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6th ED and How We See It Changing Our Lists


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With the warlord power allowing outflanking as a possibility, TWC are going to be absolutely BRUTAL.

 

I'm thinking of allying with guard for the master of the fleet to boost the right reserve rolls, and then turn 2 mass assaulting with outflanking TWC and 2 packs of tooled up scouts.

 

IQ, unfortunately, I don't think you get to pick the Warlord power, but rather pick the category (Leadership, Personal, or Strategic), and roll a d6 within the category to see what your bonus is for the game. That means the likelihood of actually getting that special extra Outflank with your Warlord and attached unit are too low to plan on it. If you get lucky, then sure it will be nice to take advantage of, but it'll be best to plan on not having that initially.

 

Valerian

 

Sorry, I skipped some steps in my plan. That didn't come across right; I'm aware that you have to roll on the chart of your choice, which is why I stated it as a possibility (a broad term, I suppose :) ). It's a 1 in 6 chance, obviously, but we're talking about TWC here. I'm not taking them edging on that chance of them outflanking, I'm taking them to break a line in CC, and 1 out of 6 times, I'm going to outflank and skip that line to cut the heart from my enemy in one go. <_<

 

In that case, no problem then. Although I really like the idea of outflanking with Ragnar + unit, I think I'll probably stick with the Strategic category, which seems to have more flexibility/utility for now (at least until I get to peruse the actual mission objectives).

 

V

 

I'm a bit up in the air myself, but it mainly stems from how viable the army is looking without having vehicles in it. Can't really decide exactly how I want to roll!

 

I'm also having to wait and see if my longfangs/RP will be enough for me to handle air units, without spending points on fortifications and allied air units, because I ran out of points in my typical 1850 list before I even got to my allies.

In that case, no problem then. Although I really like the idea of outflanking with Ragnar + unit, I think I'll probably stick with the Strategic category, which seems to have more flexibility/utility for now (at least until I get to peruse the actual mission objectives).

 

V

6 rumored primary missions

1)d3+2 objectives

2)d3+2 objectives heavy support can take objectives as well

3)d3+2 objectives fast attack can take objectives as well

4)kill points

5)capture and control

6)pick up the relic and and get it in your deployment zone

looks like force axes +1 str ap2 unwieldy

force swords ap3

stave +2 str ap4 concussive

 

unwieldy was I1 is the leaked document months back

 

 

 

Hmm my rune priests have 2 axes and one staff currently

 

 

 

What would you choose?

looks like force axes +1 str ap2 unwieldy

force swords ap3

stave +2 str ap4 concussive

 

unwieldy was I1 is the leaked document months back

 

http://www.warseer.com/forums/attachment.p...mp;d=1340716613

 

Hmm my rune priests have 2 axes and one staff currently

 

 

 

What would you choose?

 

Link isn't working anymore, did it say this was force weapons or just someone attributing the power weapon traits to them?

 

As for which to use .. as cool as two axes looks like i am actually going to say Force staff. Purely because it's +2 and concussive. concussive im guessing is like thunder hammer which is good for character bashing. the +2 str makes it easier to wound and the fact that it is a force weapon means that IF you end up wounding you can always try to trigger an instant death.

its was a screenshot of the force weapon rules in the rulebook

 

http://www.bolterandchainsword.com/index.p...4411&st=125

 

the links are here

 

found another copy of it.

 

so nobody gets in trouble

 

wow yeah, go force staff. Hmm i wonder what category spear comes under? Its not exactly a staff but it's not a halberd either..

Woah just read that again :)

 

Force Halberds have gone from +2 Initative to str+1 strike at I1(like a fist) That a big nerf for the GK no more striking first chopping down my GH before they strike

 

If the rumoured Furious charge change is true (no +1 initiative ) that means Grey hunters will get to fight on much better terms with both these sets of opponents

So, Halberds come under axes and are unweildy which, if the leaked rules are right, means I1.

 

Every single grey knight player is screwed over now.

The only reason the take halberds is to be first, and now they are last.

 

Nice one GW, nice one.

What are the drop pod rules? are all my units going to be wiped out peacemeal in this adition aswell?or are the 6x pods i have actuelly going to be worth taking. i really like to use things in the codex that are unique to spacewolves, so all my wolf guard pack leaders are in tda leading squads of grey hunters. (i really need to get my hands on a copy of the new rules)
read what it says about unusual force weapons.

I did its just that it states halberds by name but which ever way it goes runic armour is looking much more worth its points. with so many AP3 CC weapons now an 2+ saves look much more worthwhile both for my priests and TWL

 

if halberds had gone AP3 thats a big loss too...

 

One of the weakness of GK is their lack high AP guns which they made up for with no saves in CC

I could see it dropping init by 1, but making it strike last is just stupid. We'll just have to see how all the rules mesh.

 

 

 

Yeah, I mean Axes aren't that unwieldy. If this is true for all axes though, that will suck for a lot of my models ( I like Axes, what can I say :) )

read what it says about unusual force weapons.

I did its just that it states halberds by name but which ever way it goes runic armour is looking much more worth its points. with so many AP3 CC weapons now an 2+ saves look much more worthwhile both for my priests and TWL

 

if halberds had gone AP3 thats a big loss too...

 

One of the weakness of GK is their lack high AP guns which they made up for with no saves in CC

 

it says that .. "treat it as Ap 3 melee weapon with the additional rules and characteristics in its entry " meaning the +2 i over rides the the negative Initiative modifier entirely.

 

but yeah .. sweet sweet runic armour .. especially cause it gets a 5+ negate force trigger :)

logan wings are going to be broken if everything i have seen about the rule changes are true.

terminators are going to be much, much harder to kill if all the power weapon rules are true meaning deathwings, logan wings and grey knights are going to be the top armys and spacewolves have the advantage of being able to army every terminator with a combi plasma and have logan jumping from squad to squad giving them preferred enamy which if the its true that P.E now works with shooting makes logan wings leathal against other terminator armys.

logan wings are going to be broken if everything i have seen about the rule changes are true.

terminators are going to be much, much harder to kill if all the power weapon rules are true meaning deathwings, logan wings and grey knights are going to be the top armys and spacewolves have the advantage of being able to army every terminator with a combi plasma and have logan jumping from squad to squad giving them preferred enamy which if the its true that P.E now works with shooting makes logan wings leathal against other terminator armys.

lets not forget Wolf priests hand out PE too for extra plasma fun

 

Plus if you have mixed squads wound allocations come into it...........

logan wings are going to be broken if everything i have seen about the rule changes are true.

terminators are going to be much, much harder to kill if all the power weapon rules are true meaning deathwings, logan wings and grey knights are going to be the top armys and spacewolves have the advantage of being able to army every terminator with a combi plasma and have logan jumping from squad to squad giving them preferred enamy which if the its true that P.E now works with shooting makes logan wings leathal against other terminator armys.

lets not forget Wolf priests hand out PE too for extra plasma fun

wolf priest do but you have to choose a unit type at the start of the game. logan just gives any unit he is with PE. so you can walk up the board tank hunting vehicles with your cyclone's then double tap a unit of termys or other 2+ armour targets with your combi plasma's, re rolling your 1's once your close enough. another thing is unique wargear (like frost blades) are said to be staying as they are, so no armour saves, striking at I with 1+ strength is going to be one of the best ccw going.

from what i understand about reading the unusual force weapons bit...don't that mean that as all our weps are "Runic" weapons with other rules that they are simply an ap3 force wep without any other negative or posative modifiers and with the rules of a runic wep on top?

 

Seems to plainly state if the force wep has other unique rules of its own then its treated as an ap3 melee wep....does not say anything about str or I modifiers.

Guest Drunk Guardian
logan wings are going to be broken if everything i have seen about the rule changes are true.

terminators are going to be much, much harder to kill if all the power weapon rules are true meaning deathwings, logan wings and grey knights are going to be the top armys and spacewolves have the advantage of being able to army every terminator with a combi plasma and have logan jumping from squad to squad giving them preferred enamy which if the its true that P.E now works with shooting makes logan wings leathal against other terminator armys.

 

Plasma Cannons and Lascannons are really going to pick up.

logan wings are going to be broken if everything i have seen about the rule changes are true.

terminators are going to be much, much harder to kill if all the power weapon rules are true meaning deathwings, logan wings and grey knights are going to be the top armys and spacewolves have the advantage of being able to army every terminator with a combi plasma and have logan jumping from squad to squad giving them preferred enamy which if the its true that P.E now works with shooting makes logan wings leathal against other terminator armys.

 

Plasma Cannons and Lascannons are really going to pick up.

that is true but long fangs still do them better then any other army! plus the new cover save rules are going to make it much easier to take out units with such weapons. so you can try to kill all the termys and get murdered by split fire plasma cannon wielding long fangs or you can focus on the long fangs and your back to square one with the wolfguard.

another thing is unique wargear (like frost blades) are said to be staying as they are, so no armour saves, striking at I with 1+ strength is going to be one of the best ccw going.

 

Frost blades indicate in their entry, though, that they are just +1 Str power weapons. So they'd still be AP3. Not sure how they'll rule the frost trait, since right in the thing, it says it can be a sword or an axe. I was hoping for s6 ap2 frost axes myself, but not if they're going to strike last.

 

from what i understand about reading the unusual force weapons bit...don't that mean that as all our weps are "Runic" weapons with other rules that they are simply an ap3 force wep without any other negative or posative modifiers and with the rules of a runic wep on top?

 

Seems to plainly state if the force wep has other unique rules of its own then its treated as an ap3 melee wep....does not say anything about str or I modifiers.

 

Debatable, because right in the entry for Runic Weapons is says "A Runic Weapon is a Force Weapon" So the question is when and where we draw the line for PW modifications, because unlike GK halberds, all our remaining special rules pertain to psychic stuff, aside from the 2+ to wound daemons, which would supersede any modifications anyway, even if they were applied.

 

Personally, I'd like to have my S6 Concussive staves, but that's just me.

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