Some new 6th rumours, how would they effect us?
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Post by N.I.B. on Jun 28, 2012 23:28:15 GMT
The only notable difference with Infiltrate is that now an IC can join the unit (if they couldn't before, I can't remember) and that they are explicitly prohibited to charge in your first turn.
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Post by nameless on Jun 28, 2012 23:30:21 GMT
I don't think that is true. I believe there was some confusion regarding when you add an IC and what USR get kept by the unit. I could be wrong. It would be great if I was wrong.
I am hoping that it allows a prime to be deployed in a pod with warriors though.
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Post by N.I.B. on Jun 28, 2012 23:35:39 GMT
About Preferred Enemy - it's really been buffed a lot. Yes you can only reroll 1's, but it's also to wound which means anything with Rending will be happy as it works as a poor mans Toxin Sacs. Ymgarl Genestealers with Swarmlord buff will love it. And in the case of Genestealers of any type and Tyrant/Swarmlord who only miss on 1-2 it's almost as good as the old PE when rolling to hit.
Plus unlike 5th ed the rerolls to hit also work against vehicles, coupled with the easier time to hit them in combat it really will allow us to put the hurt on the tincans.
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Post by N.I.B. on Jun 28, 2012 23:40:51 GMT
I don't think that is true. I believe there was some confusion regarding when you add an IC and what USR get kept by the unit. I could be wrong. It would be great if I was wrong. You're right, IC without Infiltrate cannot join an infiltrated unit. I'm too tired, have to get some sleep
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Post by nameless on Jun 29, 2012 0:18:56 GMT
About Preferred Enemy - it's really been buffed a lot. Yes you can only reroll 1's, but it's also to wound which means anything with Rending will be happy as it works as a poor mans Toxin Sacs. Ymgarl Genestealers with Swarmlord buff will love it. And in the case of Genestealers of any type and Tyrant/Swarmlord who only miss on 1-2 it's almost as good as the old PE when rolling to hit. Plus unlike 5th ed the rerolls to hit also work against vehicles, coupled with the easier time to hit them in combat it really will allow us to put the hurt on the tincans. Running some quick numbers: (vs marines, WS4, T4) Swarmlord: PE 6ed: 76% of attacks wound PE 5ed: 74% no PE: 56% Genestealers: PE, TS, 6ed: 58% PE, AG, 6ed: 52% PE, TS, AG, 6ed: 69% PE, 6ed: 45% TS, 6ed: 50% AG, 6ed: 44% TS, AG 6ed: 59% PE, TS, 5ed: 66% PE, AG, 5ed: 59% PE, TS, AG, 5ed: 66% PE, 5ed: 44% TS, 5ed: 50% AG, 6ed: 44% TS, AG 5ed: 50% Was expecting to see this quite a bit better...
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Post by maeloke on Jun 29, 2012 0:49:40 GMT
However, I expect the FAQ this weekend to state that our lower Psykers like Broodlords can only use their own set of powers (Hypnotic Gaze and such) and only our more significant Psykers (the MC Psykers) will be able to chose between their codex powers or random rolls on Biomancy, Telekinesis or Telepathy. Of course I could be wrong, the Broodlord could maybe still use the Primaris Powers from Telekinesis and Telepathy as they both autohit, but I think we can rule out that the Broodlord will be able to use Biomancy as he has BS0 as mentioned and thus cannot use the Primaris Power. It certainly seems likely that Broodlords will miss out on new psyker options. What about Zoans, though? I know they're crazy dangerous with their native powers, but I can't be the only one thinking of spamming them. Picture it: You pick a reasonably swarmy CC list. Lets say ~50 hormas and ~ 30 stealers. Then you take 3x3 zoans. Each Zoanthrope gets two powers and two castings apiece, and you get to choose your powers after you know your enemy. Eighteen rolls on a chart with six possibilities means you are *going* to secure the powers you want. My money would be on Telepathy, most of the time; imagine having 2-4 units of *invisible* Genestealers running up the middle of the board while the opposing troops twiddle their thumbs and shoot each other. Hallucination and Puppet Master don't care about LD, so they're sick vs your standard MEQ. And if you ever get panicky, well, you can always stick with the original batch of Zoan powers. Nine of those guys is hell any way you slice it.
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Post by warischoy on Jun 29, 2012 1:13:09 GMT
Its good to think of it that way but we still have a crowded elite slot.
So there will be no ymgarls for black field disruption, no hive guard for instant killing t4 or killing vehicles.
I see a increased need in venomthropes though.
If the double FOC at 2000 points is true then venomthrope + telepathy/biomancy/telekinesis zoanthropes + tervigon catalyst can get quite deadly.
Invisible units with 3+ cover with defensive grenade with feel no pain is quite impenetrable. Zoanthropes and venomthropes will then get 3++ and 5++ feel no pain from fire. Along with possibly night fighting grants get 4+ cover with maybe increased cover on the second turn.
Imagine most of our units getting a good cover save and feel no pain from biomancy and catalyst.
How ever I am not sure about the chances of that happening though.
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Post by webebuggin on Jun 29, 2012 1:55:17 GMT
18 zoans....hahahahaha Things will die. lol half an army cost in zoans is damn funny. I would play this for pure lols.
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Post by Davor on Jun 29, 2012 1:59:39 GMT
18 zoans....hahahahaha Things will die. lol half an army cost in zoans is damn funny. I would play this for pure lols. At about $540, I think GW will be doing the LOLs
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Post by webebuggin on Jun 29, 2012 2:07:42 GMT
haha proxies warriors maybe. I have a freaking ton of warriors. They are just covered in dust...
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Post by coredump on Jun 29, 2012 2:58:30 GMT
As down as I used to be against BLords, I think I may like them in 6E. I am am happy with their current powers.
Assuming they can get into CC, they get to challenge the enemy character, then Gaze them to take them out of the fight, and kill them. My biggest problem with them before was that a careful opponent was not going to let his IC get into base contact with the BLord; now he doesn't have a choice.
Thinking out loud: Perhaps infiltrating stealers with a Prime. The prime absorbs a few wounds, and then leaves the unit before they charge.
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Post by thereader on Jun 29, 2012 3:04:39 GMT
Actually, Aura of Despair, and the new MC fear asault power could be a pretty wicked combo. Have 2 BLords pop Aura, and then have an MC charge in, -2 to LD roll, hopefully leading to the enemies going WS1 for the round.
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Post by carnogaunt on Jun 29, 2012 5:34:47 GMT
Assuming they can get into CC, they get to challenge the enemy character, then Gaze them to take them out of the fight, and kill them. My biggest problem with them before was that a careful opponent was not going to let his IC get into base contact with the BLord; now he doesn't have a choice. I thought your opponent had to accept the challenge, or did I miss something? 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%. Assuming the 2010 FAQ is added to (as opposed to completely replaced), we will still have this: Q: If a Tyranid unit takes a Mycetic Spore, can it choose to deploy normally whilst the empty Mycetic Spore deep strikes on its own? A: No.Edit- IIRC the ruling for Space Marine Drop Pods was the opposite. It would be really funny if by some careless omission, Drop Pod armies had to deploy half their pods empty because the squads are not required to ride in them.
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Post by coredump on Jun 29, 2012 5:50:11 GMT
As I understand it, if the other character turns down the challenge, then it can't so anything that phase.
So either way you are taking hiim out of the action.
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Post by Jabberwocky on Jun 29, 2012 6:53:38 GMT
DoM with biomancy is going to be seriously dangerous. Access to T5 and EW, access to FnP after it's invulnerable and 'it will not die!', access to slightly longer range leeching. Potentially double leeching since it gains a wound for every wound caused, possibly in addition to those gained from the leech power itself.
Plus with high S it's *almost* equivalent to an MC for penetration now.
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