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Post by hyv3mynd on Jun 30, 2012 9:06:38 GMT -5
Assault in general I feel.
Multi-assaults remove bonus attacks and furious charge?
You get shot before assulting now and have to remove from the front, putting you out of assault range more often? Good luck even surviving to make assault against a unit with 4 flamers.
Rapid fire can move and shoot 24" so assault infantry take more casualties on the way in.
5+ cover 5+ FnP affects assaulty armies more than shooty.
Challenges will be rock paper scissors for characters.
I do like the new assault ranges and MC rules. Will have to see how it balances out today. I love the prospect of not seeing 9+ vehicle lists anymore also! Got the Nids and GK in the car. Who wants some ;D
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Post by ccourtney on Jun 30, 2012 9:55:40 GMT -5
The FAQ for the night scythe makes them really good now also. A stormraven or Valkyrie / vendetta can only move 6" and disembark it's troops, but the night scythe can move up to 24" and disembark them with full effect, or up to 36" and they can still disembark and snapshot.
I agree with you about assaults in general getting a huge minus now that all these outflanking Genestealers, Space wolf scouts, outflanking Dreadknights and webway armies cannot assault on the round they arrive. Heck even scouting and infiltrating units cannot assault in the first turn.
Looks like the key to 6th is going to be firepower, open topped transports and jump infantry.
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Post by professor on Jun 30, 2012 11:38:20 GMT -5
Still waiting on my copy of the book - I am surprised that assault was weakened it seems with these changes - given that assault armies were generally less powerful than shooting in 5th ed as well.
Night Scythes also protect the occupants from that S10 hit that fliers put into their passengers too.
I am really looking forward to seeing how Fearless has changed - 30 man Boyz squads just got a huge buff if combat res casualties are out and that more than anything is a nerf to multi assaults.
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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 12:33:57 GMT -5
Challenges can save your characters ass if they work like fantasy, it effectively removes him from combat...for instance: space marine chapter master vs 5 zerkers that charge: issue challenge, 1v1 now rather than 20I attacks vs him..so chapter master wrecks solo dude, and all the carry over wounds count towards res..just consider that..the rules nerd some stupid combos yet they do gimp others..minus Crons it seems..who just got better than the field
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Post by hyv3mynd on Jun 30, 2012 19:26:03 GMT -5
Played against Joe's DE and Rob's IG+GK.
I think DE got shafted harder than Nids, at least the WWP/assault lists.
Shooting is better with rapid fire change, overwatch.
Assault can be better but there's a huge learning curve with the new allocation rules. Getting into assault will be harder but assault specialist units will do better.
Psykers are huge now - my s7/t7 EW broodlord was funny Jump infantry and good Necrons in 6th are more broken than GK in 5th IMO
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Post by warmasterprimus on Jun 30, 2012 21:32:52 GMT -5
The stores down here are awesome and won't have the rulebook until well into next week.
Any cool fluff advances/changes?
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Post by shaun on Jul 9, 2012 13:03:21 GMT -5
I noticed that drop pods and the like don't count towards the number of units you can put in reserves so the all drop pod armies are still viable. The only problem is with any independent characters as they don't count with the unit you attach them too. As such, there may need to be a unit that starts on the table if there are 2 independent characters in the list.
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Post by Horst on Jul 9, 2012 14:22:07 GMT -5
If only I could take fliers as dedicated transports, then I could do an all drop/stormraven BA army alas, I cannot though, 2 squads of scouts with a techpriest to fortify terrain wouldn't be a terrible thing to plop down.
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Post by skyth on Jul 9, 2012 15:41:50 GMT -5
The changes to rapid fire (ability to move and shoot to full effect) along with the ability for heavies to snap shot if you move almost make the game worth playing now I've always been a fan of mobile firepower and the lack of it is one of the biggest things that killed 5th for me.
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Post by fishboy on Jul 9, 2012 16:01:22 GMT -5
Fliers have the Skyfire special rule so they only hit fellow fliers with their BS and ground units at BS1. Orks have wargear that they hit ground units at +1 BS putting them back to their magical BS 5 hehe. This makes flyers that can not hover not as good against Ground forces.
Shaun that is a pretty interesting tidbit you picked up about the IC's and the DP list.
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robm
Marine
Posts: 63
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Post by robm on Jul 9, 2012 17:17:28 GMT -5
Fliers have skyfire if they choose at the start of the phase, not all the time.
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Post by fishboy on Jul 11, 2012 10:17:53 GMT -5
It says they can choose not to use it but still count as having it. To me that means you can choose to shoot at flyers at BS1 (why?!?!) but still count as having the skyfire rule so stuff on the ground is still BS1. Am I reading that wrong?
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robm
Marine
Posts: 63
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Post by robm on Jul 11, 2012 12:58:44 GMT -5
Yes you are. At the start of the phase you choose sky fire (full bs against fliers, bs 1 against ground) or no skyfire (full bs against ground, bs 1 against fliers). It doesn't really matter for most fliers, you just treat it as it gets it's full bs against whatever it's shooting at. It only really comes into play with something that can split its fire, such as a stormraven.
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Post by fishboy on Jul 11, 2012 20:26:52 GMT -5
After reading it about 3 times it clicked. Your right Rob.
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