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Post by Horst on Jan 11, 2012 13:38:08 GMT -5
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Post by grubnards on Jan 11, 2012 14:05:51 GMT -5
Yeah, I'm skimming through the document now and it looks pretty legit to me. Not sure how much of this will make the final cut but it looks pretty promising.
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Post by professor on Jan 11, 2012 14:29:32 GMT -5
Read through it as well, looks interesting. A lot of changes overall in the document and there is an associated document that has codex updates as well.
This is either an awesome forgery, or has some legit stuff in it. As a Daemon player I like the no DS scatter outside of 18" of the enemy, all reserves arrive on Turn 4 at the latest and you can 'group' reserves together into a strike force so they all come in at the same time (like an apoc formation). Finally, you can throw up to 3 reserve dice at a single unit.
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Post by Horst on Jan 11, 2012 14:35:32 GMT -5
Read through it as well, looks interesting. A lot of changes overall in the document and there is an associated document that has codex updates as well. This is either an awesome forgery, or has some legit stuff in it. As a Daemon player I like the no DS scatter outside of 18" of the enemy, all reserves arrive on Turn 4 at the latest and you can 'group' reserves together into a strike force so they all come in at the same time (like an apoc formation). Finally, you can throw up to 3 reserve dice at a single unit. you know.... if GW's official release doesn't work for us, we could always say screw this and just use these rules
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Post by fishboy on Jan 11, 2012 16:08:25 GMT -5
The way they are written is making my head hurt. The placement and references to rules is all screwed up too....must be the real thing hehe.
My Eldar are going to do well in this rule set and my DE will fare well also. Raiders can only be hit on a 6 unless you are within 12" of them....cooolio heh.
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Post by grubnards on Jan 11, 2012 16:29:14 GMT -5
Joe, I was thinking the same way about the layout... No rhyme or reason to it so it must be legit!
A lot of the way they are listing special rules mirrors exactly what they did for Warhammer Fantasy so I wonder if the hardcover book will be as equally massive in size and price?
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nutter
Sergeant
Ben "Ginger Gotee" Lucko
Posts: 304
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Post by nutter on Jan 11, 2012 17:18:39 GMT -5
Well Necron destroyers make Sense now......
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Post by fishboy on Jan 11, 2012 18:14:40 GMT -5
After reading through it a few times I am noticing a lot of things that did not change so it is not an entire "rewrite" that you are seeing on some sites. I will say that the new DS rules mean the sallimanders will be going up on Ebay soon. The movement amount changes are wild as well. It will be interesting to see how this plays out but I think guard armies will be popular as well as bug and horde armies. Fearless ork hordes are going to have a lot of punch the way I am reading this.
You necron guys who want to take all the flyers as dedicated transports better watch out.....Same with some of the guard stuff ;D
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nutter
Sergeant
Ben "Ginger Gotee" Lucko
Posts: 304
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Post by nutter on Jan 11, 2012 20:30:16 GMT -5
ok not a fan of all the apoc reference,but we knew that was coming Mech is still nasty. and monoliths are real nasty under this,-3 to dmg charts if it sconsidered a super heavy.;.... we we see
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Post by hyv3mynd on Jan 11, 2012 21:45:49 GMT -5
My Tyranids approve of this document.
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Post by fishboy on Jan 12, 2012 11:55:06 GMT -5
After discussions with several groups we are growing more skeptical that this is the final 6th ed rule set. Some of this may make it in but I would not plan on building armies to these rules until more reliable leaks are known.
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Post by Staff on Jan 12, 2012 14:26:40 GMT -5
If that Preferred enemy thing works on ranged attacks I'm gonna have to start upgrading my long fangs with a Wolf priest, that way I can choose what type of unit I get preferred against at the start of the game (horde orks= infantry, mech guard= tanks, etc) and I can move the priest from pack to pack depending on who needs the buff most.
So if they make "to hit" rolls based on movement speed then I know a few heavy weapons that will still be hitting those cute little hover tanks and speeders on 3's regardless. This might finally make long fangs good
Cry some more
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Post by bromento on Jan 12, 2012 14:28:20 GMT -5
Did anyone else notice slight Warhammer Fantasy references? Like Psychic mastery Levels and Movement values?
I as browsing through the Chaos Codex portion and it says Ahriman has a Sorcery Master Level of 3 and also a Model with wings has a movement value of 9.
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Post by fishboy on Jan 12, 2012 15:25:37 GMT -5
Jump packs/wings are referenced as 8 on one page and 9 on another. Everything else jump wise was 8 so I am betting it is an 8 inch. Beasts kinda got nerfed in their movement but I am still looking for Fleet references and their affect.
Edit: Apparently GW is going to release something officially stating these are not GW rules
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Post by Horst on Jan 12, 2012 16:51:36 GMT -5
If that Preferred enemy thing works on ranged attacks I'm gonna have to start upgrading my long fangs with a Wolf priest, that way I can choose what type of unit I get preferred against at the start of the game (horde orks= infantry, mech guard= tanks, etc) and I can move the priest from pack to pack depending on who needs the buff most. So if they make "to hit" rolls based on movement speed then I know a few heavy weapons that will still be hitting those cute little hover tanks and speeders on 3's regardless. This might finally make long fangs good Cry some more Blood Angel Librarians giving unleash rage to rapid firing sternguard squads could be deadly.
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