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6th ED and How We See It Changing Our Lists


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Then, if you feel like adding a WGL, you can equip him to survive challenges better by going for a Power Weapon or a Wolf Claw (or even a Power Maul, if you aren't concerned about the reduced AP). Additionally, hardly anyone else out there can put their Squad Leaders in TDA.

 

I was thinking about running TDA WG in my pod packs. Currently they have PF and power armor with combi meltas. Now I'm debating on whether I should kit them for CC survival (initiative power weapon of some sorts and storm shield, or maximize on pod shooting with combi plasma.

Units deployed using deep strike may not assault or move on the turn they deploy, they may shoot, but this is the same rules as in 5th edition. if the scouts use outflank, the should be able to move, shoot if they have assault weapons or pistols, and then assault ...
Units deployed using deep strike may not assault or move on the turn they deploy, they may shoot, but this is the same rules as in 5th edition. if the scouts use outflank, the should be able to move, shoot if they have assault weapons or pistols, and then assault ...

 

What I quoted is from the rules. So no, the Scouts will not be able to assault after outflank.

I see no problems with the retention of Wolf Scouts, mech, or any other unit that people are now saying are dead via 6th edition. With all the new rules and how they will interact with our codex, I feel that it is just a matter of learning how to use said units within the new rules.
I see no problems with the retention of Wolf Scouts, mech, or any other unit that people are now saying are dead via 6th edition. With all the new rules and how they will interact with our codex, I feel that it is just a matter of learning how to use said units within the new rules.

 

I tend to agree. Anything new brings on "chicken little" syndrome. It happens with any rule book or new codex. Tons of games will truly show where the barometer on things are.

Units deployed using deep strike may not assault or move on the turn they deploy, they may shoot, but this is the same rules as in 5th edition. if the scouts use outflank, the should be able to move, shoot if they have assault weapons or pistols, and then assault ...

 

What I quoted is from the rules. So no, the Scouts will not be able to assault after outflank.

 

You are correct just found it on page 125... weird rule why would anyone ever want to use outflank again, unless they have melta weapons and get to blow up a LR with a lucky shoot...

I see no problems with the retention of Wolf Scouts, mech, or any other unit that people are now saying are dead via 6th edition. With all the new rules and how they will interact with our codex, I feel that it is just a matter of learning how to use said units within the new rules.

 

I tend to agree. Anything new brings on "chicken little" syndrome. It happens with any rule book or new codex. Tons of games will truly show where the barometer on things are.

 

I'm not saying we're doomed or that the SW codex is weak and neutred. I'm saying the Wolf Scouts, my favourite unit, got hit a big time (and not being able to assault in the turn they arrive is a biggie) and the Acute Senses rule is now a bad joke. Otherwise, the codex will still be doing perfectly fine, perhaps even better in the defensive role.

I was looking through the biomancy psychic powers and they are sick.

 

 

Can you imagine giving your our thunderwolf cavalry Feel No Pain (5+ ignore a wound) and It will Not Die (5+ gain a wound back)? On the same power? Rune Priest could cast it on another unit.

 

 

btw, No outflank assault = I'll probably never run Wolf Scouts again.

i think i might return to swiftclaw bikers with a WP because they are now straight T5! according to the reference page. All bikers are.

 

Wow, the era of the biker may be upon us....littlibitz's army of sw bike dedication may see a deserved resurgence. And thiis would be lovely for white scars fans :lol:

bikes just don't feel as "wolfy" to me. I'll stick with my cavalry. Also as far as psyker powers go, how about the one in telekinesis that lets you re-deepstrike a unit. That sounds like something straight out of the homebrew 13th company codex don't you think?
bikes just don't feel as "wolfy" to me. I'll stick with my cavalry. Also as far as psyker powers go, how about the one in telekinesis that lets you re-deepstrike a unit. That sounds like something straight out of the homebrew 13th company codex don't you think?

 

I'll try to press both into service....tools in a tool box ^_^

True we won't be able to outflank and assault a tank/unit with our wolf scouts but that doesn't mean that they are now useless..

 

For one, they can still infiltrate and act as a way to mentally cause your opponent to not come in range of them with vehicles.

 

They do still have an effective 6" + 2d6 charge range now so you can still get fairly close to your opponent and hide behind cover until your next turn. Meanwhile they will cause a fair amount of panic in the enemy due to being an immediate threat.

 

Lastly, don't forget we can take sniper rifles now. Not something to scoff about anymore. Put a missile launcher in there with flakk missiles ( when it gets faq'd) and you have yourself an extra source of AA incase you need it.

 

So even though they have taken a hit, they can still be used as a very good psychological damaging unit.

I'm not sure about the rise of sniper rifles - due to the Look out, Sir! rule, characters and ICs won't be easy to pick.

 

But WOW - I play a biker lord and he's going to be T5 as well as the attack bike... that's fantastic, I completely overlooked that.

OBEL will still be invaluable as a force multiplier.

 

Wolf Scouts are still going to be a distinct threat that an opponent is going to have to game plan for or face some disastrous consequences. Toss a wolf priest with Saga of the Hunter with them and all types of shenanigans can occur.

 

Just because they have lost their previous suicide tank kill mission pigeon hole role does not negate their value.

bikes just don't feel as "wolfy" to me. I'll stick with my cavalry.

read the short comic about SW vs nids . you will find bikes very SW after that.

Just because they have lost their previous suicide tank kill mission pigeon hole role does not negate their value.

so they do what . go out of outflank shot at something[and it better be a tank because there is no way they are going to kill a squad] and then stand [lets hope in cover , but even that got nerfed in 6th] . on your opponents they countered , they could be rolled by a tactical squad and with ally rules there is going to be no army[other then maybe nids] that wont have a good counter unit for their fire base.

what does stealth do these days?

 

scouts can fire two plasma pistols, plasma gun,combiplasma (6plasma shots total) and chuck a melta bomb when they arrive against 5 man squads marine squads/tactical terminators even that good amount of firepower. Thats a lot of plasma you can pack into small squad

maybe with prefered enemy from WP not sure that tactical squad will roll them afterwards

Contest hard to reach objectives

inflitrate sit in cover with stealth

Come in and block a charge

 

 

 

remember ruins are still 4+ cover thats most the terrain where I play.......

 

Will they worth it who knows?

the meta looks like it might change into ap2 heavy environment

plasma heavy squads might have place

If you are closed minded and never try you never find out

After most SW US 5th ed GT wins were by two players who played with either BJorn and Njal both who were written off not worth it in 5th by the naysayers

i think i might return to swiftclaw bikers with a WP because they are now straight T5! according to the reference page. All bikers are.

 

Wow, the era of the biker may be upon us....littlibitz's army of sw bike dedication may see a deserved resurgence. And thiis would be lovely for white scars fans ;)

 

Hah! I knew building up a rather large band of Swiftclaws would be useful one day!

 

Has anyone else noticed that we can take 8 HQ's at 2000 points? It wouldn't be viable, but the fun aspect would be excellent.

And you have your long fangs with flakk missiles

 

No you don't. Flakk missiles are UPGRADES for units that can take them. Until they start FAQing units or releasing a WD article, nobody has access to them yet. All Missile Launchers only get Frag and Krak standard.

 

 

DV8

 

 

Ah! It's like stormshields and DA isn't it?

 

I'm sure that this will be covered in faqs

 

And I don't mind about not to charge con arrival with my scouts, They always killed more shooting than HtH. I like to give them plasma pistols.

i think i might return to swiftclaw bikers with a WP because they are now straight T5! according to the reference page. All bikers are.

 

Wow, the era of the biker may be upon us....littlibitz's army of sw bike dedication may see a deserved resurgence. And thiis would be lovely for white scars fans B)

 

Hah! I knew building up a rather large band of Swiftclaws would be useful one day!

 

Has anyone else noticed that we can take 8 HQ's at 2000 points? It wouldn't be viable, but the fun aspect would be excellent.

 

10 with allies ;)

Then, if you feel like adding a WGL, you can equip him to survive challenges better by going for a Power Weapon or a Wolf Claw (or even a Power Maul, if you aren't concerned about the reduced AP). Additionally, hardly anyone else out there can put their Squad Leaders in TDA.

 

I was thinking about running TDA WG in my pod packs. Currently they have PF and power armor with combi meltas. Now I'm debating on whether I should kit them for CC survival (initiative power weapon of some sorts and storm shield, or maximize on pod shooting with combi plasma.

 

I think a power fist (or TH) plus storm shield is a great option, or an initiative power weapon. But I can't imagine wanting to take a power weapon + storm shield. Do you need to pre-empt those power fist attacks AND save against them? I think either/or is perfectly adequate. As an illustration, I think that if you pitched a TDA WG /w PW+SS against one with a PF+gun, the PF+gun terminator would actually win (chances are high it would be a stalemate, but the PF termy attacks are about three times as deadly, even after taking the storm shield into account. Going first doesn't make up for that, I don't think.

 

 

Alternatively, as you suggested, PF (or TH) plus combi-weapon should work quite well. The only loadout that beats yours (not adjusting for points cost) is PF + storm shield - they'd most likely kill you, but on the other hand, at least you still get to take a swing (you might both kill each other). And you have a combi-weapon and costs less points. Other than that, you're tied with anybody else that has a power fist/TH, and should slaughter anybody else.

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