Some new 6th rumours, how would they effect us?
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Post by kurbutti on Jun 23, 2012 19:13:25 GMT
Let the good times roll. Can't wait to get my hands on the latest WD (let alone the actual rulebook). Damn midsummer madness. Such inconvenience... Edit: I'd be willing to bet that named characters and unique units that have psychic powers are not allowed to switch out their psychic powers - thus Doom, SwarmLord wouldn't get it, but then, neither would Eldrad... Just speculatin' 1.bp.blogspot.com/-7IjaD2bZVt8/T-SF_NCdOHI/AAAAAAAAGOA/pfwDdmnCWNY/s1600/Scan010002.jpgFirst paragraph. If Meph gets them, I see no reason why Swarmy can't.
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Post by webebuggin on Jun 23, 2012 19:33:28 GMT
Yeah I think Amy psycher will be able to swap powers. Also reading white dwarf it def sounds like rage gives +2 attacks and fleet and jump infantry can rerolls assault/charge
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Post by rpricew on Jun 23, 2012 19:46:13 GMT
Just looking over the promo video for the official release and it shows a vehicle type of "Chariot".
Does anybody know what would classify as a chariot? 1:21 of the Official Pre-Order Video.
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Post by hacknslash on Jun 23, 2012 22:31:03 GMT
Chariots probely are for one model transports (necron com barge/ deamon upgrades) pure guess though. My biggest worry right now is flyers and zooming can't be assaulted and needing 6's to hit with what little shooting we have(not everyone uses hive guard and even if you do, do you want to waste it on a flyer or a transport?) how the hell are we going to stop them? I'll reserve final judgement until I read ALL the rules.
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Post by Davor on Jun 23, 2012 22:57:56 GMT
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Post by webebuggin on Jun 23, 2012 23:21:20 GMT
Lol KILL ALL XENOS...OR ALLY WITH THEM WE ARE NOW OK WITH THIS BECAUSE IT SELLS MORE MODELS
Oh and as far as hitting fliers well I'm pretty sure gargs with adrenal can rip anything out of the sky that dares to approach
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Post by omnivore on Jun 23, 2012 23:37:17 GMT
Well. Hmm. I can't say I like this ally business and I am not talking solely as a Nid player. I used to play MTG and I still play Everquest. In MTG we had colors and in EQ we had classes. All had their own feel and strengths and weaknesses. Over time, there began to be more and more of a drift towards giving one faction/class the abilities of another. Some of the uniqueness of the factions sort of died, and the strengths and weaknesses that made them characterful disappeared. I guess I am just a purist; if I play an army I want to play THAT army and not something else.
What worries me is the unfortunate and inevitable trend toward optimization. In any codex there are entries that are not competitive. They rarely get used. Now we have the ability to mix and match across codices! Take a look at a Space Marine tac squad. They have 1 normal attack, bolters, and vet sarge a power fist. Now compare that to a troops unit of GK who wield I6 force weapons, storm bolters, and a sgt that casts hammerhand.
Purist codices and lists, like mech guard won't waste their points on CC specialists. Where is gets problematic is the generalist armies/books. If you have an army with some CC and some shooting and some high movement entries, its guaranteed some of them will be good and some less good. Now you, as a generalist, can use allies to *replace* the less than stellar entries in your book with stuff that is much better.
It appears that unless you are a Tyranid, you can get access to virtually anyone's units, albeit with some minor restrictions based on how much the two armies trust one another. Tyanids having no allies is very fluffy; and I applaud the designers for realizing this, but some of the apparent allies are such terrible match ups fluff-wise that it leaves me wondering what they were thinking when they thought about the fluff in the 1st place.
But we Nids are safe from losing our army's character! We don't need the Hydra flack cannons and Grey nights and Vendettas and the like! We're gonna go it alone! We cannot ally or grant allies!
Good thing too cuz if we *could* ally we'd see Pyrovore squads in every army everywhere!!
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Post by Davor on Jun 23, 2012 23:38:16 GMT
So since Tyranids can't ally up with anyone, does this mean that GW doesn't want to sell Tyranid minis? Talk about selling lots of minis, just imagine a Tyranid/Ork Horde army. Not talking about game wise, but buying painting putting it together wise. That would be insane.
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Post by fragile on Jun 24, 2012 0:35:17 GMT
My next warband will be an Orc one. The Carnifex/Orc crossover in the converting section convinced me. Im gonna have orcs riding carnifexes for my Killa Kans..
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Post by malebranche on Jun 24, 2012 0:59:04 GMT
Im pretty happy that we dont have allies. Even though im glad GW completely forgot the concept of Genestealer cults, I cant stand the thought of running towards an IG gunline and being assaulted by genestealers.
Any word on rending yet?
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Post by rpricew on Jun 24, 2012 2:45:04 GMT
Something I haven't seen is a lot of talk about these Fortifications. Adding an armor 14 Bastion, skyshield landing pad or whatever else they have to your army creates unique challenges to the game. Will Tyranids be able to or even want to? Are we going to get Aegis defense lines to grant us cover saves?
What about the Mysterious Jungle which could do a whole bunch of nasty things to us? Also, jungles only granting a 5+ cover save now... With only ruins giving 4+ cover will change how the boards are set up.
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Post by coredump on Jun 24, 2012 3:58:12 GMT
Also I don't get his, choose from the psychic disiplines. So we can choose a disipline for each psychic we have and or powers we have. So say we have 1 HT and a BL. So does this mean we can use any psychic powers that the HT or BL has OR we can use 4 (since they have 2 psychic powers) from the psychic disiplines. From what I can deduce from various sites..... For each model, you can choose to use their codex powers, or trade *all* of their codex powers from some in the rulebook. If you decide to use the BRB powers, you pick one of the 3 disciplines we have access to. This is where it gets iffy, either.... For every codex power you have lost, you can roll for a BRB power of that discipline, or... You get a set number of rolls for the BRB powers regardless of how many codex powers you gave up. Also, you can choose for one HT to give up codex powers for Biomancy, and then the other HT can keep the codex powers, or trade for biomancy or one of the other two BRB disciplines. Also, instead of rolling for one of the 6 randome BRB powers, you can choose to take the 'default' power for that discipline. I have not heard anything about how this works with a unit of psykers... ala zoans. (IOW, does the entire brood do the same thing, or can you mix and match. If you can mix and match, it does some funky things for IG.)
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Post by bigpig on Jun 24, 2012 4:06:27 GMT
Coredump is likely right on with this. Based on what I've read so far in the WD, they are going very similar to WFBs magic system with the introduction of lores and signature powers. In that system any particular mage can only cast from one discipline (except for rare powers with high costs that allow mages to choose from multiple disciplines). With that in mind, you will not be able to swap out on power (ie: the horror) for a roll on another chart. You will most likely have to lose ALL your powers from the Tyranid Lore in order to gain others (based on mastery level) from one of the core lores we have access to.
With this in mind, I think the only viable choices to do the swap are the shooty tyrant, broodlord, and maybe the doom. Depending on play style, giving up Catalyst would be a huge loss in all but the spammiest of multiple tervigon lists. Losing warp blast (not warp field which is an ability not a psychic power) would be interesting in zoanthropes to create support zoans maybe? It would be even better if you could select different disciplines for individual models in the unit.
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Post by coredump on Jun 24, 2012 4:07:02 GMT
Chariots probely are for one model transports (necron com barge/ deamon upgrades) pure guess though. My biggest worry right now is flyers and zooming can't be assaulted and needing 6's to hit with what little shooting we have(not everyone uses hive guard and even if you do, do you want to waste it on a flyer or a transport?) how the hell are we going to stop them? I'll reserve final judgement until I read ALL the rules. OTOH, not sure how dangerous those flyers are while flying. Also don't know how disembarking works. IOW, do you Hover this turn and disembark next turn, or do you Hover and Disembark on the same turn. (You have to Hover to disembark passengers, and it means you are treated as a fast skimmer, not a flyer.) There is also something about a flyer can't pivot when it moves, and it may have to move a set amount while flying. (like 18") And if you *do* shoot down a transport while it is flying... every model inside takes a S10 hit, nor armor saves allowed. And remember, they have to come in from reserves. So in reading rumors on other sites, I am missing where we know all these special rules for flying Hive Tyrants. I see a sections about flying vehicles, but do we know that Hive Tyrants get the 'can only be hit on 6's' flying rule? Do we think there will be any changes to Gargoyles, or will they remain jump infantry? One of the rumors (I think corroborated) Is that flyingMCs get many of the abilities as does a flyer. (Like that 'move 24" D3+1 attacks' thing)Exactly what that means, is still a bit of a mystery. I see no reason to suspect gargs will change from being JI. Final note: For the GW page about allies, think they should have included the Tyranids. And when you clicked on it, it to you to the Nid section....
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Post by coredump on Jun 24, 2012 4:10:11 GMT
I'm just in to say YIPPIKAYEY!!! VEHICLES GOT A HUGE NERF!!! I WILL OWN 6TH EDITION!! Ahem. A Glancing hit remove one hull point. A Penetrating hit also removes one hull point, plus you get a roll on the damage table. Once hull points are reduced to zero, the vehicle is destroyed. Which is a HUGE NERF to vehicles. About bloody time! Somewhere I talked about my confusion about glancing hits. Since it seems that there are different damage tables based on the AP of the attack, it got really confusing to integrate glancing hits. But if a glancing hit has no effect, except to remove a hull point; it makes much more sense now. And yes, this is *huge*. Not only does this do a lot for us, but for many other armies; changing the meta a lot.
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