6th edition rumours

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Yautja
Inlägg: 1227
Blev medlem: 26 okt 2009, 06:57

6th edition rumours

Inlägg av Yautja »

From Blood of Kitten:
http://bloodofkittens.com/network/me...ctivity/14616/

We, the gamers, are sitting on the receiving end of this dishonest policy once more. We are treated like children and that is exactly the goal of these changes. So here are some of their plans, as long as the info is available, to spoil some of their surprises:

* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves)

* first real 6th edition codex: Codex Chaos Legions, really big release in three waves, doesn’t invalidate Codex Chaos Space Marines which gets extensive White Dwarf update as Codex Renegade Space Marines

* two starter sets, each with rules, dices, movement markers, mission booklet, one with Dark Angels and fitting scenery, the other with Black Legion and Chaos scenery.
You can combine both to play the campaign or use one set alone to play a selection of dumbed down scenarios against every other force, first starter set that comes with a model for a well established special character

* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules.
The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure.


* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance * strong narrative focus on Chaos, perspective shifting from the Empire to the struggle between free races and the Warp


* the biggest rule changes:

- similar ballistic to hit chart as wound chart: compare BS to target’s speed and unit type. BS 3 hits moving infantry on 4+, but lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE

- victory points are back, but with another twist: you get two victory points if an unit holds an objective for an entire game turn, if a scoring unit holds one, you get three and one if you destroy a squad leader or vehicle

- before the game there is a bidding contest for the opportunity of the first turn, if you bid more strategic points you can go first, but the enemy can spent these points on stratagems as in Cities of Death: 22 generic stratagems

– for example for one point you can decide on night fighting or place an automatic gun, for four you can shift your reserves, most expensive stratagems are at 12 points and are really drastic, every unspent point can be used once a game for a reroll

- new turn sequence: prepare-movement-assault-shooting-consolidate new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions assault before shooting


* big units are real roadblocks! Some more examples for the development doctrines One rulebook for all:

- flyer rules are incorporated in the main rules

- narrative rule section that expands core rules: formations, super heavies, gaining experience


* modular rules, core rules can easily be expanded by narratives rules or another expansion set Heroic characters:

- independent characters more powerful, armour save and invulnerable save at the same time

- squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives

- independent characters can snipe More visceral combat:

- standard cover only 5+ now, Feel No Pain (1) only on 5+

- slow slogging units very vulnerable


* some weapon types are specialized in taking out specific unit types and are incredible good at doing this (sniper vs. infantry without armour), but on the other hand ordnance vs flyer isn’t going to do much streamlined:

- no more random movement at all

- 5 general types of psychic powers

- wound allocation like 4th edition on unit basis, but attacker can chose every 5th wound to go to a single model (sniper weapon every second wound)

- artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks clean up of combusted rules:

- there are tiers for most of the special rules. Instant Death (2) circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+, Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given, the special rule is tier 1.

- no more difference between leadership test and morale test


* terrain rules on a single page, true line of sight, non-vehicles models are ignored altogether, rules for special terrain like bunkers, ruins or deathworld mangroves in narrative rule section less randomness, more strategic options:

- more elaborate reserve rules, can nominate turn of arrvial and has only small change to arrive earlier or later, or can intervene behind enemy lines, arrives randomly but can hinder enemy reserves, must be distributed evenly between turn two and three, later arrivals only randomly

-no more random game length -no roll for first turn

-deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous

- movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld

- more reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn), jump troops can fly high, units with Stealth can attempt to vanish, …

saxat från warseer, vem vet!
speedfreek skrev:Jag tror att Snot för en gångs skull har fel.

Tror dock Swen har koll...

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Jimmy Johansson
Inlägg: 887
Blev medlem: 13 maj 2009, 09:04
Ort: Varberg

Re: 6th edition rumours

Inlägg av Jimmy Johansson »

Lite lagom ändringar där ja, låter som ett helt annat spel :P
egge skrev:-Jimmy är sjukt trevlig. Jimmys armé var det inte :wub:

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theWatchman
Inlägg: 2559
Blev medlem: 10 jul 2009, 21:09

Re: 6th edition rumours

Inlägg av theWatchman »

Jag gillart!!!! :D

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Skulliz
Inlägg: 804
Blev medlem: 23 nov 2009, 15:07

Re: 6th edition rumours

Inlägg av Skulliz »

Kan vi inte kompa bort nästa edition?

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Serpent
Inlägg: 2674
Blev medlem: 26 jun 2009, 15:13

Re: 6th edition rumours

Inlägg av Serpent »

Jag håller nog på att bli gammal. När jag läser förändringarna känns det lite som om jag på allvar ska sluta spela det här spelet... Men det kanske blir ändring på det när man ser de riktiga reglerna. :(
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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Katarsis
Site Admin
Inlägg: 5178
Blev medlem: 05 okt 2008, 21:11

Re: 6th edition rumours

Inlägg av Katarsis »

Jag gillart också. Det enda jag reagerar på var BS to-hit-modifiers samt bristen på random movement. Allt låter väldigt komplext just nu (stratagems, reserves, mm) men det löser sig nog.
"vissa nördars nördighet är en bättre sorts nördighet än andra nördars nördighet"

Halvar
Inlägg: 2161
Blev medlem: 12 apr 2010, 09:25

Re: 6th edition rumours

Inlägg av Halvar »

inga försök att låsa upp folk som ramlar ur transporter som förstörs i närstrid. och än en gång blir karaktärer bättre och bättre, samtidigt som invo-saves blir bättre med. det är negativa delar. jobbigt att behöva köpa sergeanter när vissa dexar i princip inte kan det i nuläget. att morale == leadership tycker jag är kasst om man inte erratar en nedrans massa.

blev glad när jag läste om deepstrike iom att mawlocs kanske går att använda då samt att trygons tunnel kanske någon gång får en (dålig) användning. sen kom det där med att hamna inom 6" är farligt vilket gör att mawlocen förmodligen kommer dö på vägen upp. true line of sight some inte är true line of sight? det var juh logiskt. känns som att transporter förmodligen får större plats i arméerna med de coversavereglerna.
Ja' än't bittä'!

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Seregon
Inlägg: 1225
Blev medlem: 22 aug 2010, 19:39
Ort: Uppsala

Re: 6th edition rumours

Inlägg av Seregon »

Jag har en del rykten som både bekräftar och motsäger BoK's. Återstår att se vem som får rätt..

Från CiaphasCain och hans studio-källa; ta allting med en halvstor nypa salt.

Warhammer 40k - 6th ED

New vehicle damage chart
Move through cover for everything
Imperium vs Galaxy but more vs Chaos
Imperium starting to break at the seams
Calgar may have been severely injured by Abbaddon - civil war within Ultramar; possibly even within the Ultramarines, fighting over being Chapter Master
No move vehicle 12" - disembark - fire
Cover nerfed
M42!
We'll be seeing more of the lesser known Chapters and Chaos factions
Red Corsairs will be a bigger threat, Cypher is back, Night Lords and the Alpha Legion will be prominent
The Space Wolves are apparently tied down defending the Cadia system
Abaddon used the Blackstone Fortresses to force a break out of the Cadia system - 14th Black Crusade!
Also, major emphasis on bringing Black library stuff into main 40k

"You guys need to rein it in with this realization
There has been a demand in the studio to return towards a more narrative emphasis for years
GW command has been fighting the studio the whole way though
It SEEMS as if they've given in, because they're running out of options
But it's never guaranteed
I can only tell you what the studio WANTS to do"
::: Peter Rönnmo ::: VIII Legion, XII Company; Pavor Nocturnus ::: Blog: Twelfth of Eight :::

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Serpent
Inlägg: 2674
Blev medlem: 26 jun 2009, 15:13

Re: 6th edition rumours

Inlägg av Serpent »

Lite mer gubbgnäll... En sak jag ställer mig skeptisk till: wound allocation på var 5:e wound.
"Fem wounds på dina Orker, ett på Noben."
"Fem till, ett på Noben. Jaha, sprang de nu, så tråkigt att de aldrig kan ralla utan sin chef..."
Eller ännu skojigare - med Systrar. T3 var kass innan, nu blir det fan helt uselt.

Med Assault före Shooting blir det mindre synergi-arbete för spelaren. Allt ska kunna klara sig självt - utan understöd. Marines känns som om de blev bättre.
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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Asplund
Inlägg: 1538
Blev medlem: 27 okt 2008, 13:02
Ort: Bästkusten

Re: 6th edition rumours

Inlägg av Asplund »

Liiiite tidigt att börja gnälla redan va? Ska bli kul med ny kvällslektyr så småningom.

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