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Parry


Gentlemanloser

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Yeah, I'm really liking Incinerators in the new rules. Loving the fire into transports, and the Flame Sweep. Makes them not a waste to use on Puri/Strikes (due to losing the Force Weapon).

 

The Different Armour groups in CC is a nice touch. Maybe MC Falchions on Justicars for the extra Save (And armour group), attack, and directed attacks.

 

As you say, on Puri's, leave the Hammer to someone else. It's the same number of attacks anyway!

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Ok, I just finished reading the pdf, and I can't help thinking the if this leaked rulebook is for real, 6th is the "Speciel Rules" edition of 40k. Every thing is a special rule, or has a list of special rules, or is a special rule that modifies another special rule. Yet ... the wording and syntax errors so match every 40k rulebook I've ever read that I can't help but think this is the rough draft of the 6th ed rules (with fluff, art, and pics to follow).

 

That said, its nice to see that our 'Dex was written with these rules in mind, as our guys will be beasts in CC due to all of our Power Weapons, Assault Weapons, Armor Groups, etc. Does look like we do not gain Parry with our NFW's, which kind of blows. As to NDK, they are MC so gain the Monsterous special rule turning all of their weapons into MCCW's, as far as I see, but we shall see.

 

SJ

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Well, SoB do not get any mention in the Codex updates. So, new codex soon to follow, or simply forgotten as usual? Who knows! But the rules may be good for us either way.

 

Some things I pull away from the codex:

 

Separate profile for using pistols in combat? Finally! Seraphim say thanks.

 

New template placing rules also look like they will greatly benefit sisters, any orientation, 3" extra range, 6" for the immo? Excellent. Templates hit inside transports, even better. Flamer pistols on seraphim, also good, gives them a bit more oomph in CC.

 

Fire melta weapons in CC against vehicles, also good.

 

Flyers look to be trouble, high EV makes them hard to hit. Unless the exorcist gets AA; Heavy bolters do not.

 

Dedicated transports no longer count for kill points is. . .interesting. Guess it depends on what transports are still able to be taken as dedicated, the number is fewer than it used to be, but I have not checked exactly.

 

All in all, the changes look good. If nothing else it looks to be fun learning some new things.

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To answer the OPs question under the current leak no nemesis force weapon will give you the 5+ save because they are not power weapons, they're force weapons which have a seperate entry.

 

 

Halberd do take something of a beating compared to the other weapons if these rules stay the same, a mix of all the weapons might be more viable than it is now. The other thing I'm seeing possibilites for is Interceptor squads, a naked 5 man squad for 130 points will make a terrific counter-assault unit with 16 S5 I10 attacks given that on average you'll kill 5 MEQs.

 

Deep striking has taken a bit of a hit though, the new rules looked to make the callidus assassin really good until I read the defensive fire/deep strike rules.

 

Paladin seem to have taken a bit of a hit with the patch up rule, although it is worth noticing that they benefit from the changes in wound allocation while they are actually in assault, as you can assign one unsaved wound to each model during the assault phase rather than having to allocate 2 wounds (and kill the model) before moving onto your next model of choice. Of course you're gonna lose models during consolidation but they're likely to survive long enough to strike unless they're completely torrented by attacks. It also means you're less likely to lose your psycannons etc to bad luck on rolls.

 

The other unit that looks a lot better now is purgation squads. 100 points for 4 str 6 ap 4 flamers that give you 4d6 attacks in close combat and 4d3 automatic hits on units in transports? Yes please!

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Not in the leak, force weapons have a completely seperate entry now, they are Strength S, AP 2 and have the 'combat' and 'channel' special rules. Power weapons get the same statline but with 'Combat' and 'Parry' as their special rules.

 

Oh, channel is the codified version of force weapons activation and causes Instant death 2. So it will still instant death models with eternal warrior 1 ( i assume things like certain MCs and Daemons will get EW 1, while good HQs get 2 or 3) Oh and instant death now only removes an extra wound, so a slight nerf but most of the time you'll be causing enough wounds with your unit you don't notice.

 

In fact look at the rules for transports again my favourite heavy support unit that doesn't get me yelled at is getting much better:

 

Purgation squad in rhino, 2 PCs and 2 Incs. You lose 6 inches of range, but you gain relentless when shooting out the hatch, so move your rhino 6 inches foward and fire 8 psycannon shots, when you get close enough start flaming, all for 180 points. Lacks the range of a psyfleman and more expensive but I think the changes will make them a more viable choice. Although Incinerators no longer cause instant death on toughness 3 models. In fact the new instant death rule changes quite a few things around at the high and low toughness levels, lascannons do an extra wounds to T5 models, S8 weapons won't autokill T4 models with 3+ wounds

 

Oh and extra armour just became a whole lot more attractive with the hull breach rules.

 

Assassins are better in CC now as well, as they'll be hitting WS4 models on 2s and WS4 models will hit them on 5s. Although they are now worse at shooting because rerolls for high BS seems to have disappeared.

 

As an army Grey Knights now have some of the best psychic defence in the game, as every GK unit with brotherhood of psykers can attempt to counter any power used with 24" on a 5+. You can't do it while embarked though.

 

Coteaz is even better as he gives his unit the overwatch rule meaning he gets to shoot at any enemy unit that comes within 12" of him during it's movement phase.

 

As for whether its genuine I'm leaning towards yes, but it's clearly a draft version and subject to changes, I would like to see defensive fire changed before release, it's just too good atm, especially if units in transports can shoot at your deep-strinking units. As for how grey knights do out of it I'm not sure, we certainly don't suffer but I think other armies benefit more such as guard and eldar. In particualr the deep strike rules and defensive fire hurt us more than any army except daemons, as most other armies that use deepstrike a lot have some sort of wargear or ability that disallows defensive fire. Drop pods will make people rage even more than usual because they ignore defensive fire while poor old Mordrak gets torn tp pieces by melta and plasma fire on his way down.

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