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Post by treadiculous on Jul 1, 2012 16:35:07 GMT -5
It would seem that Tanks are much easier to hit in close combat, being that they are either WS 1 or WS 0.
My Rokkit Buggies are sad, and look with envy at the Ork Fly Boyz
Am I right in thinking a melta grenade can be thrown from 8" away? - this would be great as it might mean the vets don't get blown up by their own success!
.. and Hull Points: what do you think about them?
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Post by Trooper One-Nine-Seven-Four on Jul 1, 2012 17:31:26 GMT -5
I recall hearing from somewhere that meltabombs cannot be thrown, however krak grenades can. Will definitely be investigating this when I get my hands on the rules.
With vehicles counting as having a WS now, I suppose that means even at WS 0 a roll of 1 to hit a stationary vehicle is a miss, rather than an automatic hit? This might make my Scarabs unhappy...
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Post by Jackal-0311 on Jul 1, 2012 18:53:26 GMT -5
Hull points sound like it may make a faster game.
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Post by WestRider on Jul 1, 2012 21:52:02 GMT -5
WS0 is hit automatically.
Hull Points are an odd effect, that I think ends up being a net positive for Guard. They make it easier to kill Vehicles, but harder to suppress them while they're still alive. Means it's much harder to Stunlock a bunch of Chimerae, and Russes are very hard to shut down, short of serious amounts of Melta or Railgun fire.
Oh, and Weapon Destroyed results are now randomized, so there's good reason to take Sponsons and a Pintle Mount on Russes.
On the flipside, the fact that the whole Blast Marker counts as full Strength against Vehicles again means that Russes, Demolishers, and our Artillery got way better at Anti-Tank
Immobilized results apparently no longer kill Squadroned Vehicles either, which is a big boost for a number of ours.
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Post by Lord General Armstrong on Jul 1, 2012 22:24:24 GMT -5
Lascannons are better against vehicles now, AP2 gives you a plus 1 on damage table roll, AP1 is plus 2. I think that's what I read will have to double check when I get home.
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Post by Jackal-0311 on Jul 1, 2012 22:51:30 GMT -5
Lascannons are better against vehicles now, AP2 gives you a plus 1 on damage table roll, AP1 is plus 2. I think that's what I read will have to double check when I get home. So does that meltas are devastating..?
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Post by Lord General Armstrong on Jul 1, 2012 22:52:52 GMT -5
Lascannons are better against vehicles now, AP2 gives you a plus 1 on damage table roll, AP1 is plus 2. I think that's what I read will have to double check when I get home. So does that make meltas more devastating..? If they get in range, yes.
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Post by lordflashlight on Jul 1, 2012 23:32:55 GMT -5
With the blast thing, it also makes Devil Dogs great now...
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Post by Wraelis on Jul 1, 2012 23:59:30 GMT -5
Good point. Devil dogs are gonna be amazing now actually!
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Post by Lord General Armstrong on Jul 2, 2012 3:46:00 GMT -5
Hmm, snap shots. They disallow vehicles from firing their ordnance weapons, would lumbering behemoth still allow me to fire it?
- All vehicles(excluding walkers of course) can move flat out, basically an addition 6 inch in the shooting phase. - Vehicles can still fire when moving at cruising speed, though only with snap shots. (Passengers can also fire snap shots) - Vehicles can still fire when shaken or stunned, though only snap shots.
Leman Russes took a beating:
- Sponson and hull weapons are basically useless again. Though Artillery can now fire their heavy bolters as well as their mainguns.
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Post by treadiculous on Jul 2, 2012 4:27:14 GMT -5
Russes have the Lumbering Behemoth rule.. which I think will mean that one weapon can fire at normal BS, while te others are snap shots. (I think, since it hasn't been FAQ'd yet)... you never know, they might tweek it so it can fire all of them at normal BS.
I think guard have done well in this edition... very well.
melta bombs can not be thrown.. I was mistaken!.. (would have been a bit too good).
Reading around, it seems like slower vehicles are dying quicker now... much quicker.
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Post by stovrose on Jul 2, 2012 4:56:50 GMT -5
Lumbering Behemoth still helps us with the ordnance rule. Example: Move Combat speed, Fire Turret (which ever you want) at BS Fire hull mounted anything at BS Snap Shot Sponsons and pintle
On another note... We can move and fire indirect barrage weapons! There is no special rule for Ordnance Barrage. There are only rules for Vehicles firing ordnance and here are rules for barrage. Put them together and you can move and fire indirectly.
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Post by treadiculous on Jul 2, 2012 6:43:24 GMT -5
Pask is a character... right.. so gets Presicion shots.. yes.. so in a punisher he's a bit scary .. no?
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Post by dangerrod on Jul 2, 2012 9:09:36 GMT -5
Was just having a quick look thru, was thinking that maybe the Punisher maybe worth taking if your playing against flyers/skimmers - H20, S5 Snap-shots...?
Or even the Exterminator - H4, S7 Twin Linked - Snap-shots
Fairly expensive Hydra stand ins, but can also fire against ground targets
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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 Jul 2, 2012 11:47:09 GMT -5
Lumbering Behemoth still helps us with the ordnance rule. Example: Move Combat speed, Fire Turret (which ever you want) at BS Fire hull mounted anything at BS Snap Shot Sponsons and pintle On another note... We can move and fire indirect barrage weapons! There is no special rule for Ordnance Barrage. There are only rules for Vehicles firing ordnance and here are rules for barrage. Put them together and you can move and fire indirectly. If that is right, then I expect the more 'exotic' types of arty to appear everywhere. From what peeps have said on here, our tanks seem to have done fairly well, although I think the mechanized list may go out the window.
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Post by Jackal-0311 on Jul 2, 2012 12:56:45 GMT -5
Lumbering Behemoth still helps us with the ordnance rule. Example: Move Combat speed, Fire Turret (which ever you want) at BS Fire hull mounted anything at BS Snap Shot Sponsons and pintle On another note... We can move and fire indirect barrage weapons! There is no special rule for Ordnance Barrage. There are only rules for Vehicles firing ordnance and here are rules for barrage. Put them together and you can move and fire indirectly. If that is right, then I expect the more 'exotic' types of arty to appear everywhere. From what peeps have said on here, our tanks seem to have done fairly well, although I think the mechanized list may go out the window. What do mean by more exotic type arty?
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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 Jul 2, 2012 13:52:15 GMT -5
Non-bask. Since the rest are FW/conversion only, you don't see them much, but we might see more of them if the rules favor arty.
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Post by wertymk on Jul 3, 2012 11:36:43 GMT -5
So, tanks take damage from gets hot! now. What do you think? Bye bye executioners and plasma sponsons?
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Post by sgtsamvimes on Jul 3, 2012 11:46:37 GMT -5
Executioner Cannons dont get hot. But sponsons are RIGHT OUT!
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Post by Peter Cooman on Jul 3, 2012 12:56:26 GMT -5
But But, plasma cannons don't roll to hit Still keeping them on for the fun of it. I just painted one up I can always proxy it as multi meltas
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Post by sgtsamvimes on Jul 3, 2012 13:09:59 GMT -5
Weapons that get hot but don't roll to hit have to make a test before they fire and get hot on a 1. vehicles take a glancing hit on a 1-3 (rolled after).
Not too bad, but still risky, especially considering that glancing hits just redice hullpoints, you could blow yourself up quite easily with plasma sponsons...
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Post by Peter Cooman on Jul 3, 2012 13:13:40 GMT -5
Weapons that get hot but don't roll to hit have to make a test before they fire and get hot on a 1. vehicles take a glancing hit on a 1-3 (rolled after). Not too bad, but still risky, especially considering that glancing hits just redice hullpoints, you could blow yourself up quite easily with plasma sponsons... I was only joking. I know how it works Find it utter rubbish though, What happened to "the plasma cannon is connected to the vehicles coolant system"?? Suddenly all cooling systems are made in Korea or something? That's the only way to explain the cooling failure ;D There can only be one explanation: WAAAAAAAAAAAARRRRRRRRRRRDDDDDDDDDDDDDD!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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connor
Captain
who needs samuria?
Posts: 167
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Post by connor on Jul 3, 2012 13:22:54 GMT -5
everyone stop right now...your telling me...that in 6th edition vehicles arent super tough to hit if they move? that they only have ws1 or 0 all the time?
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Post by Wraelis on Jul 3, 2012 13:25:19 GMT -5
Yes. So no more fast things being hit on 6's in close combat. If you sit still you are WS 0 (automatically hit, same as before). If you move (no matter how far) you are WS 1 and therefore hit on a 3+ vs the old 4+.
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connor
Captain
who needs samuria?
Posts: 167
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Post by connor on Jul 3, 2012 20:53:58 GMT -5
huzza! now my bloodthirster(and other GD) can hit vehicles that move.
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