Zeratil Posted June 19, 2012 Share Posted June 19, 2012 Faeit 212 White Dwarf rumours So it looks like June 23rd's White Dwarf has been sighted in the wild and some lucky people have gotten their hands on the preview of the 6th edition rules. Naturally rumours are rumours until you hold the WD/Rules in your hand but there's some interesting stuff in here, some good, some bad, and some that doesn't affect GK directly at all. Hull Points: Seem to be confirmed at this point - Generally good for GK, as it seems like it will improve the psycannon's performance and the psyfleman (not that they needed it) as they both have a lot of shots and therefore more chances to strip hull points by glancing. Rapid Fire changes: Mostly makes everyone else's basic weapons better in comparison to the Knights, though they're still only shooting half as much at 24" Assault Moves: Makes interceptors better, especially if the Impact style I10 attack on the charge is true, otherwise it affects us the same as everyone else unless there are some changes to deep strike we don't know about yet. Monstrous Creatures: Dreadknight still gets AP2 regardless of what he's equipped with and can choose to use the 'Smash' attack to double his strength and halve his attacks, which will help naked dreadknights against vehicles, plus the already discussed power weapon changes make them more survivable as well as they have 2+ armour. Warlords: Generally I just like this, it seems like a cool thing to have, how much it benefits us depends on what the exact abilities are and we only have a couple listed here. Sounds like more of a cool flavour thing than something you build and army around though. Flyers: Depends if the Storm Raven can switch between flyer and fast skimmer. Overwatch: Good, obviously, stormbolters, psycannons and incinerators all mean bad things for anyone charging even a basic squad because of the number of shots they can get. AP: So lower APs do better against vehicles? Hopefully this will make the psyfleman a bit less good compared to every other unit in the world ever. Psycannon can rend, so 6s will be even better provided rending still grants AP2. Hammers and MCs become better at opening vehicles which will be useful given the rumoured changes to hitting moving vehicles. Fast Skimmers: If the jink rule is true it's a small buff to the storm raven and means it might be able to move 6/12 and then not die immediately on your enemy's turn. Model removal: Affects us less than the more melta spamming armies, but it still means the formation of your foot units is going to become very important to stop people sniping special weapons and sarges. Psychic powers: This honestly depends if we get access to any of the new disciplines, a previous batch of rumours said that GK and Eldar would not randomly roll for their powers but would instead pay points for them as we do now. BA/SW/SM all currently have the 'pick 2 powers' rule, which will presumably change to 'roll on the psychic power chart of your choice twice' or similar. I imagine that either we can pay 5 points to do the same thing, or we won't get any of the new disciplines at all (the rumour does mention that some races don't get the new disciplines at all, and GK are supposed to be highly specialised after all). Allies: This seems like a real can of worms, I suspect that taking the GK as allies could become very popular, we have very good HQ and Troop choices after all. It looks like that GK will have no 'brothers in arms' and only 'grudging allies' with other imperial codicies, so that's going to limit what we can use from other codicies and what they can take from ours. I'm not sure what I might like to take from other books, especially if you have to take an HQ and some troops. I can see CCS and meltavets being an option, although we do already have Coteaz. So there's my take on the new stuff, I'm sure a WD scan will appear sometime this week for everyone to drool over Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/ Share on other sites More sharing options...
Gentlemanloser Posted June 19, 2012 Share Posted June 19, 2012 I don't like the 'more random tables' aspect. /sigh I wish GW would drop it entirely. It sucked for Possessed, it sucks for MAgic in WFB. And it's gonna suck still in 40K. Strategic wargame. Let us purchase these random options for points... And for overwatch, def Incinerators! BS1? Auto-hit. :) Model removal is an effort to limit MSU style of play. But Template dudes will be the first to die now. :P Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089460 Share on other sites More sharing options...
the jeske Posted June 19, 2012 Share Posted June 19, 2012 I suspect that taking the GK as allies could become very popular, we have very good HQ and Troop choices after all. draigo+paladins base . rune priest and SW razors as ally . Or Cortez +henchis + puris[normal games buffed to 1850-2kpts] ,plus one IG command section huge blob of IG , with all their hvy weapons. Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089463 Share on other sites More sharing options...
Gentlemanloser Posted June 19, 2012 Share Posted June 19, 2012 GKGM, just for TGS to make your Ironclads/Libby Dreads scoring? :) Inquisitor for Grenades! 3xWarrior Acolytes to give your THSS Termies a Chimera! Coem on guys, there' must be *loads* more! :P Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089466 Share on other sites More sharing options...
Zeratil Posted June 19, 2012 Author Share Posted June 19, 2012 Yeah, I'm somewhat hoping for a restriction on special characters from your chosen allies (i.e. none - or maybe 'only for brothers in arms'), but I suspect I'll be disappointed. There was something in the pancake edition about being able to place templates up to 3" away from the firing model, if that's still there then your flamers won't always be the first poor SOBs to kark it at the first sign of trouble. Edit: Well at least for someone to take an inquisitor for his grenades he's got to pay a 'tax' of 200+ points for the Grey Knights to go with them. Not that they're much of a tax. Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089469 Share on other sites More sharing options...
Vor Posted June 19, 2012 Share Posted June 19, 2012 GKGM, just for TGS to make your Ironclads/Libby Dreads scoring? :P Inquisitor for Grenades! 3xWarrior Acolytes to give your THSS Termies a Chimera! Coem on guys, there' must be *loads* more! ;) I doubt you'd be able to give special rules from one force to an allied force. Doesn't work that way in Apoc, so I can't see it working that way in base 40k. If it does... Emperor's Champion with AAC for all! Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089477 Share on other sites More sharing options...
Jacinda Posted June 19, 2012 Share Posted June 19, 2012 And for overwatch, def Incinerators! BS1? Auto-hit. :P I am interested in how this will turn out. I do not know the new rules, but from the old way, you could not go into overwatch if you moved or fired weapons. It was also used to fire at enemies that moved into your LoS during their movement phase at -1 BS. There are a lot of details we are missing here. Can you go on Overwatch if you move? Can you go on overwatch if you are in a vehicle? Are there any restrictions on weapons you can fire? Do you lay templates down before of after the assault move? Can you still fire if the assaulting unit fails to make it into base to base contact? Too much is still unknown. Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089506 Share on other sites More sharing options...
the jeske Posted June 19, 2012 Share Posted June 19, 2012 If it does... Emperor's Champion with AAC for all! only the champ gives the vow to BT models . so it wouldnt work .+he is a special. Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3089582 Share on other sites More sharing options...
Cmdr Shepard Posted June 25, 2012 Share Posted June 25, 2012 Monstrous Creatures: Dreadknight still gets AP2 regardless of what he's equipped with and can choose to use the 'Smash' attack to double his strength and halve his attacks, which will help naked dreadknights against vehicles, plus the already discussed power weapon changes make them more survivable as well as they have 2+ armour. Consider Personal Teleporter should turn DK into a "flying MC". All the flying MC appered on this month WD were MC with Jump Infantry movement under 5th edition. I guees PT DK will fall into that category. It means he can move faster, he will be harder to hit, can damage units he fly over and they will de fact be flyers with "wounds and armor save".... I'm glad I already have three DK models :P Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3095138 Share on other sites More sharing options...
Gentlemanloser Posted June 25, 2012 Share Posted June 25, 2012 And this is where fluff doesn't meet the rules. :P Interceptors and NDKs with PTs don't 'fly', so shouldn't be able to do the things jump pack based jump infantry do. Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3095172 Share on other sites More sharing options...
RedemptionNL Posted June 25, 2012 Share Posted June 25, 2012 Yeah, I think Vector Striking is only winged monstrous creatures, especially because after a MC performed a Vector Strike, the opponent can't assault unless they shoot him out of the air first. But if the DK with PT does turn out to be able to do Vector Strikes, just think of him rapidly teleporting and striking like Nightcrawler. BAMPF! :) The shooting out of the air bit is still weird then though. ;) Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3095188 Share on other sites More sharing options...
Gentlemanloser Posted June 25, 2012 Share Posted June 25, 2012 *bamph* just does not get used enough! ;) Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3095201 Share on other sites More sharing options...
Cmdr Shepard Posted June 25, 2012 Share Posted June 25, 2012 And this is where fluff doesn't meet the rules. ;) Interceptors and NDKs with PTs don't 'fly', so shouldn't be able to do the things jump pack based jump infantry do. Formally the "Teleport" movement is the one they can perform once per game. I have to agree with you about fluff. We could consider the "normal teleporting" capabilities allow them to act like marines with Jump Packs, in other words, teleport to other coordinates before, you know, gravity becomes an issue ;) Anyway when I play I have to follow the game rules. If the game rules say Interceptors are "jump infatry" I have to treat them like Assault Marines with jump packs, unless the new rules/faq state otherwise ;) Yeah, I think Vector Striking is only winged monstrous creatures, especially because after a MC performed a Vector Strike, the opponent can't assault unless they shoot him out of the air first. But if the DK with PT does turn out to be able to do Vector Strikes, just think of him rapidly teleporting and striking like Nightcrawler. BAMPF! :) The shooting out of the air bit is still weird then though. ;) I don't have the English version of this month WD. My version mentioned the equivalent of "flying MC". Does the original WD mention "winged MC"? Anyway I was not thinking about vector strike when I talked about "flying DK". All I need is forcing opponent to hit him on 6. That should be enough to make them very interesting.... Link to comment https://bolterandchainsword.com/topic/254375-grey-knights-in-6th/#findComment-3095204 Share on other sites More sharing options...
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