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Post by Julian Sharps on Jan 14, 2012 0:55:30 GMT -5
Think about it this way: we're still better off in cover than by using our armor save.
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Post by Lord General Armstrong on Jan 14, 2012 2:53:50 GMT -5
Where did this rush of information come from so suddenly, could somebody Pm me a link to said evidence.
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Post by Ignatius on Jan 14, 2012 12:17:44 GMT -5
All these new rules complicating things to make it just a little bit more "realistic" will bog it down to needing to read the rules during every action of every phase of every game.
Sometimes, it's better for things to be simple and apply to everything than have them be complicated and having nine different rules for something that used to be two or three.
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connor
Captain
who needs samuria?
Posts: 167
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Post by connor on Jan 14, 2012 23:28:23 GMT -5
Think about it this way: we're still better off in cover than by using our armor save. your right, i should just be happy with what i have.*SIGH* and now my plasma and battle cannons will be more effective against marines hiding a forest!
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Pyrotechnics
Captain
Let the promethium burn it to a cinder!
Posts: 238
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Post by Pyrotechnics on Jan 16, 2012 20:24:14 GMT -5
Yeah, the cover is a bit weird. Sandbags are a better defence than Flak armour, which happens to provide the same defensive benefit as tall grass!
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connor
Captain
who needs samuria?
Posts: 167
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Post by connor on Jan 16, 2012 21:53:37 GMT -5
Yeah, the cover is a bit weird. Sandbags are a better defence than Flak armour, which happens to provide the same defensive benefit as tall grass! mabey its some sort of super space grass...
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Post by hudderschris on Jan 17, 2012 13:43:05 GMT -5
I for one really hope it is not a hoax as I have played 2 games with the new rule set and I think its is much much better than the current set. Ok guard have taken a hit with the cover saves but so much else has improved.
It helps get rid of last turn objective grabbing, having loads of razorbacks with 3 men squads are much less valuable (vehicles cant hold objectives). Walkers (grey knights) have been really nerfed :-).
I love the standard mission too.. Objectives (pts per turn) and kill point (based on value of the unit) combined for inrunning totals.
I will be really sad if they dont follow this set as I find a lot of the rule changes just make so much sense and much more realistic.
Games are faster and much more deadily... I think it will be true as it promotes bigger armies due to the speeding up the game (once people know the rules).
I am looking forward to fielding super heavies in regular matches!
If its true here are some tactics I have noted
Vets want either camo cloak or carapace, and shotguns (extra attack in CC!) Executioners are amazing with blasts (and multiple blast rule) much more accurate. Manticores are a must to blast hidden troops off objectives Ratlings are a must :-) Leman Russ and Vendettas v high multitracking value means if you stay still you can easily target more than one unit with fire.
Just to repeat myself again, the 2 games I have played were by far the most fun I had playing 40k since the very early days
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Post by 3ff3ct on Jan 17, 2012 14:42:25 GMT -5
Yeah, the cover is a bit weird. Sandbags are a better defence than Flak armour, which happens to provide the same defensive benefit as tall grass! mabey its some sort of super space grass... Irie man ;D
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Post by Lord General Armstrong on Jan 19, 2012 4:39:23 GMT -5
Just got the new rule sets wow, they are different.
Now question, under selection of weapons are they the global points cost for said weapons.
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connor
Captain
who needs samuria?
Posts: 167
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Post by connor on Jan 19, 2012 6:26:53 GMT -5
how'd you get the rule sets?
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Post by Wraelis on Jan 19, 2012 12:42:28 GMT -5
Yeah, I'd love to see these rumor-y rules in their entirety. Link anyone?
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Post by spazmunke on Jan 19, 2012 12:54:50 GMT -5
There are ways to get the "leaked" rule book, along with FAQs for all the armies to make them 6th ed compliant, like they did when 8th ed Fantasy got released. And yes, 6th ed seems MUCH more deadly, and unforgiving of mistakes. If a unit falls back near an enemy unit, say goodby to it is kinda what it looks like. Also, you can now assault a unit, kill it that round of CC then shoot another target right after, as the turn sequence is Move, Assault, Shoot. Though at the same time, us Guard players want combats to be won/lost in OUR turn, so we can shoot at the enemy. oh, and our 50 man blobs now get the 40k equivalent of fantasy's "Stand and Shoot" when we are charged. One other thing, EVERYONE can assault off deep strike now.
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Post by spazmunke on Jan 19, 2012 12:56:32 GMT -5
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Post by Wraelis on Jan 19, 2012 13:02:27 GMT -5
dang, that sounds pretty mean. thanks for the links spazmunke!
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Post by Trickstick on Jan 19, 2012 13:03:52 GMT -5
I'm now of the opinion that these are either fake or will be drastically different when it comes to the release.
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Post by Wraelis on Jan 19, 2012 15:23:11 GMT -5
Yeah, that's pretty much what I figure too. It's still interesting though and a nice distraction
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Pyrotechnics
Captain
Let the promethium burn it to a cinder!
Posts: 238
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Post by Pyrotechnics on Jan 20, 2012 0:02:28 GMT -5
What is "Stand and Shoot"? I don't play fantasy.
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Post by Wraelis on Jan 20, 2012 0:18:47 GMT -5
It would be amazing. Basically when someone charges you, you get to shoot them up before they hit you in melee. I know there's some sort of downside though, like you're less prepared for the assault. It's been a loooong time since I've played fantasy
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Post by Bentath on Jan 20, 2012 22:10:06 GMT -5
I don't remember there being a down side to fantasy stand and shoot. It was a last ditch effort to defend themselves. Shooting troops usually aren't very well armed for CC.
I don't have the book, but I believe that there was a sort of stand and shoot in the IA4 when fighting inside the base. Instead of fighting in CC in the first round a charged unit could instead shoot at the charging enemy. For units like Tau fire warriors this would be a good thing.
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Post by treadiculous on Jan 21, 2012 15:01:21 GMT -5
My belief is that these rules are the initial collection of ideas that were prepared for 6th ed, and that these have all undergone some serious revision.
I do like a lot of what I read, though its a little more complicated this actually seems to make it more involving for both players - instead of one person taking their turn and the other occassionally rolling save throws, it seems the 2 turns are more mixed and with more choices presented to the player who's tun it isn't.
These choices mean that more damage can be dealt out without it seeming too unbalanced in favour of who has first go.
This is all speculative mind, I really need to play test it with some one before making comments like this!
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Post by Rommel's Eighty-Eights on Jan 21, 2012 15:10:00 GMT -5
Uh, when is 6th ed coming out or being release? 88's
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Hookah, S.C.
Colonel
Mostly Harmless
25%
But what if I put more plasma on it?
Posts: 390
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Post by Hookah, S.C. on Jan 21, 2012 16:40:26 GMT -5
When GW run out money for their cocaine trough.
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Post by Lord General Armstrong on Feb 4, 2012 18:15:21 GMT -5
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lockinvar
Conscript
Captain Fluffypants
Posts: 31
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Post by lockinvar on Feb 15, 2012 9:54:05 GMT -5
I don't remember there being a down side to fantasy stand and shoot. It was a last ditch effort to defend themselves. Shooting troops usually aren't very well armed for CC. In fantasy you get -1 to hit someone by shooting. Like if you are BS 3 and normally hit on a 4+ you would hit on a 5+ with stand and shoot.
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Post by Empirespy on Feb 15, 2012 10:08:44 GMT -5
It's quite sad that I can remember what episode that was in, and exactly what happened in it. These rules just seem to worked on to be fake for me, but it was meant to be last springs(?) draft, so there should be quite a few changes.
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