adamv6 Posted July 2, 2012 Share Posted July 2, 2012 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? Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/ Share on other sites More sharing options...
RedemptionNL Posted July 2, 2012 Share Posted July 2, 2012 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. Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105057 Share on other sites More sharing options...
Abaddonshand Posted July 2, 2012 Share Posted July 2, 2012 Edit: Ninjaed! IIRC you can't use the techmarine's fortify ability on your own fortifications, so that combo won't work unfortunately :) Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105067 Share on other sites More sharing options...
greatcrusade08 Posted July 2, 2012 Share Posted July 2, 2012 give your DCAs a sword and an axe, or at the least put axes on your crusaders.. that should help vs termies and light mech Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105081 Share on other sites More sharing options...
RedemptionNL Posted July 2, 2012 Share Posted July 2, 2012 Crusaders with Axes...the poor man's TH/SS terminators. :lol: Aye, they should work reasonably well. :) Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105092 Share on other sites More sharing options...
adamv6 Posted July 2, 2012 Author Share Posted July 2, 2012 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. Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105094 Share on other sites More sharing options...
RedemptionNL Posted July 2, 2012 Share Posted July 2, 2012 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 Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105121 Share on other sites More sharing options...
adamv6 Posted July 2, 2012 Author Share Posted July 2, 2012 RedemptionNL, stop being a spoil sport :) That's one idea out the :) window then! Nevermind. He can still restore hull points though :) Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105185 Share on other sites More sharing options...
RedemptionNL Posted July 2, 2012 Share Posted July 2, 2012 Hey, I gave you mixed power weapons! He giveth with one hand, he taketh with the other. :) Link to comment https://bolterandchainsword.com/topic/255195-after-my-first-game-of-6th/#findComment-3105223 Share on other sites More sharing options...
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