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Post by nalathani on Jun 19, 2012 17:48:35 GMT
I'm curious about the AP value on weapons affecting vehicles. What will happen to our Boneswords? They're technically not AP anything, just ignore armor.
One of the reasons I don't take Shrikes or Warriors is because of their inability to affect vehicles pretty much at all. If "armor ignoring" weapons get an extra d3, I'll do a big ol' happy dance. They could balance it out by having it so you only get one extra die roll when doing armor penetration. No 2d6 for a tyrant and an extra d3 on top of that, or 2d6 with a warscythe and d3 extra.
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Post by gloomfang on Jun 19, 2012 18:11:37 GMT
I got some more clarification on somethings from BoLS.
For allies you need 1 HQ 2 Troop of your own army then you can ally, need 1 HQ and 1 Troop of that army then may take other slots. How many slots looks to be how close you are to the other army in relations. Nids have no allies, but Chaos SM get thier demons back.
Also New FoC slot. Fortifications. 1 slot per player per army (if playing 2x2 you all get one). I am hearing agis defence line is 50pts, +4 cover. Might explain the global cover nerf.
Psychic powers are IN ADDITION to your codex powers so you don't lose any of the powers in a current codex.
Jump pack charge is 3D6 drop the lowest.
Dawn of war and spearhead look to be gone. 6 mission types 3 deployment types.
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Post by nalathani on Jun 19, 2012 19:40:57 GMT
That's good to hear about the Psychic powers. I'm guessing the "biomancy" will be something pretty heavy for nids. If there are a decent amount of support powers I'm all for it. I'll take broodlords just to give my units cover, or rerolls to would, or more speed, etc.
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Post by Geneva on Jun 19, 2012 20:05:44 GMT
It's +2 attacks, not +2". Still, there is potential for some really nasty Hormagaunt usage. Here's hoping Tank Shocks or No Retreat get altered a bit.
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Post by General Chips on Jun 19, 2012 20:20:54 GMT
Courtesy of a friend from Games Workshop who has spent time with the Warhammer 40k 6th Edition rulebook. We (manager of my LGS) sent him a list of questions and these were his answers. Alot of IDK's, but some good stuff in there too.
Did the Force Org chart change?
No, the force org has not changed. It is still 1 HQ and 2 Troops. 3 Fast Attack, 3 Elites, 3 Heavy Support. Although, allies allows you in certain situati...ons to to add an HQ from another army and 1 Troop. You also, once you have satisfied the minimums can take 1 Fast, 1 Elite and 1 Heavy for you allies also. After your list is 2,000 pts, it appears you can double the Force Org chart. So up to four HQ with allies.
Is there pre-measuring for actions? (which ones?)
Pre-measure anytime and anywhere.
What AP are: Chain Swords, Power Swords, Power Fists, Chain Fists, Thunder Hammers?
I do not know.
Cover Save for: Buildings, Ruins, Area Terrain (trees and whatnot)?
Cover saves seem less forgiving. I would expect less, I know being in woods or trees is now 5+. Also, if you have (Example) 4 guys that are not in terrain. I, being the shooting player, can target just those guys that are not in cover. I have no opportunity to kill the guys in cover although. Interesting.
What is the assault / charge distance?
2D6
Do vehicles have hull points?
Yes
How are psychic powers determined?
Leadership tests, everyone can attempt to nullify a psychic power.
What is the turn sequence?
Normal?
How do rapid fire weapons work?
Rapid Fire appears to have not changed, that I saw...I don't know.
Is 'overwatch' (like Necromunda) in the rules - how does it work?
Snap Shot is the rule. Any unit being charged can make a snap shot at BS 1. They use the full profile of the weapon. You can also use snapshot offensively, that meaning my tactical squad even if I move, I can shoot my Lascannon at BS 1. No template weapons, tanks benefit from this rule.
Is there a defensive fire mechanic (snapfire) for units being assaulted in the rules - how does it work?
See above.
Can vehicles contest objectives?
I am not sure
Where does the red fern grow?
Somewhere in the Ozarks.
Will you declare and move types (like assault and/or run) in the move phase ala fantasy?
No
how will fleet usr work, especially if run is removed
Run is not removed. Fleet means you can re-roll you run or re-roll one of the D6 to charge.
Are flyers hit on 6's with shooting weapons and if true are there ways to mitigate that.
Flyers are hit on 6's if they perform a Zoom maneuver.
Details on how allies will work? Will it be on a codex by codex basis (eg CSM codex is rumored to allow IG and Chaos Demons via allies), with very specific unit allowances, more generic FOC based like the old demonhunter and witchhunter rules or fairly open ended anything goes.
There are three categories of allies. Lots of potential, I am not sure of the chart off the top of my head. CSM do get traitor guard, I also believe Demons. Tau have SM and Eldar. Lots of other arrangements. Tyranids get no one....but lots of Monstrous creature special rules added for their pleasure. Stomp, Impact Hits etc.
Details on how challeges will work? IC only? sgts and other models also involved? What about MCs and the like.
I dont know.
The AP of some other ccw's (rending, monstrous creatures, basic attacks, boneswords, two handed ccws,)
I dont know.
How will poison work in the new rules. Still rerolls if S equal or greater then T? Will the to wound number be adjusted at all (rumor that if you normally wound on 2+ then you use that number)
I dont know
Psychic defense and abilities for armies without psychers? Rumor that all units get a 6+ save against psychic powers. Another rumor that their might be ways for Tau etc to get psychers.
I believe everyone will have access to some sort of psyker. 6+ is true for everyone.
Example of new psychic power, maybe a default one and a super powerful one (assuming its like fantasy) and who would be able to take it in current codexes.
I dont know.
Whats the effect on embarked units when transport is damaged, wrecked, penned etc. Can they more easily go about their business like 5ed, or entagled like 4ed, or something in between.
Similar, not sure. Much harder to blow up vehicles. Vehicle Damage chart has change as well as Deep Strike Mishap has changed.
Affect of being open topped (good and bad)
Not sure, I believe it is the similar
Monstrous creature rules revamped at all? Like how do they get cover saves, are they more/less surviable, do they retain 2d6 pen, Ap of their cc attacks
Not sure, see above in allies for some info.
Rumor of changes to wound and to hit charts to be more like fantasy. True?
I am not sure
How will reserves work in the standard missions? Still always an option? Updates to determining when units arrive? Outflanking updated or same?
Normally it seems
Can you assault after deepstrike?
No
Changes to how units fire out of a vehicle (like say if it moves can only one model fire, is their range reduced, do they gain relentless)
None that I noticed
Does relentless add shots to weapon if statioanry and if so is it just rapid fire weapons or is it also assault
I do not know
Pistols work different now? Do they just add attack like a ccw or can they actually fire in cc.
I do not know this.
Assault weapons work different now? Can you still shoot and assault or ill they get some sort of ability to fire or affect on the charge?
I believe this is the same.
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Post by the6thdegree on Jun 19, 2012 21:25:43 GMT
Cheers General Chips. Other than the "don't knows" there are some positive hints in there - the key one I think is about the turn sequence staying as is.
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Post by pipsickness on Jun 19, 2012 21:32:50 GMT
I for one would welcome Dawn of war being gone. 8 out of 10 games I play end up as that deployment. One less turn to inflict gribbly stabby death!
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Post by N.I.B. on Jun 19, 2012 21:47:59 GMT
I'm sorry but that was garbage. The only things that were new were bad - Fleet not granting run+assault anymore, and vehicles getting even better than in 5th ed. Those two alone are massive nerfs to Nids.
Edit - forgot about the no to assault after deepstrike. A huge disappointment.
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Post by N.I.B. on Jun 19, 2012 21:48:45 GMT
the longer distance is from rage, which we get whenever we fail IB: feed. Rage = 2 extra attacks (not inches) on the charge, according to the rumour.
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Post by Davor on Jun 19, 2012 21:51:51 GMT
Thanks General Chips for sharing. Could this be a first? TTH gets some rumours before the other sites thanks to our members?
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Post by General Chips on Jun 19, 2012 23:03:08 GMT
Brought to me by a very reliable source mind you. And i do like the hints at MC thunderstomp attacks. Hopefully some good things to help us counter the new additions to vehicles.
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Post by Davor on Jun 19, 2012 23:10:18 GMT
Saw this on Dakka Dakka. Not sure if it's legit or not. So we are forever Alone. I hope the MC boosts we are suppose to get, are worth it, and nobody else can use them.
Imperium 1)Black Templars: can ally 2, 3, 4, 5, 6, 7, 8 if they don't include Psykers (except 4). 2)Blood Angels: can ally 1, 3, 4, 5, 6, 7 (with duel), 8, 11, 13, 15 3)Dark Angels: can ally 1, 2, 4, 5, 6, 7, 8 if they don't include abhumans. 4)Grey Knights: can ally 1, 2, 3, 5, 6, 7, 8, 11, 13, 14, 15 5)Imperial Guard: can ally 1, 2, 3, 4, 6, 7, 8, (9, 10 as traitor guard), 11, 14, 15 6)Sisters of Battle: can ally 1, 2, 3, 4, 5, 7 7)Space Marines: can ally 1, 2, 3, 4, 5, 6, 8, 11, 15 8)Space Wolves: can ally 1, 2, 3 (with duel), 4, 5, 7, 11, 15
Chaos 9)Chaos Daemons: can ally 5 (as traitor guard), 10 10)Chaos Space Marines: can ally 5 (as traitor guard), 9, 12 (Salamander novels), 14
Eldar 11)Eldar: can ally 4, 5, 7, 8, 14, 15 12)Dark Eldar: can ally 10 (Salamander novels), 11(kinship), 14
Others 13)Necrons: can ally 2, 4, 13, 14, 15
14)Orks: can ally 4, 5, 10, 11, 12, 13, 15 as mercenaries.
15)Tau Empire: can ally 2, 4, 5, 7 (Ultramarines), 8, 13, 14 (not if a Farsight army).
16)Tyranids: forever alone
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Post by General Chips on Jun 19, 2012 23:13:33 GMT
Lol yep saw that too Nobody likes Tyranids! We just need ward to write us a Dex where we team up with BA or something
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Post by Voice of Reason on Jun 19, 2012 23:34:20 GMT
Lol yep saw that too Nobody likes Tyranids! We just need ward to write us a Dex where we team up with BA or something only if we get to brofist with whoever we team up with.
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Post by General Chips on Jun 20, 2012 0:14:13 GMT
Tyranids Broclaw Strog., they Broclaw
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