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Post by gigasnail on Jun 13, 2012 23:49:36 GMT
Inquisitor Stingray: yeah, that's it. gloomfang: just because we have a bunch of them doesn't mean they'll be able to do anything worthwhile. i mean, i'm hoping it won't suck compared to what other armies can field, but i've been playing long enough to know what to expect. i'll certainly be eccstatic to be wrong on this one, though.
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Post by Davor on Jun 14, 2012 1:40:22 GMT
OH come one people. Assaulting before shooting is not the end of the world. Please have an open mind and try it before complaining. How long do we have to be playing 3rd edition for? Geez how long are we going to be doing, You move, I move etc etc, move shoot assault? My god, we either keep playing 3rd and not even bother with a new edition. I AM SICK AND TIRED OF PAYING FOR "TWEAKS". Give us something game changing and exciting. I am all up for the move assault shoot. Wow maybe actually playing the game a bit different can be fun?
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Post by gigasnail on Jun 14, 2012 3:40:03 GMT
also remember at this point, everything is stilllllll rumor. that 'leaked' press release still hasn't been released. we've seen nothing from GW. no one knows where this is going.
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Post by biomassbob on Jun 14, 2012 15:35:29 GMT
I only hope that GW decides that a balanced game is a good idea for all players and along with rigorous playtesting of the new rules - they issue a full errata for each army that not only adjusts things for changes with 6th but fixes rules/stats/units that did not work effectively because of poorly written rules/poor point costs, etc. What a perfect time to fix the pyrovore, trygon tunnel, rippers, etc if the new rules do not already correct them - lets get some good internal/external balance with the armies. That way a player should be able to field most any unit in their dex without feeling that they just screwed themselves.
Gotta have a dream.
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Post by nalathani on Jun 14, 2012 15:57:28 GMT
Changes to Psykers is something I find intriguing. We are so different from marine Psykers, hell we are different from every other army in that we can have Psykers in troops, not just HQ or Elites.
If someone Psykers are given a game-wide boost in utility that is great news for our Broodlords, as they don't cost much and can be anywhere on the map thanks to Infiltrate.
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Post by emoge on Jun 14, 2012 18:32:43 GMT
Changes to Psykers is something I find intriguing. We are so different from marine Psykers, hell we are different from every other army in that we can have Psykers in troops, not just HQ or Elites. If someone Psykers are given a game-wide boost in utility that is great news for our Broodlords, as they don't cost much and can be anywhere on the map thanks to Infiltrate. Grey Knights can field Psykers as troops as well.
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Post by Inquisitor Stingray on Jun 14, 2012 18:40:02 GMT
I'm not too keen on the Psychic Devastation thing, but as has been said, there's little to be known about it so far. If I recall every army barring Dwarves have access to Magic in Fantasy, but I'm curious about how this will change the internal/external balance of 40K. Neither Necrons nor Dark Eldar have Psykers so how will they fit in? Ah well, it's only a few weeks before I get my claws on the new Rulebook. Hopefully everything will make sense by then.
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Post by Voice of Reason on Jun 14, 2012 20:03:03 GMT
nor Tau... and I would be a little surprised to see the Tyranids falling into the same disciplines as the rest of the galaxy...
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Post by Lanesend on Jun 14, 2012 22:17:17 GMT
If this all is true, I would think that Tyranids have a discipline all of their own. I mean, Tyranid psychic powers are more some kind of 'abuse' of the warp, instead of manipulation of the warp? Or was that in an older codex?
Anyhow, all codexes are said to get extensive errata's, so it would be possible that the codexpage with psychic powers gets re-written completely. Maybe the powers will also become tiered in power or range or something.
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Post by nidzy on Jun 14, 2012 22:46:49 GMT
If this all is true, I would think that Tyranids have a discipline all of their own. I mean, Tyranid psychic powers are more some kind of 'abuse' of the warp, instead of manipulation of the warp? Or was that in an older codex? Aren't nid psychic power suppose to represent the creature harnessing some small part of the "gestalt will of the hive mind" or something like that? Maybe I am taking that quote from the wording on Synapse... I keep trying not to think about being excited about this in hopes the time will go by faster until the 23rd, but here I am, sitting at work and writing a post the TTH instead of working...oh well, I would probably be wasting time in some other way if not here:)
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Post by Inquisitor Stingray on Jun 14, 2012 22:58:20 GMT
As has been said, Tyranids do not draw power from the Warp, but rather from the Hive Mind itself. As stated in the latest codex:
"Many Tyranid creatures are also Psykers. They do not draw power from the Warp in any fathomable way, but rather they harness a fraction of the Hive Mind's gestalt will."
The weird and poorly thought-out wording of the Zoanthrope fluff somewhat contradicts this however. But that's Cruddace at his finest.
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Post by gloomfang on Jun 14, 2012 23:56:19 GMT
As has been said, Tyranids do not draw power from the Warp, but rather from the Hive Mind itself. As stated in the latest codex: "Many Tyranid creatures are also Psykers. They do not draw power from the Warp in any fathomable way, but rather they harness a fraction of the Hive Mind's gestalt will." The weird and poorly thought-out wording of the Zoanthrope fluff somewhat contradicts this however. But that's Cruddace at his finest. I always thought it worked like with the Orks. They are "hive mind" as well. Their minds and energy forces the warp to do things like make stuff that shouldn't work, work. So we have the Hive Mind and they have The WAHGGGG!!!. Same difference I guess.
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Post by Davor on Jun 15, 2012 0:15:01 GMT
From what I gather, we all still have our Race Specific Psychic powers that we have. We either pay for them or pick them just like Usual. We can cast them when ever we want. BUT if you want, you can also use a Generic psychic powers (or what ever they will be called for non psychic races like Tau and Necrons) that will be General psychic powers that we can choose to use, but need to roll a random D6 to get them.
Maybe that is what Psychic Mastery levels will be. Level one can case the basic genaric powers. Level 2 can cast a basic generic spell and a NORMAL racial psychic power.
Or maybe Level one lets us cast our normal psychic powers and Level 2, will let you cast an addiontal generic power that is random on a D6.
Only guess. I guess we will all be buying that PoS what they don't call an Advertisment that we have to pay for WD in a few days.
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Post by N.I.B. on Jun 15, 2012 13:41:53 GMT
I’m going to reflect a bit on some of the rumours so far, from a Tyranid point of view. To give us something to talk about I will assume that most rumours are true:
• Pre-measure = bad. More than anything else it will help shooty units to kite us, plus in the current edition I can sometimes surprise people with a good fleet roll and/or a long Ravener/Gargoyle charge. Not in 6th ed.
• Pick shooting casualties from the front models. Bad. Really really bad. Along with pre-measuring 6th ed will be a kiter’s dream.
• Random charge length = good. IF it comes with a good increase of assault ranges. I’m tired of slow fridges TH/SS Terminators with a 22” threat range thanks to Landraiders. I’m tired of (in one way) having the slowest army in the game.
• Snap Fire = bad.
• FNP down to 5+ = bad.
• Cover saves down to 5+ = bad. Horribly, in fact. Easily the single worst rumour so far, for Tyranids.
• Assault weapons AP = bad (Nids will probably get errata’d to not get any bonuses from assault weapons, while we will feel the effect of the AP from enemy assault weapons. As usual we wont get any armour save from shooting, and now we wont get any armour save in combat either – in some matchups).
• Move before assault = Idunno. I guess it’s a good thing that my opponen’t no longer can soften up my Genestealers with shooting and then finish them off in combat in the same phase, instead he must decide wether to charge a fully healthy unit or just shoot and hope he can kill them off without combat. If that’s true, I feel like units dedicated to either shooting or combat will be seen more than units with a mixed role.
• S8 vs T4 ’only two wounds = good. Very good. Perhaps the change I like the most. An important change for Nids that unlocks swathes of our codex for competitive play, and I will have a reason to put some paint on my Warriors and Raveners. Doom also takes a big step forward and becomes scary for real, instead of just a mind game unit against mediocre players.
• Jump Infantry one extra attack at I10 = good. Maybe negated by difficult terrain, but with the changes to insta-kill one might finally get to take Shrikes to non-comp tournaments. And Gargoyles becomes the bomb.
• Vehicles WS0 if standing still, and WS1 if moved (regardless how far) = enormously good! I don’t know how many games I’ve lost from not being able to hit vehicles in combat. It’s a bigger improvement for Nids than what many might think. But I’m afraid Skimmers and Flyers will have special rules to make it just as hard as today to hit them in combat.
• Vehicles move 6" and shoots, and then might move another 6” = good, if it limits the number of vehicles that are allowed to move 12” and then shoot. Anything that limits vehicle shooting ranges and force bad angles is good for Nids.
• Preferred Enemy reroll to hit both in shooting and combat and reroll all 1’s to wound = good. Very good, even. Hive Tyrant with 6” PE aura, 9 Hive Guards and a couple of T-fexes? Suddenly it’s Nid payback time against parking lots. Pre-measuring will help to hold everything within 6”. BUT I suspect there will be an errata here for Nids ( just like the rumoured Black Templar exception) that Old Adversary will only effect close combat. If not, I’m happy. I don’t think it would be broken, we still couldn’t hold a candle to the damage output an IG gunline can have, but it could at least give us another viable build.
• Units inside vehicles can’t claim objectives and vehicles can’t contest = good. Huge, even. I hate to lose from a turboboosting Landspeeder next to my objective turn 5, or an easy-mode tank shock in the late game.
• No more random game lenght = just overall good for the game. We’ve all had games were we have the game won in both turn 5 and 6, but it goes on to turn 7 and slips away. Or the other way around, you dominate and will win by a massacre in turn 6 or later but the game ends in turn 5 and you lose.
• More different missions were objective points will be awarded during the game and not just at the end of the game = good. Anything that force the food out of the transports early, is good for Nids.
According to the rumours, 40K will be quicker and more deadly, much like 8th ed Fantasy. If shooting will be even better and cover saves + FNP goes down to 5+, then there must be some major improvements for Tyranids to weigh up the disadvantages and provide a balance.
Here’s to hoping!
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Post by redjack256 on Jun 15, 2012 14:07:46 GMT
If the rumor of assualt being 6" plus d6" is true, then we will be in combat much sooner with most models outside of raveners, which will hopefully compensate for the additional casualties we will be taking from shooting. You are probably looking at one turn less of shooting if they don't know how to kite your models which is exciting to me at the very least.
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