Some new 6th rumours, how would they effect us?
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Post by gloomfang on Jun 21, 2012 2:35:07 GMT
Devilgants. You can take twenty for 60 points less. My first build for 6th has 15 Devguants with a swarmlord for the 45 twinlinked shots. And for fun use onslaught to shoot and then charge what is left of the unit while you still have preferred enemy. However the bonus for the T'fex is you also get a monstrous creature that can stomp and kill armor. And the larva on top of that. I am starting to see why they are so expensive.
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Post by nalathani on Jun 21, 2012 3:03:35 GMT
Those AP values affecting vehicles was for close combat only I'm fairly sure.
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Post by kurbutti on Jun 21, 2012 8:09:18 GMT
Monstrous creatures get the Smash ability which allows them to halve their attacks but strike at double strength. This sounds interesting... Could it be literally "at double strength"? Say, a Hive Tyrant swings twice at S 12? Goodbye Mephiston.
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Post by the6thdegree on Jun 21, 2012 8:18:56 GMT
Anyone see the 'Nid FOC rumour on Faeit's blog: "For this rumor though I could end up being wrong or just missd something about how it exactly works. So let me repeat: THIS COULD END UP BEING WRONG. I just don’t have the same assurances that I have had in the past. So I with that said I would put this at 65% percent probability of being correct– if I was a betting man. Ok, enough of me covering may ass let’s get down to the last rumor I will be having about 6th edition.
So as many of you have noticed in the leaked 6th edition pictures a little Battle Report with allies shown for each of the armies (IG/GK) and (CSM/Deamons).
With Allies are allowed to expand the Force Org chart which has been reported before, but what if I told you that wasn’t the whole story. What if you could break the FoC without having Allies…
Here is example of how it works. I going to play my buddy which will be using IG and GK to face off against my poor little Nids. In 6th my bugs will not get Allies.
So how am I suppose to fight such a cheesy force?
Breaking the Bonds of FoC I take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out! "
A bit confusing, but my understanding is that the Allies everyone else can take, we can take from our own codex? So instead of additional Heavies or Elites from an Ally codex, we get more FOC? Now that I like!
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Post by Lanesend on Jun 21, 2012 8:19:08 GMT
It wouldn't make much sense if it was still capped at 10. Most Monstrous creatures are str.5 at least. And actually this ability looks like it replaces the 2d6 armor pen, that the MC's have now. If it's still capped, we'd be screwed. Even a carnifex would have to roll a 5 on 1d6 to pen a land raider.
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Post by the6thdegree on Jun 21, 2012 8:22:56 GMT
It wouldn't make much sense if it was still capped at 10. Most Monstrous creatures are str.5 at least. And actually this ability looks like it replaces the 2d6 armor pen, that the MC's have now. If it's still capped, we'd be screwed. Even a carnifex would have to roll a 5 on 1d6 to pen a land raider. My thoughts exactly when I first read this. Also - which would you prefer, 2x S12+D6 pens or 4x S6+2D6 potential pens? With the changes to damage rolls, at this stage I am not sure which has the best chance of popping a tank the quickest... We'll have to wait aqnd see - perhaps the double strength attack is at AP1 and the AP1 damage dice are really nasty...
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Post by andy089 on Jun 21, 2012 8:50:28 GMT
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Post by Jabberwocky on Jun 21, 2012 8:51:53 GMT
Getting auto hits with flyers using the 'vector strike' leads me to believe it won't be 2d6. Same goes for if MCs are really gaining impact hits.
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Post by pipsickness on Jun 21, 2012 9:52:01 GMT
I am inappropriately excited now.
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Post by pom611 on Jun 21, 2012 10:22:32 GMT
this smash attack could be good with trygons if the strength isn't capped at 10, 4 attacks (3.5 rounded up on the charge) at strength 12 or with adrenal glands strength 14 giveing us pens on a d6 role of 1 on a land raider i could like that...
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Post by Edzilla on Jun 21, 2012 16:21:50 GMT
I'm currently salivating over the prospect of 4 attacks on the charge hormagaunts....
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Post by Lanesend on Jun 21, 2012 18:16:12 GMT
Yeah. It will be a bloody mess. I think Tyranids will get shot up even more under the new rules, but when you hit CC it will be absolute carnage. And ally with yourself?!!! I can see some serious FOC abuse. Then again, various specialist marine armies allied with Guard is very scary!
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Post by N.I.B. on Jun 21, 2012 19:16:42 GMT
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. I'm worried about this one. Is this rumour saying that instead of being able to run and charge in the same turn, I gain a few inches of movement? Or is it in addition to run + charge in the same turn?
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Post by Inquisitor Stingray on Jun 21, 2012 20:26:25 GMT
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. I'm worried about this one. Is this rumour saying that instead of being able to run and charge in the same turn, I gain a few inches of movement? Or is it in addition to run + charge in the same turn? My thoughts exactly! It can be interpreted in a number ways, most who won't benefit us. If every unit is able to run and Assault, even without Fleet, then Dark Eldars and Tyranids just took a huge nerf, as well as Terminators being practically invincible (especially if Powerweapons are only AP3). Or if the Fleet works as usual AS WELL as allowing a charge re-roll.
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Post by fleetofclaw on Jun 21, 2012 20:43:42 GMT
this smash attack could be good with trygons if the strength isn't capped at 10, 4 attacks (3.5 rounded up on the charge) at strength 12 or with adrenal glands strength 14 giveing us pens on a d6 role of 1 on a land raider i could like that... I sincerely doubt they will take the max 10 cap off. Fexes will be hitting at strength 18 or 20 with adrenal glands? Auto-killing wraithlords would be fun and all, but I do *not* see the cap being removed. Additionally, I will be incredibly pissed if they take the 2d6 away on pen rolls, that will seriously nerf us.
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