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Interesting changes in 6th

Started by Meals, June 30, 2012, 08:35:59 am

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Meals

June 30, 2012, 08:35:59 am Last Edit: June 30, 2012, 11:22:19 pm by Meals
Hi guys, I think we're all gonna need this so that we can learn together how to play 6th Ed, now its among us.

So some interesting but maybe not obvious changes to 6th:

1. Two Pistols = 2 shots. Gangsta!
2. You cannot assault out of vehicles unless it has assault ramps!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!! Don't matter if its moved or not. Yes, that means you have to get out of a rhino the turn before your planned assualt. Otherwise you'll only be rapidfiring. Along with Rhinos being somewhat like cardboard = me thinking vehicles are gonski....
3. No assaults first turn, from Scouts or Infiltrate (better be packing melta in your alpha strike)
4. No assaults from Outflank, sorry Lee...
5. Hammer of Wrath is only models in base contact
6. Searchlights are really good now with Night fight everywhere.
7. Beasts can go in buildings again, no Dreads or MCs though, (unless you agree it with your opponent)
8. Only the models that move count as moving, ie run your special weapons forward while the heavy still shoots :D Guard blobs eat your heart out....
9. Furious charge is only strength no more Initiative boost
10. Gets hot affects vehicles now. 4+ to avoid the glancing hit. Massive impact, considering how fragile vehicles are anyway...
11. Dangerous Terrain now allows armour saves. Termies and Assault marines are gonna love that!

More to come as I notice them. Feel free to add your own.

Now for some interesting strategies we came up with today.

1. Using vehicles to make sure all you can see is the special/heavy weapons. Then thats all you can kill, depends what you're shooting with but this will be key.
2. Focus Fire is gonna be hugely important for reasons as above, also using it to split units in half forcing them to move back into coherency
3. Necrons glancing is horrendous! had a squad of 5 warriors rapid fire a rhino to death in one turn... Tau are gonna be similar with S5 rifles.
4. Look out sir is pretty damn good. Wound allocation shenanigans abound from it (you can dump the wound on any dude within 6" not just the closest one... think that through in regards to Paladins, Nobs etc.)
5. you have to be really careful where you leave the special guys. Kept losing meltas, Wolf Standard, Wolf guard due to not paying attention. It also makes movement for your shooting really important, as alluded to in 1. and 2.


Thats all I've got for now, but I have some exciting Saturday night reading to do  :cool3:
There is no problem in life that can't be solved with Heroic Killing Blow:
Plague Furnace, Abomination, Hydra, Wyvern, Arachnarok, Engine of the Gods, Zombie Dragon, Vargulf, Hellcannon. To be continued...

If we assume that there are infinite universes, then in at least one of them, I'm banging Emma Watson. Awesome!

Garzini

all interesting looking stuff :)
Charge.  Flee.  Your Turn.

jackhoneysett

Loving the book, spent ages this morning just looking at the fluff and the beautiful artwork - the foldout doublepage pictures are stunning.

Just spotted:
- if you charge multiple units, you don't get the +1A bonus
Interesting change, will make you think hard about combi charges.

For the eldar players:
- witchblades are now S9+2D6 against vehicles rather than 1D6
But then vehicles will become rare i think, with so many auto glancing weapons (swooping hawks ftw, eh Jimbo!!)

The no assaulting from a tank is gash, makes transports only really useful for shooting squads.

Meals

Added a new one, Dangerous Terrain allows armour saves...
There is no problem in life that can't be solved with Heroic Killing Blow:
Plague Furnace, Abomination, Hydra, Wyvern, Arachnarok, Engine of the Gods, Zombie Dragon, Vargulf, Hellcannon. To be continued...

If we assume that there are infinite universes, then in at least one of them, I'm banging Emma Watson. Awesome!

fatolaf

I had to give my rule book to Gary as the special edition has not turned up yet  :cry:

lagar312

QuoteI had to give my rule book to Gary as the special edition has not turned up yet 

In exactly the same boat... given we order the book as soon as the advanced order went up why oh why can't GW deliver on the day they're supposed to....

jackhoneysett

Quote from: fatolaf on July 01, 2012, 11:29:20 am
I had to give my rule book to Gary as the special edition has not turned up yet  :cry:

Was relying on you knowing the rules this Thursday! ;-)

Might have to read them properly myself now!

roland murat

Quote from: jackhoneysett on June 30, 2012, 01:17:28 pm
Loving the book, spent ages this morning just looking at the fluff and the beautiful artwork - the foldout doublepage pictures are stunning.

Just spotted:
- if you charge multiple units, you don't get the +1A bonus
Interesting change, will make you think hard about combi charges.

For the eldar players:
- witchblades are now S9+2D6 against vehicles rather than 1D6
But then vehicles will become rare i think, with so many auto glancing weapons (swooping hawks ftw, eh Jimbo!!)

The no assaulting from a tank is gash, makes transports only really useful for shooting squads.

Assault vehicles still allow the charge if disembarking. Land raiders and the like are unaffected as are open top vehicles such as Ork Trukks
Bought: 20
Painted: 11

Boo at Deathwing. Boo!

Angelus Mortifer

Some additional ones for you:

There is no 2" disembark from vehicles anymore. You now measure from the access point and disembark your full move, so 6". Drop/Spore Pods just got a major bump up because of it. Inertial Guidance remains the same allowing 6" deployment and either Run >6"/shoot.

Emergency Disembark doesn't automatically kill the whole unit if you can't place the models. So not always possible to destroy an embarked unit by surrounding and wrecking the vehicle. Depending on enemy placement around it (and there's still the 1" rule as a barrier against enemy models) only those that cannot be placed are removed as casualties. The survivors get their 6" move to disembark.

Fast Vehicles also got a boost:

- Remain stationary (fire everything, pivoting doesn't count as movment)
- Move >6" (fire everything)
- Move 6.1"-12" (fire two weapons at normal BS, Snap Fire the rest at BS1 - normal vehicles can only get 1 weapon at normal BS)
- Flat Out 12.1"> (you forgo shooting to move again in the Shooting Phase. Normal Vehicles get an extra 6", Fast Vehicles an extra 12")

So Fast Vehicles can move 24" a turn if they don't shoot!!
"Sanguinius. It should have been him. He has the vision and strength to take us to victory, and wisdom to rule once victory is won. For all his aloof coolness, he alone has the Emperor's soul in his blood. Each of us carries part of our father - Sanguinius holds it all." Horus

Angelus Mortifer

Also, just to add to yours above Jimbo - you can only move 6" and disembark now, not 12".
"Sanguinius. It should have been him. He has the vision and strength to take us to victory, and wisdom to rule once victory is won. For all his aloof coolness, he alone has the Emperor's soul in his blood. Each of us carries part of our father - Sanguinius holds it all." Horus