Here is a Question and Answer session with someone sitting down with the rulebook. He even answers the "whats on page 42?" question. So check it out, there is quite a bit here, and some of it we aleady know, but its nice to hear it again.

Questions answered via Rixitotal. The questions were from tons of different people. MadCowCrazy from Heresy Online was one, the rest are misc and unfamiliar names. (I didnt look too hard). original post http://www.reddit.com/r/Warhammer/comments/vj64o/im_sitting_here_with_a_new_40k_rulebook_ama/

Battle Brothers: Good can join each others units with IC's and cast psychic powers as if they were friendly.

Allies of convienance: Cant join units or cast friendly powers

Desperate Allies: Have to roll if within 6" of an allied unit. if they roll a 1, they cannot do anything.

Necrons Allies:no battle brothers. allies of conveniance with chaos marines, gery knights (!!), tau and orcs. cant ally with deamons, any eldar or nids. all the rest are desperate allies. Desperate allies with Templars and Blood Angels

Missions
-normal one D3 +2 objectives. - one where heavy support can claim objectives and you get extra points for killing heavy support.- same with fast attack. -a kill point one.- one where there is a relic you take and move with thats basically an objective.- and a capture and control-ish one.


Whats on pg 42?
lol 42 has unviersal special rules. skyfire (AA), slow and purposeful, smash, sniper, soul blaze, specialist weapon, spilt fire, stealth and strafing run.

Detachments
can take an allied detachment or something. must have 1 HQ and 1 Troop, and may have 1 more troop and 1 of each other slot except HQ. there is a table of who can ally with who and how good friends they are. good friends can join each others unit with independent chars and cast physic powers as if they were friendly. middle friends cant do that. and bad friends have to roll at the begging of each turn if they are withing 6, if they roll a 1 they cant do anything. and a lot of armies can ally at all. nids cant ally with anyone.

 What about powers, say a blood angels sanguinary priest with a feel no pain 6" buff. will that work across armies? Even if it specifically says "any friendly units" for some armies? Or have GW gone down the "nope, separate for all" route?
probs one for the FAQ, allies specifically talks about physic powers. ps FnP is now 5+.

you get FnP against anything that dosnt cause instant death.
power swords are AP 3. Axes +1 S, AP2 and make you I 1. then there are mauls and spears that are lame.
it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have.

You still cannot assault out of deepstrike correct? Turn order is the same?
yea thats all the same.

Has fearless changed when you lose a combat? So no more lots of wounds taken when you lose a combat just because you're not scared of anyone?
hmmmm just says they pass moral tests... i can find anything anywhere that says they take extra wounds.... holy crap!

What are the rules for infantry types (jump, MC, etc.)?
What is the deal with charges?
What does preferred enemy do?
Hull points?
jump move 12, re roll charge dice (2D6) get a impact hits (called hammer of wrath). bikes turbo boost in shooting phase 12 (jet bikes 24, eldar jetbikes 36!!! for a total of 48inch move in 1 turn). charges are 2D6, and u can overwatch against it witch is every model gets to shoot at BS1 except heavy weapons. preferred enemy is reroll all hits and wounds that roll a 1, from shooting and combat!!! hull points are taken off by glancing hits. all gone = wreck. most vehicles have 3. land raider have 4, vipers have 2.

cover is 5+ sorry, ruins is 4+, most everything else is 5+ including shooting through troops. but you only need to have 25% hidden or troops or tanks to get cover.

How does wound allocation work for multi wounded models and different wargear on such models?

closest to furthest. wargear makes no difference.

Has the turn order changed or is it still Move->Shoot->Assault? What is the terrify USR that Chaos Daemons get now?
turns are the same. and its fear for demons. its a LD test or become WS1. fearless units and know no fear and immune to it.

Can units that have successfully completed an assault consolidate into a new combat?

Does assaulting into difficult terrain still reduce initiative to 1?
no cant consolidate in to new enemies. and yea makes the assaulting unit I 1.

runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.


Assulting through cover: roll and extra dice and take away the highest. and then you are I 1 unless you have assault grenades then its normal I order.

runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge. ill have a crack at tables in a bit. yea chars and snipers that roll a 6 to hit can allocate the wound to a legal model. no changes to deep strike except the new (nicer) table.

whats with shooting with vehicles? is it still one weapon and all defensive weapons?
its basically the same except any weapons you could not have previously shot can be snap shotted, so hit on a 6+.
How does the USR rage work now? Any changes allowing u control would make death companies viable if not a bit beast.

rage is ONLY +2 attacks on the charge. Death company are amazing now.

Are there any changes to Force Organisation? If so, what?
at 2000 pts you can take 2 FoCs. and 1 fortification slot. aside from that not much.

Another wound allocation question. In a multi armoured unit (think terminator wolf guard leading a power armoured wearing squad).
How does the wound thing work?
Is it the terminator 2+ save over and over until he finally dies then the rest of the squad? Or is it still a majority armour save applying?
no you take the armour save of the closest model if its different until he dies. but chars transfer it to the squad before armour saves one a 2+ so no having 1 wolfgaurd in termie Armour protecting a whole squad.

all things on flying bases are flyers as far as i can see. storm ravens are listen under the vanilla space marine section also!!!!!

Can a model still only make one save? What about ICs?
yup one save. except FnP of course

How fast can a vehicle move before passengers are unable to shoot from it?
flatout.

Was the to hit chart rumors true? bs3 hitting moving infantry on 4+ and stationary tanks on 2+ etc
no thats not in it anywhere. you hit the same as 5th

play a Thunderwolf list and was wondering with the random charge distance will they then get a 12" movement? Also, are there any rule changes with Beasts and Cavalry other than that? Thanks
yea move 12, then assult 2D6 rerolling cos of fleet.

What do you need to hit a vehicle in CC depending on how far its moved.

3+. but u cant attack zooming flyers in combat at all.

Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?
its the same, double S is insta death.

Do buildings have Hull Points? Can beasts go into buildings? Template Weapons, how are they fired? Reserve Rolls? 3+ Turn 2? 2+ Turn 3? Automatically come in Turn 4?

yea they have hull points. the rest is all the same as 5th

Does relentless do anything other than allow units to assault after firing rapid fire? Extra shots? anything?
no, just can move and shoot and shoot and assult with heavy and rapid fire weapons.

What are the rules for fortification slot? Is there a point limit? What are some options and their relative point cost to each other?
all the fortifcation stuff already has a GW terrain model. teh walls are 50pts. bastion 75, and the big darkangel fort, yes the massive one is over 200.

Still hit a vehicle in the rear armour in close combat? A power axe might be a fairly decent anti vehicle weapon if so.

Can you double check the power axe? Is it minus 1 to Initiative or is it specifically I1? Request from warseer.
has the unwieldy rule same as a powerfist. make you I 1. and yes still rear Armour.

Can you ally with yourself to expand your FOC?
no you may not. but at 2000 pts u get a second FOC if u want it

When you perform Overwatch, is it possible to kill enough models so they dont actually make the distance into CC with you?

If 2 or more units charge 1 unit, can you overwatch both of them? If 4 units charge 2 units, can both units shoot each unit or is it limited to 1 charging unit only?
Any change to Swarms? Still double wounds from blast and template?
swarms are the same.
you over watch first and take from teh front. so yea can affect assults. only 1 over watch a turn.





124 Comments:

  1. Replies
    1. "terrify forces a ld check on enemies within 6", or they're WS1"
      oh, ok, that's a nice little buff to Daemons. I'd like it if they were WS and BS1, but oh well.
      "Unless they're fearless"
      ok. makes sense.
      "Or Know No Fear" DANGIT! CAN'T MARINES TAKE A LEADERSHIP TEST AT LD8? IS THAT SO BAD?
      hopefully Know No Fear is a new USR, and not an abbreviation of ATSKNF. I doubt it, though.

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  2. We have most of the rule changes now but is there any interesting fluff?

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  3. any changes to assaulting after disembark?

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    Replies
    1. you can only disembark after moving 6". And then you can move after that, but there is no more disembark within 2" you just move out of the tank, and then you can charge after that(at least from open topped) not clear on other tanks, so the effect is somewhat the same as before a few less inches and random charge to boot.

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  4. just a thought, now that Rage has changed, nids now want to suffer instinctive behaviour... low synapse lists are now not only possible but preferable for any assaulty list....

    perhaps the only positive thing for nids in the new edition, the changes to fleet are a massive nerf in my eyes...

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    Replies
    1. Agreed. Hormagaunts lists will be everywhere, being able to get a second foc may be nice, I want to see the rules for monstrous creatures,hoping there is an invulnerable save in there

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    2. re MC invul saves; I doubt it, we would have heard

      I honestly don't want to do a hormie list though, I have enough annoyance shifting round hoardes of termagaunts for my tervies, but now hormies as well....

      maybe I'll succumb to the dark side (i.e. imperium) and do ravenwing or something

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    3. Wishful thinking, nids need something...do you think we can buy fortifications? Perhaps move through cover gives you assault grenades, there has to be something other than flying MCs and rage...either way, I'm starting my elysians...

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    4. I'm still waiting to see what Poisoned does in 6th, considering how prevalent it is in the Tyranid codex.

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    5. even if
      you pick loses from front
      + nids have a hard time killing flyers

      after all the rules i have seen this far
      nids are finally fully dead as comp army

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    6. The change to fleet isn't quite as bad as you make it sound (except for maybe with hormagaunts).

      With fleet the average run roll is 4.25 (re-rolling for a 4+ gives you the highest average movement) and you have around a 50%chance of getting a 9" charge, about a 66% chance of an 8" charge, over 80% for a 7", and over a 90% for a 6".

      Run being significantly more reliable for non-hormagaunts Is really significant, especially since the odds of only move 3" or less have been halved.

      In other words, its the other other things that screw close combat nids over, not the change to fleet.

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    7. Changing Fleet was largely unnecessary. While all the rerolling is nice, it's not reliable anymore. While the potential range can be 18" (max movement, max assault charge) it's not always going to happen. It'll be more than likely 13".

      Running and assaulting with old Fleet added 6" from assaulting. So the range was around 15", not to mention assaulting after running. You might think the little inches don't matter, but it always does.

      Rage becoming more favorable makes Synapse ironic.

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    8. @AnonymousJune 25, 2012 10:22 AM:

      You also forget that running with fleet is significantly more reliable now. You have 50% higher odds of moving 4 or more inches rather than being more at the mercy of that single die. If you're aiming for a 4+ then you will see half as many 1s, 2s, and 3s for distance as before. Really, if you're looking at the charge distance thing then at a 50% charge chance you're 1" less now than before, but that's statistically made up by higher reliability in runs during your earlier turns. You lose an average of 1" in charge distance on the assault turn for an average of 0.75" and significantly higher reliability outside of the charge turn.

      Personally I think that it's worth it.

      The rage thing is a bit funny though. We like our synapse except when we charge apparently.

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    9. Ha, I got ninja'd. That post before mine wasn't there. I guess it's alright. I'll play by the new rules anyway and might find random charging and fleet to be ok. They are the only things that really bother me. Other than that the new rules sound awesome.

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    10. The weird thing is the no assault after running apparently??? I mean what is a model without a shooting weapon going to do?

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    11. If that's weird to you then you must not have played 5th Edition either???

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  5. Hello Vect, meet Eldrad. He'll be making you nigh unkillable for as long as he's alive.

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    Replies
    1. Don't think independent's are allowed allies.

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    2. Do you mean uniques? If so, then very true. Will have to wait and see. A regular Farseer will work just as well, though.

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    3. Ya, sorry what I meant.

      I just can't wait to bring a squad of battle tank leman russ' with some lash princes.

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    4. Eldar and Dark Eldar won't be battle brothers, they would be lucky to be allies of convenience or whatever they call it, which means no casting of powers on the ally choices or visa versa and no joining of ICs to squads not of their normal army.

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    5. I´m gonna team up pedro cantor and the sanguinor. +2 attacks to everybody. BA Lightning claws terminators with 6 attacks each on the charge and +1 str/ini for furios charge. Throw in a chaplain allso for rerolls to hit.

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    6. Oh yeah. thats + 4 attacks for the deathcompany. lol

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    7. Eldar are Battle Brothers with Dark Eldar and Tau. Rixitotal confirmed this chart
      http://media.photobucket.com/image/recent/Brindleysa/Dork%2520Stuff-%2520Fun%2520Stuff/matrix.jpg

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    9. You may want to check pedros rules one more time before you go building that army.

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    10. I see your Vecdrad and raise you a Inquis/Deathcult/psychobroke party time squad of under costed brokenness.

      Now playing on every 40k table near you!

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  6. Close Combat is getting the shit nerfed out of them. Shooting continues to become superior.

    Bye-Bye Khorne, and Hello IG.

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    Replies
    1. Shooting is far more superior than melee in modern day so why shouldn't it be in the future?

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    2. because it's not as cool......

      but on a serious note I personally think this detracts from the "cinematics" of the game and advantages imperials over xenos/chaos despite the fact that the imperium is supposed to be in decline and having the stuffing kicked out of it on all sides

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    3. In the fluff, shooting is certainly not better than close combat.

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    4. In all fairness, they can't make imperial armies weaker in game. And I don't think IG and other imperial allies are going to be as strong as everyone thinks. The units people are talking about bringing are going to have the same weaknesses as they've always had. The only difference is your army will have that many more tools to get the job done.

      To quote The Incredibles "Everyone can be super, and when everyone's super... No one will be."

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    5. hang on...I think it's too early to make that call. Let's wait till we see the rules for fast skimmers and embarkation etc...cos WS 1 when moving is a big boost to assault armies. My 2000 pt Khorne daemon army can finally have 5 flying Monstrous creatures and be viable!! Improved mobility, improved AT, improved survivability...all for no extra cost!

      I don't know what to think of hull points though...on one hand I get nervous without the ability to suppress tanks, on the other I feel happy I can get a guaranteed kill after a few glances...

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    6. ...and the Emperor shot the Horus ship to pieces. End of the story.

      But on the other side, how could they kill each other with AP3 ccweapons??? my banshees are crying right now... well, as always LOL those bitches love cries.

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    7. From the CSM rumors it seems that Khorne Bezerkers have to fail an Ld test and get Rage. How much do you want to bet that Kharn will make them reroll successful Ld tests for Rage.

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    8. I wouldnt say its getting nerfed, will definitely make terminators more powerful. Not to mention, a new codex should be coming out soon for chaos anyway.

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  7. "
    runs do disallow assaults. fleet dosnt overcome this but lets you reroll your charge."

    "Any changes to instant death or do multi-wound models like battlesuits and nid warriors still get gibbed by missiles?
    its the same, double S is insta death."

    "you over watch first and take from teh front. so yea can affect assults. "

    That makes me kinda sad... Shoot, shoot all the way.
    Well, I'm still going to have fun. But I won't take any pure CC units with my 'Nids. ;)
    The changes to Rage are a poor value compared to this...

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  8. so is preferred enemy now nerfed into oblivion?

    or is it all hits, and any rolls of 1 to wound?

    Nids get buffed and yet are even more boned by cover.

    ReplyDelete
    Replies
    1. Re roll all 1's when you hit (shooting and combat) and when you wound (shooting and combat).

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    2. so again bloody pointless for Nids,

      Other stealth Nid nerf's.
      Zoans, tanks get a 6+ save versus warplance......FARK!

      Hive guard, AP4 is nerfed against tanks with new damage table......FARK!

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    3. Wasnt nerfed for Necron! All hail Destroyers once again!

      Delete
  9. No I was really hoping it would be

    Frost blade = +1S Ap3 PW
    Frost axe = +1S AP2 -1I PW
    Power fist = 2xS AP2 1I

    if Frost axe are +1S AP2 with I1 then why do you buy them at the same price as powerfists???

    Hope Errata will fix this for poor space wolves

    ReplyDelete
    Replies
    1. Don't complain about your frost axes.... At least you can change them to frost swords!!

      Commander Dante with his i6 now strikes at i1 with hIs axe

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    2. frost axe is not the same as power axe

      Unless the new rulebook specifically mentions frost axes then we'll have to go to the space wolves book which says frost blades = frost swords = frost axes, and wait for an FAQ to see what AP they are.

      Rathstar

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    3. the codex clearly states

      frost blades are power weapons which confers +1S to the wielder

      and

      FAQ clearly states that frost blades and frost axes in 5th is just pure visual modelling stuff, it has no in game value.

      I hope since frost weapons are power weapons in codex that frost axes are power axes and hence get the AP2 but at reduced initiative

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    4. say for example

      frost blade: S5 I4 AP3
      Frost axe: S5 I2 AP2
      Power fist: S8 I1 AP2

      that would make a lot of sense point wise since they are charged by the same amount of points in codex

      also, i would love fielding frost axe wielding anti terminator squads :P, pure epic cinematic pleasure

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    5. Poor Space Wolves?!? Seriously..? Poor?
      Please.. GTFO. :))
      Haven't you seen how many other (mainly xeno) armies got nerfed with these rules, where your space wolves are still going to dominate the scene.. You have really no right to whine here. :)
      Ok I agree the axe&fist rules don't make much sense for the same price but still..
      Sorry for the outburst but when i read "poor space wolves" it just hurt a bit, you know? :)

      Delete
    6. Yeah!!

      We should better say poor Grey Knights! Their force swords no longer kill terminators! how is that fair!!!!

      they are supposed to be the l337 killers of everything -WAAAAARD RULEZZZZZ!


      ahem, anyway, I don't think any SPECE MERINEZZ have any right to complain about the upcoming edition, it looks to suit them just fine

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    7. Im fairly confident Ward has put his foot down in GW head quaters demanding AP2 for every force weapon held by a marine in silver (only)

      :P

      and I didnt mean to offend that strongly, just wanted to add my share of complaining... sorry

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    8. Oh :) not offended, I thought I need to get my share of sillyness in before matt ward took it all :p

      I think there's a possibility that rules exist we don't know yet which will keep things balanced, I'm just bitter that my army is the only one that can't ally and the only thing we're good at is being nerfed like no ones business..but still probably a bit early to rage...

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    9. Force Weapons are AP2.

      Nemesis weapons are Force Weapons, not Power Weapons.

      Grey Knights are still AP2.

      p.s. Power Axe is an alternative for Power Weapon and so the reason to take it is because it's 10-20 points cheaper. (Depending on it being a sergeant or IC)

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    10. @ Rogue, if so then ok, but it isnt priced like that in space wolves codex

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    11. @Rogue - have you got the book? If Grey Knights are still AP2 that's ridiculous and just incites more Ward-rage.

      @Mathias - yeah sorry man I agree with the other anon, it's ridiculous to complain about the frost axe. Most xenos codices have absolute dud entries and/or wargear, and if anything FAQ's have further nerfed them, sometimes flying in the face of logic (Warptime for Chaos anyone?). The reason you would take it is for fluff or modelling reasons...according to GW.GW don't make a lot of sense sometimes...

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    12. I got any idea about grey knights shoot them they die just as fast as over marines do they only cost more points so have less guys.

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    13. If anyone tries to say that dante has to strike at I1 I think I'll punch 'em, farking stupid

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    14. If a force weapons has its own unique special close combat rules, treat it as AP3 melee weapons with the additional rules and characteristics presented in it's entry.

      Delete
  10. So at 2000 points I get an extra foc? Doesnt everyone already play over 2000 so that does kinda of mean the foc has changed by default. 6 fast attack choices seems fun!

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    Replies
    1. Wonder if this is still available if you take allies, or if allies will essentially count as that extra Foc... without actually adding anything extra in terms of slots.

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    2. 1 HQ 1 Troop , then 1 Troop, 1 Elite, 1 fast 1 heavy

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    3. In games under 2k points you can take allies using 1HQ/1Troop, then 1 more Troop/Elite/Fast/Heavy.

      At games over 2k points, you can take either an additional FoC for yourself, or An Entire FoC for an ally. i.e. 2 HQ, 6 Troops... etc with 1HQ /2 Troops now being mandatory.

      Delete
  11. What was the big deal about page 42? I didn't get it.

    ReplyDelete
    Replies
    1. reference to the hitchhikers guide to the galaxy

      "the meaning of life the universe and everything...42.... now you just need to know the question"

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    2. 42 has the awnsers to everything

      (hitchikers guide to the galaxy)

      I assume :S

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    3. yes hitchhikers guide to the galaxy

      it was "the meaning of life, the universe and everything" it's just we don't know the question...

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    4. This comment has been removed by the author.

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    5. Or it was just a random page he said to test him...

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  12. Hitchhiker's Guide to the Galaxy... 42 is the answer to the ultimate question. Now don't forget your towel, you're gonna need it...

    Why do I feel all skeeved to have to explain this... No nerd cred for you!

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    Replies
    1. I can't believe they designed a whole book around USR's being on page 42, brilliant!

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  13. Hi guys, does anybody know anything about how firing the blast weapons is going to work in the 6th? is it still based on the scatter dice ? I vaguely remember some rumor suggesting that it would be based on the BS.

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  14. Big question for me is would GK be considered battle brothers or just tolerated for SM and BA armies...

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    Replies
    1. The June Tourney matrix had them as tolerated for all their allies, of which I approve. GK shouldn't trust any force (even Imperials) completely. Also game balance would be heavily affected because of the GK cheap HQs and grenades.

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    2. Fair enough...but one can always hope ^^

      just have to take two vendettas in stead, protect my stormraven when it enters with reserves =)

      Delete
  15. If this is true I don't get the point of axes outside of units not allowed to buy fists. Hitting at Sx2 is vastly superior for everyone except the nonexistant strength 0 fighters.

    ReplyDelete
    Replies
    1. With the axe you would still get an extra attack for having a pistol.

      Delete
    2. No you don't. Unwieldly also denies the additional attack, lol.

      Axes are juts epic fails. Get the clippers out...

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    3. I really like to belive that when a company releases a new modell of something be it toyota releasing a car or bonniers a new dictionary or GW a new rule book they tend to fix those epic fails

      wait and see, there is something in the rules for axes that we dont see yet

      Delete
    4. Isn't an axe the equivalent to a sword and therefor cheaper than a power fist?

      Delete
  16. What about Eldar Witchblades, do they stay the same?

    ReplyDelete
    Replies
    1. "it says any power weapons unspecified you must look at the model and see what they have for what kind of power weapon they have."

      so thats actually pretty much ends my former discussion also :P. they probably have the rules in the book as a list but to long to print here

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    2. I think you might have answered this wrong. Witchlbades have always had different rules in the main rule book. Is their a sperate entry for them?

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    3. Witchblades are nothing to do with Powerweapons. Look to see them get the 'Foebane' USR (Always wound on 2+) and a AP value. Guesswork only, but I would say given the fact they have no impact on save presently, they'll prob end up AP4.

      Delete
  17. Do you have to declare your unit is going on overwatch the turn before or does every unit assaulted get to use it?

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    Replies
    1. When a unit is declared as a target for a charge they can choose to overwatch, although you can only overwatch vs one unit that is charging you, so charging 2 units into one will make sure at least one unit will make it unscathed. Also, overwatch happens before you move chargers, therefore if you keep the charging unit in cover before they leap out at the defenders you can keep them alive... I LOVE THIS... it makes each move important...

      Delete
    2. It also can keep those pesky greenskins away..... and since most of the time your within rapid fire anyways.....

      Good times to be an all shooting army

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  18. So any word on how chainweapons well work regarding AP and initiative. As someone who plays Khorne berserkers I will be quite concerned if all of my zerkers are at I1 because I equipped then all with chainaxes to fit fluff.

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  19. Yay, I'll just bin my Genestealers for this edition, thanks GW. Actually, nevermind I'll buy 5 man squads with a brood lord for a psychic delivery squad, that's the extent of their use now. No grenades, (thanks Cruddace >.<)random charge distance with no extra fleet roll, and I can now be overwatched meaning I'm likely to lose one or two before combat. Please tell me overwatch is at least limited to being front arc of the squad only. I mean if I charge from behind they shouldn't get the option at all...Oh well. Oh and I seriously hope Nids get some form of buff for not having allies....
    Nids get shafted again, back to Black Templars.

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  20. This all seems legit. Detailed. But why no fluff!

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  21. so you get to shoot twice with relentless?

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  22. If fleet is truly changed like this Xeno assualt armies are hammered across the board. What does the Waaaaagh even do now? I scream out a battle cry and .....can't fight?

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    Replies
    1. Not at all, you can reroll your 2D6" charge range! Move Truck 12", disembark 6" Charge 2D6" with reroll. Yeap, thats an 20-30" threat range, and more likely to be towards the 30" bracket with a Waaaagh! The assault range increase buffed orks no end, and anything that lets them reroll is all good in my book!

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  23. I dont know if this was here but he said the primary authors were Ward, Troke, and Jeremy Vetock....now isnt he supposed to be primarily fantasy? I think thats where we got fantasy parallels....

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  24. Hey, if Tau are Brothers in Arms/Battle Brothers with C:SM and Eldar, does this mean that that weird fluff bit that was leaked about the Tau being the key to defeating Chaos may have some credence?

    This passage from BoK:
    At a time before right before the Horus Heresy the Emperor had intrusted Roboute Guilliman in the protection of one Xenos race that was completely immune the temptations of Chaos and would prove the ultimate key to the destruction of Chaos. The Horus Heresy ended such plans. Fast forward today with discovery of these lost correspondences, it is believed by the Ultramarines and others that the Tau are that lost race. So now instead of being charge with their destruction the Astartes are the Tau protectors.

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    Replies
    1. Pretty sure the Tau Codex says that they hadn't even developed the ability to walk when the Emperor was tearin the place up, let alone had space travel. I think it says the Imperium found them 6000 years back and they'd only discovered fire and the wheel or something like that

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    2. they were a very primative race. They took samples of the Tau. Before another expedition could be mounted, the area was cut off by a warp storm. When the returned after the warp storm, they find a highly technological race and samples were determined to have been of the same race from the earlier expedition. They were unsure how they progressed so fast

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  25. Sorry for the double post, here's the source:
    http://bloodofkittens.com/blog/2012/05/05/network-news-the-6th-edition-leak-and/

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  26. chain axes are not power axes thankfully... but we'll have to see the rules when they're finally out.

    That said, power axes kill terminator equivalents just as fine as a power fist and are cheaper, so you could take them and save 10 points and still be useful against the myriad terminators that are surely going to appear.

    I'm curious as to what power-spears and mauls do, however. I modelled a lot of my marines with spears for the cool factor...

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  27. off topic: is it me, or is the Dark Angel captain on the cover of the new rule book non proportional? His head is too small for the body and his arms look like T-Rex arms.....I understand foreshadowing etc. but, even with that taken into account....he looks a little retarded. anyway. Here's to the retarded Dark Angel Captains leading the way into the 41st Millenium!!

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  28. Do you have to declare a unit is going on overwatch during that players turn or is it something all assaulted units get?

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    Replies
    1. Never mind, this was answered above

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  29. On the Collector's Edition...The Dark Angel on the fold out with the other three SM heroes is the same as the WD spine. If it hasn't been pointed out already. :)

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  30. Been a quiet day for Natfka... think he got burned out over the weekend! ;)

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    Replies
    1. yeah poor dude

      he knows we all love hes hard work though right?

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    2. Of course we appreciate it....

      Im sure hes just recharging his batteries cuz you know....not a living person could keep up with everything thats been coming lately....haha....

      Thanks man!

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    3. And yes I am implying he is a robot....Kinda like that one spongebob episode... XD

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  31. WOOOOW!!!! just read through the AMA-thread on reddit from which this is

    furious charge is nerfed!!! no +1I, that just dropped blood angels like a rock

    now tell me GW favour their marines???

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    Replies
    1. Hurts Harlequins.

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    2. harlequins are still I6, they are still good to go, all other buffs are still in

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    3. I'm sure they just did it to kick Tyranids in the nuts again

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    4. Oh no now you will only get to rely on the other fifty things that make BA amazing

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  32. What is the link to that Reddit thread?

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    Replies
    1. Anyone see the massive buff to NF cant shoot further than 36, at 24 2+ cover save....necrons...untouchable....

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    2. http://www.reddit.com/r/Warhammer/comments/vj64o/im_sitting_here_with_a_new_40k_rulebook_ama/

      natfka posted his source in the top of this article

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    3. I wasnt replyong to ^ btw...

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    4. So what dose that mean to taus blacksun filter which doubles the result you roll on the dice before you times it by 3 which means tau could see 72 inches for night fighting.

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    5. It means the ability can help maximize your chance to hit that 36 range but Necron will want to try to hit that sweet spot of between 24 and 18 inches to maximize charges with Scarabs but keep infantry safe, either way another reason why Necrons are now the gods they once were in 4th

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  33. Well, they are not i can kill Grey Knights good anymore.

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  34. Death Company do have rage and a specific rule that they do never hold objectives. They are strong but not totally uber.

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  35. Sounds great!


    ----------------------------------------------
    Rc Helicopter|Rc Helicopters|Mini Rc Helicopter

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