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[WH40k] 6th Edition Incoming. Hide your women and children!
Posts
Now with my IC, I'll probably still use a frost blade or thunder hammer or something along those lines, and I'll leave most of my other dudes stock except for one thunderhammer. The need to take ablative wound fenrisian wolves is detbatable.
I'm going to ask my store to house-rule flakk missiles. This will probably not happen, because the only other player with a flyer is the store owner's son who fucking drools at imbalances like this.
"Look at that subtle off-white coloring, the tasteful thickness of it... Oh my God, it even has a watermark."
Note that this only effects Eldar Harlies.
You mean I might actually play a game using the Dark Angel codex?!?
Oh wait I have a battle company. There probably won't be rules for normal marines just bikers and termies
How hard would it be to refurb this thing for 6th? They're painted/flocked very poorly, but I don't know how to deal with the green rods for stripping/repainting. Not sure what units I'll want to add either. Thoughts?
I'm really curious why you think slowing fast foot armies down and screwing people who are maneuvering for assault roughly half the time is a good thing at all, let alone the best thing GW has ever done.
OK, so this is GW stupidity. I'm 99% sure the sentences they meant to replace with "they have Stealth and Shrouded" are the second and third sentences in paragraph 2, or alternately the second and third paragraphs themselves. Those are the sentences/paragraphs that talk about spotting distance and so on.
Instead, they replace "It follows the same rules as Warlock powers (see page 20-21). (para) The Shadowseer uses her powers to confuse and terrify her foe." One of those is a clarification about how the power is always on (which is upheld in the new errata, giving them ML0), and the other is a fluff sentence.
Aidan Twosouls, Dwarf Shaman, in Vale of Buried Shadows
I'm not sure how it slows down fast foot armies. They can still move 6" and run d6". I suppose they can't run and charge, so that one turn is a bit different. But the average charge distance is going to be 7", which is slightly longer than before, and could always be looked at as having rolled a 1 on the fleet roll previously.
There's a 72% chance you will have no worse an assault range compared to previously (assuming no 5e fleet) and a 58% chance you'll actually charge farther than previously (again assuming no 5e fleet).
Aidan Twosouls, Dwarf Shaman, in Vale of Buried Shadows
I'm a sucker for old school simulation mechanics like this - random charge range changes the decision making process to something like "should I move up cautiously before charging or go for it and risk getting caught in the open?" which fundamentally alters the dynamics of the game in a way we haven't seen since 2nd and Overwatch (and improves upon that). Just like in WFB, it undermines the ability to run assaults as a clockwork timer against static targets; your opponent is now playing your potential for risk-taking ("does he launch the assault earlier? What if he gets a 12" charge?") than a more static game effect ("I have three turns till they reach my artillery").
I'm 100% behind anything that forces players to take risks and play against their opponents' decisions, rather than predictable, reductive mechanics that will yield the same result every time.
So yeah, random charge ranges have been a huge boon for WFB and likely now 40k.
Just find it amusing.
This, every time. They've helped make Fantasy a great game, in my opinion. You can't always rely on your troops to pull off your orders 100% effectively (or, indeed, they may exceed your expectations!) - balancing the risk is fun!
Thoughts of a Part-Time Hobbyist - A Wargaming and RPG Blog
This is also why I love Warmaster so much as well; either you take risks with your heroes by putting them ahead of your units to minimise range penalties to your command checks or you take a chance on using your general's superior leadership and maybe freezing your entire army solid for a turn and, either way, this is a decision you should have been thinking about last turn.
Or, in short, down with "lol, I guess I charge or something?"
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BOoourns.
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I kind of feel like assault has enough drawbacks already, what with the high chance of taking damage to deal damage.
Random charge distance just makes me want to say "fuck it" and build gunlines so I can laugh at the guy who roles snake eyes.
Unfortunately I'm broke as hell so that's not an option.
Joline Lovejoy: Gifted Priest/Pistoleer - Chains of Corvis IKRPG
Was it the "base 5+ cover always" and "+1 to cover saves" because I thought they already had a 4+ cover save from their suits….
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They have a 5+ invuln save. Shrouded gives you +2 to cover saves. If you're out of cover, then you have a 5+ minimum cover save. Stealth improves THAT by +1. So if you're in area terrain (5+ cover base), it's down to 2+.
Joline Lovejoy: Gifted Priest/Pistoleer - Chains of Corvis IKRPG
Now, Stealth + Shrouded for Tau Stealth Suits, who suddenly have a permanent 4+ (minimum) cover save to go with their 3+ armor save? Instead of a "Roll 2d6x3 to see them"? That makes them useful.
Aidan Twosouls, Dwarf Shaman, in Vale of Buried Shadows
OK, that's better than replacing one cover save with another, but still kind of a kick in the teeth. Oh well.
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Joline Lovejoy: Gifted Priest/Pistoleer - Chains of Corvis IKRPG
6th edition game 1, GK vs GK
opponent running brotherhood champ warlord, techmarine conv beam, HvB/las/hurr stormraven, 2 squads of psybolt termies, one psycan heavy squad, one psycan purifiers, one 5 man strike squad
forget what his warlord was
i'm running coteaz, 3 psyback (one with a mystic beacon), HvB/AC/hurr psybolt stormraven, psycan termies, psycan inquis with brain mines, 7psyker/3plasma can/jokaero (chimera), 6 dca (1 axe)/3 crusader/1 psyker/1 eviscerator banisher, ven dread psybolt AC loadout
I rolled the +2str / +4(i) pyro and reroll your saves malediction on coteaz, and precog (reroll all fail hits/wounds/saves) on my inquis (OMFG OP)
he gave me first turn, i moved up, maledicted his psybolt heavies and shot them down
bottom first: he shot up my chimera and not much else
top second: stormraven zoomed on and 2 psy-shock missles killed 4 of a strike squad and the champ, AC killed the techmarine (armor save 1), coteaz and the plasmas moved out of the 1 HP chimera, termies and inquis moved up shot the termie squad and make assault thru cover (8 in), precog inquis challenged justicar and owned him, my 2 hammers wiped out the squad (1 precision strike that didn't matter much)
bottom second: his stormraven zoomed on and unloaded, psy-shock killing 2 termies (nothing else), he rest of his firing mostly bounced off coteaz (who was in front with his 2+/4+) until i got scared of the S7 hits (he's T3) and i started lookout sir-ing to psykers... almost lost coteaz to a rending psycannon shot
top third: my stormraven goes to hover and unloads dca's who dispatch purifiers vehicle, my psybacks move to take the objectives (running low on time) I SHOULD HAVE disembarked for 13-18" move to catch 3 objectives, but i was derping on the combat mechanics, psykers and plasmas scattered off his termies, but they took enough fire to lose one, i unloaded too much fire on his stormraven, I should have made my own SR skyfire but derped it
bottom third: he shoots at my psybacks and fails a charge, his purifiers firepower takes out my stormraven
end for time (2h 30m), I controlled 2/5 objectives and had 2 VP's for firstblood and warlord kill, this was a learning tournament so we took our time and learned a lot of rules
I'm pretty happy about 6th so far. Our 2nd game (DE vs Marines) was an absolute nail-biter that basically went back & forth the entire game starting with my Wyches failing a 3" charge due to the special characteristic we rolled for the objective. Also somehow both my Raider AND my Venom lasted the whole game in spite of the volume of fire they came under. The Jink rule is so baller.
We did encounter one WTF thing though with the way wound allocation seems to go down for blast weapons. Even if the blast hits the back ranks, you still pull casualties from the closest models even if they weren't under the template? Huh?
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And, frankly, I'm all for that granularity.
Other highlight of last night: My Dread punching down a god damn building just because.
Yeah, this sort of thing is going to be awesome. My friend loves his Bastions (he bought that set with both and an Aegis line), so being able to reduce them to rubble as his dude hide on top will be fun.
If you can explain to me why Target Locks have gone, you can use whichever variant of harlequins you like. Though to be honest I'd probably let you use either anyway, despite 2+ cover save when firing through an enemy unit is pretty good.
Shrouded is cover save is always +2 better than it otherwise would be, stealth is cover save is 6+ or +1 better.
So it's +3 to cover saves when combined together.
Joline Lovejoy: Gifted Priest/Pistoleer - Chains of Corvis IKRPG
Sniper drone teams suddenly look a lot better under the influence of the new stealth field rules too.
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Firstly, my feelings is that, vehicles that aren't shooty vehicles or drop pods are nerfed. Mainly because it's a guaranteed death after X amount of results. This makes dreadnoughts a no-go for me. I used to reliably be able to throw a dreadnought at things, but 3 glances and the fucker is just dead. Extra armor is overcosted now for everything IMO.
I think 6th is going to be the edition where everyone just tools up shooting. Why assault shit unless you have invul saves? I lost units every time I assaulted to snapfire. Even a thunderwolf. I don't think it's really a bad thing, it's just changing the dynamic of the game. I'm not really afraid of being assaulted as much because even as space wolves, I'd rather just doubletap my plasmas and bolters into them and wait for the snapfire overwatch.
I think the actual fix to this is the allies. It allows you to shore up your units and make things that can help out your army where it's lacking. I saw a black templar guy just rampage around the board with squads of SS/TH termies.
Also, SS/TH termies are back to prime. Why ever take anything else? ESPECIALLY as regular marines or blood angels with their fucking awesome FNP assault termies or space marines with their cheap 200pt assault termy units.
"Look at that subtle off-white coloring, the tasteful thickness of it... Oh my God, it even has a watermark."
Then you keep doing this with each one in succession until they've all taken at least one unsaved wound now you have taken a bunch of wounds and lost 0 models.
Works with any multi wounds models in a unit if there is a character up front.
At least, that's how I can see it working unless I'm wrong. Someone tell me i'm wrong please.
"Look at that subtle off-white coloring, the tasteful thickness of it... Oh my God, it even has a watermark."