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Post by Sil Odan on Jun 11, 2012 9:48:19 GMT -5
The posted picture isn't showing; but I'm willing to guess it's a picture of the video teaser showing the Imperial aquilla and the date "23-VI-12". Less than 2 weeks. Will our patience be rewarded with awesome cool chages to the game or maddening frustration? Only time will tell...
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Post by Servo on Jun 11, 2012 13:53:42 GMT -5
From Whitehat on Dakka Dakka: Whitehat wrote: More Info (unsure if others have mentioned it however)
Plastic Plaguebearers & Nurglings, Finecast Blue Scribes in August (amongst what Im presuming is that metal daemons will be released with Finecast Versions.) Finecast will replace all metal models in the next year (unsure if that means specialist)
6th ed - a few morsels Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...
Vehicles cannot contest (unsure if scoring units in transports can
6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
Troops are the only ones that can score (including of course 'scoring units')
5+ Cover save for most things including ruins.
Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
Percentages are *not* in
Wound Allocation is closest to furthest.
Dueling is similar to challenges in fantasy but contrary to earlier rumors, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
Jump Infantry get a free strike at I10 when they charge into combat
Psychic Power Decks using a dice system similar to Fantasy.
Flyers are in.
FNP drops to 5+ Save.
I'm calling it now - Infantryhammer Allocating wounds to the closest model? Hmmm... wonder if we will still have to move our Characters first, because they will start taking wound quickly. And I like the return of Psychic Power cards! Maybe we should all get together and read through the 2nd Edition cards and laugh.
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Post by Sil Odan on Jun 11, 2012 16:22:45 GMT -5
Interesting changes, for the most part. Some good, some bad. Jump infantry getting a free hit at I10 is a huge deal for Orks considering they always go last. And I'm very interested to see the psychic powers. I prefer the 2nd edition powers to the current ones. The Foot of Gork (or Mork) was a defintie favorite! Hee hee hee..."splutchy pancakes"...
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Post by Servo on Jun 18, 2012 18:28:52 GMT -5
Books, templates, and other in-game items: Short Code Item Description Date US CAN 40-02-60 Warhammer 40,000: Rulebook (English) 440pp Hardback Book 30-Jun-12 $74.25 $90.00 40-41 Warhammer 40,000 Munitorum Templates 3 x Templates 30-Jun-12 $19.75 $23.75 40-45 Warhammer 40,000 Munitorum Tape Measure Servo Skull Tape Measure 30-Jun-12 $16.50 $19.75 40-09-60 Warhammer 40,000: Psychic Powers (English) 32 Cards, Leaflet, Box July 30-Jun-12 $13.25 $16.00 64-38 Tanglewire TBC 7-Jul-12 $10.00 $13.75 40-42 Warhammer 40,000 Munitorum Dice 12 Dice, 6 Dice Holders, Tin 28-Jul-12 $16.50 $19.75 40-43 Warhammer 40,000 Munitorum Battlefield Objectives 12 Dice, 6 Dice Holders, Tin 28-Jul-12 $16.50 $19.75 40-44 Warhammer 40,000 Munitorum Vehicle Markers 12 Dice, 6 Dice Holders, Tin 28-Jul-12 $16.50 $19.75 49-67 Orikan the Diviner 1 Fig Clampack 21-Jul-12 $19.25 $25.00 49-68 Anrakyr the Traveller 1 Fig Clampack 21-Jul-12 $19.25 $25.00 There is also going to be a Gamer's edition and a Collector's edition. From Roachvan on Warseer: www.warseer.com/forums/showthread.php?344037-June-July-Releases
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Post by Sil Odan on Jun 19, 2012 7:43:33 GMT -5
There is also going to be a Gamer's edition and a Collector's edition. Let me guess...the gamer edition and the collector's edition are exactly the same. The only difference is long-time customers can only purchase the collector edition for an additional 40% cost. ;D It's kind of sad, really. I remember being so excited in the past for new releases like this, and chomping at the bit till it was out. Now I'm just like "Meh". Part of that is due to the continously broken rules that GW can't seem to figure out during play testing. But most of it is GW's obvious disregard for their long-time customers. I don't mean to harp on about the GW hate, but let's face it...they beg for it.
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Post by Servo on Jun 20, 2012 18:32:15 GMT -5
I don't see what the deal is on these 2 editions I think one comes with a bag.
Waste of money. I will wait for the Boxset and my mini rulebook.
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Post by JohnnyDangerous on Jun 20, 2012 23:01:08 GMT -5
Not to mention a digital scanned version will be available the same day it is available to buy.
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Post by Sil Odan on Jun 26, 2012 9:38:58 GMT -5
I have to admit one thing I'm looking forward to with the arrival of 6th edition: Allies. Can you imagine...an Orky Green Tide...supported by Tau firepower? Mwah ha ha ha ha ha ha ha ha!
Be afraid! Very afraid!
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Post by Servo on Jun 27, 2012 9:31:03 GMT -5
There are very good summaries of the rumored changes in 6th Edition on Warseer and DakkDakka: www.warseer.com/forums/showthread.php?329875-Official-WarSeer-Warhammer-40-000-6th-Edition-discussion-threadwww.dakkadakka.com/dakkaforum/posts/list/456706.pageI will probably comb through them soon and come up with my own shorter synopsis and opinions, but we should all look through them when you have a chance (although I am in no hurry to switch editions). Also, some insightful opinions from a mysterious source who played a few games with the new rules. Reported on Dakka Dakka, via Reddit: First 6th game impressions...
... played 2 games today. Both with my eldar. i tryed to use lots of the new stuff to see how stuff worked. also ive wanted to play eldar corsairs for years so i took an ally detachment of dark eldar.
My list:
2 farseers, 4 powers. swapped 2 out for divination each game, kept fortune and doom. (mainly to try the new powers)
10 dire avengers, exarch.
10 rangers. (to try the new sniper rule.)
2 times 6 bikes with a warlock in each.
2 times 2 vipers with shurk canon and scatter laser.
4 dark reapers with exarch. (to go in bastion, see if they might be worth it if the can definitely get a good vantage point and cant be shot. )
bastion with comms.
1 homunculus
5 kabalite warriors in venom
1 viodraven bomber.
first game was against spacewolves. he took gak loads of longfangs and wolf guard in terminator Armour. second game was against chaos who took a mix of stuff.
i wont report ill just give impressions.
the sniper rule is amazing with rangers as a 6 to hit also makes it AP1. took out cyclone missile launchers and meltas with ease. the bastion took heaps of fire well worth 75 pts. but when it explodes it really damages people inside. also its super vulnerable to melee, grenades and flamers also can do serious damage to the squads inside. the new powers were great. the signature from divination is a better guide. the one where you force them to reroll armor saves is amazing. but i felt in general buffing you own units is much better as then dont get deny the witch rolls.
the flyer was awesome. although its pretty unmaneuverable in zoom mode its really hard to kill the will waste alot if firepower shooting it. my advice is come on the corner of the board and aim for the middle. senarios are awesome. i played the heavy support is a scoring unit and a kill point one. and the D3 objective one. had one normal deployment and one lengthways deployment (my dark reapers loved that one.) the secondary objectives are a big deal and seem to be the tie breaker alot of the time. jet bikes 48 move is amazing. get them in you opponents zone for linebreaker points or go grab objective on literally the other side of the table.
vehicles seem to die alot easier. especially after my mate pointed out that i had read the rules wrong and PENETRATING SHOTS ALSO REMOVE A HULL POINT, in addition to a roll on the table, makes sense to be fair. the warlord things didnt seem to do a great deal. but that was from some fairly boring rolls. but its pretty fun. the charges seem to work pretty well. i had one charge just fail cos i knocked off a model who would have been in range with overwatch, so be warned! combat felt ALOT smoother, but can become a bit more comlicated when there is an independent char in BSB and no one else. you basically have to roll the lookout sir rolls 1 at a time untill he dies so as to not break it. for future reference keep chars in the second ranks. also lookout sir is optional so you could in throry have a tough model at the front take all the hits and leave the rest of the squad unscathed until he dies. seems broken.
to sum up, feels like playing the same game, but smoother, more intuitive, and a lot freer with the allies and fortification, and always measuring.
any questions about this feel free to ask.
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Post by Servo on Jun 27, 2012 9:50:45 GMT -5
I have to admit one thing I'm looking forward to with the arrival of 6th edition: Allies. Can you imagine...an Orky Green Tide...supported by Tau firepower? Mwah ha ha ha ha ha ha ha ha!
Be afraid! Very afraid! [eye-rolling emoticon, which has drunken group-intercourse with agonized emoticon, emotionally-defeated emoticon, and frustrated emoticon] GAH! I am going to hate this. On the plus side, there will be armies of CSM with Daemons, CSM with IG to represent Traitor Guard, SM with Grey Knights, Eldar with Kabalites to represent Corsairs, or Tau with IG to represent Human Auxileries, which all sound great and "fluffy" and interesting. But for every person who does one of the above and manages to maintain a realistic and balanced army, there will be a Dark Angels army with Long Fangs just to get Split Fire, Dark Eldar with CSM just to get Land Raiders for their Wyches, Tau with SM Terminators for close combat punch, or... I don't know... Orks with Tau firepower. This is going be a dream edition for WAAC/power gamers (not accusing anyone here of that mentality, I am just saying...). I really think I am going to hate this.
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Post by Sil Odan on Jun 28, 2012 8:10:52 GMT -5
Part of me wants to say "Yippee! I can finally play Orks and actually hit the barnside of a broad!". Of course the other part of me agrees with Servo. It sounds like 6th edition threw away common sense, and GW simply said "How can we con those one-army gamers to buy more stuff?"
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Post by Sil Odan on Jul 3, 2012 15:33:18 GMT -5
So. 6th edition has been out for 3 days. Has anyone had a chance to look at the rulebook? Has someone been sitting in a closet with a bag of chips and a flashlight for the last three days, stewing in his own feces and madly giggling to himself?
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