Just looking at it without taking any other rule into consideration, that would ruin the day of many assault units. With Snap Fire and random charge distances, it would be even harsher (thought it could actually kind of balance the ability to consolidate right into melee).
Last edited by Archibald_TK; 17-05-2012 at 00:27.
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I suspect this is a bit of broken telephone. I suspect it will be going back to only being able to shoot those IN RANGE of the weapon (or take wounds from guys in range first) and targets out of range would be allocated wounds after.
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Nope. The projected date is July 14th... if that is accurate, we will probably see preorders up on July 6th or 7th, and not before.
With the way books are printed, this isn't even possible, unless the entire printing company literally burned to the ground. If the company had mechanical problems, the delay would be a matter of 12 days, not months, and the printing schedule would probably be able to absorb most of that.Heard one from a new source, in that the 6th edition has been posponed, possibly for as long as 12 months and that the flyers are "in leiu of". This is down to something happening with in production.
Last edited by Voss; 17-05-2012 at 00:47.
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That's a neat system. It makes wound allocation a bit less gamey, and more based on tactics and unit positioning. You might not want your special weapons in front, but they could also be sniped out if you get flanked. I like it.
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I'm not exactly sure how a system of wound allocation like that is supposed to help when there is a large amount of wounds incoming. It works great with a low number of shots, but with enough wounds, it seems like it would just become the current rules all over again.
I, also, think that this is a good improvement. No more magic bullets being able to shoot around corners, while insisting on "true line of sight". I hope that it also includes only being able to allocate to models in range. I.e. within 12" if the weapon range is only 12". I also hope that models outside of cover get allocated to first as well (as it was in 3rd; i.e 6 models in cover, but 4 out of cover - the 4 out get allocated first).
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Let's not get ahead of ourselves here. I'd like "magic bullets" to go away too, but this rumor doesn't say anything about that.
I like this change in that it emphasizes a more theatrical, rather than "gamey," approach to tabletop events. Bolters mowing down the first rank of an oncoming green tide; soldiers catching bullets for their beloved captain; that kind of thing. The more that events resemble an actual battlefield- rather than an arbitrary series of actions designed to take advantage of the rules- the better, as far as I'm concerned.
Hopefully this is representative of the overall 6th design philosophy.
It's terrible. Slow down and massive arguments. "This bolter marine is clearly 1/32" closer to your guy there than my power first sergeant is to that other guy you're trying to measure from."
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Well, it was rumored that 6E would have elements of 2E. That is another step in that direction. <Random Psy was a feature of 2E also>
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Because instead of the "special models" being the last models in the unit to take a wound or a second or third wound in the case of more incoming wounds than models it will be their position relevant to the firing unit that dictates if/how many wounds they are allocated. It increases the relevance of unit formations and increases the importance of positioning when firing at infantry units.
Sorry no GW I will not pay twice the $$$ to buy from retail stores in Australia and no amount of adds to the hobby, support you FLGS bulldung is going to change the fact your charging twice as much.
That's what I'm thinking, too. It could still work in context of other rules, but it just seems slow and clumsy.
On a sidenote, if this isn't true I sincerely hope that we don't go back to only being able to remove casualties from inside range, as some other have suggested. Coupled with premeasuring, there'd be all sorts of range-sniping going on - even more than in 4th edition where it quite regularly happened (to me, at least; I'd often forget to keep my important models behind everyone else).
Thing is, the whole point of the wound allocation system was also designed to represent other models dropping their weapons and picking up the ones held by the specialist. "Oh no, our flamer dude is dead. Lets just leave his useful gun with his corpse, as the enemy deserve not to be burned horrifically now".
I've no issue with wounds being allocated from front to back, but there should be an option for specialists to pass their weapons on. Perhaps something like if you fail the save on the specialist, on a roll of 5+ you can swap him out for a regular dude instead. The unit as whole still gets "pushed" backwards, but it still means that you can make good on your weapons.
Because like it or not, most squads in this game consist of 1-2 good weapons and a bunch of ablative wounds. Make it easier to get rid of the good weapons and you'll end up with a lot of chuff on the table, and an even bigger shift to mech for units which don't have "useful" guns on all models. Most of those special weapons people allocate wounds from are to deal with vehicles anyway, so again +1 bonus for meching up.
Unless something else is added in, I really do not like this rule as it stands right now.
Last edited by Sami; 17-05-2012 at 09:45.
Yet in 3rd ed Im sure they justified why you couldn't just have another squad member pick up another weapon and either way it doesn't help justify character upgrades "passing on" their weapons......
It's just a mechanic Sami trying to use "realistic" justifications for rules is never a good idea because realistic doesn't always translate well to good gameplay that this seems to be lost on people so often still continues to amaze me.
Sorry no GW I will not pay twice the $$$ to buy from retail stores in Australia and no amount of adds to the hobby, support you FLGS bulldung is going to change the fact your charging twice as much.
The new rule on wound allocation seems to make things even more gamey, depending on exactly what the details of allocation are.
For example, 2 Plasma wounds and 8 Bolter wounds get fired at a 5 man Bolter marine squad. No specials, no sergeants, nothing. What this rumor means is that those 2 Plasma wounds can be allocated into the same Bolter dude, while each other Marine takes his own saves. Introducing, new 6th edition wound allocation: No longer will wound allocation shenanigans be limited to the likes of Thunderwolves, Paladins, and Nobz who have to tweak their wargear around so no two models are the same.. Now, Bolter Billy can be used as a plasma shield to cheese out wonky game mechanics, too!
There's also even more magic bullet-bending action if the closest models are not actually in LoS.
Oh, and how the heck is this supposed to work in CC? You're 0" away. Does this mean that models in base contact have to die first? Great, another reason Tyranids (particularly far-stretching units like Hormagaunts and Genestealers) will never see the table. If they do assault somebody, the models will physically hinder your opponent's ability to remove Billy the Wonder-Patsy from the fray.
For the life of me, I can't find a way where this rumor isn't cheeky. Common sense alone seems to dictate that this rumor refers to the allocation of unsaved wounds... but then it makes you wonder how units with varying IV saves (Thunderwolves, Terminators, Paladins) are supposed to work. Who confirms these rumors anyway, and why do I feel that whoever is providing these leaks is just trolling us?
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Sounds like something that would increase the length of the shooting phase by an order of magnitude.
Of all the threads in all the forums in all the world you had to post into this one.
You can do that now. It doesn't sound like it matters much either way. If the rules are similar that would mean failed save on like models transfer amongst themselves. Thus ending with 2 casualties either way. It sounds like just the casualty removal begins with the closest models first.
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