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what people think of there units in 6th

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Roland
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Post  Selik Thu Aug 23, 2012 9:36 pm

I was wondering how units are performing with the new rules.
I have not had a chance to really play yet this summer. And as I look at list building, I am not sure how units will really perform. So I would like to hear from people about how there units are performing.
Selik
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Post  ShenkyeiRambo Thu Aug 23, 2012 9:49 pm

I haven't really played a game either. If I remember correctly, I'm free this weekend for a game, I'd love to see how 6th edition Orks play hehehehehe......
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Post  Deadlytoaster Thu Aug 23, 2012 11:16 pm

Well! lol For my Eldar:

THE GOOD
-Eldar Jetbikes still rock (moving 2d6" in the assault phase whether they assault or not)
-Wraithlords are now a better choice (vehicles being flimsier and easier to wreck, besides who doesnt love a huge badass wraithbone construct singling out your characters and crushing them to a pulp?)
-Farseers are primo, runes of warding ftw!!
-with decreases to mech, guardians are a much more solid choice (with a warlock and conceal and being fortuned)
-rangers/pathfinders got better

THE BAD
-Mech is now useless (or atleast very fragile with nothing above av12 and 3 hull points)
-Howling banshees got nerfed (power weapons no longer ignore termy saves)
-Mainly revolves around the loss of mech, the tanks were the tough thing in an Eldar army in 5th, now the whole army really feels fragile (aside from wraithlords and guardians with conceal and fortune)

For my Tau:
*Note i have only been playing tau for a bit now (end of 5th) so the differences may not be as well recorded*

THE GOOD
-6th made shooting better, for tau that can only be good
-rapid fire 30" str 5 guns for 10 pts rock (double shots at 15" not 12"!!!)
-the ability to move and fire even heavy weapons as a snap shot as a bonus (no more broadsides not shooting if they have to move)
-tau suits got better, moving 2d6" in the assault phase (making them very hard to catch)
-stealth suits have a permanent 4+ cover save even if in the open and if in cover they're even better!
-Overwatch affects tau as an army...in a very good way

THE BAD
-not really a whole lot to be honest haha, 6th brought mostly positive changes to ALL tau units and ones it didnt certainly didnt get any worse (which is the case with those not listed above). Of course they didnt get buffed to the point of necrons but tau definitely benefited from the changes to 6th.




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Post  Selik Fri Aug 24, 2012 7:30 am

I like mechanized units. I am just not sure how well they will actually perform. is a SM tac squad in a rhino any good? Are close cbt units like assault termies performing well? I am also wondering about skimmer vehicles if they are doing well.


I wish I was around this weekend to have a game, but I am up in Nipawin for the weekend giving boat rides for the Wounded Warrior. But I should be free on monday for a game, but I think the den is closed.
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Post  Lore Weaver Fri Aug 24, 2012 8:04 am

Selik wrote:I wish I was around this weekend to have a game, but I am up in Nipawin for the weekend giving boat rides for the Wounded Warrior.

*applause* You're a hero for hero's Kevin.
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Post  Aegwymourn Fri Aug 24, 2012 8:08 am

Here is my experience so far with my Tau (having played about 7 games vs Necrons and one vs A Farsight led Tau Army).

The changes to shooting and assault have benefited tau quite a bit. However I notice that the changes to vehicles so far hasn't made much of a difference since Necrons all start at AV13. The upside is that Broadsides still on average will wreck a vehicle per turn. Fire warriors are an interesting choice now with being better at shooting but still very fragile. Stealth teams and Kroot are neat infiltrating units. Stealth teams haven't had nearly as much luck as I had hoped since the trick to dealing with them is simple weight of fire which Necrons bring in spades. Versus an army that cannot dedicate as much volume of fire i would imagine they would be very good with their 2+ cover save. Crisis teams are a bit more mobile due to their assault move changing from 6" to 2d6". Pathfinders still rock with their markerlights, and with cover being reduced it allows for more bonus to BS. The only downside is that Tau vehicles are still a bit overcosted due to the age of their codex. Their basic transport without upgrades is more than 2x the cost of a rhino for one more point of front armor. Their codex does show its age in a couple of other areas as well with cost issues. I am really looking forward to Tau getting a new codex.

On the flip side I have only played one and 1/2 games with my black templar (used them as allies once for the 1/2). Assault terminators are still awesome. Regular marines are a little more mobile with rapid fire and snap shots. Land Raiders can still be very durable (as long as you dont let scarabs charge them like a newb - Darn you Planes! =P).
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Post  Roland Fri Aug 24, 2012 9:15 am

My opinion on vehicles is they are split in half. Light vehicles (AV10-12) are about as durable as before, they just explode less.

Heavy Armor (AV13-14) are harder than before, as they usually pack heavier firepower, and arent getting shaken/stunned as much.

Overall, Mech is about even. You will likely lose the vehicles, but they will be doing a lot more until they blow up.

Rhinos and the like: I am having trouble getting them to work. You have to plan them ahead 2-3 turns (and they usually dont last that long)

Termies (and anything with 2+) just got a lot better.

The game feels much more geared toward shooting now (which It kinda should be, when you think about it)

I've notice my past few games, most armor gets wrecked via hull points, rather than last ed, where you needed a lot of craters for the amount of mech that went boom.
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Post  Planes Fri Aug 24, 2012 10:18 am

The more and more I look at the Nemesor, the more awesome I think he's become in 6th. Largely due to his ability to grant and strip stealth, and being able to rip away hit and run as well as furious charge is nice, too. Because of the new cover rules I can use the Nemesor on a Barge as a much more effective deployment system.

Move the Barge: 5+ Cover (Jink)
Move the Barge Flat Out: 4+ Cover
Move the Barge Flat Out and grant it Stealth: 3+

I think I am going to try out using the Nemy/Oby combo to "rapidly escort" a 10 man pack of Deathmarks around the field next match.
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Post  Lore Weaver Fri Aug 24, 2012 10:23 am

Planes wrote:I think I am going to try out using the Nemy/Oby combo to "rapidly escort" a 10 man pack of Deathmarks around the field next match.

You don't necessarily need to use Nemesor to move the deathmarks around, although the lack of scatter helps.

Other pro-tip to remember, you can use Oby's Veil to get out of combat, if you need to (and you need to). Chuck in a 2+ save lord to accept challenges so Oby can kill mooks.
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Post  Commander James of the Ul Fri Aug 24, 2012 11:07 pm

From a Grey Knight perspective 6th is okay. Termies got a little better(aka gk termies got grenades and grenades are awesome), Stormraven is the boss. Except the Mindstrike missiles. I'm finding that Strike troops are kind useless. Purifiers get more shooty and are better in close combat. So that means I now have to field my boy Crowe. Drop my strike squads and buy another Stormraven and fill her with another squad of purifiers. Still gotta keep the termies in the list. Like the 2d6 charge. Like moving casualties from the front, new psy powers, like the flyer rules, like hull points.
However I my Grey Knights don't like that there shinny force weapons are now ap3. Ya thats right ap3... Enemy termies will get there armor save. boo hoo

All in all I like 6th

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Post  Rhaevyn Fri Aug 24, 2012 11:33 pm

Transports that are not assault vehicles now = fail.

Tac squads ( or at least 10 man csm squads) are better than before. Rapid fire weapons changes and the necessity of scoring units make Troops in general very strong.
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Post  Spamus Eatus Sat Aug 25, 2012 12:21 am

And you can use transports to get your improved tactical squads where they need to be in relative safety so they can do their jobs!
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Post  Selik Mon Aug 27, 2012 9:59 pm

looking at what to equip squads with, I am still in favor of melta guns and flamers....although with the ability to snap fire most hvt wps I am thinking of fielding more multimeltas in my SOB list with the troop section.

I know it is a players choice what to put in there squads for specific reasons. but as far as sgts go for my SM I am not sure which seems most viable as what to equip them with???
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