6th edition facts (apparently)

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6th edition facts (apparently)

Post  Matthew G on Tue Jun 26, 2012 9:18 am

http://www.lounge.belloflostsouls.net/showthread.php?t=22683%22

Worth a read.

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Re: 6th edition facts (apparently)

Post  Planes on Tue Jun 26, 2012 9:26 am

Grah! Irregaurdless isn't a word!

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Re: 6th edition facts (apparently)

Post  Lore Weaver on Tue Jun 26, 2012 9:52 am

"ASSAULT AFTER DEEPSTRIKING?

No you may not :p "

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Re: 6th edition facts (apparently)

Post  Planes on Tue Jun 26, 2012 9:55 am

So much for Flayed Ones.

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Re: 6th edition facts (apparently)

Post  dusktiger on Tue Jun 26, 2012 10:07 am

i like these ones:
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.

slight nerf to those who enjoy pulling off multiple assaults with their armies that can field more than 10 models per squad.

and this:
- Casualties are removed from the front rank, like the case of Shooting Phase

no more being assaulted by 30 ork boyz and having the player remove casualties from the 'back' of his mile long sprawl. plays more realistic.

- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
simplified! yay.

NO MORE DAWN OF WAR DEPLOYMENT!!!
- There are 3 Deployment Types, one being the classic Pitched Battle,
second one is reversed Pitched Battle (deploying along the short table
edges), and third one is a triangular deployment.

preferred enemy's only for shooting now. nerfed necron destroyers, unless they're gaining Hatred, which is the melee version of Preferred Enemy.

oh, and planes? irregardless 'is' a word. it's in the miriam webster dictionary. and on their website version. a word that's been in common usage since 1927 tends to gain real word status after so long. so's Ain't. that one got into the dictionary about.....close to 10 years ago now. drives my mom nuts Laughing

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Re: 6th edition facts (apparently)

Post  Planes on Tue Jun 26, 2012 10:15 am

Read further into the thread, the OP got Preferred Enemy wrong because he didn't know how it worked in 5th. Reroll rolls of 1 to hit for both Melee and Shooting now. Major buff to shooting, bit of a nerf to melee in the event you need more than a 2 to hit.

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Re: 6th edition facts (apparently)

Post  dusktiger on Tue Jun 26, 2012 10:31 am

someone also corrected that HP formula on pg 7. i thought it sounded way off cause land raiders were getting 14 and rhinos 10.

its FA + SA(once) + RA / 10, round down to nearest whole number.
rhino = 3
land raider = 4
leman russ = 3.7 = 3 (so close!)
battlewagon = 3.6 = 3
dreadnoughts (all) = 3

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Re: 6th edition facts (apparently)

Post  Planes on Tue Jun 26, 2012 10:44 am

That would put a Ghost Ark at 3, though I recall hearing that it's supposed to get 4.

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Re: 6th edition facts (apparently)

Post  Roland on Tue Jun 26, 2012 10:47 am

Nope, tha'd give speeders a 1, and all vehicles have at least 2 (otherwise a single glance would wreck it). Honestly think they just said 2 for light stuff, 4 for nigh-imvulnerable, 3 for everyting else.

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Re: 6th edition facts (apparently)

Post  dusktiger on Tue Jun 26, 2012 11:11 am

yea some were just given a 'hard' number so they didnt go up like TP in a taco bell, but overall, that formula gives you most of the vehicles since the average is 3 HP. but some are just gonna get a 4 because, well because. dont argue with a brit holding a cup of tea. i dunno. maybe The Doctor told them to do it that way and not ask boring questions.

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Re: 6th edition facts (apparently)

Post  Rhaevyn on Tue Jun 26, 2012 9:31 pm

Positioning is going to Take up SO MUCH TIME now. like hundreds of seconds Sad

According to the rules below, wound allocation happens closest to farthest.. yes?

so my marines charge your necrons. i position my guys so they charge your leaders/heavy weapons/regular dudes(whatever is most beneficial to me). i make my attacks, cause wounds, remove models etc. THEN on your INIT, you pile in 3 inches, and make your attacks.

so. if you've got a blob of dudes, i can conceivably assault you, kill the front line, and leave your back guys far enough away that they cant even counter attack, AND I can cherry pick which models i want to attack/remove casualties from(unless you've positioned your models very well)? ... Thank you G-Dub, thank you very much.

I didn't like fighting against DE CC units before, now i'm shaking in mah boots Sad




Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)

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Re: 6th edition facts (apparently)

Post  Rhaevyn on Tue Jun 26, 2012 9:54 pm

Night Fight mean you cant shoot over 36". Over 24" away has shrouded (+2 cover save), over 12 away has stealth. Night fight is in play for all the missions. It is only in effect on a 4+ however, and you roll for it to go away every turn on a 4+

I love removing the random range from night fight missions....

Every mission is night fight on a 4+ though? and only a 50% chance of it going away each turn... confused

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Re: 6th edition facts (apparently)

Post  Roland on Wed Jun 27, 2012 8:57 am

I'm not getting this. You make charges random, add other random aspects..... and take away the random nature of night fight? Thats the hill they want to die on?

"Change distance is ok.... but random distance sight in night fight?! NEVER!"

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Re: 6th edition facts (apparently)

Post  Planes on Thu Jun 28, 2012 9:53 pm

With the new "purchasable terrain", does anyone think that there will be codex specific terrain at some point? I know I would love me a Pylon.

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Re: 6th edition facts (apparently)

Post  Deadlytoaster on Fri Jun 29, 2012 12:49 am

Tis possible and i agree with you, would love some terrain that isnt just imperium. (though i mean theres the whole argument that the imperium is so vast that most battles in cities or other would be in imperial cities/battle lines) but still an Eldar kit please? as i shant be purchasing an inferior imperial bastion for my Eldar lol

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Re: 6th edition facts (apparently)

Post  Planes on Fri Jun 29, 2012 2:27 am

Empire? Vast? Pffffffft.

Tomb Worlds, man. Tomb Worlds.

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Re: 6th edition facts (apparently)

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