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Thread: Things that may get overlooked in 6th Ed. Rules

  1. #141

    Re: Things that may get overlooked in 6th Ed. Rules

    Also, having glanced at the errata, FAQs, you only ever use the higher toughness when there are 2 toughness values (e.g. Nobz Bikerz...) they just got a bit tougher

  2. #142
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    Re: Things that may get overlooked in 6th Ed. Rules

    So I read the title as 'Things that may get overlooked in 6th Ed. Rules' and yet one of the first posts things people will look over the vehicle damage chart?

    Nice subtle chance to special rules; most now stipulate that only one model in a unit needs the rule for the whole unit to benefit.

  3. #143
    Commander blameless's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Artillery: "if shooting at an artillery unit, the toughness of the guns is always used while at least one gun remains."

    Help me out eldar player, do guardians have access to artillery as an upgrade? If so this sounds like your squad just became toughness 7!
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  4. #144
    Chapter Master Sildani's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Nope. Artillery's its own Heavy Support choice in the Eldar Codex. Pity...

  5. #145
    Commander blameless's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Oh... And how about eldar jet bikes having a potential move between 50"-60" per phase!

    Correct me if I'm wrong here. But they
    1-move 12" in movement phase
    2-turbo boost 36" (instead of normal jet bikes 24")
    3-can move 2D6 in the assault phase (ala jet packs)

    This makes them faster than the "supersonic" flyers! Yipes!
    -Jim Elliot-

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  6. #146

    Re: Things that may get overlooked in 6th Ed. Rules

    Grenades hit on WS against walkers now, no more needing 6s to hit a walker that isn't immobilised.
    Grenades can now also be used on Monstrous Creatures in close combat, making krak grenades and melta bombs a big plus.
    There are those that look down on the Imperial Guard. I say let them, it will make victory all that much sweeter.

  7. #147
    Chapter Master zendral's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Most of the vehicle changes don't bug me(like hull pts), but I really don't get that something like a fast skimmer can move 12" in the movement phase...move flat out 18" (total 30").....and still get hit on a 3+ in close combat. Jink save is a cover save so that get's ignored (not for a ram for some reason). So.....wha...?

    On a side note...I can't find anywhere where it says what your table size should be.
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  8. #148

    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by blameless View Post
    Oh... And how about eldar jet bikes having a potential move between 50"-60" per phase!

    Correct me if I'm wrong here. But they
    1-move 12" in movement phase
    2-turbo boost 36" (instead of normal jet bikes 24")
    3-can move 2D6 in the assault phase (ala jet packs)

    This makes them faster than the "supersonic" flyers! Yipes!
    As with 5th you (pg 45 Turbo-Boost) "cannot shoot, charge or execute any other voluntary action for the rest of the turn after Turbo-boosting".

    The assault move is a voluntary action thus cannot be executed. They're still fast enough.

  9. #149

    Re: Things that may get overlooked in 6th Ed. Rules

    Immobilised walkers are hit on rear armour in cc this will be over looked a few times.

  10. #150

    Re: Things that may get overlooked in 6th Ed. Rules

    You can now make an armor save against dangerous terrain test....as far as I know this wasn't possible before...

    The fact that all open topped vehicles count as assault vehicles (allowing you to attack after leaving the vehicle..) might be overlooked at first as well...

    I'm not too sure about this one, but I was kinda confused about the whole "tank shock" and "ramming" rules being under the "Tank" rules.....does this indicate that vehicles (antigrav skimmers n stuff?) don't get those rules? There is a part that says that you get +1 to ramming if you are a tank...so I guess it does also apply to non tank vehicles, but still it seemed a little odd placed...

    Personally I see the rules as granting all normal missile launchers the flak rockets, it does show that special missile launchers like eldar's or cyclone rocket launchers do not get it. I can however understand how people will want to argue against that (especially those using flyers..) because of the "some missile launchers may get them" part...which only refers to the fact that eldar or cyclone ones don't as far as I see it....
    The fact that as far as I know not a single army has a special option for them added in their FAQ further proves this to me.

    Guess if an argument about this ever breaks out in my local games workshop I'll just have to go with the decision of the store manager regarding the use of them missiles. It'd be pretty damn silly not to allow them though as it'd basically make flyers extremely powerful and hard to counter......most armies have nothing anti air in them at the moment, and the single quad gun on a fortification is just laughable.......come at me with your quad auto cannon while I roam the skies with my 6 ork Flyers(average 2000 points game..).....I might even bother to shoot down the bastion holding the quad (unless it's a aegis defense line...in which case i'll just keep killing the unit defending the gun leaving it with a heroic bs of 2....

    But yeah, that's just how I see it, it'll be up to FAQ and store manager decision I guess.

  11. #151
    Librarian Ruination Drinker's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    I haven't seen anything in the BRB preventing a unit from Overwatch firing from inside a vehicle. Obviously the transport would have to be the target of the charge but if this is the case and troops can fire from a vehicle being charged, I gotta go buy more shoota boyz.

  12. #152
    Commander blameless's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by pingualoty View Post
    As with 5th you (pg 45 Turbo-Boost) "cannot shoot, charge or execute any other voluntary action for the rest of the turn after Turbo-boosting".

    The assault move is a voluntary action thus cannot be executed. They're still fast enough.
    ah thanks for that...

    So they can actually ONLY move 48" then? wow thats still ballistic!
    -Jim Elliot-

    “That man is no fool, who gives what he cannot keep to gain what he cannot lose”

  13. #153

    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Ichshadon View Post
    You can now make an armor save against dangerous terrain test....as far as I know this wasn't possible before...

    The fact that all open topped vehicles count as assault vehicles (allowing you to attack after leaving the vehicle..) might be overlooked at first as well...

    I'm not too sure about this one, but I was kinda confused about the whole "tank shock" and "ramming" rules being under the "Tank" rules.....does this indicate that vehicles (antigrav skimmers n stuff?) don't get those rules? There is a part that says that you get +1 to ramming if you are a tank...so I guess it does also apply to non tank vehicles, but still it seemed a little odd placed...

    Personally I see the rules as granting all normal missile launchers the flak rockets, it does show that special missile launchers like eldar's or cyclone rocket launchers do not get it. I can however understand how people will want to argue against that (especially those using flyers..) because of the "some missile launchers may get them" part...which only refers to the fact that eldar or cyclone ones don't as far as I see it....
    The fact that as far as I know not a single army has a special option for them added in their FAQ further proves this to me.

    Guess if an argument about this ever breaks out in my local games workshop I'll just have to go with the decision of the store manager regarding the use of them missiles. It'd be pretty damn silly not to allow them though as it'd basically make flyers extremely powerful and hard to counter......most armies have nothing anti air in them at the moment, and the single quad gun on a fortification is just laughable.......come at me with your quad auto cannon while I roam the skies with my 6 ork Flyers(average 2000 points game..).....I might even bother to shoot down the bastion holding the quad (unless it's a aegis defense line...in which case i'll just keep killing the unit defending the gun leaving it with a heroic bs of 2....

    But yeah, that's just how I see it, it'll be up to FAQ and store manager decision I guess.
    Sorry dude:

    Quote Originally Posted by Chrysis View Post
    No, they don't. Not unless you're telling Daemons players to ignore the fact that their codex requires them to pay for the extra profiles on the Soul Grinders Mawcannon because the inclusion in the profile in the rule book means they get them for free.

    The rules for Missile Launchers say Flakk is an option that some ML can take. No one actually has the option yet, so no one can take them.

  14. #154

    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by blameless View Post
    ah thanks for that...

    So they can actually ONLY move 48" then? wow thats still ballistic!
    Fliers can cruise up to 36", then turboboost 12-24 more inches (36 if they have the supersonic rule) so Dark Eldar Razorwings can zip 72" in one turn.
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  15. #155

    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by LeonidasL View Post
    Space wolf FAQ: a wolf guard become character only when he becomes the leader of his pack, aka the acting sergeant.
    First pink paragraph of FAQ "... USE THE UNIT TYPES LISTED IN BRB..." Unit type says Character.

  16. #156

    Re: Things that may get overlooked in 6th Ed. Rules

    I also think challenges are going to be overlooked. 50pts of Imperial Guardsmen may now charge a 250+ pt Bloodthirster, declare a challenge with their Sergeant... This denies the Bloodthirster the ability to kill more than one model, or win combat by more than 1 wound. Allowing the other 9 Guardsmen to test at only -1 Ld, and if they hold it means the 'Thirster spends it's own turn being utterly useless.

  17. #157
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Archibald_TK View Post
    The new third type of missile that Imperial Missile Lauchers can use, a S7 AP4 Skyfire missile designed to counter flyers.
    Winning for the guy who posted that ppl did not noticed that its a upgrade that you have to pay for.(And is in no codex atm)

  18. #158
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    Re: Things that may get overlooked in 6th Ed. Rules

    Read the rules for transports. You can indeed snap fire whit the transported unit.

  19. #159
    Chapter Master Freakiq's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Steinhardt View Post
    First pink paragraph of FAQ "... USE THE UNIT TYPES LISTED IN BRB..." Unit type says Character.
    3rd page of the FAQ says that Wolf Guard elected to be Pack Leaders gain the Character unit type.

    So no, you can't abuse the 'look out, Sir!' rule by having an entire unit of characters.
    If anyone tries this you should just pack up your army and seek out a more honourable opponent.
    Quote Originally Posted by T10
    As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely just a result of wishful thinking.

  20. #160

    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Freakiq View Post
    3rd page of the FAQ says that Wolf Guard elected to be Pack Leaders gain the Character unit type.

    So no, you can't abuse the 'look out, Sir!' rule by having an entire unit of characters.
    If anyone tries this you should just pack up your army and seek out a more honourable opponent.
    Please explain to me how this changes that the FAQ has already ruled that you must use the unit types listed in the BRB.

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