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6th ed FAQ


boreas

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http://www.games-workshop.com/MEDIA_Custom...s_6th_Ed_V1.pdf

 

Nothing groundbreaking... NFW are indeed all "unusual force weapons". So I guess they kepp all rules and get AP 3. I expected the staff to be FAQed at AP4. NDK is a Jump Montrous Creature!? :), GW, is that a MC creature with a jump pack or a Flying MC?

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Jump is now a subtype in 6th edition, so you can have Jump Infantry, Jump Monstrous Creatures, etc. Flying Monstrous Creature is a different type with actual flying rules (Swooping, Vector Strikes, Diving, etc). So no, Dreadknights with Personal Teleporters are not airborne. :)
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Jump is now a subtype in 6th edition, so you can have Jump Infantry, Jump Monstrous Creatures, etc. Flying Monstrous Creature is a different type with actual flying rules (Swooping, Vector Strikes, Diving, etc). So no, Dreadknights with Personal Teleporters are not airborne. :ph34r:

So all those points for just a fancy jump pack :P

 

Purgation squads deny the night fight's covers. Interesting.

Is Draigo sword AP3 now?

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Oh fancy this: combat squads may share a ride!!! So, 1 unit of purifiers, divided in 2 squads of 5 can share a LR and assault separate units!

Very fancy indeed. You may still have a 10 men assault force (provided you are not very unlucky with dices rolls) but two scoring units! Amazing!

 

EDIT:

 

That's a shame about the Dreadknight, would have made it one of the best MCs in the game. Now it seems a tad over priced for what it does with the PT

It's a very unfair treatment for our DK. Winged Daemon Princes were the same type of unit in 5th edition and now they are flying MC. Why DK is not? PT is truly too overpriced for what it does

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It's a very unfair treatment for our DK. Winged Daemon Princes were the same type of unit in 5th edition and now they are flying MC. Why DK is not? PT is truly too overpriced for what it does

 

PT is a bit overpriced... That 30" move and possibly scoring justify (in a way) it's price, though.

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It's a very unfair treatment for our DK. Winged Daemon Princes were the same type of unit in 5th edition and now they are flying MC. Why DK is not? PT is truly too overpriced for what it does

 

PT is a bit overpriced... That 30" move and possibly scoring justify (in a way) it's price, though.

I agree.

I still believe not making a flying MC was a bit unfair, though.

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However, it seems we get strength 10 doom fists on the Dreadknight now, so every cloud has a silver lining. I think mine will be taken cheap as chips with nothing but a heavy incinerator for 5 str 10 attacks on the charge, if this is true. Paying the same cost as wings for a hive tyrant for hammer of wrath str 6 ap -, 12" move and a jump isn't great in my book.
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All Monstrous Creatures already have Hammer of Wrath by default, so the Personal Teleporter just gives you either a 12" move OR a rerollable charge, plus the 30" shunt move.

 

But Dreadknights have gained a massive boost in the form of being a character! No longer will you be taken down by that hidden Powerfist Sergeant or Powerklaw Nob, you just challenge them and run your sword/fist through before he even gets to attack, while the rest of the unit has to stand idly by. :)

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All Monstrous Creatures already have Hammer of Wrath by default, so the Personal Teleporter just gives you either a 12" move OR a rerollable charge, plus the 30" shunt move.

 

But Dreadknights have gained a massive boost in the form of being a character! No longer will you be taken down by that hidden Powerfist Sergeant or Powerklaw Nob, you just challenge them and run your sword/fist through before he even gets to attack, while the rest of the unit has to stand idly by. :)

 

That makes the PT even less worthwhile then!

 

In other news, unless Khârn has artificer armour he'll be grubbed in a challenge against anything we have other than daemon hammers, as gore child is now a power axe. Let the wailing and bashing of teeth of Khorne players begin!

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All Monstrous Creatures already have Hammer of Wrath by default, so the Personal Teleporter just gives you either a 12" move OR a rerollable charge, plus the 30" shunt move.

 

But Dreadknights have gained a massive boost in the form of being a character! No longer will you be taken down by that hidden Powerfist Sergeant or Powerklaw Nob, you just challenge them and run your sword/fist through before he even gets to attack, while the rest of the unit has to stand idly by. <_<

 

That makes the PT even less worthwhile then!

 

In other news, unless Khârn has artificer armour he'll be grubbed in a challenge against anything we have other than daemon hammers, as gore child is now a power axe. Let the wailing and bashing of teeth of Khorne players begin!

Sure and since he is fearless, if I'm not mistaken, he cannot refuse a challange. Artificer Armour won't save him. Dreads CCW are AP2 ;)

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I think the Errata/FAQ treated us very well. Not bothered by Dreadknight not counting as a Flyer, since, you know, he doesn't fly. He's been given several other advantages this go round, and will be a great unit with or without a PT. It looks like our ND Hammers will be our only AP 2 weapons, with the others all being AP3; that's cool with me. 6e has definitely turned the survivability of TDA units up a couple notches in close combat, so that completely rebalances GKT against Strike Squads, and everything else in the game. Expensive Apothecaries now seem to be worthwhile, as do Warding Staves for use in challenges.

 

Very nice.

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I think the Errata/FAQ treated us very well. Not bothered by Dreadknight not counting as a Flyer, since, you know, he doesn't fly. He's been given several other advantages this go round, and will be a great unit with or without a PT. It looks like our ND Hammers will be our only AP 2 weapons, with the others all being AP3; that's cool with me. 6e has definitely turned the survivability of TDA units up a couple notches in close combat, so that completely rebalances GKT against Strike Squads, and everything else in the game. Expensive Apothecaries now seem to be worthwhile, as do Warding Staves for use in challenges.

 

Very nice.

 

Let me just check something, does our FAQ ruling that nemesis weapons are unusual force weapons mean warding staves don't get +2 S, but keep AP3? If so, they might be useful in both offensive and defensive roles. If they get the new staff stats, then they'll only be good for apothecaries and techmarines IMO.

 

I'm tempted to turn my Dreadknight into a psyfleman baby sitter rather than an interceptor squad baby sitter. Only issue is what do you spend the 60 points on in a list that's already got psybolts on everything <_<

 

EDIT: I forgot the price of the PT lol! That plus the greatsword means my 2k list has an extra 100pts to spend. What a dilemma!

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Flying Monstrous Creatures seem somewhat daft anyway, as for every hit that you take while flying, you have a 1/3 chance you plummet to the ground and take a S9 hit without any armour saves allowed. So even lasguns can cause you wounds while flying. And it's not like Dreadknights lost anything in the the edition transition, they only seem to have gained things. <_<
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Flying Monstrous Creatures seem somewhat daft anyway, as for every hit that you take while flying, you have a 1/3 chance you plummet to the ground and take a S9 hit without any armour saves allowed. So even lasguns can cause you wounds while flying. And it's not like Dreadknights lost anything in the the edition transition, they only seem to have gained things. :D

But flying MC are hit on 6, when they fly, and can attack flyers. However I may agree on the fact they will be shot down a lot of times ;)

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I think the Errata/FAQ treated us very well. Not bothered by Dreadknight not counting as a Flyer, since, you know, he doesn't fly. He's been given several other advantages this go round, and will be a great unit with or without a PT. It looks like our ND Hammers will be our only AP 2 weapons, with the others all being AP3; that's cool with me. 6e has definitely turned the survivability of TDA units up a couple notches in close combat, so that completely rebalances GKT against Strike Squads, and everything else in the game. Expensive Apothecaries now seem to be worthwhile, as do Warding Staves for use in challenges.

 

Very nice.

 

Let me just check something, does our FAQ ruling that nemesis weapons are unusual force weapons mean warding staves don't get +2 S, but keep AP3? If so, they might be useful in both offensive and defensive roles. If they get the new staff stats, then they'll only be good for apothecaries and techmarines IMO.

 

 

The FAQ ruling does indeed mean that they are still model's Strength and AP3. Other than the extra expense, there is no reason not to get a few of these in your army now, especially as challenge-counters. The Brotherhood Champions just stepped up a notch as well.

 

V

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Aye, so you shoot them with some torrent weapon, have a good chance of grounding it and forcing it a wound, and then the rest of your army can shoot them with their regular BS and assault it. Will have to see how this plays out on the table when I field my Winged Hive Tyrant of course, can't theorycraft everything. :D
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I think the Errata/FAQ treated us very well. Not bothered by Dreadknight not counting as a Flyer, since, you know, he doesn't fly. He's been given several other advantages this go round, and will be a great unit with or without a PT. It looks like our ND Hammers will be our only AP 2 weapons, with the others all being AP3; that's cool with me. 6e has definitely turned the survivability of TDA units up a couple notches in close combat, so that completely rebalances GKT against Strike Squads, and everything else in the game. Expensive Apothecaries now seem to be worthwhile, as do Warding Staves for use in challenges.

 

Very nice.

 

Let me just check something, does our FAQ ruling that nemesis weapons are unusual force weapons mean warding staves don't get +2 S, but keep AP3? If so, they might be useful in both offensive and defensive roles. If they get the new staff stats, then they'll only be good for apothecaries and techmarines IMO.

 

 

The FAQ ruling does indeed mean that they are still model's Strength and AP3. Other than the extra expense, there is no reason not to get a few of these in your army now, especially as challenge-counters. The Brotherhood Champions just stepped up a notch as well.

 

V

 

Now I'm seriously considering ditching psybolt ammunition across my army list to get a stave for my librarian - don't make me choose! :)

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The librarian has a serious amount of challenge potential with a stave and the divination spells, one lets you reroll hits, wounds and saves. Which means with a stave in cc it takes on average 36 AP2 (assuming double toughness) wounds to kill him. Even if you're opponent is in terminator armour chances are he's gonna die before you do. Of course this doesn't work if you don't roll the spell in question, but it would be hilarious on the tabletop.
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The librarian has a serious amount of challenge potential with a stave and the divination spells, one lets you reroll hits, wounds and saves. Which means with a stave in cc it takes on average 36 AP2 wounds to kill him. Even if you're opponent is in terminator armour chances are he's gonna die before you do.

 

About Librarian's powers: do you know how many rolls on the discipline chart a Mastery 3 Librarian takes?

The FAQ, WD and the booklet with card set say a Librarian choose a number of powers equal to his mastery level. However later says he cannot exchange Hammerhand.

 

Does it means he rolls twice on the the charts and have 3 powers or roll three times and add the powers to hammerhand?

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The librarian has a serious amount of challenge potential with a stave and the divination spells, one lets you reroll hits, wounds and saves. Which means with a stave in cc it takes on average 36 AP2 wounds to kill him. Even if you're opponent is in terminator armour chances are he's gonna die before you do.

 

About Librarian's powers: do you know how many rolls on the discipline chart a Mastery 3 Librarian takes?

The FAQ, WD and the booklet with card set say a Librarian choose a number of powers equal to his mastery level. However later says he cannot exchange Hammerhand.

 

Does it means he rolls twice on the the charts and have 3 powers or roll three times and add the powers to hammerhand?

 

I had the same question earlier which someone was good enough to clear up for me in the psychic powers thread. You get three rolls on the tables, any combination. The hammer hand may not be exchanged comment means we can't swap hammer for the base power on any of the tables, like you can if you don't like a result you've rolled. Therefore you get 4 powers in total, including hammer hand.

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