Some new 6th rumours, how would they effect us?
|
Post by Obsidorox on Jun 20, 2012 14:06:05 GMT
I don't really see an issue with allies... it sounds nifty. Although it would need to be accessible to everyone. They can't just say tyranids can't benefit from essentially a second org chart. Why not just make it specific to nids to allow a nid ally? We field enough troops anyway I'd love having extra org chart spots
|
|
|
Post by pipsickness on Jun 20, 2012 14:26:43 GMT
I would love to be able to field genestealer cults again. I still have tons of the classic hybrid models plus Magi's and old style patriachs. Would be awesome to field say an infected gaurd unit!
|
|
|
Post by emoge on Jun 20, 2012 14:53:51 GMT
Allying with ourself would make sense and solve the issue but then you could do some really cheesy things...
For 1260 points you can field 18 Hive Guard... That's kind of crazy. Or 6 Trygons at 1560?! How would you feel staring down 6 Trygons... along with extras. Then again, GK would have a field day with that list :/
|
|
|
Post by Obsidorox on Jun 20, 2012 14:59:45 GMT
How is that any different than allies allowing 3 Heavy support imperial guard tanks with 3 heavy support grey knight units ? I'm not sure what the restrictions are on your allied force but the battle report shows the chaos army using 3 chaos heavy support choices and a deamon heavy support choice.... so 4 in all. If tyranids don't have access to allies thats fine... fluff wise it makes no sense for us to be fighting along side eldar or what have you. But their seem to be HUGE benefits to having an ally force join the main army which I would hope is reflected for us in some form.
That would be rather awful if everyone else flat out has a bigger force org chart than us because they play nice with others.
|
|
|
Post by nalathani on Jun 20, 2012 15:02:02 GMT
So many rumors....having a hard time digesting everything I've seen in the past 3 or 4 days.
I'm a bit dissapointed that they aren't rolling move/run/charge into one movement. I was hoping I could field 100+ models worth of t3 and not have the game take 3 hours. If the movement is done the same as before I'll stick with mainly t4 and t6 stuff.
In general I'm looking forward to change of any kind, so I'm happy it's on its way. Having the smash attack could be very useful. You could wound t6 things on 2+, cause instant death with str 10 to most multiwound models, or not have a hard time against wraithlords (it's embarrassing when your huge, scary trygon can't hurt a wraithlord to save his life).
|
|
|
Post by stoiss on Jun 20, 2012 15:14:15 GMT
From this transcript (post 309): I'm hoping this also includes gargoyles ...
|
|
|
Post by gloomfang on Jun 20, 2012 15:26:54 GMT
OK looks like there is more info on how the "random" powers work.
Pick a lore for your psyker. (IE Biomancy) You can then trade in 1 power for a random roll on that table and use it to replace the one you gave up. If you give up 2 powers you get 2 rolls, but they all have to be from the same lore.
Not sure how this will work with "purchased" powers. Either you can choose not to buy one and get a roll or you have to buy one and then swap it off. (IE tervigons). However if it says "Select X powers" you can trade in a selection for a random roll.
That means that all the useless powers (The Horror I'm looking at you) can be replaced with a random power that MIGHT be useful.
So the Zoan will almost NEVER get a random power as you would ahve to give up warp field or warp blast to get one.
However the Swarmlord can trade in the 2 powers that no one ever uses for 2 rolls on either Biomancy, Telepathy or TK. Same with Broodlords trading in one or both of there powers. Not sure If I would dump Dominion off of my tervigon for a random power, but you could.
Looks kinda cool. I only want to know what the powers on the table really are.
|
|
|
Post by coredump on Jun 20, 2012 17:24:45 GMT
We have a picture of AP1 AP2 and AP3 dice... presumably for different effects on vehicle damage.
from the chat log posted above we see AP2 die: 1-2 - Vehicle Shaken 3 - Vehicle stunned 4 - Weapon Destroyed 5- Destroyed Wrecked 6- destroyed explodes!
So we can extrapolate that AP3 is less damage, and AP1 is more damage. (Where did Immob go?) Also, what does Glancing do? No dice for that...
|
|
|
Post by Jabberwocky on Jun 20, 2012 17:36:37 GMT
Maybe glancing is always shaken, or only removes hull points?
|
|
|
Post by Inquisitor Stingray on Jun 20, 2012 17:39:30 GMT
Woah, information overload. I'm just glad that the turn sequence remains the same. Psychic powers sound somewhat interesting. Not keen on the 2D6 charge, although with premeasuring it would be beneficial.
|
|
|
Post by atrocity on Jun 20, 2012 17:47:30 GMT
Pre-measuring is the best thing that has ever happened to fantasy so I welcome it with open arms to 40k
|
|
|
Post by coredump on Jun 20, 2012 17:57:25 GMT
Originally from Warseer:
Originally Posted by paultwilson
Overwatch is basically a stand and shoot reaction to charging at BS1, there's a psychic power called foreboding which gives overwatch at full BS and counter attack.
The highest LD HQ is the Warlord and gets to roll on a Warlord Trait table, before the game you roll on one of 3 tables - Command, Personal or Strategic Traits, 2 examples are Inspiring Presence; Units within 12" use the Warlords LD. Another is Immovable Object allowing the Warlord to capture objectives solo.
Flying Monstrous creatures can swoop 24" and perform a Vector Strike which is D3+1 hits at it's strength on a unit it flies over (in the example it says D3+2 I don't know if that's specific to Daemon princes as used in the boxed example or an error)
The Fortifications have special rules too, the Bastion in the Bat rep had a quad gun which has the Interceptor rule which allows it to shoot at a unit as it arrives from reserve and the Skyfire rule which allows it to shoot flyers at normal BS rather than BS1.
Monstrous creatures get the Smash ability which allows them to halve their attacks but strike at double strength.
Bastions have AV14 all round and have a heavy bolter on each facing, they're automated and target the nearest enemy unit, can have a comms relay or a heavy weapon on the battlement.
Tank traps are impassable terrain to all non skimmer vehicles, bikes can attempt to pass on a successful difficult terrain test, models behind it can get a 4+ cover save.
Aegis defence lines are a 4+cover save but models behind it get +2 to cover save if they go to ground behind it.
Mysterious forests are 5+ cover save, as soon as you enter you roll on the table to see what happens.
Ruins are difficult terrain and a 4+ cover save.
Wild undergrowth is a 5+ cover save and difficult terrain.
Imperial Statuary is all imperial models within 2" of the terrain piece are fearless.
Fuel Reserves 5+ cover save, each successful cover save roll a D6, on a 1 a barrel explodes doing a strength 3 hit on any models nearby.
Impact craters are a 5+ cover save if the unit is within it's boundaries.
Psykers can mix and match the new Psychic Disciplines, using the ones in their codex or by using the ones in the new rulebook, the example given is if space marine army had 2 librarians one could take codex powers and the other could take rulebook powers.
Originally Posted by paultwilson It says fly over the unit so I'd guess that would mean that the model would go past the unit, kinda like the DE vane blades thing.
Monstrous creatures are AP2, haven't been able to gleam anything else.
I think that's the case, only choose between book or codex for each psyker, but I could be wrong, WD doesn't give a lot away.
From reading it basically says that there's an extra bit to the FOC allies and Fortifications, doesn't say how many slots only that (Jervis Johnson) "We expanded the Force Organisation Chart.." to allow players to use "two rival factions -engaging a mutual foe in battle"
Doesn't mention turn order as far as I can see but Assault is 2D6" fleet gets to reroll.
Afraid I can't really see anything, GW keeping tight lipped until next week I think!
Do have some more snippets from random boxes and stuff...
HQ's can challenge in single combat,
Jump packs get to re-roll charge rolls, Jet packs get to "scoot" up to 2D6" away in the assault phase,
Rage is +2 attacks on the charge
Dreadnoughts have 3 Hull points, Soul grinder, Ghost Arks and Land raiders have 4,
Land Speeders get Jink for a +5 cover save or 4+ if flat out,
There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix,
Snipers can select targets if they roll a 6 to hit,
Gauss weapons remove a hull point on a hit of a 6, tesla works with the overwatch (needing 6's to hit at BS1) nicely (any sixes to hit are 2 hits),
Some Psychic powers marked as number 6 on what I would assume is a random table (looking at a picture of the cards all fanned out, can only see the top card)
Discipline of Biomancy - Haemorrage, warp charge 1, range 12". Haemorrage is a Focused witchfire power with a range of 12". The Target must pass a toughness test or suffer a wound with no armour saves or cover saves allowed. If the target is slain randomly select another model (friend or foe) within 2" of him. That model must pass a toughness test or suffer a wound with no armour or cover saves allowed. If that model dies, continue the process until a model survives or there are no suitable targets within range.
Discipline of Divination - Scrier's Gaze, Warp charge 1. Scrier's Gaze is a Blessing that targets the Psyker. Whilst the power is in effect, you can roll 3 dice and choose the result you want when rolling for reserves, outflank or mysterious terrain.
Discipline of Pyromancy - Molten Beam, warp charge 2, range 12". Molten beam is a Beam with the following profile - S8 AP1 Assault, melta
Discipline of Telekinesis - Vortex of Doom, warp charge 2, range 12". Vortex of doom is a Witchfire power with the following profile - S10 AP1, Heavy1, Blast* *If the psychic test is failed centre the template on the psyker, it does not scatter.
Discipline of Telepathy - Hallucination, warp charge 2, range 24". Hallucination is a Malediction that targets a single enemy unit within 24". Roll immediately to determine the manner of hallucinations the target is suffering from (roll once for the whole unit) d6 1-2 - Unit is pinned, unless it automatically passes pinning tests or is locked in close combat, in which case there is no effect. 3-4 - The unit cannot shoot, run, declare charges or strike blows in close combat whilst the power is in effect. 5-6 - Every Model in the unit immediately inflicts a single hit on it's own unit, resolved at that models own strengths, but using the strength bonuses, AP values and special rules of the most powerful close combat weapons (if they have any)
|
|
|
Post by DarkGuard on Jun 20, 2012 18:18:37 GMT
It's a shame we can't get Discipline of Pyromancy, meltaguns would be nice.
|
|
rcrih
Genestealer
Posts: 57
|
Post by rcrih on Jun 20, 2012 18:32:51 GMT
It's a shame we can't get Discipline of Pyromancy, meltaguns would be nice. We can but it takes up an elite slot to do it...
|
|
Evex
Genestealer
I wish I had something funny to say...
Posts: 61
|
Post by Evex on Jun 20, 2012 18:48:37 GMT
What with all these changes, I can't help but hope that they will get in gear and release all the Codexs by the end of the year... (me wanting Fexs and Pyrovores to get some love)
|
|
This web site is completely unofficial and in no way endorsed by Games Workshop Limited.
Adeptus Astartes, Age of Sigmar, Battlefleet Gothic, Black Flame, Black Library, the Black Library logo, BL Publishing, Blood Angels, Bloodquest, Blood Bowl, the Blood Bowl logo, The Blood Bowl Spike Device, Cadian, Catachan, the Chaos device, Cityfight, the Chaos logo, Citadel, Citadel Device, City of the Damned, Codex, Daemonhunters, Dark Angels, Dark Eldar, Dark Future, the Double-Headed/Imperial Eagle device, 'Eavy Metal, Eldar, Eldar symbol devices, Epic, Eye of Terror, Fanatic, the Fanatic logo, the Fanatic II logo, Fire Warrior, Forge World, Games Workshop, Games Workshop logo, Genestealer, Golden Demon, Gorkamorka, Great Unclean One, the Hammer of Sigmar logo, Horned Rat logo, Inferno, Inquisitor, the Inquisitor logo, the Inquisitor device, Inquisitor:Conspiracies, Keeper of Secrets, Khemri, Khorne, Kroot, Lord of Change, Marauder, Mordheim, the Mordheim logo, Necromunda, Necromunda stencil logo, Necromunda Plate logo, Necron, Nurgle, Ork, Ork skull devices, Sisters of Battle, Stormcast Enternals, Skaven, the Skaven symbol devices, Slaanesh, Space Hulk, Space Marine, Space Marine chapters, Space Marine chapter logos, Talisman, Tau, the Tau caste designations, Tomb Kings, Trio of Warriors, Twin Tailed Comet Logo, Tyranid, Tyrannid, Tzeentch, Ultramarines, Warhammer, Warhammer Historical, Warhammer Online, Warhammer 40k Device, Warhammer World logo, Warmaster, White Dwarf, the White Dwarf logo, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Blood Bowl game, the Warhammer world, the Talisaman world, Age of Sigmar and the Warhammer 40,000 universe are either ®, TM and/or © Copyright Games Workshop Ltd 1975-2020, variably registered in the UK and other countries around the world. Used without permission. No challenge to their status intended. All Rights Reserved to their respective owners.