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

  1. #241
    Brother Sergeant Plasmafest's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    p.78, Transport Capacity; Infantry & IC infantry only, unless the Transport in question has special rules. Buildings use the same rules.

    [Edit] Whuh? This post was originally in response to someone (?) querying whether non-vehicle Artillery could be transported/set up in buildings. That post seems to've...wandered. Pretty sure I haven't simply gone nuts and imagined it.
    Last edited by Plasmafest; 03-07-2012 at 17:53.

  2. #242

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

    Don't have my book in front of me at the moment but I think I read that the movement determination for whether you can shoot heavy weaps etc is based on the model now not the unit. So you can re-position non-heavy weapon members of a unit now without keeping the heaving weapon from firing as long as that model doesn't move.

  3. #243
    Brother Sergeant Plasmafest's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Faidlar View Post
    Don't have my book in front of me at the moment but I think I read that the movement determination for whether you can shoot heavy weaps etc is based on the model now not the unit. So you can re-position non-heavy weapon members of a unit now without keeping the heaving weapon from firing as long as that model doesn't move.
    Yup, the rules about maintaining coherency have been greatly relaxed; units can shuffle about without dire consequence, no longer needed for Regrouping, upto 6" of vertical separation permitted.

  4. #244

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

    Quote Originally Posted by Faidlar View Post
    Don't have my book in front of me at the moment but I think I read that the movement determination for whether you can shoot heavy weaps etc is based on the model now not the unit. So you can re-position non-heavy weapon members of a unit now without keeping the heaving weapon from firing as long as that model doesn't move.
    Alternatively, multi-heavy weapon squads can now perform a leapfrog advance without giving up all their accurate shooting (I know they still get snapshots, but if you have a devastator squad with 4 plasma cannons, you can still shoot the stationary plascannon)

  5. #245
    Commander Dwane Diblie's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Only Infantry can embark on vehicles unless the vehicle in question has an exception. Under Unit Types you have right at the start, Infantry, later you also have Artiliry. So, no you can not embark Artiliry onto a Transport unless it explicitly states that you can.

    Things that I have seen alot of people miss, and seeing that I haven't seen it come up here I am assuming that most have missed it.

    In assault there is a huge diferance to your Initiative and strike at Initiative. Each model Piles In at his own I step, as in that on its profile. If it then has a rule that states you strike at a diferent I step (Unwieldy) you have to wait until then to actualy swing at your opponent and you do not get another Pile In move at that I step.

    I cam across this when trying to figure out how Whip Coils worked in reguards to the Pile In moves. And then I went and re read the assault rules and some other things that I know altered I in assault and there are 2 types. Banshe mask for instance makes the models I 10 for the assault phase while Unwieldy make the model attack at I 1 with that weapon.

    Puting this in to practice you can come across some interesting situations. I had a Scorpion Exarch with it realu high I Pile In and sit there waiting to strike and with all the casualtys my reg Scorpions did my opponent made sure my exarch was no longer in base contact with or with in 2" of another scorpion in base contact with any of his models and I lost the chance to stike with my Exarch. He subsiquentlu smashed me with his Power fist (geting one 6 and removing my exarch) and won the combat by one.

    No I do not have access to GK codex so I haven't been able to compare this to how Halberds work. I hope it gives the model +2 I in combat rather than striking with +2 I as it would have to be in range to strike befor it can make it's Pile In move.


    Barrage can target with in minimum range but scatter full distance rolled.

    Cover saves are granted to a model if only one firer grants it even if the rest of the squad can see the model clear as day. Take the pic on page 13 as an example. If the Ork up the top discides to fire then all 3 Space Marines up the top get a cover save from all shots coming from the ork unit. (Like then need it) But, if that Ork opts not to fire then then none of the Space Marines get a cover save as it is based on firers and not models in the firing unit.

    Jump Infantry using Jump Packs on the charge do not strike at I 1 step as they move OVER intervening terrain and not through it. The do take the Dangerous Terrain test when they land though.

    Fireing Template weapons on Overwatch still has the Ignore Cover usr and therefor supercedes Defencive Grenades on the charge aswell as Stealth and Obscured.

    When seting up terrain you already know what your deployment zones and can use this to your advantage. Especialy when using the Alternating system. You can not only set things up iin your deploymend zone to help your army out, but in Alternating you can set things up in bad positions in your opponents deployment zone using up their presious terrain allocation points. I have found this part of seting up a game almost as much fun as the game itself.

    Did a silly thing the other day. Again with Striking Scorpions. I had them in a long chain with Karandras in the front, the Exarch in the middle and a Farseer right at the back. Charged in to combat. A challange was issued to me fhich I refused with my farseer. Karandras then swung and wiped out everything in base contact with him. (3 Ork 'Ard Boyz) Next I step was just my Exarch who moved its 3" and failed to make contact with any Orks and subsiquently ended the combat with me winning by 3 and the orks not getting a chance to strike at all. They then broke and you can guess the rest. (Was originaly a mob of 12 for those of you wondering about the mob rule) So that is an interesting piece of shinanigans. Also it was unintended to happen like that. Farseer was at the back on purpose though to try and stay out of combat.

    And another thing that is realy silly. 2 full DA unit bladestorming Ork WB in MA and 5 MA Nobs with the Warboss out the front. LOS! was a real pain and lead to exactly ZERO dead orks. He then multi charged and even with defend them managed to squich me in to a fine past and then consolidated in to a ruin.

    I know I have more rules that I have seen miss used but right now I can not think of any.
    I'll think of something appropriate soon enough to put here.

  6. #246
    Chapter Master AlphariusOmegon20's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    What jumped out at me was Dreadnought CCW's (which are frequently Power Fists) go in initiative order, they do not strike last. That was NOT the case last edition.
    "From the fires of betrayal, Unto the blood of revenge, We bring the word of Lorgar, The Bearer of the Word, The favored son of Chaos; All praise be given unto him, For those that would not heed, We offer praise to those that do, That they might turn their gaze our way, And gift us with the boon of pain, To turn the galaxy red with blood, and feed the hunger of the Gods." - Excerpt of the 341st book of the Epistles of Lorgar.

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  7. #247

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

    Quote Originally Posted by AlphariusOmegon20 View Post
    What jumped out at me was Dreadnought CCW's (which are frequently Power Fists) go in initiative order, they do not strike last. That was NOT the case last edition.
    There's also no requirement for them to be mounted on a vehicle, so we may be seeing the return of Wraithlords with Dreadnought CCWs; after all, Dreadnights already have them.

  8. #248
    Brother Sergeant Plasmafest's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    To avoid confusion between Line of Sight and Look Out Sir!, might I suggest the latter be abbreviated to Lawks!

  9. #249

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

    Not being able to assault after coming in from reserves is big nerf for outflankers and webway portals are completely useless now.

    Quote Originally Posted by Cthell View Post
    There's also no requirement for them to be mounted on a vehicle, so we may be seeing the return of Wraithlords with Dreadnought CCWs; after all, Dreadnights already have them.
    Wraithlords are already S10 so I doubt they will get DCCW's.

    Also Tau target lock(allows you to split fire) got removed but daemons split fire (We are legion) didn't. They also added a USR that allow splitting fire so I have no idea why they removed the Tau's ability to use it.

  10. #250

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

    Quote Originally Posted by Plasmafest View Post
    To avoid confusion between Line of Sight and Look Out Sir!, might I suggest the latter be abbreviated to Lawks!
    I must be missing the joke here, there's no 'a' or 'w' in Look Out Sir!

  11. #251

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

    Rapid fire weapons shoot two shots at half range now not 12 inches. Great for pulse rifles.

  12. #252
    Librarian Ruination Drinker's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Plasmafest View Post
    Devastator Sgnt can use his Signum, with its set value BS, to overcome snap-fire for one model; budget Skyfire.
    How did you arrive at this conclusion?

  13. #253
    Brother Sergeant Plasmafest's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Konovalev View Post
    I must be missing the joke here, there's no 'a' or 'w' in Look Out Sir!
    "Lawks!" is an Olde English exclamation of surprise, seemed fitting, but maybe that's just me.

  14. #254
    Brother Sergeant Plasmafest's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Originally Posted by Plasmafest http://www.warseer.com/forums/warsee...post-right.png Devastator Sgnt can use his Signum, with its set value BS, to overcome snap-fire for one model; budget Skyfire.

    Quote Originally Posted by Ruination Drinker View Post
    How did you arrive at this conclusion?
    By overcome snap-fire, I simply mean that the set value BS1 could instead be changed by the Signum, for one shooter, to a set value BS5, still obeying the usual snap shot rules, such as no Blast/Template weapons.
    Apparently such contradicting set values are settled by a 50/50 roll-off judging by the 'Nid FAQ, though I'd favour the pro & con set values cancelling each other and the action being done at base value, i.e. BS4. This last would be just a house rule, obviously, but the Signum itself would appear to have some merit.

  15. #255

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

    Don't think anybody's mentioned this. You can declare a models is staying stationary in the movement phase and even if the rest of the models in the unit move the stationary model can stilll fire their heavy weapon, for example.

  16. #256
    Librarian Ruination Drinker's Avatar
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    Re: Things that may get overlooked in 6th Ed. Rules

    Quote Originally Posted by Plasmafest View Post
    Originally Posted by Plasmafest http://www.warseer.com/forums/warsee...post-right.png Devastator Sgnt can use his Signum, with its set value BS, to overcome snap-fire for one model; budget Skyfire.



    By overcome snap-fire, I simply mean that the set value BS1 could instead be changed by the Signum, for one shooter, to a set value BS5, still obeying the usual snap shot rules, such as no Blast/Template weapons.
    Apparently such contradicting set values are settled by a 50/50 roll-off judging by the 'Nid FAQ, though I'd favour the pro & con set values cancelling each other and the action being done at base value, i.e. BS4. This last would be just a house rule, obviously, but the Signum itself would appear to have some merit.
    Ok I'm with you on that. I was under the assumption that Snap Fire was "only hits on 6's" but as I see in the BRB it gets resolved at BS1. Since it is associated with BS then BS modifiers should apply to the roll, especially if there is a codex specific rule to do so.

    Time to break out the dev squads.

  17. #257

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

    Quote Originally Posted by Plasmafest View Post
    Originally Posted by Plasmafest http://www.warseer.com/forums/warsee...post-right.png Devastator Sgnt can use his Signum, with its set value BS, to overcome snap-fire for one model; budget Skyfire.



    By overcome snap-fire, I simply mean that the set value BS1 could instead be changed by the Signum, for one shooter, to a set value BS5, still obeying the usual snap shot rules, such as no Blast/Template weapons.
    Apparently such contradicting set values are settled by a 50/50 roll-off judging by the 'Nid FAQ, though I'd favour the pro & con set values cancelling each other and the action being done at base value, i.e. BS4. This last would be just a house rule, obviously, but the Signum itself would appear to have some merit.
    You'd at best 50/50 it, just like purposefully taking a bunch of daemonhammers and using quickening to 50/50 i10 or i1. And the pros and cons aren't nearly the same value, so having them "cancel out" would be pretty cheesy as a house rule.

    A fair house rule would grant BS2.
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  18. #258

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

    Quote Originally Posted by Plasmafest View Post
    To avoid confusion between Line of Sight and Look Out Sir!, might I suggest the latter be abbreviated to Lawks!
    LoS and LOS! generally work well enough to distinguish the two.

  19. #259

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

    Quote Originally Posted by Cthell View Post
    There's also no requirement for them to be mounted on a vehicle, so we may be seeing the return of Wraithlords with Dreadnought CCWs; after all, Dreadnights already have them.
    They always struck at I order... :S

  20. #260
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    Re: Things that may get overlooked in 6th Ed. Rules

    Vehicle damage table has changed, hence people thinking AP2 and AP1 have been buffed, where in fact it is AP6-AP3 which have been nerfed.

    D6 = 1: Old = Shaken, New = Shaken
    D6 = 2: Old = Stunned, New = Shaken
    D6 = 3: Old = Weapon, New = Stunned
    D6 = 4: Old = Immobilised, New = Weapon
    D6 = 5: Old = Wrecked, New = Immobilised
    D6 = 6: Old = Explodes, New = Explodes

    Wrecked has been removed and all of the options below it have been moved up. So AP1 in 6th has +2, which gives it a 50% chance of outright destroying the vehicle. This is identical to the +1 in 5th edition which also gave it a 50% chance. To deal with the transition, take a look at this:

    AP-: Old = 1/6 chance to destroy, New = 1/6 chance to destroy
    AP6: Old = 2/6 chance to destroy, New = 1/6 chance to destroy
    AP5: Old = 2/6 chance to destroy, New = 1/6 chance to destroy
    AP4: Old = 2/6 chance to destroy, New = 1/6 chance to destroy
    AP3: Old = 2/6 chance to destroy, New = 1/6 chance to destroy
    AP2: Old = 2/6 chance to destroy, New = 2/6 chance to destroy
    AP1: Old = 3/6 chance to destroy, New = 3/6 chance to destroy

    The big difference is that the is no wrecked result (that only comes from stripping hull points). Now, every destroy result is an explosion.

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