Rules listed in the White Dwarf are leaking out for our 6th edition. There are some great ones here, including how allies are going to work... (not just for team play). Monstrous Creatures, Longer Assault Moves, Hull points, Warlords, Vehicle Damage, and more are below... check them out.

Oh yea, the leaked photo cover is correct too.

Please remember that until these are in our hands, they are still considered rumors, at least mostly rumors at this point.

via Birdy /Darnok
changes reported as per new WD:
The leaked photo of the cover is correct, that is the new cover of the normal hardback rulebook. The collectors edition looks *******' sweet though, with amazing artwork and brass doodads, etc etc. The skull measuring tape is pretty cool too, and the munitorum dice come in a lasgun charge pack case, and are also pretty nicely designed. The special edition templates follow the Fantasy example of being somewhat visually-related to the game, except instead of faux-gold framing, they're faux-steel framed, with coruscating arcs of blue psychic fire spoking out from the middle of each (or the narrow end of the flame template)

- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

- It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.

- Land Speeders have the special rule "Jink", which gives them a 5+ save all the time, this changes to 4+ if they go flat out. (I'm reasonably sure all fast skimmers get this, I'm not sure whether it's a USR or just a quality Fast Skimmers get)

-Also,models are taken from the front when they're shot. Or, to put it another way, when a unit gets shot at, models from the part of the unit closest to the firer are removed first.

136 Comments:

  1. I like the sounds of this!

    ReplyDelete
    Replies
    1. Monstrous Flyers are going to be...well, Monstrous!

      Delete
    2. Which suits my current Plague Marine army just fine!

      Delete
    3. That's what I was thinking ;) Well, I was thinking Nids too...

      Delete
    4. Bloodthirsters! YAY!
      and winged Daemon Princes.

      among other things, faith in 6th is restored.

      Delete
    5. Space wolves are calling in all thier monster slayer backup on this one.

      It will be hard, but its a nice challange to kill every last monster out there

      Delete
    6. As a Daemon player I like what I'm seeing so far.......

      Delete
  2. Wow. This sounds....good. Necrons are gonna benefit hugely but damn...we seemed pretty close all this time. Now I deffimately cant wait. Now we just need some more WD pics!

    Im liking 6th so far!

    ReplyDelete
    Replies
    1. But no psychic power for us... that's a given. Too bad since biomancy looked a lot like something a common friend of ours would need to be a decent choice as a HQ...
      Anyway AP3, AP2, AP1 dices? I like this. I just hope AP1 isn't too powerful against non-tank vehicles.

      Delete
  3. Birdy,

    'Hull points are in' is a bit too vague when we have two distinctive and opposite rumours as to how they work. Do they 1) act as an 'auto destroy' when they are all gone, losing one hull point per pen/glancing hit or 2) Can they be used to 'ignore' the result of one pen/glancing hit, almost like the old 'ablative armour' wargear card from 2nd ed.

    ReplyDelete
    Replies
    1. I think it's like the Apocalypse Super Heavies.

      When Hull Points reach 0, the vehicle is wrecked.

      So Necrons gaussing a Land Raider will wreck it on 4 glancing hits!

      Though I'm happy to be corrected on that, it's just the impression I've gotten.

      Delete
    2. Maybe it will prevent penetrating hits until the hull points are gone. Then again, do we even know if penetrating hits etc exist anymore in 6th?

      Delete
    3. It's either:
      4 glancing hits and it's dead. OR
      4 glancing (some rumours say penetrating) hits ignored.

      Delete
  4. Saw parts of this elsewhere but some new bits in there too. Sweet!

    Also Rage would give my Repentia 4 Attacks on the charge! I like the sound of that!

    ReplyDelete
    Replies
    1. But you might not be able to attack fliers flying, maybe this even includes jump pack variants. Also factor in overwatch/snap shot killing you even more before you get to go. Assault range may be higher though than before especially considering they are fleet.

      Just saying it's not all that really.

      Delete
    2. Now if Penitent Engines get 3 hull points and they ignore all shaken and stunned from their special rule.....

      They have Rage, 2 Heavy Flamers, 2 S10 DCCW, and an extra attack for every unsaved wound.

      They might actually be fieldable.

      Delete
  5. BS1 what's the point with a small unit? might aswell not bother going on overwatch with SM army ever!

    ReplyDelete
    Replies
    1. Blast and Template Weapons.

      Delete
    2. haha oooh noes, hows this going to work out for marines :P

      Delete
    3. my thoughts exactly.....platoon command squad with 3 flamers and a heavy flamer just sitting by the objective

      Delete
    4. Better is a 1/6 chance, than a 0 chance to shoot a charger.

      I can see a miss Voyance, first name Clair, becoming a popular lady if she allows them to shoot at normal BS.

      So 5 bolter marines, with their librarian miss Voyance, would shoot at BS4. Assuming Clair is available to marines.

      Delete
    5. @ anonymous: my Grey hunters would love a chance to prove them selves to Russ by charging that platoon and take that objective :P

      just bring it on! it'll be the summonings of aaaw (awsome)

      Delete
  6. great for marines

    sucks for tyranids

    ReplyDelete
    Replies
    1. Even life itself sucks for Tyranids. Hope that will change...

      Overwatch isn't that big (10 Marines at BS1, 20 shots, 1-2 dead Gaunts. Not that big issue since no one has 10 Marines in one squad :)

      But flamers in overwatch - damn, assault was a problem till now as well (grenades, Ld tests), having a flamer cooking half the assaulting gaunt squad will just simply suck. We shall see, maybe flamers will not be able to fire in Overwatch.

      Hormagaunts having 5 attacks on the charge seems real nice to me. Maybe they will be usable after all. Most MCs having S10 (S12?) and trashing vehicles also sounds great. Maybe my Nidz will see some action after all :) Can't wait to get the new rulebook :)

      Delete
    2. Flying hive tyrants and harpies are looking better too, they can actually do the strafing hit&run stuff they say in the book.

      Delete
    3. I have never had a problem killing infantry, but getting into the tin cans has been a major issue.

      for example, I take a carnifex and trash a vehicle, then those 10 guys inside shoot me with 2 melta guns 8 bolters and wait for my bad charge.

      Tyranids needed rules that allowed gaunts to increase their AP based off the numbers in the units. Right now a rhino can drive through most gaunts and not even care.

      Also with hull points, I'm guessing it will take even more normal hits to open a can, and the new rule for MCs will probably just keep them even.

      sigh,

      Back to my to flesh tearers.

      Delete
    4. My overwatch has limitations like in order to do it, you cant have moved at all. Then maybe it means you cant have shot in the previous shooting phase.

      Delete
    5. Change first word to *maybe

      Delete
    6. Mmm... if templates do d3 automatical hits it's very similar to the leak.

      Delete
    7. maybe the smash attack will get you through the tin cans. like I said before, we are only getting snippets of info.

      we all may be surprised

      Delete
    8. Genestealers are going to be even more viable now as well.

      Delete
  7. Looking forward to seeing more - lots of these rules really aren't helping Nids (apart from MC fliers).

    ReplyDelete
    Replies
    1. Well the new rules for rage will help some tyranid units. Some units that are out side of synapse range and fail a leadership test for "feed" will gain the rage attribute. At LD6 hormogaunts and raveners have a better than average chance of failing and gaining +2 attacks. A hormogaunt on the charge then gets 5 attacks, that's quite scary for a basic 6pt model that can move pretty rapidly into close combat.

      A pyrovore with rage becomes more useful, and raveners become more deadly. Then we consider that the carnifex, trygon, and mawloc have feed. An extra 2 AP2 attacks with these creatures could well be a game breaker.

      What about a tyrant with wings, inflicting automatic hits on units at base strength of 6? (i imagine it will be like the Dark eldar reaver rule and they can do nothing else). Worried about that unit of terminators and dont want to get into close combat? A vector strike would be pretty inviting on them. Same goes for the Harpy.

      Or what about having the winged tyrant with the ability to count as a scoring unit? Just fly onto an objective and hold it.

      The way I see it, some of these rules (if correct) could benefit the tyranids quite well.

      Delete
    2. Just reread the rumours and see that it is only +2 attacks when charging, not an additional +2 (on top of the +1 for charging). Still, makes tyranid units more effective.

      Delete
  8. I'm not crazy about removing closest figures to shooter as casualties...

    ReplyDelete
    Replies
    1. Then put them to the back instead ;)

      Delete
    2. if you roll the saves with a 'sarge' and he fails, shouldn't he be removed rather than a non-descrip dude BEHIND him?

      Just do not get surrounded then!

      Delete
    3. You should assign wounds as usual in armor groups for this rumor to make sense. This would make insanley powerful mixed units foc CC armies. Black Templars anyone?

      Delete
  9. CSM Daemon princes just got really good

    ReplyDelete
  10. My angels are going to get bloodier!

    ReplyDelete
  11. Looks like they've taken some of the most popular ideas from previous versions and tried to make the game faster paced and more violent. I bet it will be fun (and possibly a little frustrating at first) to play at smaller points values again with everything being so bloody...

    ReplyDelete
    Replies
    1. Which seems to be linked to the idea that larger pt battles will become the norm, ESP if at 1000 the average game time drops to 30 mins haha

      Delete
  12. I just happen to be painting up 20 Necron Warriors and 20 Necron Immortals. How fortunate :)

    ReplyDelete
    Replies
    1. Gauss Blasters or Tesla Carbines on the Immortals?

      Tesla looked good in 5th... Gauss might be a must in 6th eh?

      Delete
    2. the only Tesla i ever use is the destructor.. other then that. gauss all the way i wonder how this will effect warscythes?

      Delete
    3. Ok iam going to get technical here. Warscythes say that armour saves are not permitted. And it does NOT say they are power weapons. So if OW are ap3 id assume warscythes still cut through any armour.

      Prove me wrong but until them im happy :)

      Delete
    4. Well it looks like a lot of things are getting new rules, so who knows?

      Delete
  13. You can tell they are promoting higher points games and more units as things die loads easier now, i bet under these rules you will see games end with tablings way before turn 6

    ReplyDelete
    Replies
    1. people have been complaining about the game taking forever to play so GW is just giving us what we want

      I personally appreciate a more killy game if its suppose to be fast than to reduce rules, i like it complicated (hope 6th is more complicated than 5th :P)

      Delete
    2. Yes. The point of making it more killy is not to promote bigger point games, its to make games that take 4 hours now take 2.5 or 3. Id MUCH prefer to be able to get in more games with more guys at the store, so it benefites the casual player as well as the tournament guys, becasue get getting in 3 rounds in a day wont take 13 hours anymore.
      Personally I love it. Less draws because you cant get your enemy killed or vice versa.

      Delete
  14. Really? They needed to make landspeeders better?

    If this is a USR, I hope it will stack for armies that already have access to saves/cover for their vehicles.

    ReplyDelete
  15. I cant see all fast skimmers getting the "jink rule" as standard, since it makes the night shields for Dark Eldar Ravagers, Raiders redundant. Why pay 10 points for an ability they would already have. And remember that Dark Eldar venoms come with them as standard.

    Unless of course this will be FAQed to give a bonus (such as increasing the jink save to 4+ normal and 3+ flat out?).

    ReplyDelete
    Replies
    1. Sorry I mean flickerfields. I always get the names of those two things mixed up.

      Delete
    2. I was thinking about this too, and the only thing that makes Flicker Fields any better is a save in CC as well.

      Delete
    3. GW has made plenty of upgrades useless with new editions. When asked if they were going to FAQ buffs to said items, they said something to the effect of "Just don't take them." Ask the Tau or 3e necrons about their target priority wargear.

      Delete
    4. Unless this is an ADDITIONAL save to the Flicker Field save. In WHFB it is not uncommon for units to have multiple saves. How much more durable will Venoms and Raiders be if they get a 5++ Flicker Field save and a 5++/4++ 'Jink' save? THINK ABOUT IT!

      Delete
    5. You are aware you can currently only make ONE save? The choice at the moment is between armour, invulnerable and cover, with Feel No Pain as an extra. Also, do flyers/fast skimmers really need to be harder to kill? Remember that it will be a struggle to hit them in the first place.

      Delete
    6. No you take the best save possible so you dont have a choice.

      Wish my lychguard could reflect bolters at sm...

      Delete
    7. Maybe I should have said possible saves. The point I was trying to make is that you can only make one of those three saves, FNP, and unique special rules which can bring you back from the dead. We don't need any more saves.

      Delete
  16. I just think this is too vague at the minute to even form a opinion on, let alone make a decision on impact.
    'Casualties removed from the front of the unit' is too open ended. Take the following;
    5 Grey Hunters with two melta guns, A wolf guard in terminator armour and an attached wolf guard battle leader take 8 wounding hits from shooting. Lets assumed they're deployed in a triangle, with battle leader in front, two meltas next, 2 hunters and battle leader next and 1 hunter at the back.
    Now, first and foremost, the WG is in terminator armour, if we're talking about 'casualties' and not 'wounds' he will never see the benefit of his improved save. For this reason, I assume we're talking wounds (but GW have simplified wound allocation to majority armour in previous editions, so could go other way). If we are, I take my first 2+ on the WG, pass, does the second one hit him? Third, fourth? How about multiple wound models such as the BL, if he's in front does he automatically take the first two wounds? Do I roll individually for my armour saves for the Melta Guns, or do I have roll all my saves together and the first two fails go on them (assuming our WG is dead now seems as he's taken about four hits already!).

    My point is 'Casualties are removed from front' is about as useful as telling me that ‘Difficult terrain affects movement'. Without a little bit of an explanation, there is too much scope for this rule to be 'yeah, makes sense and I can live with that' or 'Hmmmm, so you're WG in terminator armour just saved all 457 lasgun shots with his 2+ save so I don't kill a single scout?'

    For me, this last batch of rumours is the least useful. I'm prepared for potential changes from the old rumours. Yeah, some will come in and some won't, but an old rumour with 0.2% additional information is just useless.

    ReplyDelete
    Replies
    1. I'm sure there is some kind of 'Look Out, Sir!' rule we haven't heard about yet.

      Delete
    2. these are just partials of rules. wait for the WD to be in hand or better yet the book, and things should make a hell of a lot more sense. sheesh

      patience is a virtue, virtue is grace and grace is a girl with a dirty face

      Delete
    3. I feel like that one got a way from you a little bit at the end...

      Delete
    4. Thats what she said!

      Delete
  17. Rage=+2 chops on the charge???? Are u kidding me? Dwath company just became oeven more outrageous

    ReplyDelete
    Replies
    1. Yeah! I need these extra attacks when hunting down Tau gundrones. Rage sucks!

      Delete
    2. Ha, thanks 2nd anon. :D Apparently somebody had a bad game with some Death Company.

      Delete
  18. Nids players: How do you say this doens benefit you? Assault moves, even though its random can now be up to 12 inches? All those big monterous creatures you had just got meaner. Plus, this isnat ALL the rule changes, just a smattering leaked from a white dwarf. Im telling you, you will be just fine.

    ReplyDelete
    Replies
    1. So far it is really a mixed bag. Yes some rules sound like they will help tyranids but a lot sound like they could hurt the army. Certainly the fly rules and new creature rules sound like they could be a boon but overwatch and haul points sound like they could be huge problem.

      Nids core problem has always been they take too long to get into their kill zone and deep striking or flanking units in is a total crap shoot making good dice rolls more important than actual strategy in many games. Rules like the new random charge distance only make that worse, rather than better IMO as does the random powers rumors. So far it sounds like some nid units might get a bit better and others get a bit worse, but really it sounds like they'll have their same frustrating core issue in 6th.

      I'm sure they'll still be playable, but so far I wouldn't say they've fixed the greatest Nid problems like fearless disproportionately benefiting power armored units, spore pods being practically mandatory yet counting as a kill point and deep strike being a little too unreliable yet mandatory for many units to function.

      Delete
    2. @Wolflord Rush

      Glad somebody else isn't quick to put Nids in the blender.

      Delete
  19. Replies
    1. They whuld like overwatch I think. They need 6:s to hit anyway, lol.

      Delete
    2. It depends on a lot of things. The Warlords rule could make a Warboss even better. We don't have rapid fire weapons, so who cares. Overwatch could be awesome, we are BS 2 anyway and mobs of Shoota Boyz will have a field day. The Waaagh plus a potential 12" assault sounds like we'll be slogging a lot faster. Hopefully Choppas and 'Uge Choppas get a decent AP! Lootaz and Hull points sound even more powerful!

      Delete
    3. We need more specifics for orcs. We need to know Weapon APs, if Fleet changes things, how assaulting from open top vehicles will work, if flamers can be used in overwatch, if so, do they fire before charge moves or after, etc.

      Unlike Muhrines and Necwons, where pretty much everything sounds like an upgrade, Orks need context.

      Delete
    4. The change to Rage makes taking Grotsnik even more hilarious.

      I don't expect da Boyz to have access to any of the new psychic powers.

      Very little else will change for da boyz, though I'm going to absolutly NUTZ building krazy buildings for the boyz ta bring with them. WHHAAAAAGH!

      Delete
  20. Hull Points: strange thing land Raiders are 14AV but Ghost arks are just 11 (with the force field 13) Why they dont mention battlewagons (14 front)

    Longer assault range.. good good good more killing :)
    I hope for the Jump Infantry strikes at I10 (stormboyz)

    ReplyDelete
    Replies
    1. Ghost arks also have a rule that can glance itself while repairing warriors. I'd say it's to make it less likely that repairing a warrior destroys it's ride.

      Delete
    2. Because after 10years....GW is finally redeeming the necrons!

      Im sure theres a hidden formula for HP though...

      But i think the point of HP is to negate damage from hits, not make it easier to destroy. Also all necron vehicles can ignore shaken/stunned results on a d6. So thats 2/6 possible glancing effects gone.

      Delete
    3. Doubt it. I don't think anyone went to GW and complained that rhinos and razorbacks were just too easy to kill. I'd like to see that they made some way to make expensive vehicles more survivable, but cheap vehicles (average 3 hull points) DO NOT need the help.

      Delete
  21. I want to add my two cents (for what is it is worth) and say, I give these rumors a gold stamp of rumor monger approval =)

    ReplyDelete
    Replies
    1. I like the sound of that!

      Delete
    2. Anything else tastytaste?????

      Delete
    3. I am literally waiting on permission to drop a major bombshell I been holding onto for about two months. The second I get all clear from my source I will let folks know.

      Delete
    4. Well you better get that clearence soon before someone else puts it out before you...

      Delete
    5. TastytasteI look forward to the shellshock of the next bomb.

      Also appreciate the confirmations, as they really do add the validity of rumors.

      Delete
    6. Oh i heard what it is...

      Squats are the poster boys of 6th ed! And the Collecters edition will come with a 2013 Squat Swimsuit calender! Sorry if i spilled the beans early guys XD

      Delete
    7. can you say if it's a Rules bomb or a fluff bomb?

      Delete
    8. yeah as long as the bombshell is not any of the nonsense of Tau / Space Marine friendship or more fool droppings with the Tau and I will be happy

      Delete
  22. I hope 6th will improve the Sisters of Battle, but I think they'll probably need a new Codex for that.

    ReplyDelete
    Replies
    1. Pluses:
      Bolters better
      Repentia better???
      Penitent Engines better???

      Many things made better that they don't have which is really a negative to them since it improves the opponent and not them. Also sounds like a lot more psyker things for other armies and they have no psykers or any defense to psykers. They have the combi-bolter stake thing which is total shit even against psykers by 5e rules, so maybe that is going to get a boost in 6e.

      Delete
    2. if we get some new models at the same time, I'll be running to my nearest store demanding that they take my money

      Delete
  23. Wraithlord -> Smash = Str 20!!!!

    ReplyDelete
    Replies
    1. I'm pretty sure they will cap it at st 10.

      Delete
    2. Considering warlord titans are STR 10, yes..im pretty sure it will be capped! ;-)

      Delete
  24. I likey!!! Finally, my Flyrant will be worth the points.

    ReplyDelete
  25. Wow! I'm really looking forward to this 6th Edition book.

    Sounds like a lot of ideas from 2nd edition coming back. There really were so many cool little rules in 2nd edition and I guess you had to have been there to really appreciate them. I loved the old psychic phase so it's great to see it being resurrected in some form.

    Flyers sound really interesting and they add yet another tactical dimention to the game. I thought that 3rd, 4th and 5th were a little to simplified as a move from second. I think they needed to find a sweet spot somewhere inbetween. Perhaps 6th will address this!

    Oh yeah, and I love the fact that you buy terrain with game benefits. Awesome idea and much akin to the bunkers that you could buy in 2nd edition! Hurrah.

    Scissorheart

    ReplyDelete
    Replies
    1. Fliers do really sound like they have potential but how many armies have actual fliers instead of just jump units?

      Delete
    2. Lets just hope the fliers do not go the way of the Spearhead lists... ugh, do they even published new ones since the first two months for it?

      Delete
    3. Well... IG, Necrons, Orc, SM, all have fliers, next in line is Eldar, Tau and I am sure since some came out recently, orhers coming out in a few months time and others more than likely by end of the year, everyone will have a flier of some sort.

      Delete
  26. ...I am not convinced as of yet. Too much random stuff in there, I feel. Hmmm...

    ReplyDelete
    Replies
    1. War.IS.Random...

      Deal with it!

      Delete
    2. I agree that the levels of random make me worry but I want to try it before I knock it.

      Delete
    3. Oh, I will definitly buy it and try it out, I am just somewhat wary as of yet.
      Also, yes, war is random. True. But a general's speciality being picked at random makes no sense. If you want to capture a city, you send the guy excelling at cityfighting, not the master of battlefield logistics. Same goes for psychic powers. If a psyker does not have the mental fortitude to bring about certain powers, he'd be better off getting the emperor's mercy.
      I concede that charging on a battlefield is a unpredicteable thing but the difference between 2' and 12' is rather staggering and causes at least an raised eyebrow.

      Delete
    4. Well an ork warboss might be more random... and since the warp is chaotic and crazy i woild assume its not super easy to jist snap your fingers and use the pyschic power you want.

      Delete
    5. everybody is just upset because when its about probability its to hard to grasp

      I love it, I love the complexity of it. People say that probability makes the game easy and that its there to even out the cliff between pros and noobs and let me tell you one thing:
      - I am a PhD in physics, not really dedicated to quantum physics, but you know it goes around... quantum physics is for those not involved nothing other than wave-probability and eigenvalues of those waves. Probability is nothing easy for me so if its easy for someone here I would like your consultation on some of the equations that is currently bugging me

      or everybody can just stop saying its easy

      Delete
  27. Sounds like the allies rule will be similar to how it is was put together in the last edition of LOTR, where 20% of your points could be taken in units from a similar aligned force ( Gondor with Rohan for example) Could be interesting. :) Tau plus Eldar? Ogryn plus Marines? CSM plus DE?

    Hownowbrowntau

    ReplyDelete
  28. Hoping that there's codex specific warlord stuff, sound like a bit of fun

    ReplyDelete
  29. The only bad bit about buying terrain is when playing at the local store i will have to bring my own terrain :(

    ReplyDelete
  30. Not to excited for Tau. Other than rapid fire it seems like a step backwards across the board. Of course, it won't affect them at all while their in storage boxes :-)

    ReplyDelete
    Replies
    1. I think there are a lot of rules regarding shooting that we havent seen yet, that are going to make for some Tau lovin. Even the overwatch will be nicer considering they have str 5 guns.

      Delete
    2. Maybe tau will get something from the markerlight to hit using normal Bs in overwatch or something when they get there new codex

      Delete
    3. doubtfully for troops unless they introduce a shoulder fire weapon for them, which I always wanted! :)

      Delete
    4. Sounds intresting abit like predator but you never know its gw

      Delete
  31. company command squad with 3 plasma guns, medic for FnP, C. Straken with a warlord ability of some sort, Bone Head Ogryn and 2 body guards sitting on an objective saying come get some. sounds like something fun to try!

    ReplyDelete
    Replies
    1. With bs1, you're just as likely to nuke your own model as to nuke the enemy with a plasma gun shot. Fnp makes it a bit better, but just sayin'

      Delete
    2. yup but as I said, it would be fun to try!

      Delete
  32. My greater Daemons are gonna love this edition! :)

    ReplyDelete
    Replies
    1. your daemons would love to charge 2D6 when deepstriking... if there's Overwatch then probably assaulting DS is there too... just w8!

      Delete
  33. As a Tau player these rumors represent even more challenging times ahead. Many of these rules changes will make close combat deadlier. I am talking about the possibility of a 12 inch assault move and AP close combat weapons. Overwatch should be the counter point to these changes. However, the lack of description concerning rules on Overwatch leaves me to imagine that it could require giving up my shooting attack. If so why would I give up my BS 3 shot of 30" for a BS shot at a unit likely within 18" at the start of its own turn? Assume that overwatch is intended to allow shooting at every unit which assaults you until you have been succesfully engaged. Removing casualties from the front of a unit supports this. Overwatch would be best used by troops choices with access to template weaponry. The Tau do not have that. Since overwatch functions against units assaulting your unit, any models I can arm with a template weapon would be non-scoring units and less likely to draw a direct assault. I can see assault by chance rules we currently have used to engage my suits, while direct charges are reserved for my troops. Also, the benefit of overwatch to allow you to fire at every unit assaulting you up to being successfully engaged benefits harder targets than the Tau. If I was charging a unit of 12 Tau with 20 Orks I wouldn't feel the need to charge in more than one unit. If the ork unit roles low they only subjected themselves to 12 BS 1 shots, for large units a fair gamble. Come to think of it that would benefit tyranid too. The only way Overwatch would be useful to Tau is if the rules allow overwatch at the expense of movement and assault rather than a shooting phase. Also Tau having no psykers would need to achieve the benefits of clairvoyance with battlegear. Tau will need a codex in 2013 to make them usable if the rules go this far in favor of close-combat.

    ReplyDelete
    Replies
    1. Why are tau players so whiny and impatient? Wait for your damn codex! Or play another army in the meantime. Stop comparing 4th ed codexes to possible 6ed rules!

      Delete
    2. I resent that JayDee! I am not whinny or impatient! lol

      I do not think it's Tau either, people been complaining about the rumors since day one for any of their armies. Some for Nids, some for Necrons.

      But I for one cannot wait to get my Tau on the field in 6th!

      Delete
    3. Its fine to be upset. But for christs sakedont post up a 4 paragraph speech on a sob story of why a 4thbedition codex cant compete with a new system. Derp. I just cant take it. Its ok to want and crave but dont screech out. Maybe some lil kid read that paragraph and doesny want to play tau anymore...

      Delete
    4. was wondering why OP didn't use other paragraphs... I thought it would never end and about gave up on reading it.

      Well I cannot wait for the book to be out, and then the new complaints start... (Army Name Here)is OP in sixth!

      Delete
    5. I can ubiasedly say its looking like necron as of now. But who knows!

      Delete
    6. I am the OP and I wasn't complaining only pointing out the difficulty ahead. It was my first post on a forum, so perhaps I had some unspent nerd rage and did over post. Anyway I do cap it all off by saying the Tau might need a new codex to compete.

      I was just talking tactics for the most part. Perhaps I should have ended with a question JayDee?

      Delete
    7. Add I apologize for the wall of text.

      Delete
  34. No my 50 man guard squad going to love this

    ReplyDelete
  35. I'm pretty excited for a lot of this. I think the rules for Allies are going to promote people dipping into other armies, which is going to sell a lot more models. I'm VERY glad they seem to be more important than the uselessness that was Allies in Warhammer Fantasy. Taking a 'detachment' of allies (which in other rumors is described as a smaller FOC tacked on) with my Chaos Marines and Dark Eldar is super exciting!

    ReplyDelete
  36. This comment has been removed by the author.

    ReplyDelete
  37. flamers and template weapons only cause D3 hits on the charging unit, not the full template. snap fire/overwatch seem to be different things also...according to the white dwarf at least.

    ReplyDelete
  38. If hull points are in vehicles are screwed. If it only takes a glance to remove a hull point then necrons are gonna be even more broken than they are now. Wave serpents and falcons can forget it now too. No more indestructible eldar vehicles!

    Tau even more buggered i see as units now charge 2d6, for an average of 8" rather than 6".

    skyfire? what a shite name for a rule...why not call it Anti-aircraft...or is that me just being silly?

    closest casualties removed? so we will see all special weapons and sergeant/characters hanging at the back of units. It'll look ridiculous, these models should be at the front...

    ReplyDelete
    Replies
    1. this is what annoys me at tournies, players that take no risks, never go for the crazy roll. Keep your serg/char in the back mine will still be up front because nothing could be worse than the Commisar in the back :0)

      Delete
  39. Wow, so everyone gets free flicker fields? Seems like a nerf to DEldar.

    ReplyDelete
  40. I would be actually more afraidf to field melee army because murphy's law dictates you will roll snake eyes when your best unit is about to charge while sitting in enmey's sights...
    Rapid fire changes make basic guns loads more deadlier - and the likes of CSM termeis with combi-plasmas, Tau battlesuits with plasma rifles simply terrific.
    My biggest gripe is the tanks, whatever they deducted in survivability by tweaking damage tables, was removed by adding hull points. Many armies cant bring 4 glancings on a Land Raider in a whole game (it takes on average 24 krak missiles hitting, 48 shots at BS 3, 36 shots at BS4.

    ReplyDelete

 
Top
Related Posts Plugin for WordPress, Blogger...