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Thread: Official WarSeer Warhammer 40,000 6th Edition discussion thread

  1. #461

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by daboarder View Post
    From BoLS, God I hope this ******** is rumour reverb or straight lieing from sources but this tripe continues to make me sick.


    -There will be at least 4+ "Disciplines" of Psychic Powers in the game. (WFB has 8 lores)
    -Disciplines seem to fall roughly along the lines of the sects described in the novel "A Thousand Sons" as used by the Heresy-Era chapter.
    -Each Discipline will have a "Default" power and a set of others that you will roll for each game.
    -Number of rolls you get and the the exact details of which powers you end up with are said to be similar to WFB 8th's power selection mechanic.
    -Powers have a "Casting Cost" that is different from the mechanic used in WFB 8th.
    -Certain 6th Codices will add additional racial specific Disciplines.
    Everyone ignores your post. Strange.

  2. #462

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    I think consolidate assaults could be balanced if they have a series of limitations.

    -As noted above, limiting it to d6 inches is a good idea.
    -So is delaying attacks to the next turn, so that you only fight one assault per turn.
    -Reaction fire would be a good way to help whittle things down.
    -I think it would make sense if you could only get a consolidate move if you won combat on your own turn. That way you're not necessarily getting a speed boost.
    -They might limit it to only certain assault situations. What if you can only consolidate onto a transport's passengers after destroying the transport in assault?

    I'm sure GW will figure out a way to balance it. It's obvious that they know it can cause problems, because they removed it entirely last edition change; if they bring it back I'm sure it will be limited more than it was in the past.

    Regarding the psychic power rumors, I got no problem with them. As long as your default power is still something useful psykers will still have a place; the random powers are likely to be minor buffs. With mastery levels being introduced I think it's to their benefit to use disciplines and random minor powers to prevent spamming. I'm mostly wondering how they're going to translate the powers listed in existing codexes - or for odd psykers like Wyrdboyz.
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  3. #463

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    It would be so much easier just to allow firing into combat with a penalty (for argument's sake, let's say: target is always in cover, representing waiting for clear shots, and you can't fire Blasts or Templates at them) - and then, continue to apply that penalty for the turn after the combat ends, representing lingering confusion and the fact that the players' turns are actually taking place more or less at the same time. So rather than being granted total safety or sitting duck status at the whim of the turn sequence, you get a lesser degree of protection, but you're guaranteed it. The whole thing stops mattering then, and as a bonus you also get an interesting dynamic where units can actually offer each other meaningful support by being close by. A Fire Warrior squad could support another effectively by being close enough to rapid fire at their comrades' attackers for instance, and so winning quickly becomes a good thing, while bravely fighting on becomes beneficial for the defenders. As it should be.

    And being in close combat is still safer than not. Quit moaning, Wyches.

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    Quote Originally Posted by Theocracity View Post
    I'm sure GW will figure out a way to balance it
    I don't doubt they'll balance it, but what bothers me is that they don't seem to prioritise having the rules make sense while they're balancing...
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  4. #464

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Theocracity View Post
    I'm sure GW will figure out a way to balance it.
    This cracked me up hard. After dealing with Leafblower, Thunderpups with longfangs and Grey Knights throughout 5th edition I don't think I can even feign that they can figure out a way to balance anything. That being said, since they're obviously giving up on the tourney scene that's not as big a deal for them as it is for a large portion of the vocale online community.
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  5. #465
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by N.I.B. View Post
    Everyone ignores your post. Strange.
    We're all hoping that by ignoring it, it fades out of existence. The last thing this game needs is random Psychic powers, or even better defenses against them (psychic powers hardly dominate the game the way magic does in fantasy and psyhoods are everywhere these days, offering an almost 50% chance of negating the psychic power in the first place).
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  6. #466

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Radium View Post
    We're all hoping that by ignoring it, it fades out of existence. The last thing this game needs is random Psychic powers, or even better defenses against them (psychic powers hardly dominate the game the way magic does in fantasy and psyhoods are everywhere these days, offering an almost 50% chance of negating the psychic power in the first place).
    I really don't see the problem with it. You select the discipline whose default power you want your Psyker to primarily use. The other, related powers they might get are a grab bag you don't plan around but are helpful. That way Psykers fill a dedicated role and have room to expand in power level rules-wise without becoming psychic godheads.

    And I think there are reasons to bring Psykers down a notch. They are currently the default best generic HQ choice for any army with decent Psykers, and providing a very limited defense means you don't have to bring a hood if you don't want to (though you're still better off if you do).
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

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  7. #467
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    I would much rather they have brought other choices up to meet psykers, personally.
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  8. #468

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Chapters Unwritten View Post
    I would much rather they have brought other choices up to meet psykers, personally.
    There's only so far they can go with that, though. If Psykers are kept powerful and versatile, then there will always be the question of 'your captain is nice, but does he bring psychic defense?' By making Psykers inhabit more specific roles in an army and baking in a random chance for psychic defense, you're giving players the choice of whether they want to build for Psykers or not.

    It also allows them to make the power levels between Psykers better defined, and thus create better Psykers. Mastery levels and defined roles gives them the ability to distinguish between cheap utility Psykers brought for one power and some defense, and truly powerful psychic godheads that define some armies.
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

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  9. #469
    Chapter Master BramGaunt's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Radium View Post
    We're all hoping that by ignoring it, it fades out of existence. The last thing this game needs is random Psychic powers, or even better defenses against them (psychic powers hardly dominate the game the way magic does in fantasy and psyhoods are everywhere these days, offering an almost 50% chance of negating the psychic power in the first place).
    Jep. My Necronlord sure loves his psychic hood. He just loves playing Grey Knights and dispelling all their psychic powers. He tends to have a good laugh about this with his Dark Eldar Archon Bro, who does the same thing to Space Wolves over and over.
    We both read the rumour, day and night,
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  10. #470

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by BramGaunt View Post
    Jep. My Necronlord sure loves his psychic hood. He just loves playing Grey Knights and dispelling all their psychic powers. He tends to have a good laugh about this with his Dark Eldar Archon Bro, who does the same thing to Space Wolves over and over.
    Then they walk over to the No Hoods Allowed club and meet up with Orks, Tau, Guard and Chaos.
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

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  11. #471

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Theocracity View Post
    And I think there are reasons to bring Psykers down a notch. They are currently the default best generic HQ choice for any army with decent Psykers, and providing a very limited defense means you don't have to bring a hood if you don't want to (though you're still better off if you do).
    Any army with decent Psykers? That is how many, 3 or 4? Anyway, on Psykers; they are the only HQ choices that does something. It's another fundamental flaw in all GW games. If you are not a magic user you just beat things up slightly better than anyone else. And while 40k is quite Herohammery so beat face heroes aren't bad they still only do that one thing. We would be much better served with all characters doing 'something' rather than mainly relegating that role to magic users. The new Empire captains and the Chaplains are decent examples, but active options are much more fun to use.

  12. #472
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by daboarder View Post
    From BoLS, God I hope this ******** is rumour reverb or straight lieing from sources but this tripe continues to make me sick.


    -There will be at least 4+ "Disciplines" of Psychic Powers in the game. (WFB has 8 lores)
    -Disciplines seem to fall roughly along the lines of the sects described in the novel "A Thousand Sons" as used by the Heresy-Era chapter.
    -Each Discipline will have a "Default" power and a set of others that you will roll for each game.
    -Number of rolls you get and the the exact details of which powers you end up with are said to be similar to WFB 8th's power selection mechanic.
    -Powers have a "Casting Cost" that is different from the mechanic used in WFB 8th.
    -Certain 6th Codices will add additional racial specific Disciplines.
    IIRC the disciplines used in "A Thousand Sons" were Precognition, Telepathy, Telekinesis, Pyrokinesis and Biomancy. Very similar to what's been used before in the Inquisitor game, especially if you add Daemonancy in too for teleportation and warp vortex stuffs. Makes me thing this could be more plausible than I did before.

  13. #473

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Gorbad Ironclaw View Post
    Any army with decent Psykers? That is how many, 3 or 4? Anyway, on Psykers; they are the only HQ choices that does something. It's another fundamental flaw in all GW games. If you are not a magic user you just beat things up slightly better than anyone else. And while 40k is quite Herohammery so beat face heroes aren't bad they still only do that one thing. We would be much better served with all characters doing 'something' rather than mainly relegating that role to magic users. The new Empire captains and the Chaplains are decent examples, but active options are much more fun to use.
    I think if Psykers have more specialized roles, and aren't auto-takes for defense purposes, there will be incentives to not necessarily have them be quite as prevalent. At the same time, allowing generic disciplines in the BRB expands the role options for Psykers in armies with less powerful ones. Primaris Psykers or Wyrdboys might see play more often if they have options that let them play a specific role.

    Edit: put another way, the best choices are always ones that provide force multipliers. This change would make the multiplier that Psykers apply more focused and less generally necessary, while broadening the options to units that don't currently have it (and provides room to improve them without breaking things).
    Last edited by Theocracity; 09-05-2012 at 17:24.
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

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  14. #474
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Liber- Anyone besides me care to articulate how utterly ridiculous this point is? I'm having trouble finding the words.

    Just wanted to make another point, though others responded to this pretty well. Snapfire would make certain units practically immune to assaults, Firedragons and IG platoon's to name two. Even at BS 1 snapfire would unbalance some units both ways. For example, Space wolf grey hunters would be pretty dumb, well even dumber, as they get to shoot you in the shooting phase, shoot you again when you charge them and then get an extra attack as if 'they' charged. This is balanced?

    By comparison, Ork boyz in trukks (as an example of small to medium light infantry units) = pointless as even if full strength would lose 1-6 boyz (depending on BS) before assault, another 3 in assault (to a generic tac squad). They could lose half their squad or more before they swing once. And we're not talking about space wolves or any other decent assault unit, but basic tac marines.

    Consolidating into assault does not balance this as you have to actually win an assault before you can consolidate. Then again, if your a space wolf I guess you could never actually charge and yet make consolidation assaults all day.

    A lot of these rumors seem absurd, unusable, or unbalanced in their current form. Oh, and I do play fantasy, well did, as 8th edition killed it in my area.
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  15. #475
    Chapter Master Hokiecow's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    I don't play WHFB so I don't know how magic is played; does this mean all armies will get psyckers or some manor?

  16. #476

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Hokiecow View Post
    I don't play WHFB so I don't know how magic is played; does this mean all armies will get psyckers or some manor?
    Unlikely, as several recently released armies specifically don't have Psykers (DE and Crons, and there are some fantasy armies that lack wizards, such as dwarfs). I think it just means there will be some standardization, refining and expanding of the existing mechanics. I doubt psychic powers will ever be as powerful in 40K as magic is in fantasy.
    Last edited by Theocracity; 09-05-2012 at 18:04.
    Draigo's Razor: When presented with multiple explanations for a new piece of 40K content, the most likely answer is the one intentionally designed to make you, personally, angry.

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    Kommanda Shinbash's Misfits - 1500 pt Orks

  17. #477

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Panzer MkIV View Post
    We only know a few rumours atm so I'll reserve my opinion untill a more global picture is available for scrutiny like the release of the new rulebook.

    Not enough information available by a long shot to get my knickers in a twist.
    That's it! You're banned from teh Interwebz buddy. We can't have that sort of talk here.

  18. #478

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    At this point either the information is missing so many key components as to be completely useless than to do anything other than rile us up, or someone is trolling the community. Currently I'm inclined to believe the latter as the recent rumors just push me past my willing suspension of disbelief.
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  19. #479
    Chapter Master BramGaunt's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Hokiecow View Post
    I don't play WHFB so I don't know how magic is played; does this mean all armies will get psyckers or some manor?
    not necessarily, but if it is similar it would mean that each army has some psychic defense.
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  20. #480

    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by daboarder View Post
    From BoLS, God I hope this ******** is rumour reverb or straight lieing from sources but this tripe continues to make me sick.


    -There will be at least 4+ "Disciplines" of Psychic Powers in the game. (WFB has 8 lores)
    -Disciplines seem to fall roughly along the lines of the sects described in the novel "A Thousand Sons" as used by the Heresy-Era chapter.
    -Each Discipline will have a "Default" power and a set of others that you will roll for each game.
    -Number of rolls you get and the the exact details of which powers you end up with are said to be similar to WFB 8th's power selection mechanic.
    -Powers have a "Casting Cost" that is different from the mechanic used in WFB 8th.
    -Certain 6th Codices will add additional racial specific Disciplines.
    I really wouldn't mind this tbh, for the most part if there are 4 different types of Disciplines most psychers should still fulfill similiar roles to the ones they have in their repective armies, and it would nerf some of the powers that need to be reigned in (getting rid of jaws or giving it a Hard casting value should happen).

    Quote Originally Posted by Fable View Post
    This cracked me up hard. After dealing with Leafblower, Thunderpups with longfangs and Grey Knights throughout 5th edition I don't think I can even feign that they can figure out a way to balance anything. That being said, since they're obviously giving up on the tourney scene that's not as big a deal for them as it is for a large portion of the vocale online community.
    IMO the game is as balanced as its ever been, Grey knights are strong, same for wolves, what really makes this edition seem really unbalanced is that we are in the longest stretch where there seems to be a more unified design and the older books (and nids) just don't fit.

    Quote Originally Posted by BramGaunt View Post
    not necessarily, but if it is similar it would mean that each army has some psychic defense.
    I actually think casting values will be enough, unless psychic powers see a huge boost, that said grey knights really don't seem to fit in with these rumours so I'm really not sure what to expect.

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