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
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
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.
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!
-Jim Elliot-
“That man is no fool, who gives what he cannot keep to gain what he cannot lose”
Nope. Artillery's its own Heavy Support choice in the Eldar Codex. Pity...
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-
“That man is no fool, who gives what he cannot keep to gain what he cannot lose”
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.
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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Immobilised walkers are hit on rear armour in cc this will be over looked a few times.
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.
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.
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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.
Read the rules for transports. You can indeed snap fire whit the transported unit.
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.
Originally Posted by T10