Some new 6th rumours, how would they effect us?
omega
Genestealer
Hive fleet Phobos/Deimos
Posts: 69
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Post by omega on Jun 28, 2012 11:21:02 GMT
I 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. So, lichtors, flyers and spores ignore this rule, since all of them MUST start from the reserve. That's not so bad after all. I can imagine some lists including Hive guards or biovores that can shoot behind LOS, while rest of the hive horde starts from the reserves.
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Post by Jabberwocky on Jun 28, 2012 11:41:09 GMT
That is going to cripple my web way portal DE though....
I guess scourges can start on the table and take some early potshots while Archon runs up the field.
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Post by N.I.B. on Jun 28, 2012 13:33:48 GMT
Units that must start the game in reserve are ignored for the purposes of working out how many other units may do so. Thank you for admitting you were wrong. We can now all breathe out.
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Post by coredump on Jun 28, 2012 14:25:30 GMT
He wasn't wrong, so much as incomplete. Many rules rumors are like that.
What I wonder..... for other lists, a Pod has to come int from reserves, but the passengers do not. They count as 'one unit', but do they count as 'having' to come in; or do they count towards your 50%.
Seems like a weird rule. Not sure what they were trying to stop....??
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Post by killme304 on Jun 28, 2012 15:35:36 GMT
He wasn't wrong, so much as incomplete. Many rules rumors are like that. What I wonder..... for other lists, a Pod has to come int from reserves, but the passengers do not. They count as 'one unit', but do they count as 'having' to come in; or do they count towards your 50%. Seems like a weird rule. Not sure what they were trying to stop....?? Would stop things like stealer shock where you just outflank all your stealers and deep strike your Tyrant in lower point games.
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Post by N.I.B. on Jun 28, 2012 17:11:07 GMT
A few pics from Dakkadakka on Psychic Powers, mods please remove if not ok
[MOD EDIT] Sorry, but posting actual copyrighted material, in that volume, isn't allowed. [/MOD EDIT]
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Post by muggins on Jun 28, 2012 17:34:06 GMT
Wow, psychic hoods got brought down a notch. I hope they don't do the same to SiTW.
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Post by N.I.B. on Jun 28, 2012 18:08:57 GMT
Tyranids will have perhaps the best psychic defense in 40K unless they nerf us in the FAQ. SitW doesn't care whether you are casting a buff or an attack, and we can match most armies in sheer number of Psykers on the table, plus our Psykers tend to be tougher than most and more in-your-face than any others.
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Post by guns on Jun 28, 2012 18:32:34 GMT
Tyranids will have perhaps the best psychic defense in 40K unless they nerf us in the FAQ. SitW doesn't care whether you are casting a buff or an attack, and we can match most armies in sheer number of Psykers on the table, plus our Psykers tend to be tougher than most and more in-your-face than any others. As it should be. I always hated how SitW got nerfed in the last book. Hopefully the FAQ doesn't go nuts.
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Post by muggins on Jun 28, 2012 19:38:03 GMT
Hopefully they'll errata the wolf-wolf necktail or whatever it is to change to this new anti-psyker thing too.
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Post by Geneva on Jun 28, 2012 20:00:14 GMT
The Wolf-Tail Talisman is essentially Deny The Witch but on a 5+ instead of a 6. Considering that you pay points for it there's no real sense in nerfing it in any way. Runic Weapons however still negate psychic powers withing 24" on a 4+. That won't be changed as it's a codex specific type of weapon. Along with Njall, that means Space wolves will be one of the best anti-psyker armies around next to Tyranids and Eldar.
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Post by radka on Jun 28, 2012 20:22:34 GMT
Fresh pics off of 4chan. Has all the new psychic powers, character rules. I'm thinking this stuff could be pretty crazy for a psycher spam nid list. Infiltrating broodlords might be tons of fun.
[MOD EDIT] um... no. [/MOD EDIT]
Hope this is okay to post.
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Post by webebuggin on Jun 28, 2012 20:29:35 GMT
Ohhh goody UHMM SO...casting invisibility on a squad of fex could be the coldest thing ever done...ever. IM GOING TO DO IT.
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Post by guns on Jun 28, 2012 20:49:14 GMT
And biomancy is awesome!
The +D3 Strenght/Toughness one also gives EW The FNP power also gives It Will Not Die (this will be amazing if our Regen stays the same and we can combine them) The +D3 Initiative also gives +D3 attacks
Life Leech is the only meh power on there, although Haemorhage is situational (best against T3)
Another cool tidbit from those pics: when a flying MC "runs" his move is 2D6"
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Post by webebuggin on Jun 28, 2012 20:52:09 GMT
Life leech can be good for broodlords at least. And ouch on telepathy that shriek one is dangerous, especially against our carnifex.
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