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

  1. #3621

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

    Taking off my DE hat and putting on my Chaos helm, I'm really excited for my Tzeenchian theme army. So, now I can take my Horrors and my Thousand Sons in the same list. That's cool, but I also get Flamers and, most importantly, Screamers.

    Screamers are back in a big way. The flying meltabombs were only bad because of needing 6s to hit pretty much constantly.

    And I guess the Soul Grinder will be nice too...
    Archon of the Ravenous Void Kabal.

  2. #3622
    Librarian FerociousBeast's Avatar
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    About all the new CCW types, I haven't heard anyone say which get the bonus attack for additional CCWs and which don't. If the power axe can claim the bonus for a pistol, it's not a complete wash, but otherwise it will be completely pointless in comparison to the power fist.

  3. #3623
    Commander prowla's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by Hokiecow View Post
    It seems like a great way to introduce brand new armies without a full blown codex. For Example, they could make a small Haliquin Force, models for each FOC and give them a WD update and a possible update to the Eldar and DE digital codex. So if GW wanted to experiment with new forces (a new marine faction, alien race, or even a certain stout bearded guys) without giving them a full blown codex, they can release a new ally force in a WD and a few new models.
    It's not a bad thought. Might happen.

    Quote Originally Posted by BramGaunt View Post
    I'd assume you can only use vehicles/warger of your brothers in arms.
    I doubt you can have any interaction between allies. Just too many cheese-star possibilites if you can join a HQ to another army's squad, or use their transports. Probably the wargear or psychic powers don't affect any ally units, either. Just being able to have allies on your list gives you a pretty big cheese-picking opportunity, no need to make it even worse and more confusing.

    I'm thinking the allies level goes pretty much like this: trusted allies have no effect, distrusted allies have a minor negative modifier (-1 LD within 6", maybe), and desperate allies gives a larger negative effect (-1 LD to all).

  4. #3624

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

    Quote Originally Posted by CaptainGallas View Post
    I heard that Nids could ally Nids.
    Not so boring as it sounds, if that's a way to get around the restrictions and bring more Elite/Heavy etc. than in the usual build you have.
    Butbutbut... I wanted to do gene stealer cult with IG added to a small nid force...
    For Orks the Lookout sir rule may not seem likely. The thought of an Ork selflessly jumping in front of his commander to protect him from incoming fire doesn’t seem to fit their nature. However the reality of the situation cannot be further from the truth, especially when the commanding Ork grabs the boy next to him and uses him as a shield.

    For My armies, go here....Link

  5. #3625
    Librarian gutsmaka's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    not sure if this has been posted but...
    http://www.youtube.com/watch?v=dGMDh...yer_embedded#!

    allies+fliers
    is rumored to be an indoctrinated necron slave

    Quote Originally Posted by Maarten K
    everybody knows thats dwarves and elves are the male and female versions of the same race, hence the perceived lack of female dwarves and testosteron toting elves, plus their constant bickering....

  6. #3626
    Chapter Master Sildani's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    The Dark Eldar Scourge Solarite can be armed with a power weapon. It's represented in the kit with a spear. Ditto the Eldar Dire Avenger Exarch, although it's a bit short.

    Since I don't believe it's been determined what a power spear/lance can do, let me posit that it might confer a bonus to Initiative, as the weapon's length would allow the wielder to strike from afar. So the opposite of the power axe/fist, with no bonus to Strength, but +1/+2 Initiative.

    Now, whether that actually makes one worth taking is a whole 'nother matter...
    Last edited by Sildani; 26-06-2012 at 02:36.

  7. #3627

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

    IG Rough rides. They are armed with hunting lances. They act like power weapon that strike at strenght and initiative 5 on the 1st charge. It's the only thing I can think of. It could be rules along those lines. +2 strenght and initiative on the charge.
    Last edited by DJElam; 26-06-2012 at 02:46. Reason: spelling fix
    There are those that look down on the Imperial Guard. I say let them, it will make victory all that much sweeter.

  8. #3628
    Chapter Master Vepr's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by itcamefromthedeep View Post
    The easing of need for anti-tank and broadening of anti-tank capable units (devourers, close combat) reduces the strain on Elites.

    ---

    Gunlines have never been a real problem in 40k. They've been a much-maligned fake problem, but not a real problem. Yes, even Leafblower lists remain overrated. Gunlines are particularly silly in a game that requires forward motion like 40k objective scenarios and also particularly silly in the context of an army with things like Genestealers (of any flavor) and Hive Commander.

    Gunline armies exist and they can win games, but there are and have always been ways to wreck them. I see not a shadow of a reason to think that 6e or Tyranids will be combo-breakers.
    I still think elites will still be rather tight due to the need for hive guard to defend against fliers unless our own fliers can handle it better. There is a lot we still do not know but so far shooting sounds far more devastating especially with the prefered enemy changes, rapid fire, addition of over watch, snap fire , not being able to assault from deep strike, casualties being removed from the front ranks, random charge, not being able to run and charge and reduced cover saves to bubble wrap troops etc. Over watch and snap fire are BS1 but did not even exist before on top of shooting seeming more deadly with reduced cover saves etc. I am not doom and gloom yet there is still a lot we have not seen and the errata-faq situation is also completely unknown. Nids are getting some buffs but so far they seem a bit outweighed by the nerfs from what we have seen. I also have a minor worry about quasi gun lines including things like SW in their ranks for counter charge etc but we will just have to play allies to see what type of impact if any these types of builds have.
    It is better to have a gun and not need it rather than need a gun and not have it.

  9. #3629

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

    Definitely doing a Deathwatch/IG allied list now.

  10. #3630
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Quote Originally Posted by gutsmaka View Post
    not sure if this has been posted but...
    http://www.youtube.com/watch?v=dGMDh...yer_embedded#!

    allies+fliers
    That video hurt my eyes and ears (and wasn't all that informative). Needs some work on the volume control and the wipes were horrid. And Adam was way too close to the camera, in a creepy, creepy way.

    Quote Originally Posted by Sildani View Post
    Since I don't believe it's been determined what a power spear/lance can do, let me posit that it might confer a bonus to Initiative, as the weapon's length would allow the wielder to strike from afar. So the opposite of the power axe/fist, with no bonus to Strength, but +1/+2 Initiative.
    The GK halberd might be the model for the 'power spear,' without the force weapon aspect, anyway. Just the straight init bonus. The hunting lance probably isn't likely, unless the wielder is also mounted.

    Quote Originally Posted by Morticon View Post
    Ive been of the same mind. There's no way's theyd do this without a plan of action.
    They've gone back on looads of their fluff - if fluff is the only reason why nids cant group- its odd. I dont see it. There is definitely something we're not aware of.
    I think fluff is purely the reason for it. Tyranid alliances make no sense. At all. They don't chat or negotiate, or do anything but eat everybody. They aren't stupid, but there simply is no common ground with anything else.

    And the added background to necrons certainly takes on another dimension as well.

    Now, having a squad or two of genestealers and a Magus/Patriarch in a Guard army (or a couple others)... that could make sense. It is something they should really consider- (lesser) race ally or mercenary contingents, like the lizard aliens from the Gaunt's Ghost novels, the Tarellian dog soldiers, etc. Do a squad or two plus a command figure, pop the rules in WD and off they go. They could do the same with 'stealers.
    Last edited by Voss; 26-06-2012 at 03:12.
    Nice shark, pretty shark.

  11. #3631
    Chapter Master Vepr's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    The Venomthrope balistic skill finally makes sense with the forticfications though. As I mentioned over on the hive forum board I will have my Venomthropes man the fortification weapons due to their awesome ballistic skill. It all makes sense now. With all those tenticles venomthropes can take care of aiming, firing, reloading, target resolution, camoflauge for the emplacement with their cloud and clearing jams all at the same time.
    It is better to have a gun and not need it rather than need a gun and not have it.

  12. #3632

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

    Quote Originally Posted by prowla View Post
    I doubt you can have any interaction between allies. Just too many cheese-star possibilites if you can join a HQ to another army's squad, or use their transports. Probably the wargear or psychic powers don't affect any ally units, either. Just being able to have allies on your list gives you a pretty big cheese-picking opportunity, no need to make it even worse and more confusing.

    I'm thinking the allies level goes pretty much like this: trusted allies have no effect, distrusted allies have a minor negative modifier (-1 LD within 6", maybe), and desperate allies gives a larger negative effect (-1 LD to all).
    Prepare to be disappointed. One of the extracts from the pre-order teaser video shows the second level of allies as specifically calling that level as not allowing ICs of one army to join squads of the other, and that the two forces don't count as friendly. This call out at that level is only necessary if the previous, better level, did allow those things.

  13. #3633
    Chapter Master Mandragola's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    One rather interesting thing with the new edition is that GK paladins now seem to be way worse. Other people's terminators will slap them around, now that power (and I assume also force) weapons are ap3.

    So TH/SS blokes look like being more of a no-brainer than ever, essentially. "Tactical" terminators look pretty effective, too.

    Dreadnoughts are going to be valuable as linebreakers. Worried about overwatch? He isn't muc

    On the whole I think that codec marines might become a bit more of a threat. Storm talons are really quite impressive now and come in a fast attack slot. Their escort rule makes more sense now that flyers always come on from reserve. Ironclads look like fun, too, indeed there could be a strong case for getting a master of the forge, as there's quite a lot of pressure on elites choices now.

    I don't know if cherry picking allies is a good or a bad thing. Personally I'm more interested in what I can do than I am worried about what others will do. It will have unbalancing effects, particularly where people bring in flyers to cover deficiencies in their lists. So actually we might see a rapid mephiston-breeding program carried out by the imperium, or something like that.

  14. #3634

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

    Quote Originally Posted by DJElam View Post
    IG Rough rides. They are armed with hunting lances. They act like power weapon that strike at strenght and initiative 5 on the 1st charge. It's the only thing I can think of. It could be rules along those lines. +2 strenght and initiative on the charge.
    This is one of the things I am most interested in. It is reasonable that hunting lances get turned into power spears, so I really want to know what this rule entails. I have been looking forward to using my Mogul Kamir conversion on mechanical steed for quite some time, but coul never justify the 40pt handicap to the unit. With the new rage rules being +2Att and furious charge being +1S, if power spears are +2S and +2I then Kamir is a huge bonus to the unit. (Guess he has to make up for lost time sitting the benches.) Can anyone confirm the rules for Power Spears and/or Furious Charge?

  15. #3635

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

    I'm hoping the "No Special Characters as allies" thing is true.
    "As I've always said, Wes is wise." - Scryer in the Darkness
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  16. #3636

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

    Allies will be so much fun to toy around with and try different things out. I usually don't try to build unfair or overly powerful stuff, but I just won't be able to hold back with trying some of the nastier ideas that pop up in my head....

    How about 50 convicts (those where the dirt cheap imperial guardsmen recruits with ballistic skill 2 right?) with a wolf priest added for preferred enemy on shooting attacks? 100 (or maybe 150 if orders work that way?) snapshots hitting on 6es rerolling if you charge me? + 50+ melee attacks rerolling as well? (if I'm not mistaken the unit will be fearless as well..) I wonder who would dare to attack a roadblock like that standing in front of some nasty leman russ tanks and some rocket longfangs spam? add a little runepriest or something to the mix...damn that sounds nasty...

    Overall though I do enjoy the allies more for the potential fluffy combinations than the cheese, and I think I'll just avoid playing guys that use overly cheese combinations, just like I avoid those guys now.....I don't have to play against cheesy win at all costs guys in my free time, plenty of other players around, so I'm not too bothered yet.

  17. #3637
    Librarian yarrickson's Avatar
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    Re: Official WarSeer Warhammer 40,000 6th Edition discussion thread

    Regarding Dante. Can we hope that the Axe Mortalis will remain just a master crafted power weapon and not a power axe as it is named wargear. Don't much fancy my golden boy being I1 instead of his current I6-7.

    Edit, this was meant to quote an earlier post but cannot get it to work.
    Last edited by yarrickson; 26-06-2012 at 06:29. Reason: no quotes

  18. #3638

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

    Quote Originally Posted by MajorWesJanson View Post
    I'm hoping the "No Special Characters as allies" thing is true.
    This. I've spent hours and hours today and yesterday cruising through blogs, reddit, and forums, and this is the main thing I can't find (along with 100% confirmation as to what relentless does aka what happens with relentless rapid fire weapons).

  19. #3639

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

    Yikes, I don't even know what to think about this one. The guy on Reddit with the rulebook is now reporting that Penetrating Hits do NOT remove Hull Points.

    See here: http://www.reddit.com/r/Warhammer/co...noxv?context=3

    That would...be incredibly backwards, if true. The entire reason Hull Points are a good idea is it gets away from the horribleness of Shaking/Stunning a vehicle a dozen times. You'd now be better off rolling a glancing hit in a large number of circumstances (i.e., any weapon that isn't AP1-2), in terms of eventually killing the vehicle.

    Say you get three damage results from a Missile on a Rhino. If they were all Glances, the Rhino would be dead. If they're all Pens, you have to roll on the damage table and hope for a six.

    Just sounds wrong, hopefully something's being overlooked there.

  20. #3640

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

    I am really liking these new rules, CSM should do much better in this edition than the previous one. The allies thing especially, Epidemius with Plague marines, or Kairos with Plague Marines or with Thousand sons. Ever since the "divorce" of CSM and Daemons both armies do not seem as good anymore, especially with Grey Knights running around to screw over every CD player there is >.> Aside from that I do not see the full spectrum of how CSM would benefit from 6th.
    Last edited by Hashulaman; 26-06-2012 at 06:40.
    Quote Originally Posted by AngelofSorrow View Post
    Look snorri a troll!!!!
    100 games and you have a small list of bad things. Come on now. I've played around 100 games of 8th and I've had the best time I've ever had playing warhammer.

    Let's be realistic though your screenname is bonertron and the location in your profile says you are from planet fellatio. I'm having a hard time taking anything you say at face value.

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