Wednesday 13 June 2012

6th Edition rumour mill


With Warhammer 40K 6th edition fast approaching the rumour mill is starting to enter full swing, people wondering if they will ever stand a chance against grey knights or if their armies will continue to languish under the might of the space marines. 
Rumours are copied from Imperious Dominatus


From Darnok on Warseer

AP are on ccw but he says power weapons are ap 2, not 3.
Marines are going to be the obvious benefactor of this, most xenos armies are going to take a bit of a pounding, biggest loser here will be genestealers going up against other assault units.

When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
What about fleeting units? bikes can normally charge 18" now....

It's move assault then shooting now!
This is going to have a huge impact on the game, Elite squads like Purifiers able to mow down opponents in combat then shot psycannons and storm bolters at another unit, nasty.

Fnp is 5+. Master crafted ccw give you a 5+ invuln save
FNP is a bit of a nerf to Sanguinary priests (who were a bit OP anyway) and Tervigons with catalyst, don't know about master crafted weapons giving a 5++ though?

When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
Fast vehicles just became a lot more valuable then

A unit can't claim a object while inside a vehicle.
Makes sense
There's new kinds of instance death. If your say strengh 8 vs a space marine captain toughness 4
you only do 2 wounds! Strengh (9?) or more would do 3 wounds & kill him.
Or could be an additional wound for every point of strength over the double toughness, This makes the Doom of Malantai much more valuable, if he can survive a krak missile
In kill point missions you get kill points based on what the units points cost, so for example a
landraider would be worth 5 kill points & a unit of marines 3pts.
Why not just go back to victory points, this seems to be for every 50 points or part of, which means a guard squad is worth 1, a guard squad with a meltagun is worth 2. Needlessly complicated.


hat wrote:
I mistyped re: the cover saves. Ruins are 4+, the vast majority of stuff is 5+
Fully expected cover to get worse, makes vemonthropes, KFF, and other cover save generators more valuable
I did not mistype WS1 for moving vehicles, they are not WS10 if they moved - flyers might be different; not sure.
The ability to hit vehicles in combat a bit easier would be good for Tyranids, most other armies rely on shooting
Preferred Enemy change of reroll 1's to wound is in addition to current rules for Preferred Enemy
Templars, Necrons, and tyranids benefit from this one
Flyers are noted in the BRB changing some of the existing vehicles (Summary sheet in the back)
Eldar Flyer, Void Raven and Tau I believe are in the same wave.
A Tau model, N'ah I don't believe it :-P




Darnok just posted these on Warseer:


Warhammer 40,000: Rulebook, £45 wrote:
There is no time for peace. No respite. No forgiveness.


There is only WAR.





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Across airless moons, within the depths of dark, twisted hive worlds and even in the immaterial realm of Warp space, battles rage that will shape the future of the galaxy forever.
It is a universe that you can enter today, if you dare. But remember that this is a dark and terrible era, and there is no peace amongst the stars...

The Warhammer 40,000 Rulebook is your essential guide to playing atmospheric battles in the 41st Millennium. It helps you field majestic armies of Citadel miniatures across the war-ravaged battlefields of the far-future, in the ultimate contest of strategy and skill.

With 440 full-colour pages, this hardback Rulebook is packed with rich background and contains all the rules for fighting pulse-pounding tabletop battles. The Rulebook includes exciting features such as dynamic close-combat, flyers, psychic devastation and interactive scenery. As well as jaw-dropping artwork, contained within is a history of the 41st Millennium and a richly detailed guide to the races and weapons of the far-future. It also features a comprehensive hobby section to set you on the path to choosing, collecting and building your own Warhammer 40,000 army of Citadel miniatures.



Warhammer 40,000: Psychic Powers, £8 wrote:
One of the many exciting features of Warhammer 40,000 is Psychic devastation, where Psykers wreak havoc on the battlefield. Psychic Powers is the complete set of Psychic cards, which be used in conjunction with Psychic Disciplines. They make a great accessory to your tabletop games.

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Darnok wrote:
There are also "Munitorum Templates" (£12, designed with a metal effect look), "Munitorum Tape Measure" (£10, looking like a Servoskull) and "Munitorum Dice" (£10, while stocks last).

On advance order on 23th, available from 30th of June.



hat wrote:
More Info (unsure if others have mentioned it however)

Plastic Plaguebearers & Nurglings, Finecast Blue Scribes in August (amongst what Im presuming is that metal daemons will be released with Finecast Versions.)
Finecast will replace all metal models in the next year (unsure if that means specialist)

6th ed - a few morsels
Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
This is going to hurt assault armies pretty badly, a short run of bad luck could prove extremely crippling with a large portion of the army being stranded in the open failing to reach the enemy. Ouch
Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.

Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...

Vehicles cannot contest (unsure if scoring units in transports can

6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)

Troops are the only ones that can score (including of course 'scoring units')

5+ Cover save for most things including ruins.

Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
Sounds like it could be good for a laugh
Percentages are *not* in
Phew.
Wound Allocation is closest to furthest.
This could take ages to work out, especially if you have 2 slightly staggered units facing each other, would you have to work out each models shots individually....
Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
Necron lords with mindshackle scarabs would get pretty beastly in combat with this rule. Declare a challenge and watch the enemy IC kill himself, nice
Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
Not for Templars though.. Boo
Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
Huge benefit to Grey hunters, not really a nerf to grey knights, but a slight equaliser, makes a foot guard army able to lay down a huge amount of lasgun fire (even flashlights in a big enough quantity can be deadly
Jump Infantry get a free strike at I10 when they charge into combat
Would have thought monstrous creatures would get similar impact hits, as much as I think having an assualt marine land on me would hurt, i think being trampled by a carnifex would hurt more.
Psychic Power Decks using a dice system similar to Fantasy.

Flyers are in.

FNP drops to 5+ Save.

I'm calling it now - Infantryhammer



Kroothawk wrote:
More extensive overview by stickmonkey (maybe you should edit the thread title to "Release schedule rumours"):
Rumored Daemon wave:
Plague bearers (5x box) Plastic. Priced as pink horrors
Furies (5x box) plastic. Priced as de scourges
Blue scribes (finecast)
Herald of nurgle (finecast)
Maybe a little surprise here too...
Plastic GDs are done, rumored to have pieces to build named GD as variants ( though not expected til 2013)

Rumored flyer wave:
De bomber
Eldar fighter
Tau fighter
(go look at relevant thread for details)

Rumored box set contents:
Marines
Chaos
( go look at relevant thread for details)

Rumored next Codex:
Chaos Space Marines
( go look at relevant thread for details)

Rumored July release:
6th Ed hard back
6th Ed special edition
Limited templates, game aids, and what not for 6th edition...
( go look at relevant thread for details)


(...)
(On Deffcoptas)
They are a little bulkier, but not that much bigger. A few pilot options, and some (I think 2) grot hangers on. And some other flavor bits. Like all ork kits you can go to town with making it unique. It's 1 full sprue per Kotpa. To do 3 per box would mean the rhino size box.









9 comments:

  1. Sorry about earlier looks, problem with posting from work is the inability to preview.

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  2. most of that stuff at the top seems like crap tbh.

    and the bit about purifiers and assulting makes no sense, its the assult phase, shoot, combat like in warhammer, if thats how they set it up, it wont be assult, combat, shoot. also as ive heard they are bringing back the ability to sweep into another unit after combat this would make more sense.

    nids dont have to worry about AP in cc, rending gives you ap1 and all mosterous creature attacks "ignore armour save" much better thatn an AP

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  3. If it was assault, shoot, combat it would make assualt and pistol weapons more or less useless. the ability to consolidate into another unit would be fantastic, so i do hope that comes back.
    I was more worried about the opponent hitting the genestealers back. if it's true that chainswords become AP5, it's essentially a power weapon against genestealers.

    Of this is all just baseless conjecture at this point :-P

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  4. well that would make sense as at the moment a chainsword swung by a super human has the same effect as a guardsman kicking you in the ankles and dropping his lasgun on your toe.

    i cant see GW making a combat phase before a shooting phase work, its never had a system like it before and it seems that 6th has borrowed a lot from 8th warhammer.

    plus the weapons rules are changing anyway with the rumours on rapid fire weapons being able to always shoot at full range but the rapid fire bit carrying some restrictions. and if CC AP is in does this mean that plasma pistol will be worth taking rather than just being a liability

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  5. No I fully agree that a chainsword swung by a superhuman should be far more detrimental to your health then a grot failing at you. Just concerned that this would make the game even more marine-centric then it already is. Still its better then the old ork choppa rule "cuts through terminator armour like butter, just struggles with the old flak armour though." :-P
    Would be nice to be able to use plasma pistols in combat though, certainly see a lot more of them if that were the case, although maybe with certain restrictions such as ataking a wound on a hit roll of a 1.
    Soon see though.....

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  6. aye it could all be bullshit and everyone in the 40k universe becomes friends and there is no war its just massive galactic paintball games

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  7. In the grim darkness of the far future, there is only ... airsoft
    :-P

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  8. I hope they change the assaulting rules with a rapid fire weapon, I keep getting fed up that in all the fluff there are countless times that a bunch of marines charge forward blasting away with bolters until they're in hand to hand with the enemy but you can't do that in the game...Grr!

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  9. I honestly can't see them doing that, rapid firing boltguns then charge in as well? that would just be nasty. Also they gave marines bolt pistols to make up for that :-P

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