yep warboss on a bike can shrug off demolisher cannons and keep on coming, throw a pain boy in to the mix and he can ignore the wound completely on a 5+![]()
Nob bikers became even more insane.
At least they're expensive.
"Reason is a thing of God, inasmuch as there is nothing which God the Maker of all has not provided, disposed, ordained by reason - nothing which He has not willed should be handled and understood by reason" Quintus Tertullian
"Parrying lasers with my sword since 7th edition"
- Luminarks, Hurricanums, Robot-horses and skaven laser cannons have made me a better person. A man can only hate so much and these awful units just seem able to soak it all
I disagree. Overwatch benefits us a great deal. Shoota boyz are pretty excellent during overwatch. As are loota's and burna's.
Orks aren't hit nearly as bad as some other armies. We took a few punches in the initiative department, which was never our strong suit anyway and came back with a box of new tricks.
Furious charge's loss of ini is a shame but let's get real, most of our melee damage is done by I1 power klaw wielders anyway. Your basic ork is just a T4 body that makes a lot of noise while catching bullets for the more important stuff. If I want to beat something to death I'll send in the nob bikers or something similar.
Big mobs of shoota boyz are great this edition. Stick a mega armored warboss into the mob, make sure he's the closest target and watch enemy fire bounce of him while passing the AP2 shots to some unlucky ork using lookout sir.
(nob) bikers got considerably better. Arguably our shooting became a lot better. Our artillery got buffed. We got some fantastic fliers under the new rules. Burna boyz are going to have a field day with the new rules. We can do some really nasty hit allocation abusing mega warbosses in mobs and some of the defensive structures work out quite well for us as well. Aegis defence lines give our loota mobs instand cover where we want it while also handing us anti air guns or a radio to make our awesome fliers more reliable.
If the cost is the loss of +1I while charging I'll happily take it.
Starting with those armies that will see no change and going to the ones that are likely to do a 180 degree spin. A quick summary is that half my armies are fine as they are the other half are not.
My Dark Eldar have run effectively the same list since 3rd edition, all the new codex did was require me to spend more than 25 points on my "HQ tax" and now I can take elite units with lots of blasters as well as a few nifty pieces of gear. Apart from that, my army has just gotten stronger with each new set of rules. With a trio of Ravagers armed with disintegrators, night shields, and flickerfields, Reavers with heat lances, four units of Warriors with a blaster and splinter cannon or dark lance (2 of each) mounted in a Raider with a night shield and flickerfield, Trueborn with four blasters and blast pistol armed dracon in a Raider loaded as like the Warriors lead by either a Haemonculus with a hexrifle (vanity choice really) or a more cost effective Archon with a blaster and nothing else (quite useful actually and not taken solely because I have), I really see business as usual but better. My vehicles are now tougher if anything since glancing hits were their bane in the old days, the army is faster, my shooting is unchanged, and enemy vehicles are easier to kill, not that I really had to try before, but it's a bonus. My old codex list was mostly the same, just drop the Trueborn and flickerfields, swap heat lances for blasters and take a naked Haemonculus which to be honest would be just fine to use in 6th as well. So yeah, 6th is just another upgrade for an army that only ever gets better with new rules/codex. GW loves Dark Eldar the most, more than all the Mon-Keigh combined, only few have realized it due to their subtle and sneaky way of showing it.
My Krieg are also going to be unchanged. My artillery has gotten better as now having the crew in front means that they are T7 Guard and you cannot hit my guns until they are all dead! What an upgrade, I mean, WOW, that is spectacular since I like taking a third or so of my points in artillery. Really the only change I can foresee me making, if I make any at all, is to maximize the crew on all my guns and with the local group going from 1,850 to 2,000 points as standard since the last time I used them, I do not even have to cut anything so it is not a change, it will merely be an expansion, albeit an expensive one on a dollar to point ratio.
Looking at my Dornian Heresy Chaos Marines, I can say I doubt much of anything will change as the list is a sampling of that alternate universe and if anything will work better under the new rules as it was not optimal in 5th. With Sigismund (counts as Abaddon), Tzeentch Raven Guard Raptors, Slaaneshi White Scar Bikers, Khorne Space Wolf Berserkers, and Nurgle Blood Angel Plague Marines with a squad of Imperial Fists Chaos Marines and Imperial Fists Havocs, topped off with Imperial Fists Terminators, the three Rhinos and lighter anti-tank now is a better deal than it was before. I guess I will chalk it up to the blessing of the Ruinous Powers. On the same note, my other Chaos Marines, when I play them, are going to have their lists made the same way as before, by random selection. I have a chart by which I roll up a Chaos Marine army in front of my foe right before we get to deployment so neither one of us knows what I have until the last minute. That won't change, despite it being nothing but change.
My Necrons are also completely unchanged since I only have 1,500 points worth of them and I am still adding to them. The 36 Warriors, 3 Destroyers, 7 Scarabs, 1 Heavy Destroyer, 1 Annihilation Barge, 2 Tomb Spiders, Overlord, Court of 2 Lords and 1 Cryptek (actually a Lord that looks different enough until I get the actual model), and 5 Deathmarks worked just fine in 5th and 6th looks to be no different. The intended addition of 10 Telsa Immortals will be great and having not figured further than that for future additions, there are absolutely no changes there either.
My Orks will proceed as they always have starting with 180 boyz, including the power claw armed nob, lead by Ghazghkull for the first 1,515 points and then whatever else I toss in at random to fill out the difference. If we use the optional allies, then being able to throw in something from Guard, Chaos, Tau, or Necron opens up some fun potential for goofy mayhem, but I'll probably just stick with more Orks. Sadly Orks cannot ally with themselves, which would have gotten me another two mobs of thirty orks, but in game of 2,000 or more the second FOC will solve that unless the group decides only one FOC at that level. Really no big change in the end.
My Tyranids will also go unchanged for the most part as less than 1,850 points and I run Genestealers led by one of the two ICs depending solely upon if I want an I6 Patriarch or not. At or above that and it is Nidzilla, a Hive Tyrant, Tyrant Guard if I have points, 5 Carnifex, a Trygon, a 300 point until of happily outflanking Hormagaunts, outflanking Genestealers to fill out the rest, and the only shooting ability what I can't take off or replace. I won't even have to worry about the rule that only half the army can be held in reserve either thanks to how it works out since half already goes on the table since the new codex. Kind of like my Dark Eldar, the list has remained fairly consistent for some time now, just not as long.
My Space Wolves are going to be unchanged for the most part due to a limited selection of models, although once I get the next pack of Grey Hunters painted up, I will be changing my list anyway, it just so happens to fall on the start of 6th instead of the end of 5th. This will change as I expand them further as I will likely make them vastly different from what they are now, but that is long term, short term is minor tweaks.
My Dark Angels and Red Scorpions are still in the air as to what I want to do with them, but they were like that in 5th as well. I had only really been running 2,000 point Battle Companies and those cannot change since fluff determines everything except the specific wargear, so the 6 Tactical Squads, 2 Assault, and 2 Devastator led by a Captain will remain the same when I run that list. Otherwise, the more balanced armies will be remain "TBA" until I get that far.
My Syrinx 2112th (Codex Guard), are decidedly unsure of how to proceed. I have always run them based around a core of five Leman Russ that I ram down my foe's throat. With the hull points making them easy to kill if I do that, I will need to rethink my list and tactics as I doubt I will be able to be so aggressive with them anymore and instead be forced to park them in the back of my lines, which is sad as I loved the look of surprise and then concern on my foe's face when he saw my vehicles roll forward and grind him down rather than stay parked all game. The Sentinels are unchanged, although I might have to make a second Catapult (see attached below). My Ogryns will be happy about the new changes since they can now be an anti-tank unit as will the pair of large platoons due to the fortifications. My command Chimera (the only one I own) with hardwood floors and fireplace will be fine as it always remained in the back anyway since my HQ could never be bothered to do any of the fighting himself. Yet with my army core so badly damaged by hull points, I may need to make a few changes throughout the list and figure something out to make them work as well as they did, but I suspect there will be drastic changes in the future.
My Tau and Daemons will be changing with the new edition, but I am not sure how as I want to get a few games in before I even consider what I will do. I have a few ideas with my Daemons, but that is more to do with the fact that it is hard for me to add new stuff to them since I am determined to keep them all metal (excepting their bases, although I have been tempted to cast metal bases for them).
Wear a monocle and Bob Schieffer will laugh at you on the evening news.
Hurricanes are not the best way to keep crime down, Mr. Bloomberg.
“Well, I’ve got two pythons and a tiny guy in a rhinoceros costume with an obsession with disco,”
Well my Vanilla Space Marines will barely change at all, since it's basically;
Pedro Kantor
4x Tac Squads
2x Assault Squads
Devastator Squad
Thunderfire Cannon
So all infantry with plenty of shooting and other things that seem to have benefited from the new rules.
My Chaos Marines are another matter. Apparently Kharn now hits at Initative 1, making him far less effective at fighting any kind of unit with half-decent melee. So until the next codex, he'll need replacing with another HQ. My Plague Marines and generic daemons are still looking pretty good, but I'll need to take a closer look at how the rules affect my defilers and rhinos - there's a good chance I'll need to rethink those.
Dark Eldar - I haven't played them in years. Who know's what's happened to them.
Allies have me excited though, so there's a good chance I'll be dropping something themey into my armies or in the case of the Space Marines, returning my Inquisitor and Storm Troopers to the list.![]()
"There is something I do not know, the knowing of which could change Everything."
Not much has changed for me. But I didn't run "net" lists in the first place.
Orks - samo - samo. Trukk boys will be harder to keep alive during assaults, but nob bikes with warboss are still tough. Burnas in a wagon are still rude. The only thing I can think of adding is a dakka jet maybe two and then a wierd boy just for luls and getting the extra shots on a waagh!
SW- I already ran two vindies and no LFs, it was a hybrid mech and drop pod. I see just a small wargear upgrade for my WG, but everything else is probably the same.
Tau - will not field until a new codex comes out - too much stuff is still gak.
Chaos - will not field until a new codex come out - too much gak and no legions.
DE - this was going venom heavy and already had two fliers in it. So no real change there.
The biggest thing I see myself doing is picking up some fortifications. I probably wont be using allies.
Check out my 40K painted armies @ http://www.pbase.com/jayden63/wargaming
I am a fluff player and had nice thematic armies. I had a single competitive army that I have played at two tournies, lost at Ard Boyz(just too many points, I had every slot filled), won best overall at the next. Mean army and pissed too many people off playing it. No one likes losing in one turn to reserve shenanigan shooting so I quit playing it. Played a marine army in a later tournie against someone who modeled their army after mine, and quickly understood why I pissed people off. Well no longer since that army is almost completely nerfed. It was a Duke list, and if you cant DS or reserve the whole army whats the point?
Elysian air cav was nerfed majorly although it was never a top tier list anyway. Chaos marines in the way I was going to play them was nerfed, I havent redone a full 1500+ chaos list in years though.
My only list which was untouched and I daresay boosted actually is my Night Wing termy force(Space Wolf Logan Wing in drop pods). I may have to change around a few weapons, but for the most part, it stays fully intact.
Does anyone else find the T-Mobile 4G wonderland advertisement disturbing?
Originally i was going to acquire some falcons but with the changes for monstrous creatures i think i'll be sticking it out with my wraithlords in my eldar army. Though I still do desperately want some fire dragons.
Instead of 2 farseers i might actually run my avatar again.
Swooping hawks and striking scorpions, both units that I love have kind of fallen of to the side for me even before 6th came out, same thing with warlocks i was obessed with dual foot fortuned councils but it was the tinted glasses im sure.
DA, WS, WL, avatar farseer and FD, sometimes WG.
With sisters of battle I might actually take more troop choices now with the improvement in rapid fire weapons. I'm also tempted by the amount of pw weapon options for the conclave now. I'll probably get 3 exorcists after all and only take retributors occassionally.
With daemons, mostly the same but changing my nurgle princes for tzeentch ones and dropping the unholy might upgrades since they seem unecessary with the new MC rules.
The daemons are mostly fun anyway, 2 BT 3 princes and then as many blood letters as possible.
Last edited by Dervos; 11-07-2012 at 19:45.
Plasma is still as scary, and Dark Eldar are an almost an auto-loss. Just had my bikes shot off the table in three turns.
Didn't help that after losing two models the squad containing the Captain ran 16 inches off the table.
"Reason is a thing of God, inasmuch as there is nothing which God the Maker of all has not provided, disposed, ordained by reason - nothing which He has not willed should be handled and understood by reason" Quintus Tertullian
I play tyranids with a mixture of some MCs, some elites, and some swarms at 1250pts.
The new rules changed quite a few things about the army, but only small elements of my playstyle have changed; mostly my tactics remain the same and are as effective as ever. I wasn't expecting that.
But then I use no genestealers, which I hear are quite a lot less good now.
Angels of Fortune; Marines for Hire. Renegades with no Allegiance and cool conversions!
See them here: http://www.warseer.com/forums/showth...rines-for-Hire
I've been playing foot templar/black tide for years. It got better.
You can't spell manslaughter without laughter!
Armies: Iron Warriors (CSM), The Black Crusade (CSM), Jenen Ironclads (IG, ABG)
● Links: MELTA TO THE FACE.com - My Wargaming blog, My YouTube, WS Steam Group
● Active: Iron Hearts Space Marines Log
● On hold: World Eaters Log, Daemons Log (Fantasy), The Scourged (CSM) Log, Ork Blood Axe Log
● Finished: Death Guard Log (but being added to)
Having played just 1 game with my StarWars IG, they seem to be about the same as they were. They're still lethal at close-range firefights, their massed Plasma (15 Plasma weapons in the army) is absolutely deadly, and the Armored Sentinel squadrons, while more vulnerable in assault against grenades (they do not like Haywire Grenades, not at all) are still effective and less prone to losing random squad members to lucky glancing immobilizations. So I think they're working out pretty well thus far.
"Ember of Dreams"
http://www.amazon.com/Ember-Dreams-C...0408773&sr=1-1
Sounds like he used terminators. I use boatloads of initiated and neophytes.
You can't spell manslaughter without laughter!
Yep, been reworking my lists and the Dark Eldar, and Krieg (at least until the new pdf is released) lists are entirely unchanged. My Orks will be unchanged until 2,000 points when I can add another 60 slugga boys and a Warboss.
Wear a monocle and Bob Schieffer will laugh at you on the evening news.
Hurricanes are not the best way to keep crime down, Mr. Bloomberg.
“Well, I’ve got two pythons and a tiny guy in a rhinoceros costume with an obsession with disco,”