lasguns, but quantity has a quality of its own here.

Bring it down!- Also much better. Snap fire heavy weapons with BiD, use it to shoot at flyers, the list goes on.

Fire on my Target- Less useful, now that cover isnt so ubiquitous. Might be useful vs special weapon models that are close and hiding in cover.

Move move move!- almost useless now that you are going to be able to shoot on the move 99% of the time. Very situational.

Down!- marginally better now that cover is nerfed.
   
Made in us
Decrepit Dakkanaut





Vallejo, CA

Honestly, I don't think things really changed all that much. The biggest difference, as you mentioned, is using BiD on fliers, but that's only new because of fliers.

The orders I was using in 5th are very likely going to be the same orders in 6th. The only difference for me, personally, will be related to changes in my list, not changes to the rules themselves.


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Made in us
Regular Dakkanaut




Ailaros wrote:Honestly, I don't think things really changed all that much. The biggest difference, as you mentioned, is using BiD on fliers, but that's only new because of fliers.

The orders I was using in 5th are very likely going to be the same orders in 6th. The only difference for me, personally, will be related to changes in my list, not changes to the rules themselves.



The change to Rapid fire lets you squeeze off an extra shot at 24" while moving with FRFSRF. BiD with Snap fire means a normally BS6 shot has a better chance of hitting (not sure of the mathhammer here).
   
Made in ca
Witch Hunter in the Shadows





Earth

Right, BiD with snap fire enables you to twin link a bs1 shot. So 1/6 turns into 1/6 + 5/6*1/6, or 0.3055. Not too shabby while moving heavy weapons, or against fliers.

   
Made in us
Daemonic Dreadnought






Cover is usually a 5+. Going to ground in area terrain gives +2 for a 3+. Dig in increases it to a 2+


Automatically Appended Next Post:

And the unit can still snap fire.

This message was edited 1 time. Last update was at 2012/08/06 18:01:24


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in gb
Longtime Dakkanaut




On this topic I think it worth mentioning that you are probably less likely to use orders in a general list. Due to putting squads in aeroplanes and spending points on allies, also you have a reasonable HQ psyker.
This is a fundamental change, whereas before even non foot lists could use some thought about orders.
   
Made in us
Heroic Senior Officer





Western Kentucky

I don't know, Fire on My target may be the most useful order for one reason and its a big one going into 6th

Aegis. Defence. Lines.

Why you might ask? I played a feast of blades qualifier yesterday, and my first game I drew a very defensive IG player using an armored fist list. He literally had 15 chimeras and 2 medusas (with camo netting) hiding behind an Aegis Defence line. Luckily, I outranged him (6 HWS's and a few LRBT's tend to do that) but the cover saves he got were rediculous. The only way I managed to drop half his chimeras was through heavy use of "Fire on my Target". Even if I was ignoring twin link, Forcing him to reroll those +3 and +4 saves was extremely important in popping those chimeras. Even afterwards, he was going to ground with every unit he had to deny killpoints. Fire on my target let me actually kill things, and even managed to force a unit to run. It required a massive weight of fire, but was probably one of the main reasons I managed to not get tabled that game.

If anything, Fire on my Target may be one of the most important orders we have, especially with the way that night fighting gives cover saves now.

This message was edited 2 times. Last update was at 2012/08/06 18:14:28


'I've played Guard for years, and the best piece of advice is to always utilize the Guard's best special rule: "we roll more dice than you" ' - stormleader

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Made in us
Daemonic Dreadnought






MrMoustaffa wrote:I don't know, Fire on My target may be the most useful order for one reason and its a big one going into 6th

Aegis. Defence. Lines.

Why you might ask? I played a feast of blades qualifier yesterday, and my first game I drew a very defensive IG player using an armored fist list. He literally had 15 chimeras and 2 medusas (with camo netting) hiding behind an Aegis Defence line. Luckily, I outranged him (6 HWS's and a few LRBT's tend to do that) but the cover saves he got were rediculous. The only way I managed to drop half his chimeras was through heavy use of "Fire on my Target". Even if I was ignoring twin link, Forcing him to reroll those +3 and +4 saves was extremely important in popping those chimeras. Even afterwards, he was going to ground with every unit he had to deny killpoints. Fire on my target let me actually kill things, and even managed to force a unit to run. It required a massive weight of fire, but was probably one of the main reasons I managed to not get tabled that game.

If anything, Fire on my Target may be one of the most important orders we have, especially with the way that night fighting gives cover saves now.


Chimera spotlights work great to get rid of night fighting.

Griffons & hellhounds murder geq behind a defense line.

IG is great because we always habe multiple options of how to deal with a problem

Fire on my target is still golden. Between vehicle wrecks and enemy units using your own defense line for cover vets and ccs can make real good use of that order when shooting special weapons.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Battleship Captain





NYC

schadenfreude wrote:Cover is usually a 5+. Going to ground in area terrain gives +2 for a 3+. Dig in increases it to a 2+


Automatically Appended Next Post:

And the unit can still snap fire.


Going to ground gives you +1

Get Down! gives you +2

Only way you're getting a 2+ save is using Get Down! behind an Aegis or similar 4+ cover.

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Made in us
Heroic Senior Officer





Western Kentucky

Aegis defence line has a special rule where you automatically get a 2+ save if you go to ground behind it. It affects all armies too. Space marines, tau, orks, etc. all get a 2+ cover save if they go to ground behind it. "Incoming!" would not be neccessary in the slightest.


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Made in us
Speedy Swiftclaw Biker



Alaska

TheCaptain wrote:
schadenfreude wrote:Cover is usually a 5+. Going to ground in area terrain gives +2 for a 3+. Dig in increases it to a 2+


Automatically Appended Next Post:

And the unit can still snap fire.


Going to ground gives you +1

Get Down! gives you +2

Only way you're getting a 2+ save is using Get Down! behind an Aegis or similar 4+ cover.


see page 91 for going to ground in area terrain, +2

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Made in us
Decrepit Dakkanaut





Vallejo, CA

Right, and the end result of all of this is that you're going to use FoMT on stuff dug into cover, BiD against vehicles and MCs with those units that are good against vehicles and MCs, and FRF when you want a few extra lasgun kills.

This is how it was in 5th, and it's going to be how it will be in 6th.

I mean, it's not like the orders themselves changed...


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
Daemonic Dreadnought






MaxDamage wrote:
TheCaptain wrote:
schadenfreude wrote:Cover is usually a 5+. Going to ground in area terrain gives +2 for a 3+. Dig in increases it to a 2+


Automatically Appended Next Post:

And the unit can still snap fire.


Going to ground gives you +1

Get Down! gives you +2

Only way you're getting a 2+ save is using Get Down! behind an Aegis or similar 4+ cover.


see page 91 for going to ground in area terrain, +2


Didn't have my rulebook on me, but that's what I was referring to. Even in crappy 5++ cover from area terrain GEQ can go to ground for a 3++ cover, or 2++ with an order, or take a 3++ cover and attempt to fire at full BS with get back in the fight.


Automatically Appended Next Post:
Ailaros wrote:Right, and the end result of all of this is that you're going to use FoMT on stuff dug into cover, BiD against vehicles and MCs with those units that are good against vehicles and MCs, and FRF when you want a few extra lasgun kills.

This is how it was in 5th, and it's going to be how it will be in 6th.

I mean, it's not like the orders themselves changed...



Going to ground mattered less in 5th edition. Now that both area terrain and an aegis both give +2 get back in the fight is a much more vital order. The crazy part is in 6th edition 5 point GEQ in going to ground in ruins or behind an aegis is more durable than 16 point MEQ that can't go to ground without their precious BS4 going to BS1. Orders seem so much more important in 6th ed that I have unpacked my vox casters and made room for them in my lists.

This message was edited 1 time. Last update was at 2012/08/06 19:32:15


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
 
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