Some new 6th rumours, how would they effect us?
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Post by coredump on Jun 28, 2012 6:26:28 GMT
So much for the Ravener love:
Apparently, you go to I1 if any part of the unit goes through terrain, regardless of taking a diff terrain test or not.
Pseudo: HVC are a blast weapon, so can't work with snapfire. And I dont' think can work against Flyers at all. (At least as I understand the rules leaked out.) And I agree that Vectored Strike is a waste against flyers.
Check out what I posted about Gargs. Apparently, you can't move 12" and get extra attacks..... Also, the extra attacks only happen if you are in base contact.
And check about raveners.... still going at I1 if through terrain.
ANdy: You are missing a key point. The new is a 5+ for the model. The old is a 6+ per *wound* taken.
So new says it doesn't matter if you have lost 1-2-3 wounds, you still roll 1 die and on a 5+ get back a single wound.
Whereas the old says you could roll up to 3 dice.
Down 1 wound, new way is better Down 2, about even Down 3, old way is better.f
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Post by joysan76 on Jun 28, 2012 6:37:48 GMT
someone already seen that fearless now let you pass pinning test, fear test but not the fall back test?
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Post by pseudonymion on Jun 28, 2012 6:47:43 GMT
The more inconsistency I see in the rumors, the more I just want to get a beer and wait until the dang book shows up. Oh, and the FAQ.
Immortal, you're kind of the last word for the next couple of days. Any clarity you can provide is appreciated.
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Post by andy089 on Jun 28, 2012 6:56:21 GMT
[MOD EDIT] (please do not swear) (please do not swear) (please do not swear).
I tried to quote Andy, and apparently hit Modify instead. So the below is all messed up. I will mark who actually said what, and hopefully it will make sense....
(please do not swear). [/MOD EDIT]
THIS IS MY RESPONSE BACK TO ANDY:
Thats what we all assumed. The 5E rule was based on taking the test meant you went at I1. No test, no I1.
6E isn't based on taking the test, it is based on going through terrain. So if you go through terrain, you go at I1.
As for regen.... I never use it, so I don't know. How often are you rolling with 1-2 wounds, compared to 3+ wounds?
Thanks (COREDUMP THE TIRED AND CARELESS...)
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Post by immortalblue on Jun 28, 2012 7:12:37 GMT
Poison is fixed (as in corrected), in that it's the fixed number, or your base strength, whichever is better. So yay for toxins on mc!
A unit and dedicated transport are treated as one unit.
I didn't see anything allowing assault, but then again I didn't look up outflank. I'm at work now so will respond to the other questions when I get home.
Sent from my GT-I9300 using ProBoards
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Post by evilm0nkey on Jun 28, 2012 7:17:11 GMT
confirmed on dakka:
Even a unit without a psycher can attempt to block a psychic power directed at their unit on the roll of a 6. This rule is 'Deny the Witch', a psycher with a psychic hood can only try and block the power directed at friendly units within 6".
Psyhic hoods in transports can only attempt to block psychic powers directed at their own transport. So no bubble around the vehicle.
probably known already, but just thought i'd share.
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Post by coredump on Jun 28, 2012 7:27:13 GMT
Poison is fixed (as in corrected), in that it's the fixed number, or your base strength, whichever is better. So yay for toxins on mc! A unit and dedicated transport are treated as one unit. I didn't see anything allowing assault, but then again I didn't look up outflank. I'm at work now so will respond to the other questions when I get home. Sent from my GT-I9300 using ProBoards Immortal: WHAT!!?? Why are you wasting time at work when there are important things to do. Like provide us with rules....!!! From what I am starting to think.... poison gives you the *option* of using poison, or not. IOW, if a Trygon has poison, and is attacking a wraithlord (T8), it would use poison and wound on a 4+. If attacking a Fex (T6), it would use poison, wound on a 4+ *and* get to reroll any failed wound rolls. If attacking a gaunt (T3), it would skip using poison, and thus wound on a 2+. Is that how it works? Do you still have the option of taking the rerolls?
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Post by coredump on Jun 28, 2012 7:30:05 GMT
confirmed on dakka: Even a unit without a psycher can attempt to block a psychic power directed at their unit on the roll of a 6. This rule is 'Deny the Witch', a psycher with a psychic hood can only try and block the power directed at friendly units within 6". Psyhic hoods in transports can only attempt to block psychic powers directed at their own transport. So no bubble around the vehicle. probably known already, but just thought i'd share. And if the target unit has a psyker in it, it is on a 5+ If the target unit has a more powerful psyker in it, it is on a 4+ And there is some wording that seems to imply that psykers can't cast any powers out of a vehicle. ( I assume there will be an allowance for shooting psy powers.) Oh, and rending is still on the To Wound roll.
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Post by Osedaxx on Jun 28, 2012 7:45:47 GMT
I know this isn't what you guys are all currently talking about, but I just got my book and went straight for the Allies table. And sadly, it looks like Tyranids cannot ally with other Tyranids So we truly ARE alone in the world. The square is just blanked out, as with every other race being Allies with themselves. It looks like GW figured we'd kinda be hoping for two DOM or 4 units of Ymgarls. However, looks like Broodlords are Mastery 1 psykers. Which means some Biomancy fun for 3 squads of gene stealers. I'm gonna be casting a ton of "Endurance", "Warp Speed" and "Iron Arm" on all my 'stealers and Ymgarls. Things aren't so bleak, just not as amazing as I hoped for. Anyway! Back to reading, if you want to know specifics with the book just let me know!
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Post by evilm0nkey on Jun 28, 2012 7:49:14 GMT
no more casting doom and fortune from within a wave serpent. Thats good.
Strange that they would provide the reason for being unable to do it as not having line of sight, while this is also a necessity for shooting. Perhaps you cant use psychic shooting powers from within transports after all.
Also the rumor of being unable to claim an objective from within a transport should bring more infantry on the board early.
Has anybody gotten confirmation yet on not being able to assault directly after outflanking? Or is this another evil internet attempt to fuel my anxiety.
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Post by N.I.B. on Jun 28, 2012 9:23:51 GMT
Null deployment also got a nerf; you can only put half your units in reserve. Sent from my GT-I9300 using ProBoards Source? Because that just killed a competitive and very fun way of playing Tyranids. The rule book in my lap. I can add a picture if you like. Sent from my GT-I9300 using ProBoards Do that, because other sources claim that the restriction only applies to units that has a choice of deploying as normal (in other words not Mycetic Spores or Ymgarl Genestealers). The difference is HUGE! For instance for my null deployment list it would mean I just have to deploy a single unit on the table (assuming I'm allowed to round down, otherwise I have to deploy two units) as all the rest are in drop pods.
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Post by reallysorry on Jun 28, 2012 10:00:08 GMT
Damn and here i was finding ways to make sexier Spores. If this reserves rule is true that list is going to the garbage can.
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Post by pipsickness on Jun 28, 2012 10:04:29 GMT
Just got the confirmation that my 6th ed gamers edition has been shipped. *bouncebouncebouncebouncebouncebounce*
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Post by N.I.B. on Jun 28, 2012 10:13:20 GMT
Some hints for the future - GW apparently has a plan for 6th ed (and Tyranids) and allies, and want to make the game more suited for competitive play. Expect releases ever other month starting this autumn, and things like Genestealer cults in White Dwarf. Frontline Gaming thinks Tyranids will be top tier within 6 months.
I don't see allies as a solution if Nids end up being underpowered once again. I'm not interested in any other 40K army and have no wish to patch my nids with tanks or anything from other armies, to make up for the nerf to assault units.
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Post by immortalblue on Jun 28, 2012 11:15:43 GMT
I took a screen shot of it this morning, which I will now transcribe: "Preparing Reserves When deploying their armies, players can choose not to deploy up to half of their units (rounding up) keeping them as Reserves to arrive later. Units that must start the game in reserve are ignored for the purposes of working out how many other units may do so. A unit and its Dedicated Transport are counted as a single unit for these purposes. Independent Characters are also counted as a single unit regardless of whether they have joined another unit or not. During deployment, when declaring which units are kept as Reserves, the player must clearly exaplain the organisation of his Reserves to the opponent."
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