Wound allocation seems to create a lot of confusion, so when I was given the opportunity to get more details from our "source with the rulebook", who was gracious enough to answer questions for us the previous night with a QnA, I jumped at the chance. Here is the what came from that.

Some Answered Questions from the comments sections yesterday
"If the initial charger is found to be further than it's charge range from the enemy, the charge fails and no models are moved"

acute senses says that: if you arrive on random board edge you may reroll the die to determine which board edge you arrive on. this includes if you arrive by outflank
 
No, acute senses does not grant outflank


ANY QUESTIONS POSTED BEFORE I POST ABOUT MISSIONS WILL NOT BE ANSWERED!!
DISCLAIMER: everything I write is my interpretation of the rules. I have tried to quote the rules as much as possible but there is a chance that I have misunderstood a rule. Please do not be angry if I turn out to be wrong :D

I may or may not have time to answer questions after this.
I will answer more questions if they are short and do not require an in depth analysis.
I will answer more questions if there are not too many -> too many and I become discouraged :D. So only post a question if it is relevant to all please


Pile in:
A pile in move is a 3" move
At the start of each initiative step, for models of that Initiative, if it is not in base to base.
- first any models Pile in if this will bring them into base contact with the enemy

- second any models Pile In if this will bring them to within 2" of a friendly model in base contact with an enemy

- any remaining models that are not in base contact with one or more enemy models and have yet to Pile In must do so now, and must attempt to get as close as possible to one or more of the enemy units locked in combat.

must roll for dangerous terrain if applicable
when making pile in moves the player whose turn it is moves his units first


Buildings and terrain:
Terrain cannot be set on fire by flamers or anything else. However flamers still ignore cover. Certain terrain has special rules like the exploding barrels mentioned in the video. There are about 6 pages detailing different types of terrain and their rules so I will not be writing about them. Don’t ask, wait for the book

Buildings don’t use Hull points and can’t be completely destroyed. When shooting at a building: roll to hit and armou pen as normal. If a glancing hit is scored one model inside suffers a wound with the Ignores Cover special rule (no cover save). If you get a penetrating hit a model suffers a wound as per a glancing hit, furthermore role on the building damage table D6 with modifiers(flamers: if a fire point of the building falls under a flamer the unit suffers D6 hits and the building also suffers a hit. Grenades are also very effective, long rules for them. Grenades are much more useful in 6th)

Building damage table:
1. Breach (AV of building reduced by 1 all round)
2. Tremor (unit inside fires snap shots)
3. Partial collapse (unit suffers D6 S6 ap- hits, ignores cover)
4. Structural collapse (unit suffers 2D6 S6 AP- hits, ignores cover, one weapon destroyed)
5. Catastrophic breach (Reduce all AV by D3, destroy one weapon)
6. Total collapse (unit suffers 2D6 S6 AP-, ignores cover. Survivors must disembark,building can no longer be occupied, impassable terrain, all weapons destroyed)
7. Detonation (unit suffers 4D6 S6 AP-, ignores cover, nearby units suffer S4 AP- for each model within D6”, Survivors must disembark,building can no longer be occupied, impassable terrain, all weapons destroyed)

There are more rules regarding assaulting buildings/fortifications that I won’t go into, but I expect to see more use of buildings in 40K


Close Combat Charts
Close combat Weapon skill chart is the same


Moving through terrain:
Different unit types have different rules of course. I am only discussing infantry unless otherwise stated

Roll 2D6 and select highest, this is maximum distance. If a model starts or moves through difficult terrain then they are effected

Charging through difficult terrain has different rules


Models in a unit moving:
It is possible (e.g. heavy weapons squad) to declare at the start of the movement phase that certain models in the unit are not moving and others are. In this case, don’t move the models you said were remaining stationary and they count as stationary for purposes of firing, whereas the models that moved count as moving. Coherency must still be observed.




Wounds
on what I said before. Seeing as there has been a lot of confusion I am spelling it out as simply as I can

Shooting
choose the model closest to the firing unit.

this model then takes a wound and rolls a save

if failed the models wounds are reduced by 1

if the models wounds reaches 0 it is removed as a casualty

If the model still has more than 1 wound it takes another wound

this continues until the closest model either dies or the wounds left to be allocated are exhausted

The next closest model then takes a wound and the process is repeated

This process occurs regardless of majority armour save/wargear or any other consideration (“look out sir” is an exception that I will write up later)

Close Combat
it works the same in CC. "wounds are allocated and resolved starting with the closest model, just like in the shooting phase"

as models are in base to base there will be ties in which model is closest - a wound must be allocated to enemy models in base to base at the same initiative step, if there is more than one candidate, controlling character decides. If there is no models in base to base at that initiative step the wound is allocated to the next closest enemy model. If several enemies tie than controlling player chooses

I think that is as clear as I can make it. If you want to ask questions you can but as I said before the more questions you ask the less likely I am to respond. Otherwise just wait for the book, it’ll be out soon, and if it’s anything like 5th ed even when we all have the rulebook in front of us we’ll still disagree on wound allocation :D.


I will write about missions soon. Any questions posted before I post about missions will not be answered.

150 Comments:

  1. So I might have misunderstood but you cant destroy a building outright or its hard to do so....?

    Also is there still the 25% casualty LD test thing?

    ReplyDelete
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    1. ******************
      maybe writing it in all caps before and after the post was not obvious enough

      ANY QUESTIONS POSTED BEFORE I POST ABOUT MISSIONS WILL NOT BE ANSWERED!!

      please read
      (sorry if that was harsh JayDee you are in general a nice poster, but come on...)

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    2. My questions comtained nothing aboit missions but i see. Sorry

      Delete
  2. *************************************
    Missions:

    Roll for mission type on a D6 (will discuss types later)

    Roll on D3 for deployment type
    1. dawn of war: long table edges
    2. hammer and anvil: short table edges
    3. Vanguard strike: diagonal table triangles
    In each type you must deploy more than 12” from the center line (e.g. 24” between deployment zones

    Setting up the battlefield – Either set up your battlefield to create a narrative, OR all fortifications placed first, alternate fortification deployment. Roll a D3 for each 2’ by 2’ section, this is “terrain density”. Place terrain until number of pieces (including fortifications) is equal to terrain density limit. Alternate which player deploys which piece of terrain, feel free to deploy for your advantage (this is fluffed away by saying savvy commanders pick their battlefield to give their army an advantage). I can’t see any recommendations for size of piece of terrain but then there are a lot of rules for terrain and I haven’t had time to read them all thoroughly

    Place objective markers (as per mission type you rolled). These should be 1-2” in diameter. No objective within 6” of battlefield edge of within 12” of another objective, none to be placed in/on buildings, fortifications or impassable terrain. Some interesting special rules on objectives – called “mysterious objectives”, used in some missions. There are all sorts of random effects that can occur with objectives from them exploding to giving the unit controlling them skyfire to creating a gravity wave which halves charge distances.

    Deployment;
    Determine warlord traits – choose one of three categories and roll a D6
    Deploy forces; player with first turn deploys all their units in their deployment zone, then player two deploys all their units. You may deploy within a fortification. Then infiltrating/scouting moves occurs.
    Then sieze the initiative –as in 5th
    Variable game length, same as 5th

    Victory conditions;
    Primary objectives; depends on mission (discussed later)
    Secondary objectives; same for every mission each gives 1 victory point;
    • Slay the warlord (as it sounds)
    • First blood (first unit to be removed)
    • Linebreaker (ending the game with one of your units in opponents deployment zone)

    Troops are scoring units. Other units can be made scoring with special abilities, mission types, etc… cannot claim/deny(contest) an objective if embarked on transport or if falling back

    Night fighting rumours and reserves have been discussed previously. Notably only half your units can be held in reserve (and as I read it this means reserves+deep strike+outflank)

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    1. Hey for rhe second objectives , the Line breaker one, do you get a maximum of 1 point or do u get more for every unit there?

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    2. **************
      maximum of 1 point

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  3. ****************************************

    Mission types: (VPs are always counted at the end of the game; i.e. you get the points for controlling it on the final turn, it doesn’t matter if you controlled it turns 1,2,3,4)
    1. Crusade: D3+2 Primary objectives. Win by gaining victory points (VP). Each primary objective is worth 3 VP. All three secondary objectives. Mysterious objectives

    2. Purge the alien: No objective markers. Each player receives 1VP for each enemy unit that has been completely destroyed. All three secondary objectives

    3. Big Guns never tire: D3+2 primary objectives. Each objective is worth 3VP. Also receive 1VP for each heavy support killed, heavy support units are scoring, even if they are vehicles, as well as troop choices (USR called “heavy metal” lol). Secondary objectives, Mysterious objectives

    4. The Scouring: 6 objectives placed upside down with numbers written on them, 1 has 4, 2 have 3, 1 has 1. after sieze the initiative flip the markers over. Each marker is worth the number of points written on it. You also get 1 point for each fast attack killed, fast attacks are scoring, even if vehicle, as well as troop choices. Secondary objectives, mysterious objectives


    5. The Emperor’s will: Single primary objective on own table half. Each primary objective worth 3 VP. Secondary objectives, mysterious objectives

    6. The Relic: rules for this are complex. There is a single objective in the middle of the field. Worth 3VP to the player who controls it. A model in a scoring unit can pick it up and move it away. That relic can never move more than 6” per turn (so you can’t run, etc..) while carrying it and it can’t go on flyers (they will crash if they can only go 6” :D). Secondary objectives.

    And that’s about all on missions.

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  4. ****************************
    and some random other things that I have written and I thought I'd add from one of the other threads that may have been missed by the populace at large

    Fortifications: you may have one fortification and one ally per primary detachment (so at 2000+ point you can take a second primary detachment, a second fortification and a second ally)

    Forgeworld, imperial armour, and other expansions: in the back of the book there are a few one/two page summaries of each of the official expansions (including forgeworld), but no indication that these can be used in normal games or without your opponents consent



    Things I said in the QnA summary (so it’s all in one place)

    pistols still give +1 attack (in CC), but you do not use the pistol's S and AP to resolve the attack, you use the CC weapon S and AP

    quoted (about random charge distances and failed charges):
    "If the initial charger is found to be further than it's charge range from the enemy, the charge fails and no models are moved"

    Acute senses:
    acute senses says that: if you arrive on random board edge you may reroll the die to determine which board edge you arrive on. this includes if you arrive by outflank

    No, acute senses does not grant outflank

    ReplyDelete
    Replies
    1. Can you have 2 different types of allies above 2000 points?

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    2. ******************
      no, must be from same codex as first allied detachment

      Delete
  5. *******************
    you are now free to ask question

    I may or may not answer them
    the more that are asked the fewer I will respond to as it can get a bit daunting :D

    ReplyDelete
  6. ??? so having a hard character at the front of the squad to sponge up the wounds, prevents the rest of the otherwise squishier squad from being killed?

    ReplyDelete
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    1. ***************
      it seems so

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    2. If the IC tough dude up front does take a wound, you can try to swap it to another member of the unit also right?

      Delete
    3. I believe this is correct.
      Is has been stated that more then IC's apply for the "Look Out Sir" rule. Sergeants could also dodge hits.

      As mentioned in earlier articles, not much changes in favor of the defender. He could already allocate hits to combat shields etc.
      In 6th Edition, the defender can profit more efficiently from higher toughness.
      Otherwise the advantage is for the shooter who can more accurately predict which unit will take the hit.
      Also note that the positioning and angle of a unit and between units will become much more important. You can actually out-flank a unit with dramatic result (both shooting and CC).

      Delete
  7. I am glad you can now leave your heavy weapon guys stationary and move your squad around them! This was a house rule my friends and I already played with. :)

    ReplyDelete
    Replies
    1. This will be to overcome issues created by wound allocation such as cohenc and the fact that a round of shooting might kill all of the troops stood in front of your heavy weapon, in which case you can now move some more back in front of him and still fire the heavy!

      Delete
  8. will markerlights affect snap fire/ overwatch
    You probably won't be able to answer this since it will be in an FAQ from GW but i might as well ask

    Thanks

    ReplyDelete
    Replies
    1. ********************
      can't say, no mention in book

      Delete
  9. Do the rules for wound allocation state if armour saves are all the same for the unit take them all at the same time then allocate actual wounds out as discussed above? i.e. ten wounds on a tactical squad,roll together, 4 failed saves so take off the closest 4 models?

    Players rolling one die at a time fills me with fear of 'practise rolling'.

    ReplyDelete
    Replies
    1. ********************
      there are suggestions for faster rolling including what you have suggested.

      the exact mechanics are what I have written above

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    2. Oh dear, I know players who can roll 3+ on a D6 99 times our of a 100 when they only have to roll the one die. Bad times if you don't have to roll the dice together

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    3. ****************
      a wonder of statistics!!!!! they should sell their power for millions!! or go to Vegas!!! the possibilities are endless!!!!!!


      :-P

      Delete
    4. Science not statistics. A die follows the same rules for gravity and friction as the rest of us. If I throw the dice the exact same way at the exact same force on the exact same surface, then science states the outcome will be the same. Practise Practise Practise! :) Obviously, to forfill all of the criteria listed above is nigh on impossible for a human, with error being our middle name, but it is possible to strongly influence the dice in this way.

      For example, I know when I roll a dice, I have a much better chance of getting a 4+ if I have one dot facing upwards, must simply be to do with my natural rolling technique.

      This is why in Vegas, you never roll only one dice! :)

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    5. Practiced rolling is essentially a form of cheating. Don't let your friends do it.

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    6. That is why, when someone rolls a die, they arent allowed to choose the facing, the die must tumble, and hit a surface.

      If you do this, you can't trick roll like you described above.

      What you described was cheating.

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    7. Practiced con artists can throw a dice as random as you want and greatly alter the statistical outcome in favor of a chosen number.
      I've seen people consistently roll 1 out of 2 times a 6 while bouncing it into a corner...

      Delete
  10. **********************************
    Leadership and morale:
    fearless and morale have changed slightly.

    Fearless automatically pass pinning fear and regroup tests and morale checks but cannot choose to go to ground and cannot choose to fail a morale check due to the Our Weapons are useless rule

    Pinning is a leadership test (not a morale test) so if you auto-pass morale checks you still need to take pinning (but fearless specifically says protects against pinning) also many of the new psychic powers (and some of the old 'nid powers) are now effective against fearless units as they say take a leadership test, not take a morale test

    a unit losing 25% of models in movement/shooting phase must take a morale check

    units that lose a combat must make a morale check, -1 modifier for each wound lost combat by

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    1. Does an independent character such as Draigo give fearless to a unit if he/she has the fearless rule. Just trying to workout why Draigo has fearless.

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    2. All Deathwing are fearless.

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    3. So are all daemons. Doesn't really address the question about the GK special character Draigo.

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  11. What are the changes to Calvary?

    ReplyDelete
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    1. and beasts? Thank you very much for answering questions. /salute

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    2. ***************
      Cavalry:
      Mv: 12" not slowed by difficult terrain even if charging, but treat all difficult terrain as dangerous
      fall back: 3D6"
      USR: fleet, hammer of wrath (check QnA summary for explanation of these rules)

      Beasts:
      Mv:12" not slowed by difficult terrain even if charging (don't have difficult=dangerous like cavalry)
      Fall back: 3D6"
      USR: Fleet, move through cover

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    3. That makes Rough Riders interesting.

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  12. Also, can you confirm the actual text of the 'Skyfire' Rule? I am interested if having the Skyfire rule (which I assume Hydras get (feel free to confirm :) )) means that you may only shoot at ground units at BS1.

    If so, I hope there is plenty of flyers at the GW doubles event otherwise my Hydra's gonna suck big time!

    ReplyDelete
    Replies
    1. ***************
      skyfire rule means you shoot at ground targets as snap fire (BS 1), unless it also has the interceptor special rule in which case it uses full BS against all targets and can take an out of sequence shooting attack at deep striking units as they arrive (in opponents turn)

      Hydra special rules not listed. until FAQ comes out hydra has only rules printed in codex

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    2. Woohoo! Good job missing that off for now then GW! Rather have 6's shooting the one or two fliers on the board than 6's for everything else!

      Delete
  13. Are there any vehicles with more than four HP?

    Are there Any flyers with more than two?

    ReplyDelete
    Replies
    1. *************************
      quick scan says that 4 is the max so far

      Valkyrie/vendetta has 3HP
      stormraven has 3HP
      razorwing jetfighter has 3 HP
      Voidraven bomber has 3 HP
      doom/night scythe has 3HP
      dakkajet/bommers has 3

      Delete
    2. I thought the dakka jet in the WD battle report only had 2?

      Delete
  14. Here is my question about wound allocation, and I think where a lot of people are being confused. Do you only allocate the wounds on only the one model that is the closest, or the closest models (first row or row facing the shooters). I ask because it has a big difference. Thanks ahead of time. Man, I can't wait to get my book.

    ReplyDelete
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    1. **********************
      closest MODEL, then next closest MODEL.

      as we play 40k, ranks are lose and so there may not be a "first row facing shooters"

      Delete
  15. Is there a new USR that was similar to Acute Senses in 5th Edition? I don't see how Acute Senses for Space Wolves would even make sense in 6th.

    ReplyDelete
    Replies
    1. ***********
      Night vision: if one model in unit, whole unit ignores night fighting

      Delete
    2. Wow that makes tau great. Shas'Ui in each squad with black sun filter lets entire squad ignore night fighting!!!

      Delete
  16. I have a question about monstrous fliers.

    There was a rumour that you could shoot them down,
    so they would fall to the ground, take a S9 hit
    and now could be charged. :O

    Is this true? And if so what does it take to shoot down a flying monstrous creature?


    Big thanks for doing this!

    ReplyDelete
    Replies
    1. ***********
      last question before I sleep

      this is true.

      only works if traveled at swooping speed (zoom for flying MCs)

      for each wound suffered from shooting roll a D6. on a 3+ nothing happens, on a 1 or 2 model grounded, as you said but no armour/cover saves allowed

      Delete
  17. ********************
    it is now midnight where I am and I need to get up in the morning so I am going to bed

    If you post questions I probably won't answer them for another 14 or more hours (sleep + work). if you post too many qustions I will be so freaked out by the quantity I may not answer any questions at all so try and keep them to a minimum if you want answers, otherwise if there are others with the rulebook they may be able to answer questions?

    hope you have all enjoyed the sneak peek at 6th!

    ReplyDelete
    Replies
    1. Your hard work is much appreciated dude. Look on the plus side, you should rinse your first few games of 6th as you'll have a much better idea of the rules than most people with all this random diving in and out of the book! :)

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    2. Thank you mysterious anon with the stars!

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    3. Thank you sir, this was a great service to the community.

      Delete
  18. Can i used an Allies Unit for Transport (Ie a GreyKnights Stormraven for my Space Wolves?)

    ReplyDelete
    Replies
    1. Thats been stated as a big fat no in a previous string of Q&A from Anon. Looks like thats the only restriction Battle Brothers get though

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    2. Few times said before, no transport switching for any degree of friendship!

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  19. Is there any revealing information in regards to the new Chaos Dex in the new Rulebook? Unit types or Armory Information or anything fun like that?

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  20. Still so many questions to answer regarding Wound Allocation... the example only refers to unsaved wound, so what happens if the save is successful? Roll another die for the same model? That will stop speed-rolling armour saves and force a player to roll save-to-save.

    Some other issues still need a proper answer like different weapons and different armour saves, congalined squads being shot, lined up firing squads firing against eachother (where you can't tell who's near who's)... GW opened a Pandora Box with this one! :(

    ReplyDelete
    Replies
    1. You keep rolling until the closest model is dead. This means you could roll all the saves at once, granted they have the same armor save. Then just pick up the dead models, starting closest to the shooters.

      Now this is just reading comprehension, and may be flawed. I believe the person whose turn it is chooses which models are killed. So if they choose your Melta Gunner, you could do a 'Look Out Sir' roll on a 4+ to put the would on another model.

      Delete
  21. I have about 4 posts lined up with more information.... Its getting rather bulky and some of it is starting to repeat. I will post up a summary of what we were given here, and some other information posts I am sitting on, as they day continues.

    A huge thanks for our "owner of the book" for answering questions. Get some rest.... A lot of games to get in this weekend.

    ReplyDelete
    Replies
    1. Natfka, if I make a suggestion....you should go back to the 6th ed complimation you have and update it. Assuming time alloes. Will be interesting to see what we have gotten right so far....

      Delete
  22. This wound allocation thing confuses the hell out of me still...

    Does closest model is hit mean for example.

    Say I do 45 wounds to a squad, does that mean I have to roll 45 dice individually until we find out if the front guy is dead ??? Then repeat for the guy behind him etc etc

    It doesnt sound right to me I cant imagine them making the process so slow, but thats how I am reading it at the moment!

    ReplyDelete
    Replies
    1. If your dude survives 45 shots, I hate to be your opponent!

      Delete
    2. Jesus, people shouldnt breed anymore!
      im not angry with you anonymous but so many people just seem soooooo slow

      no!!!, how many guys do you have with a certain save? say you have a lord with 2+ behind a horde of 3+ armour, then you can count your 3+ armour guys, say 9 of them

      take 9 dices in your hand and roll them as normal
      say 4 wounds got through, remove the 4 closest models

      now you have 5 remaining models with 3+ save and 45-9 dice, take 5 more in your hand
      say one wound gets through, remove the closests of the 5 remaining

      now you have 4 models left so you take ---->4<---- dices!!!
      but oooh noooes all 4 fail

      now you have no more 3+ savers so you pick the remaining 45-9-5-4=45-18=28 dices
      and roll for your hq


      [!!!!the really really sophisticated situation!!!]
      If your HQ is in the middle, count how many is in front of him


      is it soooo fucking hard!!! guys? Im I the only one on internet who thinks this is logics for playschool?

      sorry anon, im not only ranting on you

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    3. Assuming that you now roll every single save individualy and adding open measurement along with unit positioning to benefit from the rules with open measurement prepare to make 1 game per afternoon...

      -Another Anonymous Dude-

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    4. Natfka I know you understand this, post an example with better wording than mine, so we will see the end of this madness :(

      Delete
    5. Mathias, I have to hold off until I get it in my hands for my own input on how this is going to work. I may have it today, if not I will have it first thing come Friday.

      I will have it figured out friday evening, since I already have a game scheduled to help figure out the rules....

      Delete
    6. Mathias, I feel your pain. I saw nothing wrong with what you wrote there as per the description stated by the *******ANON.

      Delete
    7. Exactly right. however, this obviously only becomes a problem in units with different armour saves. If you take 45 hits on a unit with the same save, you can roll all your saves together (lets say you pass 40) so the 5 wounds are then distributed, starting with the closest model and working backwards. If any of these wounds are allocated to a 'character' (definition pending, likely just IC's and unit leaders, NOT special/heavy troopers) then you can redirect them to another model on a 4+. If you sucessfully do this however, you will need to then allocate the next wound to the character (as he will still be closest) but you can again attempt to redirect.

      If you have models with different saves (are there any armies bar SW and Eldar who get mixed saves?) then you will need to roll individually until that model is dead. So yes, you could end up taking all 45 wounds on the same guy if you keep passing the saves.

      finally, if any models are equi-distance from the firing unit, the players who's turn it is gets to chose who's hit first. I'll post an example as may be clearer.

      Delete
    8. Its one of those things that is sorta hard to visualize in yoir head. The models make it easier but its really not complicated....

      I have a game in 10 min using the rules so we'll see.....

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    9. When you posting the BattleRep? :)

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    10. Playing right now.......its actually very fluid

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    11. play your game Jaydee..... stop posting until game is done. Then give us a heads up on what you thought. You can email me as well.

      Delete
    12. Bathroom break. Ok Natfka I just might do that....

      Delete
  23. How come there are 7 entries on the building damage table? If AP1 and AP2 get bonuses like vehicles, want happened to 8?

    ReplyDelete
    Replies
    1. There isn't one, but only dedicated anti-tank weapons are capable of actually blowing-up a vehicle, hence you need to have atleast +1 on the damage chart to achive it.

      Delete
    2. read 'vehicle' as 'building' :) got my typing is poor today

      Delete
    3. Yeah, I don't see why anyone would want to be in a building taking S6 hits on basically every meltagun/multimelta hit.
      Say you roll 3 hits and achieve pen, now you roll on the dice a 1, 2, & 5. This means you take 3 wounds from getting penned/glancing hits and then 4D6 S6 and must diembark and the building is gone. That's pretty horrible if you ask me. There would have to be huge upsides to being in a building to make that worth it.

      Plus the regular flamer and new grenade goodness against buildings.

      Delete
    4. Do we even know yet that low AP helpps against buildings? As it was pointed out, 8 doesn't exist, which it would have to if AP1 granted +2 to the roll (or maybe a + was missed after the 7).

      I'd guess there would be separate rules for getting bonuses on buildings, but it's just a guess until tomorrow.

      Delete
  24. So will wound allocation now take forever to resolve? Case in point, I have a unit of Tyranid warriors formed in a straight line. A unit of guardsmen fire on this straight line. So, I roll a save for the model in front and he saves, repeat, repeat, repeat, he finally fails, one. I keep rolling 7-10 times before all of the wounds have been taken off of the model. The rest of my unit has remained unharmed and I only lost one. So that one model soaks as many wounds as he can until he dies. How will this not slow down the game as I have to roll them one at a time?

    Thanks!

    ReplyDelete
    Replies
    1. Your nids all have the same armor save, so why not just roll them all together and for every 3 wounds, kill a warrior starting at the front.

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    2. it will not, read above, think it through, and think about it

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    3. I agree that this is how it should be done, but the way I have seen it worded can be confusing. Do I assign wounds? Or saves? And if an IC joins in, say the third of five models in that straight line, when do I assign saves/wounds to him? If he has a different save?

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    4. if he is the 3rd of 5 models then you can only roll 2 dice until those 2 are dead

      but in the big picture, this is a faster way of rolling than the 5th edition way of rolling for separate equip

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    5. I highly doubt you have to roll them one by one, especially in this instance where the unit is identical in terms of saves and T value. The only time I can see this being a problem is in units with different saves or T values.

      EX: Hero/IC in a unit is the next available target and failed his Look Out Sir! roll. Now what?

      At least rolling 6s and concentrating fire (choosing to shoot guys in the open) should simplify this.

      Delete
    6. Realistically, you won't have your models lined up like that sooooo why worry?

      Delete
    7. If true I am likely to put the best save up front as an IC and then they can use their better save to protect the whole unit. Say you can put a 2+/4++ save IC in front of a unit with only a 6++, then this makes a huge difference, especially if when you kill that IC she gets a 50% chance to just stand back up next turn.

      Delete
    8. Or even just the mistress in a repentia squad that does nothing ususally in combat anyway so I sacrifice wounds to her now. A 3+/6++ save with FnP in front to soak the wounds is pretty nice. You can of course fail the very first hit, but it can also make it so everyone lives instead of losing 4 models, like you would now in 5th Ed.

      Delete
    9. Well, if he failed his Look Out, Sir! roll, he would take the wound, yes?

      You have 2 Joe Smoes in front...
      IC
      You have 2 Joe Smoes in back...

      Lets flip it and really make people confused, really shouldn't but oh well...

      YOUR ATTACKED FROM BEHIND, 5 shots! the 2 Joe Smoes from the back have no luck whatsoever and are now dead, with 3 shots remaining.

      NEXT IN LINE is IC. Joe Smoe from the front goes Look Out, Sir! and in a brilliant stroke of luck takes the shot for his leader (read made the save) and is now dead.

      2 shots remaining, The other Joe Smoe from the front decides to be like his dead friend and goes Look Out, Sir! but trips and falls flat on his face (read failed the save) The wound goes to the IC.

      1 Shot remaining, 1 Joe Smoe remaining, unless you can do this more than once per model, the IC eats the last shot to wounds too.

      Delete
    10. I want the IC to take the wound as opposed to the parts of the unit that can do the damage or because the IC just ignores dying and stands back up next turn.

      Of course you can get attacked from behind still, or the flank. For you charging though you can choose who to have in front to soak overwatch wounds. With walls, rhinos, the rest of your army you have a fair degree of choice not to get flanked or hit from behind too often also.

      Delete
    11. Yes, my quote above is very simple... Rau has a good one a few posts down with details.

      Only reason I decided to say from the back was to just say, it's the nearest model from the attacker, which does not always happens to be from the front.

      Delete
  25. Say there's a SM vet squad with a power sword guy and chain sword guy in close combat. The sarge is already dead.
    The are in base2base with a variety of enemy models all with the same armor save.
    Do the power sword wounds affect those nearest him first? Or are all enemies eligible as they are all in base2base?

    ReplyDelete
    Replies
    1. Same scenario.. One of the enemies is in base2base with both guys. Each vet does a wound each. Can you allocate both wounds to the same guy?

      Delete
  26. the pw wounds the nearest first, if there are multiple modells at same distance the owner of the wounded model gets to choose

    ReplyDelete
    Replies
    1. Shooting says: Closest MODEL to firing UNIT and supposedly CC works like shooting.
      Therefore all models in base2base are equally close to the attacking unit.
      It all depends on whether the CC rules specifically states base to base with the attacking MODEL or just "in base to base".

      Delete
    2. as models are in base to base there will be ties in which model is closest - a wound must be allocated to enemy models in base to base at the same initiative step, if there is more than one candidate, controlling character decides....

      its at the end of Close Combat... Mathias is correct.

      Delete
    3. sorry tyarlashan, I don't understand your logic?
      What's at the end of combat?

      It says "enemy models in base to base" - with what? models or the unit?

      Delete
    4. Rob, its written by the ANON at the end of the Close Combat stuff he posted, right before the comment section.

      Delete
  27. I wonder how the blast template wounds are counted and allocated. Do you have to put the template on the closest model or anywhere on the target unit. And if it scores e.g. 5 wounds, does the new "closest model rolls until it fails" rule apply, or do you have to roll for those models under the the template ...

    ReplyDelete
    Replies
    1. This would be funny if by placing the template to get the max number of hits, the first guy wasn't under the template, but turned out to be the only casualty!

      Delete
    2. If i can remember correctly from last night... You place the center hole completely over one model and scatter as normal then the book says that wound allocation for blast templates follows the same rules as regular shooting. We couldnt really tell if that means that the closest model to the unit shooting the blast takes the wound or not, but it was like 2 am when we where trying to figure it out

      Delete
    3. Closest model from the direction fired the damage is from the center of the template out wards so you can only kill what is under the template they are they only models in range.

      Delete
    4. Nope. Follows same rules so is closest models to the firing unit

      Discussed this with GW Brum store manager who has the book. From our conversation the only exception to the shooting rules are the "beam" psykers powers and the death ray, which wound the MODELS hit by the line

      Delete
  28. What are the benefits of an obscured vehicle?

    ReplyDelete
    Replies
    1. You get a cover save usually.....

      My sensors indicate a new player.....

      Delete
  29. Having played a small (500 point) game last night with the book I can attest to the strength of Buildings, a glancing hit only causing one wound to the unit inside but not hurting the building means that they are quite survivable. We also noticed that you cant assault out of a building (unless we missed the rule) as you disembark the same way as vehicles.

    ReplyDelete
    Replies
    1. Well if you were in a Land Raider the unit would have been "safe" too. Flamers, grenades, S10, 2D6 pen, and AP1 would all seem to really do a number on buildings and the units inside.

      Delete
    2. A bastion being half the cost of a land raider.

      Delete
  30. is dawn of war mission similar to the 5th one when it comes to deployment? namely, do you still have to field only 2 troops and 1 hq and then choose to enter the table on turn 1 or later by reserve?

    ReplyDelete
  31. EXAMPLE OF WOUND ALLOCATION - SHOOTING :- 10 Shoota boys fire at a unit of 5 grey hunters w/ melta gun lead by a Wolf Guard Terminator in the Ork Shooting phase.

    The Orks roll well, and manage to inflict seven wounds. We measure the range between the units and find the ranges to the following models; WG leader is 4" away, the Melta is 5" away, one grey hunter is also 5" away, and the other three grey huunters are all 6" away.

    The first wound is allocated to the Wolf Guard as he is closest. The wolf guard attempts to reallocate the wound to a regular grey hunter, needing a 4+ and suceeds. The grey hunter takes a save and passes. The second wound is therefore also allocated to the Wolf Guard who then fails his 4+ look out sir roll (to reallocate) and also fails his save and is removed. There are five wounds left to resolve, however as all the remaining models all have the same save, they can all be taken together. Rolling to save the five remaining models, the Space Wolves fails one more save. As the melta gun and a regular Grey Hunter are the same distance away and its the Ork players turn, he can pick who takes the wound and goes for the melta gun who is removed as a casulty.

    Pretty simply when you think about it, just be prepared for some arguments over whos closer! :)

    ReplyDelete
    Replies
    1. Very good example!

      Finally someone who gets it.....

      Delete
    2. TY, however if I was a rules designer I would have done it this way;

      Work out the number of wounds inflicted then allocated them out to each model starting with the closest first. No model receives more than one wound until each model has been allocated one wound, then begin allocating again starting with the closest model until all wounds are allocated evenly.

      I would then have the allocated wounds rolled in 'batches' based on saves so roll all your 2+ saves, and take nearest 2+ save models off first, then roll all your 3+ saves, and allocate to closest first ect.

      Just seems a bit retarded that twenty guys would all gun into the 2+ save Inquisitor in terminator armour when there are 40 squishy guardsmen behind him

      Delete
    3. You might think they could say "Round to the nearest inch when measuring who is closest" to avoid people from arguing a guy who is 2.1" vs. another who is 2.2", etc

      (In the above example they would be considered the same distance)

      Delete
    4. Makes perfect sense.

      The one thing I'm uncertain of is who is actually picking those casualties. Other spoilers were saying "In the case of equidistant targets, the controlling player chooses who takes the wound".

      Your example implies its the player controlling the attack (the orks), rather than the player controlling the models being wounded - is that correct?

      If so, it's an even further departure from 5e wound allocation shenanigans than I was expecting.

      Delete
    5. I think it was the controling player hwo get the pick, not the player whos turn it is.

      Delete
    6. Rau in your method, multi wound models would always survive unless you have extra rules for them. As it is, the guys in front will always die regardless of number of wounds.

      Delete
    7. No not always because if enough shots are fired...
      A. All the grunts are dead leavi.g the multi would guy alone.

      B.. Multi wound guy eventually succumbs.

      See you keep rolling if you can "absorb" the damage until the model is dead

      Delete
    8. @Rob, Not true. When taking saves wounds are allocated on a model by model basis to work out how many wounds are taken by each catagory, but failed saves (i.e. actual wounds) are allocated as they are above. So you may hit three models in terminator armour who fails two saves, if the closest terminator is a three wound HQ choice, then he would take both the wounds suffered by the 2+ group.

      Delete
  32. How many times can you do look out sir, becouse if look at the codex of IG if have a company command squad bodyguards have look out sir already aswell ass colour sergeant kell. So 1 wound is to Lord castellan creed how many times can you do look out sir?

    ReplyDelete
    Replies
    1. as not ass :)

      Delete
    2. You choose to use Look at sir as often as you wish, the look out sir, Argggghhh! rule the IG bodyguards have is different as its Automatic. So if Creed gets hit, you can attempt to roll to reallocate to any other model in unit, if you fail, you can use the bodyguard rule to allocate the wound over to the body guard (and if the body guard lives, you can do this for the next wound too as its up to 2 per turn)

      Delete
  33. Book already in some shops in Rome. Wil rtake a look this evening I hope.

    ReplyDelete
  34. First FAQ:

    Can Jet Packs move 12" in the movement phase? (The 6th BRB says ' Jet Pack Units can move as normal models of their type or activate their Jet Packs).

    ReplyDelete
    Replies
    1. 6" - There's a chart at the back of the book for movement etc...

      Delete
  35. There's a huge change that hasn't been talked about much, models in a unit that don't move, even if other models in that unit have, they count as not moved for the purposes of shooting'.

    That's awsome.

    ReplyDelete
    Replies
    1. How you move some models in a unit but not others and still maintain coherency?

      Delete
    2. If you have a Tac squad that's too close to an oncoming enemy, but the heavy weapons guy is farther away towards the back, you can move all your models closer to the heavy weapons guy without moving him and deny your opponent the charge, yet still fire your heavy weapon without snap fire. You'd also use this possibly to stretch your unit towards an objective.

      Delete
    3. Re positioning squad members to stop heavy/specials being In front when u get shot in your opponents turn

      Delete
    4. Move guys from the rear of a squad back in front of a heavy weapon so they can take the wounds

      Delete
  36. Game looks to be a lot more shooty. Even with the 2d6 charge buff. I'm thinking my IG will be swapping their power weapons for nades or something.

    Any word on how throwing grenades works by the way? Done in place of shooting? They aren't blast are they? 30 blast attacks would be a pain to resolve.

    ReplyDelete
    Replies
    1. 8" range. Only one grenade thrown per unit. Damage as per grenade type in BRB or Codex/FAQ.

      One model in a unit can throw a grenade instead of firing their normal weapon.

      For example, an Assault Grenade such as Frag is 8" S3 Assault 1 Blast and also give the usual benefits for Assault Grenades.

      Delete
    2. While shooting receives great benefits, CC will become more bloody.
      - Fearless is fixed
      - Each initiative piles in
      - Wounds are distributed evenly in CC which can reduce the lifespan of your power weapons by a lot.

      I think both CC and shooting will become more deadly. I also think position will become more important. Being able to hit your enemy where and when you want will make a bigger difference then ever.
      I believe the technical term currently used is "the game will become more volatile". Both good and bad decisions will have a greater impact.

      Delete
  37. I just wanted a confirmation that random game length was in or not, I heard from other places it was taken out and the person with the rulebook said he saw it in there... is it the same as 5th if it is in? Otherwise I hope to God it is not in there.

    ReplyDelete
    Replies
    1. Variable game length is in - on turn 5, roll D6. On a 3+ another turn is played. At the end of turn 6, roll another D6 and the game continues on a roll of 4+. Game ends on turn 7.

      Delete
    2. Dang, that is such a load of rubbish=(. variable game length was one of the biggest problems with 5th IMO and sometimes let the luckiest person win rather than the better player.

      Delete
    3. You can say that about the whole game!

      Delete
    4. Although I'm not a fan of variable game length, it greatly enhances the tactical complexity of the game.

      Players who take the chance into account that the game might continue for another turn won't rush in to contest an objective at the last second. The advantage of being able to make the last move is countered by being able to punish it in the next turn. I've seen under powered players consistently win because they better understood the tactics to win the war (not the battle)

      I honestly don't see a way around it. The best player might not always win because it is a game of luck after all, but I still think it only would alter the result of very little games.

      Delete
    5. You have no idea how many games it affects...majority of the ones I have seen are won and lost because the game went to turn 7 or didn't go to 6 and so on. I think 6 should be at least a min turn amount, anything less I feel like I am being cheated out of a full game.

      Delete
  38. Players who take the chance into account that the game might continue for another turn won't rush in to contest an objective at the last second. The advantage of being able to make the last move is countered by being able to punish it in the next turn. I've seen under powered players consistently win because they better understood the tactics to win the war (not the battle)

    ReplyDelete
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