I figured it was time to end some of the confusion about what exactly wound allocation will do to the game. I see this part of the game going rather smooth. It might get hung up on occasion, but I do not see it taking much longer than my opponent spending the time to allocate and figure out how my wounds are going to be spread out like in 5th. '

So I look forward to this, take a look below and read it for yourself. Wound Allocation will take some getting used to, but it looks very fluid and intuitive.




49 Comments:

  1. What i found interesting is that it no longer is the case that different wargear will mean you roll your saves separately, it only goes on your saving throw now. Then take models that die off from the front, its more simple in a way, though my blood angels will hate it (melta needs to be at the front damnit!) in general its a good rule.

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  2. Simple and cinematic. In my game yesterday ot eas very simple. All that you really must do that is "difficult " is fimd the closest model. I lime how it forced us to deploy and move strategically. It WILL slowe down the game your first couple of times but its easy to master.

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  3. That clears up a lot, but what about when you fire on a group with different toughnesses like a genestealer brood with a broodlord?

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  4. There's some weird situations presented here though in the case of mixed armor that don't make much sense. In general, the removing of models from the front is easy.

    The part I don't get though is that you continue to pile wounds on the closest model of a different armor save until it dies.

    For example, suppose I'm playing Space Wolves and I have a Wolf Guard in Terminator armor grouped with a pack of Grey Hunters. Suppose I take 12 wounds. Suppose 2 Grey Hunters are closest followed by the Wolf Guard.

    According to this then, I have to roll an insane amount of times. It could end up like this:

    1) Roll 2 dice (leaving 10). One Grey Hunter dies. Remove closest.
    2) Roll 1 dice. Save
    3) Roll 1 dice. Save
    4) Roll 1 dice. Grey Hunter dies. (leaving 7)
    5) Roll 1 Dice against 2+ Save from Wolf Guard. Save.
    6) Roll 1 dice. Save.
    7) Roll 1 dice. Save.
    8) Roll 1 dice. Save.
    9) Roll 1 dice. Save.
    10) Roll 1 dice. Wolf Guard dies on a 1. Leaves 1 die.
    11) Roll 1 dice against Grey Hunter. Save.

    What makes this worse is that the Wolf Guard has to keep taking wounds until he finally dies. This could be extremely good or bad.

    Worst case for me is for ICs. So, let's say your IC is in the front of the unit. He has a 2+ save while rest has 3+. Just because you put him in Terminator/Artificer Armor, he will now have to continuously take every wound shot at the unit until he dies, further complicated in that you have to 4+ the incoming wounds for Look Out Sir! And, with a 3+ save, he'll just die first anyways.

    This makes taking guys out of a unit extremely easy especially for highly mobile armies.... zoom up at a good angle where the thing you want is near closest, and unload on it.

    Further, this will encourage you to take super beefy ICs or the like and put them out front to absorb wounds for a squad. For example, suppose you take an Archon + Farseer combo and Fortune the Archon with a re-rollable 2++. You put the Archon in a unit of Wyches. So long as the Archon is out fron, not a Wych one can die until you beat his 2+ reroll.

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    Replies
    1. If your IC is in front of the unit you could roll dice in groups equal to how many wounds he has left. For example if a SM captain has 3 wounds make him take 3 saves at once. If he loses a wound then 2 saves and repeat.

      Obviously this won't apply to an Archon because of his 2++ he needs to take saves one at a time.

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    2. That should only take ~50 wounds. Tricky but not undoable.

      Or as you said, could just outflank it.

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    3. yes this is exactly right

      however, how many seconds does it take to pick up 1 dice and roll and check, then roll again?

      we are not even talking of 1 minute resolve the full wound pool here

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    4. Technically, Fortune and Guide can only target Eldar units. Specifically says so in the codex.

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    5. And when you say encourage beefy ICs, well yeah that's what games workshop wants. They always gab about cinematic game expeiences and the like whenever they get in front of a mic. Nothing more cinematic than big damn heros and big scary monsters.

      If it weren't for the countervailing pressure of making more money by selling more models characters would probably be even more valuable.

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    6. I think it would be faster to roll all the saves for the first 2 grey hunters, remove them if they fail 2, remove the save that we're made leaving the remaining unallocated wounds. Then choose how many "lookout, sir" rolls u want to attempt, roll them, any that failed add to the saves ur making for the wolf guard. Roll/allocate the wounds to the models u chose, and remove as neccessary, the roll the remaining saves for the wolf guard and continue as above

      Sounds more complicated typing it than it does in my head lol

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    7. I think you nailed the counter to the beefy IC in front Neil. You maneuver such that he isn't the closest model. I would say that movement and positioning has become even more important.

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    8. The "Look Out Sir" rule is a may use rule, so if you really want your wolf guard to take all the wounds, the grey hunters don't have to catch the bullets.

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    9. @Neil G: Do you Look Out Sir before or after you fail the save?

      I played a few games today and it took a while to get the hang of it truth be told.

      In your example, when you get to step 10 and the WG fails a save, does he get to use the Look Out Sir rule to pass the wound onto a pleb on a 4+ or does it happen before he takes his save?

      From reading the book it looks like it happens when he fails his safe but a 2nd opinion is always good.

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  5. Rules are out in the wild, btw, for anyone who ordered their book from a 3rd party and wont get it till next week (sadface). Assuming they know where to look, that is.

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    Replies
    1. My 3rd party store already has them and we're having a midnight release.

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    2. Likewise. A pair of night tournaments too. :)

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    3. Has anyone received it who ordered it from GW for home shipping?

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    4. I just got my Gamer edition delivered to me at work. Now I have to spend all day trying work and not sitting in a corner reading it.

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    5. Thanks for letting me know. I guess I should specify that I'm in the US (Michigan), because that's bound to make a difference. Was yours delivered regular mail or by carrier?

      (I'm a bit paranoid because there was a hiccup with the order)

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  6. I heard look out sir! was sometimes (often, it sounded like) 2+? I only see the 4+ here, though.

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  7. yes independent character's look out save IS on 2+ instead of usual 4+. I have the rulebook on me now :)
    note: paladins are classified as characters

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    Replies
    1. Can we get some confirmation on this "all paladins are cahracters" thing? That would be a kinda major change.

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  8. I like it; lots!

    Makes things easier. Reminds me of the good ole Rogue Trader days :)

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  9. Did you see in the instant death section it said double str AFTER modifiers? That means marks of nurgle, bikes, and rad grenades affect instant death now?

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    Replies
    1. What about bike modifier of +1T

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    2. You will need s10 to double out bike captains, and a Chaos lord with mark of nurgle on a bike would be immune to doubling out (need str 12)

      At least that's how it looks to me

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    3. Rad grenades already worked like that. Just not bikes and nurgle marks.

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    4. To me, it reads like after modifiers to strength. Bike rules probably still specify that the modify doesn't affect ID.

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    5. As a GK player that avoids the cheese in my codex...I never knew that.

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  10. Saywhatnow?!

    But what the heck would Paladins get to use look out Sir rolls on... Can Characters be used to take the hits instead? In that case, Paladins would still be awesomely powerful.

    And the character issues presented by Neil Gilstrap are only an issue if you put him at the front. Going with the "cinematic" way the game is supposed to be played, think of it as his heroic bulk shuddering from shot after shot hitting him (or her) in the shoulders, chest, legs, etc. shaking him about with jarring force and protecting his unit until finally that last lucky shot, when he's brought down to his knees, punches through the helmet and kills him.

    To me, that's not a big "problem" because then you get to take better armor saves and potentially save an unit's behind by soaking up the damage. Phoenix Lords used for squad shielding?

    It's called tactics anyway. Who goes where and how much risk do you want to use...

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    Replies
    1. You could protect the particular Paladin with the Psycannon for instance.
      Also characters can allocate hit rolls of 6 in shooting and CC.
      Poor guys needed a buff after being reduced to AP3.

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  11. Can you use look out sarge for MCs?

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  12. I like the fact that the shooter determines the order in which mixed wounds are delivered, although it does seem that there will be a lot more dice rolling (or a lot less speed 'dicing' than 5th).

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  13. i got it!
    Lord with Sempiternal weave and phase shifter in front
    + Cryptek with Chronometron in back
    + warriors

    That lord with a chronometron reroll will take forever to kil!! haha invincible warrior squad here we come!

    P.S. someone disprove this, I don't like the potential break in power this could make.

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    Replies
    1. Dont take phase shifter for a lord.its like 45 points. I would put sepiternal weave/ warscythe. The price you save on Phase shifter meand you can get another lord with the weave.

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    2. Well u only get 1 re roll per phase so if u fail more than one he still dies... But u do have RP/EL (with the orb in that phase) So all gravy (unless it's a load of wounds and the warriors all pop after he dies haha

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    3. Phase shifters are useful on death star courts though, and incase of challenges with nasty power fists

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    4. But the Lord is only 20 some points. Maybe 30-40 with weave. He only has 1 wound anyways. Sobif you take weave+shifter*warscythe your gonna run for 100 point model with 1 wound. Not worth it in my opinion. Just take 2 lords with weave and scythe

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    5. Lord is 35 points base

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    6. Shifter is a must. Otherwise the lord will be killed by a single meltagunshot (shooter decides which weapons get fired first).

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  14. I love this new system. It means maneuvering around to a squad's side and shooting the weaker guys my opponent tried to hide from me. Yes transports and disembarking to get side squad shots will be the norm but its more than the parkling lot gunline.

    No more space invaders now.

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  15. my copy of the rule book turned up yesterday, very pleased with it, pictures and foldouts are just stunning, lots and lots of fluff starting with the date of M1-M15. still reading through it all but cant wait to get the first game on the go

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  16. What rule causes Paladins to count as Characters? They're not Characters in the Grey Knight codex, unlike a Necron Royal Court, which is specifically of type Infantry (Character).

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  17. some 6th scans

    http://imgur.com/a/NrjQH

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  18. How are blast weapons affected by these new shooting rules

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  19. This comment has been removed by the author.

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  20. Do blast weapons only affect targets under them then? Or is it maximized, scattered, then roll to wound, and closest to furthest make saves?

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  21. wound allocation will mean my Draigowing now sucks quite a lot...

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