pogysnacks
Sergeant
Jeremy Plisk ..um Orks>everything else
Posts: 239
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Post by pogysnacks on Jun 28, 2012 18:03:29 GMT -5
The ruleset is like fantasy where big things actually act as big things and smash things, look out sir rolls are present...wound allocation is started with the closest model to the furthest, dreadnaughts have impact hits on the charge..some flyers can evade shooting unless its a designated weapon that can kill them..vehicles have hull points, each time its glanced it loses one, all weapons including cc have ap values (ie. Power sword is ap3).. etc the attachment here is a picture of the book on my lap
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Post by fishboy on Jun 28, 2012 19:34:36 GMT -5
Does it really say if you come in from reserve you can not assult?!?!
So much for WWP armies......?
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Post by hyv3mynd on Jun 28, 2012 20:00:17 GMT -5
What about the part where you can't reserve more than half your army? If that's not FAQ'd my whole DE army is unplayable without major tweaking and reinvestment. It's kinda depressing because I'm about 75% done with the army and I may have to shelf it.
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pogysnacks
Sergeant
Jeremy Plisk ..um Orks>everything else
Posts: 239
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Post by pogysnacks on Jun 28, 2012 20:38:51 GMT -5
I could see them faq'ing that because its not a game breaking tactic..I don't like it either..although I feel like it was intended to prevent something like a handfulbig of vendettas from outflanking.. Also jump troops hit like a hammer now w impact hits
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Post by fishboy on Jun 28, 2012 20:45:23 GMT -5
Aaron you and I are in the same boat. All that time spent on my Coven list and everything I am seeing makes it a useless army....
But again my old Eldar army is looking like a top tier list. May have to shift something to get an Eldar flyer in there but the Pathfinder snipers look top notch.
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Post by professor on Jun 29, 2012 20:27:22 GMT -5
I think the reserves rule is there to prevent people from just playing denial to shorten a game from 5-7 turns to really only 1 or 2 if they are lucky.
I slightly disagree with it given the new reserves table, which really reduces that risk. I do understand though, in some cases it was just not fun to play against an army that stayed off the board for 3 turns while you played solitaire.
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Post by hyv3mynd on Jun 29, 2012 21:05:03 GMT -5
Yeah but without a FAQ it invalidates army builds from multiple codex's.
John Willingham's 7 drop pod space wolves Joe Johnson's (ex) drop pod salamanders Joe and I both built WWP lists Courtney's Autarch Eldar reserve list Deathwing Assault lists Decent of Angels lists Swarmlord lists
In the past months, Courtney and I full reserved in the team tournament, ChrisP full reserved on me on the ToS event, and Kevin full reserved on me in a casual game. It's a necessary tactic to give some armies a chance against those designed to "win if they go first". Imhotek, Vect, and Coteaz just because super valuable in alpha strike lists because without FAQ changes, every army will be forced to offer up half their units.
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MajorSoB
Moderator
The oldest
THE GRUMPY OLD MAN!
Posts: 2,135
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Post by MajorSoB on Jun 30, 2012 1:21:58 GMT -5
Welcome to 6th edition!
So tell me why is this a shock that certain builds "have been invalidated"? Why is this a surprise that you will have to change your tactics and buy new models? Again...
Welcome to 6th edition!
I have been reading over the new rules. Right now I feel mostly indifferent towards them. I don't think they are the best product that could have been made but they don't totally suck butt either. I expected big changes and they are there. I expected to find some things that I disagree with and they also are present. I also expected the rules to benefit GW and give their core players excuses to update and rework their armies and I can see many rules that point towards this. What I didn't expect was clear and concise rules that cover every situation neatly and resolve all the problems that the previous editions of this game had. What you are looking at is Warhammer 6th edition, which amounts to a Frankenstein creation of previous versions mixed with Warhammer Fantasy rules with a dash of flyer, allies, and terrain goodness sprinkled in. Will there be timely FAQ's released to clear up questions and concerns, I doubt it. Ultimately there will be a few FAQ's released that will address some concerns but don't expect them in the next few weeks or even months.
You know I used to scoff at GW when the powers that be would claim that 40K was only a beer and pretzel game designed to be played for fun not competitively. My feeling from my first read is that this was their target when they designed this edition. I can see this game being fun and allowing the player to use their favorite models together in a game. I can see strange and funny things happening as well. Overall I think that this should be a fun edition. What I think will suck is when this game hits the tournament scene and everyone begins tinkering with it, you know..."you can bring this but can't bring that, this is how we will play terrain and allies, and our missions (not the ones that the game was designed around) will be the following". Play this game and have some fun. Stop Math Hammering the crap out of it and role some dice. Push your toys around and smile.
Oh yeah, props to GW. I got a cool servo skull that I can use as a ruler!!!! Hey Special, you getting one?
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pogysnacks
Sergeant
Jeremy Plisk ..um Orks>everything else
Posts: 239
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Post by pogysnacks on Jun 30, 2012 5:00:20 GMT -5
Playing it out..necrons are unbelievable gauss is great again..and I think the playing field is intended to level out as they produce the updated army books pending any more matt ward releases ...the trend if they follow the concept for fantasy is to glance the game rules out with updated army books made for the edition (I.e ogres, orcs, vamps, empire) look at the differences between them and the older. Fantasy books..well probably see a similar change in the 40k codices
Beer and pretzel game? Id agree, maybe considered so because recent editions had a point and click mentality, this one not so much, movement is super important, and so is model placement..moreso than before I like the changes plays smooth and transitions from phase to phase like fantasy now..hopefully its not gonna end up like that 5th ed garbage
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Post by ccourtney on Jun 30, 2012 6:53:50 GMT -5
6th edition FAQ's are up on the GW website
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Post by grubnards on Jun 30, 2012 6:54:52 GMT -5
Well, give GW something for releasing FAQS this morning. Just started reading them but DE wwp players are not going to be happy. Units coming out of a wwp cannot assault (pg4)
Looks like eldrad is a level 4 psyker and ahriman is a 3.
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Post by fishboy on Jun 30, 2012 7:08:37 GMT -5
Guys maybe I am just reading what I want but I dont see anything that states Force weapons cause ID....what am I missing?
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Post by hyv3mynd on Jun 30, 2012 7:20:01 GMT -5
Yeah, must deploy half your army, units outflanking and arriving via WWP cannot assault. Looks like the army I've been working on for the past 7 months is 100% unplayable now.
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Post by ccourtney on Jun 30, 2012 7:53:06 GMT -5
Page 37 Under "Force"
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Post by ccourtney on Jun 30, 2012 8:36:09 GMT -5
Man it looks like transports REALLY took a huge hit.
- You can't assault out of a vehicle at all regardless if it moved or not, unless it has an assault ramp or is open topped.
- Even if it does have an assault ramp / open topped you only can disembark if it moves 6" or less. (With the 2d6 assault this is not really that bad)
- For the rhino assault lists you will move forward turn 1. Move forward 6 and disembark turn 2. Then be able to assault turn 3?
- You can move right up next too a rhino filled with beserkers now, with no fear of them comeing out and assaulting you?
- It almost seems like you want to drive your assault unit up in it's transport right in your opponents face, NOT blow smoke, in hopes that they destroy it and you can get out and assault them the next round?
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