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6th edition rumors and DoA lists


Leksington

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From the 6th edition rumors thread

http://www.bolterandchainsword.com/index.p...t&p=2801624

 

The big ones:

movement phase:

Advance: normal movement: every action allowed

Surge: double movement: close combat, consolidate moves, psychic powers, reactions, residual action allowed

Flat out: movement: triple movement: only reactions allowed, use own columns on to hit chart

Fleet movement: triple movement, can charge, count as moving against shooting, cannot forced surge

 

jump infantry: 8”, ignore terrain (as long as they don’t start or end in terrain)

That would be a 16 inch charge range.

Edit: it is worth noting that you don't get additional movement for charging anymore.

 

USR:

Counter Attack: as before, negates Furious Charge

SW just got a little tougher against us.

 

Deep Strike: mishab table as before, place squad leader,

if in 6” of enemy: 3D6” scatter, use arrow on hit symbol,

if in 12”: 2D6” hit is hit, in 18”: 1D6”,

outside 18”: no scatter

may only advance on turn of arrival, even with fleet or flat out, count always as (advance) moving, charge allowed

 

Stratagems:

3 enemy deep striking units must subtract 6” from distance to enemy to see how they scatter

 

for every unspent point, once per game one roll may be re-roll, this cannot be the steal the iniative roll

Everyone is going to take that strategem against a DoA list, essentially negating the D6 reduced by the DoA rule. But this does mean that jumpers will be able to charge on the drop from 8 inches out. Rerolls from unspent strategems are going to be great for Deep strike rolls.

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My first impressions are:

I wonder what they will do with Heroic Intervention? If they don't do anything, then VV are useless.

How nice is Dante's Tactical Precision! Imagine a unit of Dante, Libby, SP, and SG (with Banner) charging on the drop? I can hear the cries of cheese already.

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Well, i for one, don't like how it might turn out.

 

Probably DoA will be changed to -1d6 instead, though yes, everyone will always take that stratagem.

 

 

Given the high risk of scattering and mishapping due to distance travelled, it may end up better to just deploy normally in all situations and just go Flat Out for 24" of movement + 12" deployment, which puts you right at their deployment zone anyway, in addition to whatever crap thats going to do to the hit table. Take the round of shooting, then charge whatever.

 

Though, you could still deepstrike 12/13" away, scatter your 1d6/2d6, and the only way you wont be able to charge with your 16" range is if you roll 4+ and in the direction away.

 

Hopefully Dante will remain the same, and for VV, they might just make them more accurate on the deepstrike.

 

In the end, i have no real idea, apart from hoping someone just made all of it up.

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How far off is 6th ed supposed to be? We're not even through all the updated codices yet and we've only had what? A year or so of having a nice fat update before becoming outdated again? I call shennanigans of the highest order.
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the sky is falling in! Run... Run for your lives!!! Seriously, you're all getting your knickers in a twist over nothing. Given that these rumours basicaly had 6th ed rules all worked out almost as soon as 5th ed was actually released... That particular rumour isn't worth diddly squat for another year at least.
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I don't know that anyone who has posted so far has their 'knickers' in a bundle or think that the sky is falling. :P

 

I find it interesting (and usefult) to think of strategy changes that would be forced on DoA lists.

 

For example, having your effective charge range reduced to 16 inches from 18 inches changes the movement chess match a bit. First, the 6inch sweet-spot of being between 12 and 18 inches away becomes reduced to 4 inches. And since your opponent can still back up 6 inches and you can only effectively charge 16 it becomes easier for them to keep you in shooting range, and harder for you to corner them into range to charge them.

 

This being the case, it might be smarter to go for more of a do-or-die mentality on the drop, and try to drop most of your units in charging range, and burn most of your rerolls on those deep strike scatter rolls.

 

That opens a whole new can of worms: What is the best way to deep strike with the new rules?

I imagine that the best place to try to drop is to place the squad leader just a millimeter past 6 inches to get 2D6 scatter and chance for a hit. Then we'd obviously deploy troops on the enemy side of the squad leader first. It would be worth it to math-hammer how often we get favorable results including unspent strategem point rerolls.

 

P.S. The BA codex wouldn't be out of date. The rumor speculates that the BA codex was written with 6th edition rules in mind. For example, it is interesting that the wording of the DoA special rule works very well with these rumors, "...it scatters D6 less (normally D6 instead of 2D6)."

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For example, having your effective charge range reduced to 16 inches from 18 inches changes the movement chess match a bit. First, the 6inch sweet-spot of being between 12 and 18 inches away becomes reduced to 4 inches. And since your opponent can still back up 6 inches and you can only effectively charge 16 it becomes easier for them to keep you in shooting range, and harder for you to corner them into range to charge them.

 

confused ><;

 

help.

 

16" charge range?

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confused ><;

 

help.

 

16" charge range?

The rumors state that Jump Infantry will have 8" moves, and there will be 4 different movement modes:

 

Advance: Move 1x your speed, most actions except firing heavy weapons allowed.

Surge: Move 2x your speed, more limited actions, charging with this move is allowed.

Flat Out: Move 3x your speed, very limited actions, no charging allowed.

Fleet: Same 3x speed as Flat Out, but charging allowed.

 

Also note that pistols will be usable in a few different ways in close combat:

 

- Pistols: units with pistols can attack with pistol’s S, AP1,2,3 pistols confer Rending (2) (Rending on 5+), Gets Hot! wounds count against combat resolution

So Plasma Pistols will have a use on Assault Squads- the Marines will strike in melee at Strength 7 with Rending on 5+, though suffering Gets Hot! will count against us.

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confused ><;

 

help.

 

16" charge range?

The rumors state that Jump Infantry will have 8" moves, and there will be 4 different movement modes:

 

Advance: Move 1x your speed, most actions except firing heavy weapons allowed.

Surge: Move 2x your speed, more limited actions, charging with this move is allowed.

Flat Out: Move 3x your speed, very limited actions, no charging allowed.

Fleet: Same 3x speed as Flat Out, but charging allowed.

 

Also note that pistols will be usable in a few different ways in close combat:

 

- Pistols: units with pistols can attack with pistol’s S, AP1,2,3 pistols confer Rending (2) (Rending on 5+), Gets Hot! wounds count against combat resolution

So Plasma Pistols will have a use on Assault Squads- the Marines will strike in melee at Strength 7 with Rending on 5+, though suffering Gets Hot! will count against us.

in these rumors, Infernus pistols are great. Strike at strength 8 with 5+ rending and no gets hot. Infernus for the win!

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Though I missed a bit that I should add, regarding pistols and assaults:

 

on charge: can make full attacks

in any other turn: can make single attack, does not get bonus of second ccw, etc.

But of course we don't yet know if it will be enforced on us to only make attacks with the pistol in successive rounds if we use it on the charge, or if we'll have the option of using the CCW on the turn after the charge to make full use of the model's Attack characteristic.

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Sorting out VV:

Codex Space Marine Eratta:

p.55

Nartheticum: Feel no Pain (1)

p. 62

Heroic Intervention: can surge on turn of arrival, but not shoot

The rest of the CSM errata: http://www.bolterandchainsword.com/index.p...t&p=2802366

 

So instead of only being able to move 8" on the turn they drop, VV can move 16".

I'm hoping that the Blood Chalice is more effective than Nartheticum (but I doubt it will be). FNP(1) would onle be a 5+ save.

 

- Master-crafted: re-roll one to hit roll, if several models attack with master-crafted weapons of the same type, roll the dice together, then re-roll as many dice as there are master-crafted weapons.

A nice little buff for the Glaive Encarmine.

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I don't know that anyone who has posted so far has their 'knickers' in a bundle or think that the sky is falling. :D

 

I find it interesting (and usefult) to think of strategy changes that would be forced on DoA lists.

 

For example, having your effective charge range reduced to 16 inches from 18 inches changes the movement chess match a bit. First, the 6inch sweet-spot of being between 12 and 18 inches away becomes reduced to 4 inches. And since your opponent can still back up 6 inches and you can only effectively charge 16 it becomes easier for them to keep you in shooting range, and harder for you to corner them into range to charge them.

 

This being the case, it might be smarter to go for more of a do-or-die mentality on the drop, and try to drop most of your units in charging range, and burn most of your rerolls on those deep strike scatter rolls.

 

That opens a whole new can of worms: What is the best way to deep strike with the new rules?

I imagine that the best place to try to drop is to place the squad leader just a millimeter past 6 inches to get 2D6 scatter and chance for a hit. Then we'd obviously deploy troops on the enemy side of the squad leader first. It would be worth it to math-hammer how often we get favorable results including unspent strategem point rerolls.

 

P.S. The BA codex wouldn't be out of date. The rumor speculates that the BA codex was written with 6th edition rules in mind. For example, it is interesting that the wording of the DoA special rule works very well with these rumors, "...it scatters D6 less (normally D6 instead of 2D6)."

And I find it essentially pointless to strat discussing the first few rumours when we're still a year or more out from the new edition, when people will inevitably complain about theri favourite unit gettign nerfed, having to chop up all their models to re-equip them, and come up with all sorts of 'tactical implications' that in the end prove to be a complete pile of horse apples. At this stage, with no corroboration, these rumours are totally pointless to start discussing how htey might affect a particular army. far too early, far to unreliable, and almost certainly far too wrong. It may be that someone has got hodl of a copy of what Andy Chambers wanted to do with 40k instead of what we got for 4th/5th eds...

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Hmm if I read these rules correctly Mephiston can move as jump infantry (8") and then make a 3x speed charge giving him a reliable 24" charge range.

 

Also DC dreads would get 18" charge.

 

On the topic of DoA, Dante would become mandatory in any DoA army, guaranteed to take out one enemy squad of choice. Though I wonder what changes to shooting there will be to counter the buff assault armies would get from this.

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I have almost nothing to say about the 6th ed rule set because I haven’t seen them, but what we must remember is what happens happens. Anyone can whine and cry but it’s not going to change the end result, we will all have to learn to live with the changes and adjust our strategies like wise. It is an ever changing battle field, the rules arnt going to stay the same either.
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Sorting out VV:
Codex Space Marine Eratta:

p.55

Nartheticum: Feel no Pain (1)

p. 62

Heroic Intervention: can surge on turn of arrival, but not shoot

The rest of the CSM errata: http://www.bolterandchainsword.com/index.p...t&p=2802366

 

So instead of only being able to move 8" on the turn they drop, VV can move 16".

I'm hoping that the Blood Chalice is more effective than Nartheticum (but I doubt it will be). FNP(1) would onle be a 5+ save.

 

- Master-crafted: re-roll one to hit roll, if several models attack with master-crafted weapons of the same type, roll the dice together, then re-roll as many dice as there are master-crafted weapons.

A nice little buff for the Glaive Encarmine.

:rolleyes: Errata to old books based on rules that aren't even published yet, that's strange. We'll see what will actually be in the 6th Ed rule book, if and when it is published.

So much for GW's non-disclosure policy.

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