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![[Post New]](/s/i/i.gif) 2012/10/10 14:46:23
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Devestating Grey Knight Dreadknight
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Hey guys,
Been a long time since I've posted on dakka, long story short life and money got in the way of my 40k gaming, but Im getting back into it !
I haven't seen the new rules yet (was a 5th edition player) and obviously haven't read up on any new enemy tactics, and I'm just looking for an overview of how the meta has changed and what armies have become the strongest.
Also where my footslogging GK / Mechanized IG might stand now with the whole allies rule thing going on
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This message was edited 2 times. Last update was at 2012/10/10 14:47:23
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![[Post New]](/s/i/i.gif) 2012/10/10 18:22:45
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Captain of the Forlorn Hope
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There are a few changes.
Mostly changes to how far a unit can assault (2D6 roll combined for the distance)
Vehicles tend to get wrecked quicker, but they can sustain fire the whole time they are alive.
Wound allocation shenanigans are out.
Flyers are in.
that is the hard and dirty version.
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"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2012/10/10 18:30:37
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Crushing Black Templar Crusader Pilot
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Black Templars are overpowered and GW has cut prices on everything.
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BLACK TEMPLARS - 2000 0RkZ - 2000 NIDZ - WIP STEEL LEGION - WIP
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![[Post New]](/s/i/i.gif) 2012/10/10 18:40:24
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Badass "Sister Sin"
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You mistyped different.
@ OP: A good read through of the new rules will set you straight.
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![[Post New]](/s/i/i.gif) 2012/10/10 18:44:19
Subject: Re:Blowing off the dust and returning to 40k. Whats changed?
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Smokin' Skorcha Driver
Tucson, Arizona
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Footslogging in my opinion is the way to go for MOST armies however IG still does fine either way. As for allies IG is probably one of the most used allies given all of their nasty Manticores/Vendettas etc. I think the biggest change to the game is Overwatch with the ability to shoot a charging unit before they get there at BS1 is really nice. Imagine being able to rapid fire all of your lasguns in a blob of guardsmen into the enemy before the charge is even rolled! Another HUGE change to the game are flyers. Being only able to hit them with shooting attacks at BS1 then having enough strength to actually hurt it isnt an easy feat unless you run flyers yourself or units with skyfire/interceptor.
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-5000 Pts. of Orks
-1750 Pts. of Ravenwing |
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![[Post New]](/s/i/i.gif) 2012/10/10 19:32:29
Subject: Re:Blowing off the dust and returning to 40k. Whats changed?
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Bane Lord Tartar Sauce
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Here are some of the key changes from 5th to 6th
Vehicles now use a hull point system. When a vehicle looses all of its hull points, it becomes wrecked. Glances remove a hull point, but no longer roll on the damage table. Penetrating hits do both. The end result is that vehicles are less likely to survive the entire game, but it is almost impossible to stun lock them.
You can no longer disembark from a transport that has not moved, then assault, unless the transport is open-topped or has the assault vehicle special rule. Additionally, scoring units have to actually be on the table to capture or contest objectives, no more capturing an objective from inside a transport.
4+ cover is significantly harder to get.
Rapid Fire got a boost.
Psykers in most armies can now trade out their default codex powers for powers from the rule book.
Close combat weapons now have an AP value.
Power Weapons now come in 1 of 4 types that have to be modelled. If a codex entry allows for a generic "power weapon", you may choose any of the 4 types. Other specific entries limit the type of power weapons you can use (for example, the Necron Hyperphase Sword is always a power sword, whereas a Space Marine Power Weapon can be any of the 4 types). Also, it is now significantly harder to get an AP2 power weapon that strikes faster than I1.
Challenges have been introduced.
Fliers have been introduced.
There is a greater chance of night fighting occurring in any given game. Night fighting has also changed from a variable range limitation to a set cover save when shooting at a target X or more inches away.
You can now only reserve 50% of your army at the most. However, units that have to arrive by Deep Strike or other reserves (such as drop pods and fliers) don't count towards the total number of units you have in reserve. Additionally, if at the end of your turn you have no models left on the board, you automatically lose, even if you still have models in reserves.
Purchaseable Fortifications have been introduced. They are a 0 - 1 choice on the FOC and the rules for them are found in the main rule book.
Allies are in.
You get a second optional FOC in games of at least 2000 points.
Overwatch is reintroduced.
Charge distances are now random.
You can no longer charge after arriving from reserves.
Those are the big mechanical changes, in terms of what you can expect on the tabletop:
Footslogging armies are better than they used to be, but mech is still just as good as footslogging, if not better. Additionally, numerous changes have made assault armies worse in comparison to shooting and mobility based armies. Since 5 of the 6 rulebook missions are based on objectives, scoring units are much more important than they used to be. Additionally, the introduction of fliers means that you have to prepare for them or you will be destroyed by them. They are fast and hard to hit with normal weapons, but they also tend to max out their AV at 12, so bringing a lot of S7 shots should answer them fairly efficiently. Psykers are also significantly better than they used to be, so you will see more of them. Also, the biggest thing I've noticed is that stuff tends to die very quickly when compared to 5th, so keep that in mind.
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![[Post New]](/s/i/i.gif) 2012/10/10 19:56:45
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Captain of the Forlorn Hope
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No really. Gone are the 5th ed Wound shenanigans where you had to do 11 wounds to a paladin or Nob Biker unit of 5 to actually remove one guy.
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"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2012/10/10 20:00:35
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Badass "Sister Sin"
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DeathReaper wrote:
No really. Gone are the 5th ed Wound shenanigans where you had to do 11 wounds to a paladin or Nob Biker unit of 5 to actually remove one guy.
And now here are the LOS wound shenanigans where you have to get 11 wounds past the front dude in a squad before removing one guy.
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![[Post New]](/s/i/i.gif) 2012/10/10 20:11:27
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Captain of the Forlorn Hope
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pretre wrote: DeathReaper wrote: No really. Gone are the 5th ed Wound shenanigans where you had to do 11 wounds to a paladin or Nob Biker unit of 5 to actually remove one guy.
And now here are the LOS wound shenanigans where you have to get 11 wounds past the front dude in a squad before removing one guy. 
No you don't as the front guy will not have 11 wounds. Armor saves have not changed. Paladins still have a 2+ for every failed save you do a wound, after two failed saves you remove one paladin. It is just that simple. Remember you have to LoS before saves are made. So at most, if the front guy has 3 wounds, you need to initially do 4 unsaved wounds to kill a paladin. and after you get that IC to 1 wound left, every 2 unsaved wounds you are killing a paladin.
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This message was edited 4 times. Last update was at 2012/10/10 20:13:21
"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2012/10/10 20:14:28
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Badass "Sister Sin"
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DeathReaper wrote:No you don't as the front guy will not have 11 wounds.
Armor saves have not changed. Paladins still have a 2+
for every failed save you do a wound, after two failed saves you remove one paladin. It is just that simple.
Remember you have to LoS before saves are made.
Right, we're saying the same thing but differently.
Wound Allocation Shenanigans (i.e. the shuffling of unsaved wounds around a squad in a manner which maintains the maximum number of living models) are gone.
Wound Allocation Shenanigans (i.e. the shuffling of yet to be saved wounds around a squad in a manner which maintains the maximum number of living models) are here.
So you're right, Unsaved Wound Allocation (5th) is gone.
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![[Post New]](/s/i/i.gif) 2012/10/10 20:26:40
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Depraved Slaanesh Chaos Lord
Inside Yvraine
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Black Templars and Tau became hideously overpowered. Necron players everywhere sold their armies in a fit of rage at how under-performing the Cron dex has become. Really interesting stuff.
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![[Post New]](/s/i/i.gif) 2012/10/10 20:28:20
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Tunneling Trygon
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BlaxicanX wrote:Black Templars and Tau became hideously overpowered. Necron players everywhere sold their armies in a fit of rage at how under-performing the Cron dex has become. Really interesting stuff.
Pfft.
I... I don't know what to say
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Hive Fleet Aquarius 2-1-0
http://www.dakkadakka.com/dakkaforum/posts/list/527774.page |
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![[Post New]](/s/i/i.gif) 2012/10/10 20:28:23
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Badass "Sister Sin"
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d3m01iti0n wrote:Black Templars are overpowered and GW has cut prices on everything.
BlaxicanX wrote:Black Templars and Tau became hideously overpowered. Necron players everywhere sold their armies in a fit of rage at how under-performing the Cron dex has become. Really interesting stuff.
I'm sure the misinformation posts are really helpful to the OP guys. :(
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![[Post New]](/s/i/i.gif) 2012/10/10 21:05:03
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Decrepit Dakkanaut
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Here is a list of the changes.
As for meta, it's still rather early to tell. The only things for sure are a (possibly temporary) flood of fliers everywhere, and all foot horde/assault lists imploding on themselves.
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![[Post New]](/s/i/i.gif) 2012/10/10 21:24:13
Subject: Re:Blowing off the dust and returning to 40k. Whats changed?
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Ferocious Black Templar Castellan
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Codex rules now trump BRB rules if they are in conflict; just make sure that there's a conflict first.
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For thirteen years I had a dog with fur the darkest black. For thirteen years he was my friend, oh how I want him back. |
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![[Post New]](/s/i/i.gif) 2012/10/10 21:46:12
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Crushing Black Templar Crusader Pilot
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pretre wrote:d3m01iti0n wrote:Black Templars are overpowered and GW has cut prices on everything.
BlaxicanX wrote:Black Templars and Tau became hideously overpowered. Necron players everywhere sold their armies in a fit of rage at how under-performing the Cron dex has become. Really interesting stuff.
I'm sure the misinformation posts are really helpful to the OP guys. :(
AWWWW and I thought he would fall for the price cut gag......its so feasible after all.
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BLACK TEMPLARS - 2000 0RkZ - 2000 NIDZ - WIP STEEL LEGION - WIP
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![[Post New]](/s/i/i.gif) 2012/10/10 21:46:34
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Jaon wrote:Hey guys,
Been a long time since I've posted on dakka, long story short life and money got in the way of my 40k gaming, but Im getting back into it !
I haven't seen the new rules yet (was a 5th edition player) and obviously haven't read up on any new enemy tactics, and I'm just looking for an overview of how the meta has changed and what armies have become the strongest.
Also where my footslogging GK / Mechanized IG might stand now with the whole allies rule thing going on
As a TL;DR: Night fight is very prevalent, vehicles are easier to kill than they have ever been in 40k's history, flyers are very powerful, power weapons are now differentiated and have different S and AP's, wound allocation is now closest model, we now have Fantasy style challenges, there's a weak Overwatch mechanics, and you cannot assault from reserves at all without a special rules saying otherwise.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2012/10/10 22:07:00
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Gore-Soaked Lunatic Witchhunter
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The biggest changes are the increased fragility of vehicles and the increased speed of the game. Armies tend to try and implement flyers, bikes, and jump infantry a lot more than they used to; the old 5e everybody run forwards and beat on other people in a stationary blob of beating is out.
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![[Post New]](/s/i/i.gif) 2012/10/11 14:24:21
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Devestating Grey Knight Dreadknight
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Looks like I'm dropping my nerfed GK and Picking up my old Ultramarines and Imperial Guard then, THANKS FOR THE HELP GUYS!
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![[Post New]](/s/i/i.gif) 2012/10/11 14:29:33
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Badass "Sister Sin"
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I wouldn't say that GK are 'nerfed'. Less powerful than their height in 5th? Sure. Still a great codex though.
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![[Post New]](/s/i/i.gif) 2012/10/11 14:33:39
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Imperial Guard Landspeeder Pilot
On moon miranda.
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Yeah, GK's are still probably #2 or #3 on the totem pole, they just aren't the clear #1 they were. I wouldn't drop them just because of that. About the only book I'd put clearly ahead of them is Necrons, and I think they're still more competitive than the new 6E chaos marine book.
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IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts. |
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![[Post New]](/s/i/i.gif) 2012/10/11 15:14:45
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Captain of the Forlorn Hope
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pretre wrote:Wound Allocation Shenanigans (i.e. the shuffling of unsaved wounds around a squad in a manner which maintains the maximum number of living models) are gone.
This is true.
pretre wrote:Wound Allocation Shenanigans (i.e. the shuffling of yet to be saved wounds around a squad in a manner which maintains the maximum number of living models) are here.
This is not 100% true, you have to shuffle the yet to be saved wounds to the model closest to the Character that uses Look Out Sir. so they all have to go to the same model, until that model dies.
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"Did you notice a sign out in front of my chapel that said "Land Raider Storage"?" -High Chaplain Astorath the Grim Redeemer of the Lost.
I sold my soul to the devil and now the bastard is demanding a refund!
We do not have an attorney-client relationship. I am not your lawyer. The statements I make do not constitute legal advice. Any statements made by me are based upon the limited facts you have presented, and under the premise that you will consult with a local attorney. This is not an attempt to solicit business. This disclaimer is in addition to any disclaimers that this website has made.
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![[Post New]](/s/i/i.gif) 2012/10/11 17:34:55
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Badass "Sister Sin"
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DeathReaper wrote: pretre wrote:Wound Allocation Shenanigans (i.e. the shuffling of yet to be saved wounds around a squad in a manner which maintains the maximum number of living models) are here.
This is not 100% true, you have to shuffle the yet to be saved wounds to the model closest to the Character that uses Look Out Sir. so they all have to go to the same model, until that model dies.
Unless you have multiple models in base contact with the front model.
Either way, we're getting lost in the weeds. The fact is that there is still plenty of ways to move wounds about (although not as crazy as 5th or pre- faq 6th).
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![[Post New]](/s/i/i.gif) 2012/10/11 17:58:28
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Decrepit Dakkanaut
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Jaon wrote:Looks like I'm dropping my nerfed GK and Picking up my old Ultramarines and Imperial Guard then, THANKS FOR THE HELP GUYS!
Grey Knights are still pretty strong, man. While the Wound Allocation stuff isn't the same, they still have some strong builds.
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DA:70S+G+M+B++I++Pw40k08+D++A++/fWD-R+T(M)DM+
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![[Post New]](/s/i/i.gif) 2012/10/12 02:04:10
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Decrepit Dakkanaut
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Furthermore, I think you'd be hard-pressed to find someone who thinks that vanilla marines and imperial guard are comprehensively stronger than GK at the moment. The two other codices have a couple of good things in them (drop pods, vendettas, etc.) but GK has a LOT of good things.
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![[Post New]](/s/i/i.gif) 2012/10/14 13:02:21
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Devestating Grey Knight Dreadknight
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I'd hate to see an Imperial Guard tank line fight my GK :S I'd be smashed, I'm foot sloggers, Spose I could still glance to death.
You guys have me intrigued on the Wound Allocation shenanigans, I might start a thread on it in YMDC to see what people have come up with.
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![[Post New]](/s/i/i.gif) 2012/10/14 13:29:12
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Decrepit Dakkanaut
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GK were nerfed, but still are the top tier army given their ridiculously underpriced upgrades.
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![[Post New]](/s/i/i.gif) 2012/10/14 13:55:34
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Dakka Veteran
Somewhere in the Galactic East
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Ailaros wrote:Furthermore, I think you'd be hard-pressed to find someone who thinks that vanilla marines and imperial guard are comprehensively stronger than GK at the moment. The two other codices have a couple of good things in them (drop pods, vendettas, etc.) but GK has a LOT of good things. *Rolls eyes* The Guard Codex has benefitted the MOST from the 6th Edition change. With Blast Weapons always hitting at full strength, AP 2/1 weapons doing +1/+2 on the vehicle pen chart, Snap Fire, and Rapid Fire weapons being able to shoot the full distance while moving has boosted the army, not including that obnoxious tidbit about the Vendettas being Flyers. Guard are one of the Codicies that can actually contend with Grey Knights (along with Tau) because they have longer ranged guns and all those Force Weapons and Power Weapons mean nothing to a Guardsmen or a Crisis Suit. The Sky is not falling on Guard anytime soon. Jaon wrote:Hey guys, Been a long time since I've posted on dakka, long story short life and money got in the way of my 40k gaming, but Im getting back into it ! I haven't seen the new rules yet (was a 5th edition player) and obviously haven't read up on any new enemy tactics, and I'm just looking for an overview of how the meta has changed and what armies have become the strongest. Also where my footslogging GK / Mechanized IG might stand now with the whole allies rule thing going on Alot has changed, which will need to be digested over the next couple months until people get a good grasp on all that new universal special rules, changes to certain weapons, changes to weapon types, snap firing, overwatch, the list goes on. But what I know for sure is: + Depending on your perspective, Vehicles have less survivability with the introduction of Hull Points, although Glances no longer have a damage table and only takes off a single hull point. Most offensive vehicles and transports have three hull points a piece. Once your tank loses its last Hull Point, its Wrecked. + Flyers have been introduced and are semi-strong against most armies who lack Sky Fire weaponry (Until they get a new Codex), + Psykers now work like Casters in Fantasy. + You can issue challenges like in Fantasy. + There's Focus Fire; which is fantastic.
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This message was edited 1 time. Last update was at 2012/10/14 13:56:27
182nd Ebon Hawks - 2000 Points
"We descend upon them like lightning from a cloudless sky."
Va'Krata Sept - 2500 Points
"The barbarian Gue'la deserve nothing but a swift death in a shallow grave." |
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![[Post New]](/s/i/i.gif) 2012/10/14 15:39:21
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Fixture of Dakka
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Jaon wrote:Looks like I'm dropping my nerfed GK and Picking up my old Ultramarines and Imperial Guard then, THANKS FOR THE HELP GUYS!
Sorry if I am being mean or rude here, but is this a sing of TFG? I mean why did you start GK in the first place? You just playing to just win? I don't understand why you would drop GK without even trying them first. GK nerfed? I thought they were still one of the overpowered armies in 6th.
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Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.
Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?
Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong". |
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![[Post New]](/s/i/i.gif) 2012/10/15 07:04:18
Subject: Blowing off the dust and returning to 40k. Whats changed?
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Decrepit Dakkanaut
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Davor wrote: Jaon wrote:Looks like I'm dropping my nerfed GK and Picking up my old Ultramarines and Imperial Guard then, THANKS FOR THE HELP GUYS!
Sorry if I am being mean or rude here, but is this a sing of TFG? I mean why did you start GK in the first place? You just playing to just win? I don't understand why you would drop GK without even trying them first. GK nerfed? I thought they were still one of the overpowered armies in 6th.
No, he started GK because of the fluff.
....
Hahahaha
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