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Made in ca
Depraved Slaanesh Chaos Lord





Actually, being able to take Marbo during NF is pretty sweet.
   
Made in gb
Servoarm Flailing Magos





Thatguyoverthere wrote:You know, if the current rumors about allies are true, that means that every army, except nids, now has access to Marbo and Creed...


Creed is at best "meh" for IG.
And we still don't know if unique charectors are allowed. My gut says they won't be.

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Codex: Bears.
NOW WITH MR BIGGLES AND HIS AMAZING FLYING CONTRAPTION 
   
Made in ca
Depraved Slaanesh Chaos Lord





Joey wrote:
Thatguyoverthere wrote:You know, if the current rumors about allies are true, that means that every army, except nids, now has access to Marbo and Creed...


Creed is at best "meh" for IG.
And we still don't know if unique charectors are allowed. My gut says they won't be.

I hope you're right. Otherwise, I expect to see Draigo & Mephiston & Logan Grimnar tag-teaming a lot of people.
   
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Curb stomping in the Eye of Terror!

No... DEATHWING with Creed!

Fleeting Terminators with even MOAR resilient 2+ armour...


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The change i saw game mechanics wise was on the gw blog... They had a page of the new vehicle rules and there was one significant change i thought was interesting.

When firing at tanks. You roll to hit. Your opponent takes cover saves. Then you roll to pen...

So when do you roll for flicker fields? I think it's after the pen.

Will that transfer over to infantry too?

Will it now be...

Roll to hit.
Cover.
Roll to wound.
Armor/invuln save.

Think about how that impacts space marines in cover vs small arms.

I am starting to think cover might be a bigger deal now.
   
Made in us
Dakka Veteran





I dont understand the nightfighting thing Where does nightfighting originate from?

Also, I never said solar pulses wernt good, im saying, why do you think you can take 4 now, when you can only take 2 with 2 hqs in the first place?



 
   
Made in jp
Proud Triarch Praetorian





Basimpo wrote:I dont understand the nightfighting thing Where does nightfighting originate from?

Also, I never said solar pulses wernt good, im saying, why do you think you can take 4 now, when you can only take 2 with 2 hqs in the first place?
Because at 2000+ point games, you can now take 4 HQ.

 
   
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Birmingham, UK

azazel the cat wrote:
Joey wrote:
Thatguyoverthere wrote:
I hope you're right. Otherwise, I expect to see Draigo & Mephiston & Logan Grimnar tag-teaming a lot of people.


Regardless, I think we would all like to see that depicted in some form or another

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Behind you

DakkaHammer wrote:I haven't really seen a lot of rumors that made me excited about anything.
The overwatch: great, you can use psykers to make it normal BS, my Tau will be so... oh, wait.
Grenades: Whoo, time for destruction, my Tau will throw their...flashbangs.
.


Oh man that made my day....

What is the joy of life?
To die knowing that your task is done
 
   
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Fresh-Faced New User





If the current "rumor meta" is true, Vanguard went from everyone's favorite hate dump to awesomesauce. Well, against non TEQ.
   
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Auckland, New Zealand

Even against TEQ they can take fists and power axes (assuming that axes are just an alternative to power swords) so they'll die horribly, but they might take the terminators with them.


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NecronLord3 wrote:
Grey Templar wrote:
Fafnir wrote:
ShadarLogoth wrote:
Then again, this wouldn't be the first time Ward has completely shat all over established fluff.


Yeah, because no other writer at GW ever alters the fluff of the universe their company created and "established the fluff" for originally. And it was Ward and Ward alone that wrote, playtested, and implemented every single 6th edition rule/piece of fluff, except anything that was good, in which case it was the Emperor and his infinite wisdom piercing the usurpers at GW...


I never said Ward was the only one. It's just that his motions tend to leave the biggest reverberations lately. It doesn't help that he's a horrendous writer, and that the changes he has made to the fluff have been almost universally in poor taste. But that's another topic.


You realize that Ward has made literally nothing new aside from a few GK characters. Everything else was stuff that had existed before, he just brought it back and put it into the setting.

GKs had almost no fluff prior to the current codex. Even relativly obscure things like the Minotaur chapter had more backstory. of course lifting the veil would ruffle some feathers. He didn't do anything to existing fluff, and since the rewrite of the Necron codex some of his more outrageous stuff makes sense now.
And rewriting the entire Necron race.


if you actually read the old necron codex you will realize that ward didn't rewrite anything, just expanded and advanced their story.
   
Made in nz
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Christchurch, New Zealand

throwhemon wrote:
NecronLord3 wrote:
Grey Templar wrote:
Fafnir wrote:
ShadarLogoth wrote:
Then again, this wouldn't be the first time Ward has completely shat all over established fluff.


Yeah, because no other writer at GW ever alters the fluff of the universe their company created and "established the fluff" for originally. And it was Ward and Ward alone that wrote, playtested, and implemented every single 6th edition rule/piece of fluff, except anything that was good, in which case it was the Emperor and his infinite wisdom piercing the usurpers at GW...


I never said Ward was the only one. It's just that his motions tend to leave the biggest reverberations lately. It doesn't help that he's a horrendous writer, and that the changes he has made to the fluff have been almost universally in poor taste. But that's another topic.


You realize that Ward has made literally nothing new aside from a few GK characters. Everything else was stuff that had existed before, he just brought it back and put it into the setting.

GKs had almost no fluff prior to the current codex. Even relativly obscure things like the Minotaur chapter had more backstory. of course lifting the veil would ruffle some feathers. He didn't do anything to existing fluff, and since the rewrite of the Necron codex some of his more outrageous stuff makes sense now.
And rewriting the entire Necron race.


if you actually read the old necron codex you will realize that ward didn't rewrite anything, just expanded and advanced their story.

Im pretty sure he has, Im going to trust somone with necron in their username on the matter said races complete fluff rewrite.

Damn the haters, Full speed ahead!

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I haven't heard any rumours that I'm too excited about. I've been disappointed with most of the new rulebooks since 2nd edition, the last edition I thought was good. GW keep disappointing me every time they change the rules, I've learnt to become pessimistic at every new release.

This message was edited 2 times. Last update was at 2012/06/26 10:24:12


 
   
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I only just found out that the 6ed. rulebook is $124 here. That made me go "...OMG!!!".

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Dheneb wrote:I only just found out that the 6ed. rulebook is $124 here. That made me go "...OMG!!!".


Then I would reccomend not looking at Land Raiders in the near future

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dereksatkinson wrote:
Roll to hit.
Cover.
Roll to wound.
Armor/invuln save.

Think about how that impacts space marines in cover vs small arms.

I am starting to think cover might be a bigger deal now.


You need to re-evaluate your concept of probability. It makes no difference (statistically) when you roll your saves. It may seem like it does psychologically. You're basically saying that 6*3 is better than 3*6 because the 6 comes first.

The only way this would make a difference is if you get to roll a cover save and then roll your armor save.


 
   
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Green is Best! wrote:
dereksatkinson wrote:
Roll to hit.
Cover.
Roll to wound.
Armor/invuln save.

Think about how that impacts space marines in cover vs small arms.

I am starting to think cover might be a bigger deal now.


You need to re-evaluate your concept of probability. It makes no difference (statistically) when you roll your saves. It may seem like it does psychologically. You're basically saying that 6*3 is better than 3*6 because the 6 comes first.

The only way this would make a difference is if you get to roll a cover save and then roll your armor save.

Even if there's no mathematical difference this still makes more sense, cover should block things before they get to wound you. And that would be sweet if they let you have cover and armor, especially since cover's only 5+ now. Although my group mainly uses ruins so not much change there...

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Like hell there isn't a mathematical difference..

Especially when you are dealing with small arms vs space marines in cover. Not only do they get their normal save, they get their invulnerable. There is now a benefit to being in cover vs a bolter if you are a space marine. That is HUGE.
   
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dereksatkinson wrote:The change i saw game mechanics wise was on the gw blog... They had a page of the new vehicle rules and there was one significant change i thought was interesting.

When firing at tanks. You roll to hit. Your opponent takes cover saves. Then you roll to pen...

So when do you roll for flicker fields? I think it's after the pen.

Will that transfer over to infantry too?

Will it now be...

Roll to hit.
Cover.
Roll to wound.
Armor/invuln save.

Think about how that impacts space marines in cover vs small arms.

I am starting to think cover might be a bigger deal now.


Where is this from?

It would kind of make sense, if you believe that GW does not want to screw DE. Flickerfields give a 5++ and now all fast skimmers have a 5++ jink save... so they both do the same thing, but if you roll them at different times then you now have a 5++ twice!

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I like that my Nemesis Halberds still ignore armor saves, and give +1Str

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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.

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Grey Templar wrote:I like that my Nemesis Halberds still ignore armor saves, and give +1Str




"...if a force weapon has its own unique close combat rules treat it as an AP3 Melee weapon with the additional rules and characteristics presented in its entry"

Not sure where you're getting +1 Str. Sounds like they will be exactly the same as they are now except being AP3.
   
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Grey Templar wrote:I like that my Nemesis Halberds still ignore armor saves, and give +1Str

But since it's an Unwieldly weapon, won't they be striking at I1 (+2)?

   
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Halberds would actually be pretty cool if they were AP2 I3. They'd gain an entirely new (and unique!) role as a natural TEQ on TEQ weapon. With normal power weapons being rendered ineffectual against Terminators now, the focus for most armies' combat options against TEQ will be power fists. Terminator on terminator combat will be generally a contest to see who brings the most powerfist equivalents. With AP2 halberds striking at I3, it would make GKT/Paladins an option to take down enemy TEQs before they get to strike, and would help even the playing field against TH/SS terminators (which are going to be godly now).

But knowing GW, instead of filling a really interesting new niche in what looks like a metagame which will feature terminators prominently while also making the Power Axe model actually useful for once, they'll probably just make them AP3 I6 weapons.

This message was edited 1 time. Last update was at 2012/06/27 03:58:50


 
   
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Ya I think I'd prefer AP2 I3, means my Genestealers will actually get to whittle the Paladins down before they get attacked.

   
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Andilus Greatsword wrote:Ya I think I'd prefer AP2 I3, means my Genestealers will actually get to whittle the Paladins down before they get attacked.


After they get shot at, keep in mind.
   
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tgjensen wrote:
Deadlytoaster wrote:Orks look like they will get slaughtered between the new mobility of rapid firing other races, the weakened vehicles and then casualties being take off the front keeping them from the action even longer...


It's not like Ork vehicles were fantastically sturdy anyway. On the other hand, they have a problem with taking down vehicles themselves, so the Hull Points system may work to their advantage. Then Stormboyz become more viable, charge ranges potentially become greater, and power weapons may not cut through FNP or Mega-Armor anymore while PKs work just like always... Don't write them off just yet.


Aslo our ladz become harder to assault:

Assault 30 ladz with shootas and 3 big shootas, suffer 54 S4 shots, 6 S5 shots on average 9S4 and 1S5 hit, translating to on average 5 wounds...
Assault 15 burnas and suffer 15-45 auto S4 hits, on average 30 and that translates to 15 wounds...
Assault 10 Nobz with Kombi-Skorchas and suffer 10-30 auto S5 hits, average is 20 and translates to another 14 wounds...

Looks like the best way to beat orks now is in the shooting phase as we just quickly became one of the hardest armies to assault...

Luke_Prowler wrote:Is it just me, or do Ork solutions always seems to be "More Lootas", "More Boyz" Or "More Power Klaws"?
starbomber109 wrote:Behold, the true ork player lol.
I have to admit, I miss the old Infantry battles of 4E compared to this 5E wonderland of APCs/IFVs everywhere. It's like we jumped from WWI to WWII.

ChrisCP wrote: KFFs... Either 50% more [anti-tank] than your opponent expects or 50% less [anti-tank] than you expect.

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skoffs wrote:
Basimpo wrote:I dont understand the nightfighting thing Where does nightfighting originate from?

Also, I never said solar pulses wernt good, im saying, why do you think you can take 4 now, when you can only take 2 with 2 hqs in the first place?
Because at 2000+ point games, you can now take 4 HQ.


Actually you can take 5 HQ's if one of the 4 others you take is Nemisor Zahndrek.

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Blackgaze wrote:
azazel the cat wrote:
Ork Big Mekk with a KFF can be used to protect a 20-man strong silver tide of Warriors, and if you attach a Chronotek, then you can re-roll for the Shokk Attack Gun.


Sadly you can't reroll. Shokk Attack Gun is 2d6 strength. You can't reroll the 2D6.

Also what would be fun news for my Orks is that Mad Dok has rage. If attached to an Ork Boys 30 squad, they can have feel no pain and +2 attacks on charge.


Grotsnik does -not- have the Rage USR.

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TedNugent wrote:
Blackgaze wrote:
azazel the cat wrote:
Ork Big Mekk with a KFF can be used to protect a 20-man strong silver tide of Warriors, and if you attach a Chronotek, then you can re-roll for the Shokk Attack Gun.


Sadly you can't reroll. Shokk Attack Gun is 2d6 strength. You can't reroll the 2D6.

Also what would be fun news for my Orks is that Mad Dok has rage. If attached to an Ork Boys 30 squad, they can have feel no pain and +2 attacks on charge.


Grotsnik does -not- have the Rage USR.



This.

It works somewhat like 5th Ed Rage, but it isn't.

The Viletide: Daemons of Nurgle/Deathguard: 7400 pts
Disclples of the Dragon - Ad Mech - about 2000 pts
GSC - about 2000 Pts
Rhulic Mercs - um...many...
Circle Oroboros - 300 Pts or so
Menoth - 300+ pts
 
   
 
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