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After my first game of 6th


adamv6

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Played a game against Necrons under 6th rules at the weekend.

 

We both nominated to have 1500points and keep it as fluffy as possible, so would could try out as many of the new rules as possible.

 

I went for a quiet ludicrous list;

 

Librarian - NFH, Might of Titan, Sanctuary, Smite

Xenos Inq

10 x Strike Squad - Psybolts, Psycannon, Justicar with MC NDH

5 x Terminators - Psybolts, Psycannon

PsyRifle Dread

LRR with Multimelta

StormRaven with Multimelta and Plasma Cannons

6 DCAs, 2 Crusaders

6 Psykers

 

We played killpoints.

 

His Necron force had just about every type of unit available. Deathmarks, Lychguard, Annihilation Barges, Flayed Ones, Scarabs, Spiders, you name it, it was there.

 

The game took about 4hrs, as we spent most of the time trying to work out what changes there were in certain phases.

 

So, I thought I would share the things I learnt during the game;

 

Its really, really critical on where you place models within your squad. Making sure your psycannons are not the lead man, and characters are in the middle of squads, not hanging around on the edges. On a few occasions, I wasn't suspecting fire from a certain angle, and my Librarian took the brunt as a consequence.

 

In CC, model placement is also critical. In my DCA crew, putting the Crusaders in first was important, so I could take the wounds on them first. Also, Hammers not in base contact with the enemy, so they actually survive until I1!

 

Warlord traits can hurt you. My opponent got the trait to negate my reserve rolls by -1. Not so bad on the old system, but the new system for reserves is roll a 3 in any turn after the first. Make that rolling a 4, it took til turn 4 for my StormRaven to hit the game.

 

Flyers are great in action. The fact they have to start in reserve isn't. Also, zooming first turn is wonderful, but they you can't get your guys out! So, you have to hover, which is fine, but makes you more suspectible to fire.

 

Tanks are officially broken. My LRR managed to last til turn 2. Necron Guass weapons are now the single most effective method of destroying tanks. IMHO, the assault vehicle is now hard to deploy and use, especially against Necrons. A 20 man Necron Warrior squad in rapid fire range gets 40 attacks at BS4, with 6s stripping a hull point. Its not pretty, blame Mr Ward.

 

Precision shot can hurt the enemy, and hurt you. Deathmarks picked out my psycannons in the Strike Squad and removed them in a turn.

 

Don't use DCAs against anything other than power armour. Its pointless now.

I cast MoT and Hammerhand, so my DCAs were strength 6, WS5. They still didn't do enough hits to a squad with 2+ saves for him to fail enough. Against PA they still rock though :tu:

 

Things I really want to try in my next game.

 

A bastion, a 10 man Purg squad and a Techmarine. Cover save of +3 on the bastion improved to +2 by the Techmarine. Thank you. The bastion costs 75 points, which is almost twice the cost of a rhino, but wow, does it make your squad hard to move.

 

Purifiers. Fearless rocks now, and they are sure to become the premier CC squad in the GK army. Armed with a good collection of AP2 NDHs and incinerators, they should be able to cause mayhem whereever they roll :P

 

Thawn. +75 points for Fearless and a 2nd psychic power, thank you very much.

 

Anybody else got any feedback from 6th in action?

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Tanks are officially broken. My LRR managed to last til turn 2. Necron Guass weapons are now the single most effective method of destroying tanks. IMHO, the assault vehicle is now hard to deploy and use, especially against Necrons. A 20 man Necron Warrior squad in rapid fire range gets 40 attacks at BS4, with 6s stripping a hull point. Its not pretty, blame Mr Ward.

 

I think it's mostly a problem with Gauss and Haywire weaponry, then an actual problem with the hull point mechanic though. They're just far too powerful against vehicles now, especially the expensive ones like Land Raiders.

 

A bastion, a 10 man Purg squad and a Techmarine. Cover save of +3 on the bastion improved to +2 by the Techmarine. Thank you. The bastion costs 75 points, which is almost twice the cost of a rhino, but wow, does it make your squad hard to move

 

If I recall correctly, you can't use the Techmarine's cover reinforcement on fortifications you bought.

It is an interesting point. The codex just says "Power Weapon" for both units. What is stopping people making DCAs and Crusaders with Axes?

 

I checked the 6th for the rules on the Techmarine, didn't find anything about Bolster Defences not being able to be used on fortifications you bought to battle in your FoC. Will re-read again tonight.

It is an interesting point. The codex just says "Power Weapon" for both units. What is stopping people making DCAs and Crusaders with Axes?

Nothing, currently. And as Power weapons aren't specialist weapons, you can wield two different power weapons on the DCA and still get your extra attack. So you could take a Power Axe and a Power Maul and use the one which is currently more effective.

 

I checked the 6th for the rules on the Techmarine, didn't find anything about Bolster Defences not being able to be used on fortifications you bought to battle in your FoC. Will re-read again tonight.

 

It's in the GK FAQ:

 

Page 32 – Techmarines, Bolster Defences.

Replace this entry with the following:

“Bolster Defences: After deployment, but before Scout

redeployments and Infiltrate deployments, nominate one piece

of terrain in your deployment zone (this may not be one you

have purchased as part of your army). The terrain piece’s cover

save is increased by one for the duration of the game (to a

maximum of 3+). For example, a ruin (4+ cover save) would

instead offer a 3+ cover save. A piece of terrain can only be

bolstered once”.

 

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

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