Friday, June 22, 2012

More 6th Edition information!



Imperius Dominatus has some great stuff on 6th Edition as well as posting the above Image.  Much we have heard before, so is confirmation, but some is new.  Check out their website for updates.


Well well well, look what I've managed to get my grubby mitts on :D

Quick rundown:


The new books look beautiful, full colour and the various photos of the pages throughout the magazine look really nice, can't wait to get my copy.  As you have probably guessed the front of the magazine is very product heavy.


There is a very basic overview of how the new rules will influence each army, looks like even Tau get a boost ;)


Two battle reports one involving the flyers and the other is Imperial Guard/Grey Knights vs Chaos Space Marines/Daemons.  I'm looking forward to reading this as it showcases the much rumoured allies.  The game is 2500pts with around 1750 spent on the main armies and 750pts spent on allies.  Interesting things I've noticed are that allies use a small foc and it appears that fortifications are purchased with the ally points allocation, a bastion with quad laser is 125pts.


There is an article giving brief details of what psychic disciplines each army can take and how many powers their psykers can take.  Powers from codices are still usable but unfotunately you can't mix and match, you either take codex powers or use new powers.  Most psykers can take 1 or 2 powers, extremely powerful psykers can take 3, Eldrad can take 4! He is such a fucking dick... ;)


The main batrep keeps score with Victory Points so it looks like Killpoints are a thing of the past, looks like my 60pt Dire Avenger squad will no longer be worth as many points as a fucking Land Raider...Yay :D


There is a large 8 page article giving an overview to the main rule changes, I haven't had chance to read this yet.


Update!

Objectives give different amounts of victory points depending on whether they are a primary or secondary objective.

Battle scenarios have primary and secondary missions.


Before the game you nominate a HQ as your 'Warlord', this model then gets to roll on one of three warlord trait tables, these are - Command, Personal and Strategic.


Hammer of Wrath - Allows Jump Troops to use their mass to deal damage as they land on their enemies.


Overwatch - Allows a free round of shooting if charged by an enemy but with bs1.


Update 2!


Missions -  There seems to be a main mission table that you roll for and then the scenario has seconday missions.  Different missions have effects on the game such as making fast attack choices scoring - Is this GW's way of stopping spam?


Warlord Trait - Command traits has Inspiring Presence which means units within 12" of your warlord can use their leadership.


Warlord Trait - Personal traits has Immovable Object which means the warlord can capture objectives.


New Rule - Interceptor, this gives the ability to shoot at units as they arrive from reserve.


New Rule - Skyfire, this allows the unit to fire at flyers at the models bs instead of bs1.


Sqns - Models in a sqn do not block each others los.


Mysterious Terrain - Archeotech Artefact, when this is discovered every psyker on the board suffers D3 S3 AP2 hits.


Update 3!


New Deployment - Hammer and Anvil, game is played along the long edge of the table (No more putting people by the radiator for Mercer!)


Secondary Mission - First Blood, first to kill an enemy unit gains a victory point.


New Rule - Flyers always arrive from reserve.


Flyers have to engage hover mode to allow units to disembark.  While hovering flyers are counted as a fast skimmer.


New Rule - Multiple Assault, you can charge seperate units but you lose the +1 attack for charging (Fire Dragons say hello to static gunlines!).


If a flyer is shot down units on board take a S10 hit.


Update 4!


Aegis Defence Lines grant a 4+ cover save but add +2 if you go to ground behind them.


New Rule - Overwatch, when a squad is charged they can fire at the assaulting unit but they fire at bs1.


Update 5!

Rule Change - Fleet allows you to re-roll the 2d6 charge roll.

Terrain - Imperial Statues, armies of the imperium within 2" of an imperial statue are fearless.


Terrain - Fuel Tanks, grant a 5+ cover save, every time the fuel tank grants a cover save roll a D6, on a 1 the fuel tank explodes causing a S3 hit.


Terrain - Impact Craters, these grant a 5+ cover save.


Update 6!


Overwatch - Flamers cause D3 automatic hits when firing on overwatch.


New Rule - Snapfire, when stunned Dreadnoughts (possibly all walkers/vehicles) can snapfire at bs1.


New Rule - Ongoing Reserves, flyers can leave the board and be placed back in reserve, they then roll their reserve roll as normal.


Flyers - If a flyer is destroyed the wreckage can land on top of units and cause damage.


And that my friends is that, White Dwarf has been an interesting, if a little vague, read this month.  It has done its job in getting me hyped for 6th :D

7 comments:

Millest said...

liking the exploding terrain - i knew there was a reason i modelled fuel dumps :D

also really like the overwatch as it might protect my ig from the nids a bit. look forward to picking up both the WD and the rule book.

Paul Chappell said...

Hmmm, d3 hits on overwatch, might be a good reason to keep taking lots of flame throwers in my various armies...

Enkiel said...

the new terrain rules are definately interesting. Also the exploding flyers...

first time in a long time that a White Dwarf will be interesting imho.

muggins said...

Possibly more interesting for Apocalypse minded folks:

http://www.freshcoast40k.com/2012/06/flyin-friday-new-forge-world-imperial.html

CLBenarius said...

I am liking all the changes with the exception of random charge lengths. I just cannot picture a scenario where this improves th balance of the game of the fun factor. Now gretching can potentially charge farther/faster than beasts. I understand that the average of 2d6 is 7, so an improvement of 1" forall. But it reeks of the Flaw of Averages. I mean i will never forego a round of shooting or rely on the hope of a 8-12" charge. So will only ever suffer from below average rolls, which can ruin carefull planning and movement and will change the outcome of the game if not entirely ruin it.

Or am i missing something?

Marlowe said...

all looks good and exciting except for 2d6" charge - what a great way to screw over assault armies. I play Orks, and this unreliability combined with the Overwatch (let's face it, even bs1 SM or Tau weapons will do more damage than Ork bs1 Overwatch can hope to do) could really mess up my games. And if consolidation into combat is still out, then the lack of attack bonus for charging multiple units is unhelpful - it was one of the only ways I could deal with gunline armies. Meh, i see trouble ahead.

Unknown said...

Just saying though guys, you haven't read the entire book yet. don't get too depressed over a potentially flawed system. I'm not saying it's true, just saying let's give GW the benefit of the doubt. Maybe they have some things that balance out the 2d6" charge, and also think...this greatly increases the fleet ability, meaning those with fleet have a (in my opinion) significantly greater advantage than they did before. So yay for Eldar! (I play DA but still...)
all i'm saying is let's see the big picture before we start getting too sad

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