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Post by Servo on Aug 7, 2012 21:42:07 GMT -5
TYPES OF TERRAIN- Open Ground: Same.
- Impassable Terrain: Same.
- Difficult Terrain: Same.
- Dangerous Terrain: Same.
- Lethal Terrain: Same as Impassable Terrain, except model is removed if it ever lands in it.
- Area Terrain: Always Difficult Terrain; 5+ Cover Save; Going to Ground give +2 to Cover Save.
- Mysterious Terrain: Effects are rolled for when the first model enters.
BUILDINGS- Treated like Transport Vehicles that cannot move, do not use Hull Points, and cannot be destroyed.
- Armor Value is determined by what it is made of:
- Bastion or Bunker = 14
- Plascrete Palace = 13
- Rockcrete Building = 12
- Brick = 11
- Wooden Outpost = 10
- Corrugates Iron or Wood Shed = 9
- "Transport Capacity" is determined by its size:
- 6" x 6" = 10 models
- 9" x 9" = 20 models
- 12" x 12" = 30 models
- Charges from inside a building to inside the same building are automatically successful and charged units cannot fire Overwatch.
- Buildings can be shot at and assaulted just like a Vehicle; Glancing Hits give a Wound to a model inside with Ignores Cover; Penetrating Hits also give a Wound but then roll on Damage Table (same modifiers as Vehicl Damage):
- 1 = Breach: Armor Values reduced by 1.
- 2 = Tremor: Units inside can only fire Snap Shots and can only disembark 3".
- 3 = Partial Collapse: Unit inside takes D6 hits at S6, AP-, Ignores Cover.
- 4 = Structural Collapse: Unit inside takes 2D6 hits at S6, AP-, Ignores Cover; 1 random emplaced weapon is destroyed.
- 5 = Catastrophic Breach: Armor Values reduced by D3; 1 random emplaced weapon is destroyed.
- 6 = Total Collapse: Unit inside takes 2D6 hits at S6, AP-, Ignores Cover; unit must disembark; Building becomes Impassable; all emplaced weapons are destroyed.
- 7 = Detonation: Unit inside takes 4D6 hits at S6, AP-, Ignores Cover; unit must disembark; Building becomes Impassable; all emplaced weapons are destroyed; all models in D6" take S4, AP- hit.
- Template weapons and Grenades cause 1 hit on Building and D6 hits on unit inside.
- Units inside are Fearless.
- Battlements (name for flat roofs on Buildings)
- Jump and Jet units can move on or off and do NOT count as Difficult Terrain
- Leaping Down: Models can jump off buildings by taking a Dangerous Terrain test with -1 modifier for every 3" of height and no armor saves allowed.
- Jump and Jet units take Dangerous Terrain test with no modifiers.
- Units on Battlements when building takes damage take S3 hits instead of S6.
- Emplaced Weapons: Either a model inside fires manually, or the weapon fires at closest enemy unit with BS2.
- Dilapidated Fortification: All Armor Values are -2; Emplaced Weapons cannot be fired.
RUINSThese seem to work exactly as in the previous edition, except that you can Leap Down if you choose, just like from a Battlement. FORESTS- Difficult Terrain and 5+ Cover Save.
- Count as Mysterious Terrain, and must be rolled on below table:
- 1 = Ordinary forest.
- 2 = Brainleaf Fronds: Unit take Ld test on 3D6; if failed 1 random model inflicts D6 hits on his own unit.
- 3 = Carnivorous Jungle: D3 hits at S5, AP-, no Cover Saves allowed; Vehicles hit in rear armor.
- 4 = Ironbark Forest: Cover Saves are increased to 3+.
- 5 = Overgrown Spinethorn: Cover Saves increased to 2+ against Grenades; Grenades cannot be used by charging or charged units in Forest.
- 6 = Razorwing Nest: 4+ on Difficult Terrain test causes D6 hits at S3, AP-, Rending, no Cover Saves allowed; Vehicles hit in rear armor.
RIVERS- Pertains to lakes, ponds, and all water.
- Difficult Terrain.
- Count as Mysterious Terrain, and must be rolled on below table:
- 1 = Ordinary river.
- 2 = Daemon Bile: Model loses D3 Warp Charge points and cannot attempt Deny the Witch for 1 turn.
- 3 = Hyperslime: When inside, models have Feel No Pain; must pass a Ld test to move or shoot out of River.
- 4 = Fireblood: Dangerous Terrain; Immobilised Vehicled are Wrecked.
- 5 = Industrial Ooze: 5+ Cover Save; any model Going to Ground must pass a Toughness test or take a Wound.
- 6 = Iceblood: Dangerous Terrain; can re-roll failed armor saves.
BATTLEFIELD DEBRIS, ARCHEOTECH ARTIFACTS, UNIQUE TERRAINAll have extensive and specific rules and variations; it would be easier to just read in the book. ALL Forests and Rivers are Mysterious Terrain? This will be interesting or annoying. Battlefield Debris and artifacts seem confusing and unnecessary.
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Post by JohnnyDangerous on Aug 15, 2012 2:27:39 GMT -5
Sil Odan... sorry I thought that was just to explain to me that I was tragically wrong... However after actually going to the site I found this article which I believe is the one you were talking about Saturday: yesthetruthhurts.com/2012/07/vehicle-death-5th-vs-6th/Stelek does have a point that most vehicle will be moving faster in the new edition,(which to a degree does compensate) however I fail to understand that the argument which explains why tanks are better in 6th edition is supported by the data that they were going to be destroyed anyway. I think he also unintentionally touched on an interesting change to the meta that we will start to see. This change is the drastic reduction of melta guns being carried. Sure, they are mega good against landraiders, battlewagons, quantum shielded maddness, Leman Russes,or even Soul Grinders,(the last three can now be glanced to death by a tactical squad rapid firing plasma) but if your not facing a player who plays those models often... assault cannons(which have stayed pretty good) or rifleman dreads(2 twinlinked auto cannons) will just stop rhinos and force walking.(although for the record I really like how they organized the book, I double checked those weapons in like 2 seconds) Also I feel like he plays more games at the 2000 point range where a person has 8 tanks plus some other vehicles roaming around. In general our group does not play to this size, and it creates a situation where mechanized lists will be way easier to concentrate fire against to take away mobility and negatively impact strategy. To me, it still spells nerf... more cover saves will mean some survivability, but at an impact to speed which is really the whole point... I guess we will have to do some play testing and just see how the dice fall. I know you weren't really choosing a side... just wanted to prove that I actually read it and had a reply to it.
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Post by JohnnyDangerous on Aug 15, 2012 2:30:56 GMT -5
Servo: Thanks for all of the hard work putting this whole thing together! Its really an awesome summary of the changes!
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Post by Servo on Aug 16, 2012 11:46:19 GMT -5
FORCE ORGANIZATION CHART- Primary Detachment: Same unit mins/maxes as in 5th; Warlord must be from Primary Detachment (described later).
- Allied Detachment: Chosen from different Codex; 1 HQ and 1 Troop required, plus optional 1 Elite, 1 FA, 1 HS, and 1 more Troop.
- Fortification: Up to 1 (described later).
- At 2000 points you can take another whole Force Organization Chart.
WARLORD- HQ with highest Ld in Primary Detachment is your Warlord
- Warlord Traits: Warlord chooses to roll on 1 of the below tables before deployment and gains the ability for free.
- Command Traits
- 1=Inspiring Presence: Friendly units in 12" can use his Ld.
- 2=Intimidating Presence: Enemy units in 12" must use lowest Ld.
- 3=Dust of a Thousand Worlds:Warlord and friendly units in 12" have Move Through Cover.
- 4=Master of the Vanguard: Warlord and friendly units in 12" roll extra dice when Running and take highest.
- 5=Target Priority: Warlord and friendly units in 12" reroll To Hit rolls of 1 when shooting at units within 3" of an objective.
- 6=Coordinated Assault: Warlord and friendly units in 12" add 1 to charge distance roll.
- Personal Traits
- 1=Master of Defense: Warlord and unit have Counter Attack while in their own Deployment Zone.
- 2=Master of Offense: Warlord and unit have Furious Charge while in enemy's Deployment Zone.
- 3=Master of Manoeuvre: Warlord and unit have Outflank.
- 4=Legendary Fighter: 1 extra Victory Point for every character Warlord kills in Challenge.
- 5=Tenacity: Warlord and unit have Feel No Pain while in 3" of objective.
- 6=Immovable Object: Warlord is a Scoring Unit.
- Strategic Traits
- 1=Conqueror of Cities: Army has Move Through Cover and Stealth when in Ruins.
- 2=Night Attacker: May choose to use Night Fighting without rolling.
- 3=Master of Ambush: All Outflanking units have Acute Senses.
- 4=Strategic Genius: May reroll Reserve rolls.
- 5=Divide to Conquer: Opponent has -1 modifier to Reserve rolls.
- 6=Princeps of Deceit: May choose to redeploy 1 friendly unit 3D6" or move 3 friendly units D6".
ALLIES1 Allied Detachment may be chosen for every Force Organization Chart. Every army/race has a potential Level of Alliance with every other army/race in the game. These relationships are shown on the "Allies Matrix" on page 113 of the rulebook. There are four Levels of Alliance, shown below: - Battle Brothers: Units can be joined by allied Characters; allied units are counted as "friendly units"; cannot enter allied transports.
- Allies of Convenience: Units cannot benefit from allied Warlord Traits; units cannot be joined by allied Characters; allied units ar not counted as "friendly units".
- Desperate Allies: Treated like Allies of Convenience plus allied units are non-scoring and non-denial and have One Eye Open rule (every unit in 6" of a Desperate Ally unit rolls a D6; on a 1 they cannot move, shoot, assault, run, or do anything that turn).
- Come the Apocalypse: May not ally.
FORTIFICATIONS1 Fortification may be purchased for every Force Org Chart. Expect rules and models to be released with Codexes and White Dwarfs in the future, but for now there are four types listed: - Aegis Defence Line: Barricade walls and a big gun.
- Skyshield Landing Pad: Fortified landing pad for Fliers.
- Imperial Bastion: A building with AV14, Heavy Bolters mounted in the wall, and a big gun can be purchased.
- Fortress of Redemption: Huge fortress with many weapons.
With the Warlord Traits and Challenges, GW is clearly trying to bring a "narrative" feel to the game. In several spots of the rulebook there are "Forging a Narrative" sections, where they describe a way to add to the story of your battle without adding rules. They want the games to feel like grand battles with bold characters in a movie-like setting. This might make the games more fun, might make the games take longer, and will DEFINITELY make JohnnyDangerous's battle reports longer. As I have said before, I think Allies is a good way to combine units which SHOULD go together without having to create a whole new Codex. However, it is really too open to abuse. The Levels of Alliance should be more strict, I think. Although it seems rough that Tyranids can have NO allies (sorry Tiamat).
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Post by Servo on Aug 27, 2012 17:32:17 GMT -5
DEPLOYMENT MAPSRoll a D3 to determine how board is split. [/i]: Center line is drawn across board's length; deployment zones are from long table edge to 12" from center line [2] Hammer and Anvil: Center line is drawn across board's width; deployment zones are from short table edge to 12" from center line [3] Vanguard Strike: Center line is drawn across board's diagonal (chosen randomly); deployment zones are the corners 12" from center line. [/ul] SET UP TERRAIN2 ways to setup terrain: - Narrative Terrain: One or both players setup terrain ina way to "tell a story"
- Alternating Terrain:
OBJECTIVESAll games have Objectives which give Victory Points to determine winner. - Primary Objectives:
- Number of Primary Objectives determined by Mission.
- Place markers at least 6" away from edge and 12" from each other; may not be placed in/on Fortifications, buildings, or impassable terrain.
- Scoring Units: Usually all Troops choices can claim an objective unless in a Transport, falling back, or a Swarm.
- Denial Units: Usually all types of units can deny an objective to the enemy unless in a Transport, falling back, or a Swarm.
- Secondary Objectives:
- Slay the Warlord: Dead Warlord at end of battle is worth 1 Victory Point to opposing player.
- First Blood: First unit to be destroyed is worth 1 Victory Point to opposing player.
- Linebreaker: At least 1 model in enemy's Deployment Zone at end of battle is worth 1 Victory Point.
MISSION SPECIAL RULES- Night Fighting:
- 4+ on D6 in Turn 1 means Night Fighting is used that turn.
- If Night Fighting not used on Turn 1, 4+ on D6 in Turn 5 means Night Fighting used for rest of game.
- If Night Fighting not used on Turn 1 or 5, D6 rolled every turn after until a 4+ is rolled.
- Units more than 36" away may not be shot at.
- Units 24" - 36" away are Shrouded.
- Units 12" - 24" away have Stealth.
- Reserves:
- Up to half the units in an army may be placed in Reserve.
- Turn 2: Each unit may arrive on 3+ roll on D6.
- Turn 3: Each remaining unit may arrive on 3+ roll on D6.
- Turn 4: All remaining units arrive automatically.
- Units arriving from Reserves may not charge or use any special abilities at the start of the turn.
- Mysterious Objectives: A unit that moves within 3" of any objective must roll a D6:
[/i]: At the end of the turn and the end of every turn after, a roll of 1 on a D6 causes Objective to explode; S4, AP- with large blast template; Objective is not destroyed and may explode again. [2] Nothing of Note[3] Skyfire Nexus: Controlling unit may choose to have Skyfire. [4] Targeting Relay: Controlling unit rerolls To Hit rolls of 1 when Shooting. [5] Scatterfield: Controlling unit has +1 to Cover Saves. [6] Grav Wave Generator: Any unit attempting to charge controlling unit has charge range halved. [/ul] [/li][/ul] Looks like no more Annihilation-type games. Everyone be prepared to take more Troops choices. <edit: I was mistaken on this, annihilation is just handled differently. See the MISSIONS section below.>
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Post by Sil Odan on Sept 5, 2012 7:59:59 GMT -5
WTF?!? Was GW channelling Gary Gygax when they wrote the rules for 6th edition?
Hello Fry, it's a ... *[stops mid-sentence, throws a D20 and a D6]* pleasure to meet you.
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Post by JohnnyDangerous on Sept 6, 2012 12:38:04 GMT -5
I'm just glad reserves seems fixed... and not a way to hide your whole army... I like that night fighting also grants benefits to certain distances away, it's like somone at gw has played war games at night instead of stalking children for blood!!!
I think the warlords skills and bonuses are kind of weird... some seem way too strong, especially for specific builds, but most are kinda MEH... imho...
very interesting stuff though...
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Post by Servo on Sept 11, 2012 12:51:31 GMT -5
WTF?!? Was GW channelling Gary Gygax when they wrote the rules for 6th edition?
Hello Fry, it's a ... *[stops mid-sentence, throws a D20 and a D6]* pleasure to meet you. Ha! I love the reference! Like I said (at some point), GW is trying to make the game more "cinematic". Randomness and the chance to beat ridiculous odds seem to be part of that.
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Post by Servo on Oct 5, 2012 15:27:42 GMT -5
MISSIONS
Roll a D6 to determine mission. Winners are always determined by Victory Points. Secondary Objectives are Slay the Warlord, First Blood, Linebreaker and are each worth 1 Victory Point.
All missions use Variable Game Length. Players roll to see who decides to go first, and you can still Seize the Initiative
1 - Crusade: Primary Objectives are D3+2 objective markers (like Seize Ground in 5th Edition) worth 3 VPs each; Mission Special Rules are Night Fighting, Mysterious Objectives, Reserves.
2 - Purge the Alien: Primary Objective is destroy enemy units, worth 1 VP each (like Kill Points in Annihilation in 5th Edition); Mission Special Rules are Night Fighting, Reserves.
3 - Big Guns Never Tire: Primary Objectives are D3+2 objective markers worth 3 VPs each and destroy enemy Heavy Support units worth 1 VP each; Mission Special Rules are Night Fighting, Mysterious Objectives, Reserves. Special Note: "Heavy Metal" rule for this mission means all Heavy Support units are scoring units.
4 - The Scouring: Primary Objectives are 6 objective markers worth a random number of VPs determined after placement (one at 4 VPs, two at 3 VPs, two at 2 VPs, one at 1 VP) and destroy enemy Fast Attack units worth 1 VP each; Mission Special Rules are Night Fighting, Mysterious Objectives, Reserves. Special Note: "Fast Recon" rule for this mission means all Fast Attack units are scoring units.
5 - The Emperor's Will: Primary Objectives are 1 objective marker placed in each player's deployment zone (like Capture & Control in 5th Edition) worth 3 VPs; Mission Special Rules are Night Fighting, Mysterious Objectives, Reserves.
6 - The Relic: Primary Objective is 1 marker placed in the center of the board worth 3 VPs; Mission Special Rules are Night Fighting, Reserves; Special Note: "The Relic" can be seized by a model from a scoring unit; a model carrying the relic can never Run or move more than 6" in a Phase; the model may be passed to a friendly scoring model or dropped at the end of the Movement Phase; the Relic is dropped automatically if the model carrying it Falls Back or is killed.
With Big Guns and Scouring, it looks like GW is really trying to get people to take balanced armies. I like that.
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