Post by coredump on Jul 6, 2012 4:50:54 GMT
Okay, I keep finding little bits of info that I think are noteworthy, but probably not worth an entire thread. So I will just post them here.
1)If multi-assaulting, a model can't go to the secondary unit, if it could get into base contact with an unengaged model from the primary unit.
2)Assault wound pools empty at each init step. So you can choose a new multi wound model as 'closest' for each step. Allowing for even more wound games.
3)All of those Pile In moves can incur dang terr tests. So they would be really bad for any models that treat difficult terrain as dang terrain.
4)There is no way to get back into the Night Scythe transport (necron)
5) Even if the Terv/zoan/etc gets lots of cool powers, it can only use one per turn...
6) objuration mechanicum would sure put the hurt on snap fire/overwatch.
7) Multiple barrage (ala biovores) 'land' as a barrage (same as 5E), but resolve separately. You need to keep track of their separate 'hits' and wound allocations.
8) A *lot* of special rules now only require 1 model in the unit, and bestow the rule to the entire unit.
9) A character that is not Engaged in the fight, cannot issue nor accept challenges.
10)Models move individually. Unit of Prime and Raveners. Raveners can still move 12", but must keep coherency.
11) Ruin upper floors are not area terrain (bottom floor, only if on base). So a ruin is in/near enemy deployment zone with 'inside' pointed towards you, if enemy goes onto upper floors, it gets no cover save from you.
12) If a Brood lord has a Witchfire power, the Snap Shot rule gives him BS1 for those shots. Nifty huh??
13) Biomancy-enfeeble reduces S and T by 1. Now all those Nobs/Paladins/heroes/etc can be ID'd by all of our S6 CC and shooting.
14) Models don't disembark and move 6", they must end move totally within 6" of the vehicle.
15) Emplaced guns can fire automatically, Gun Emplacements can not. (So much for Nid Aegis Lines)
16) If your Tervigon casts Onslaught on your swooping flyrant, that will trigger a Grounding Test, and possibly a S9 hit. (Oops)
17) OM is great against vehicles/flyers, but is also great against necrons. Rerolling 6's means tesla weapons take a big nerf. It will also stop character Precision shots. (take that Nobs and paladins...)
18) A model can attack if it is within 2" of a friendly model in base contact, it does not have to be a model in the same brood.
19) You round all decimals to the next highest whole number. So 2.1 becomes 3. (I think this is new in 6E, but it is new to me....)
20) Nids can't manual fire Emplaced Guns; but can manual fire Gun Emplacements. (those wacky GW writers...)
More later
1)If multi-assaulting, a model can't go to the secondary unit, if it could get into base contact with an unengaged model from the primary unit.
2)Assault wound pools empty at each init step. So you can choose a new multi wound model as 'closest' for each step. Allowing for even more wound games.
3)All of those Pile In moves can incur dang terr tests. So they would be really bad for any models that treat difficult terrain as dang terrain.
4)There is no way to get back into the Night Scythe transport (necron)
5) Even if the Terv/zoan/etc gets lots of cool powers, it can only use one per turn...
6) objuration mechanicum would sure put the hurt on snap fire/overwatch.
7) Multiple barrage (ala biovores) 'land' as a barrage (same as 5E), but resolve separately. You need to keep track of their separate 'hits' and wound allocations.
8) A *lot* of special rules now only require 1 model in the unit, and bestow the rule to the entire unit.
9) A character that is not Engaged in the fight, cannot issue nor accept challenges.
10)Models move individually. Unit of Prime and Raveners. Raveners can still move 12", but must keep coherency.
11) Ruin upper floors are not area terrain (bottom floor, only if on base). So a ruin is in/near enemy deployment zone with 'inside' pointed towards you, if enemy goes onto upper floors, it gets no cover save from you.
12) If a Brood lord has a Witchfire power, the Snap Shot rule gives him BS1 for those shots. Nifty huh??
13) Biomancy-enfeeble reduces S and T by 1. Now all those Nobs/Paladins/heroes/etc can be ID'd by all of our S6 CC and shooting.
14) Models don't disembark and move 6", they must end move totally within 6" of the vehicle.
15) Emplaced guns can fire automatically, Gun Emplacements can not. (So much for Nid Aegis Lines)
16) If your Tervigon casts Onslaught on your swooping flyrant, that will trigger a Grounding Test, and possibly a S9 hit. (Oops)
17) OM is great against vehicles/flyers, but is also great against necrons. Rerolling 6's means tesla weapons take a big nerf. It will also stop character Precision shots. (take that Nobs and paladins...)
18) A model can attack if it is within 2" of a friendly model in base contact, it does not have to be a model in the same brood.
19) You round all decimals to the next highest whole number. So 2.1 becomes 3. (I think this is new in 6E, but it is new to me....)
20) Nids can't manual fire Emplaced Guns; but can manual fire Gun Emplacements. (those wacky GW writers...)
More later