Kan vi gissa på att det är ett senare alternativ när det kommer nya codexar till 6th (eller att det möjligtvis kommer någon omvandling av codexmagin via faq:ar så att det funkar på samma sätt som med regelboksmagi)?Excessus skrev:Tydligen enligt personen som läste WD:en var det så att man får välja mellan codexmagi och regelboksmagi
VI
Re: VI
Ordförande i Spelföreningen Dragon's Den
Administrativt ansvarig för LBK
Administrativt ansvarig för LBK
Sv: VI
Lite rykten jag läste, om ni är intresserade
Rules apparently just leaked from the upcoming WD (my thoughts in italics - feel free to ignore lol):
- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Even harder for us to pop tanks... - 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. Wont really help us much.
- 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 D3+1 automatic hits to a unit they fly over, at the base strength of the creature.
- Monstrous creatures' attacks are explicitly AP 2 So effectively no change there...
- 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 worries me they might have removed MCs 2D6 armour pen - which does not bode well. - 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. We'll have to see how this plays out.
- 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.
- 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).
-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.
Rules apparently just leaked from the upcoming WD (my thoughts in italics - feel free to ignore lol):
- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Even harder for us to pop tanks... - 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. Wont really help us much.
- 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 D3+1 automatic hits to a unit they fly over, at the base strength of the creature.
- Monstrous creatures' attacks are explicitly AP 2 So effectively no change there...
- 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 worries me they might have removed MCs 2D6 armour pen - which does not bode well. - 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. We'll have to see how this plays out.
- 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.
- 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).
-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.
Skriver fula saker som gör läsaren kanske ledsen
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Silversixx
- Inlägg: 1153
- Blev medlem: 09 okt 2008, 15:14
Re: VI
Förutom random charge ranges så får jag känslan av att det mesta är ganska genomtänkt. Det kommer antagligen bli nästan ett helt annat spel, men det kanske inte är så dumt. Jag är optimistisk till 6th, men med viss återhållsamhet, det är fortfarande GW vi har att göra med.
Alexander Merinen
Re: Sv: VI
Förutom detta tyckte jag att det mesta lät skoj.Flogger skrev:-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.
"vissa nördars nördighet är en bättre sorts nördighet än andra nördars nördighet"
Re: Sv: VI
det betyder oftast mer för närstridsenheter än skjutditon. och med rapid fire ryktena tillsammans med relentlessryktena känns det som om spelet kan få en ännu större inriktning mot skjutande tyvärr.Katarsis skrev:Förutom detta tyckte jag att det mesta lät skoj.Flogger skrev:-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.
Ja' än't bittä'!
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Valrosskorv
- Inlägg: 492
- Blev medlem: 20 jun 2011, 09:44
Re: VI
Ser ut som om allies blir tillåtna på något vis, tillsammans med "köpbar" terräng:
http://www.dakkadakka.com/s/i/at/at2/20 ... 5_5394.jpg
http://www.dakkadakka.com/s/i/at/at2/20 ... 5_5394.jpg
Re: Sv: VI
Hur funkar det tillsammans med ryktena om att var femte träff var speccad..?Katarsis skrev:Förutom detta tyckte jag att det mesta lät skoj.Flogger skrev:-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.
Linus skrev:Den enda taktiken jag känner till mot AdMech är att stå och hänga med huvet och se sorgsen ut, och det funkar jävligt dåligt...
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Gonka Koff
- Inlägg: 2745
- Blev medlem: 13 okt 2008, 10:55
Re: VI
Oj, oj oj!
Det verkar kunna vara så att det 40k som vi känner snart är ett minne blott!
http://natfka.blogspot.se/2012/06/sneak ... Faeit+212)
Det är så mycket förändringar att man omöjligen kan förstå vad en enskild detalj kommer få för effekt.
Det är så sjukt spännande och nervöst!
Det verkar kunna vara så att det 40k som vi känner snart är ett minne blott!
http://natfka.blogspot.se/2012/06/sneak ... Faeit+212)
Det är så mycket förändringar att man omöjligen kan förstå vad en enskild detalj kommer få för effekt.
Det är så sjukt spännande och nervöst!
Scatter dice always point to me, which counts as a hit. I've never needed to re-roll to hit or wound. I can preemptively steal my own initiative. My army lists have won Pulitzers. Final note, I'm awesome. -Jon "The Man" Willingham