wolf363839 Posted July 6, 2012 Share Posted July 6, 2012 Just got the BRB and loving the bennies to cavalry. Move 12", re-roll Fleet and 2D6 Charge, and Hammer of Wrath. What's not to like? Did I miss something, or can cavalry and beasts climb buildings now? Link to comment https://bolterandchainsword.com/topic/255707-cavalry/ Share on other sites More sharing options...
henrywalker Posted July 6, 2012 Share Posted July 6, 2012 sadly fleet sucks now There are many variants of this rule: Fleet of Foot, Fleet of Claw, even Fleet of Hoof. Title aside,all models with these abilities are treated the same.A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such asa single D6 from a charge range roll,for example). it does not say we can run then assault Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111071 Share on other sites More sharing options...
Guest Drunk Guardian Posted July 6, 2012 Share Posted July 6, 2012 sadly fleet sucks now There are many variants of this rule: Fleet of Foot, Fleet of Claw, even Fleet of Hoof. Title aside,all models with these abilities are treated the same.A unit composed entirely of models with this special rule can re-roll one or more of the dice when determining Run moves and charge ranges (such asa single D6 from a charge range roll,for example). it does not say we can run then assault When there's no cover to worry about, average 5E tw fleet distance was 21.5". When there's no cover to worry about, average 6E tw fleet distance is 20.25". In other words, the drop off is just 1.25 inches on average (assuming re-rolls on 3s and less). Now the unit gets to fire its guns before charging. That could be useful for a Wolf Lord in particular. Its not a horrendous nerf. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111079 Share on other sites More sharing options...
henrywalker Posted July 6, 2012 Share Posted July 6, 2012 meh, mine have SS all the time so no guns but yeah i do get it, its just that when i saw it the first time i thought t was 12" + d6 +2d6 which would have been awesome Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111082 Share on other sites More sharing options...
Kassill Posted July 6, 2012 Share Posted July 6, 2012 Still not terrible. Before it was 6" + D6" + 12" (for a possible of 19"-24") Now it's 12" + 2D6" (for a possible of 14"-24". Average on 2D6 I believe is 7, so average would be 19", our lowest possible move/charge previously) Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111161 Share on other sites More sharing options...
henrywalker Posted July 6, 2012 Share Posted July 6, 2012 we get a reroll though so it gets better than that Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111164 Share on other sites More sharing options...
Kassill Posted July 6, 2012 Share Posted July 6, 2012 we get a reroll though so it gets better than that Yeah, I just read that! Also, I need some clarification. Pg 35 says "....A unit composed entirely of models with this special rules can re-roll one OR more of the dice when determining Run moves AND charge ranges (such as a single D6 from a charge range roll, for example)." Now the way I take it is, if I roll snake eyes for charge range, I can re-roll both, but if I roll a 1 and a 6, I can just choose to re-roll the 1, instead of both. Right? Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111175 Share on other sites More sharing options...
Iacton Qruze Posted July 6, 2012 Share Posted July 6, 2012 we get a reroll though so it gets better than that Yeah, I just read that! Also, I need some clarification. Pg 35 says "....A unit composed entirely of models with this special rules can re-roll one OR more of the dice when determining Run moves AND charge ranges (such as a single D6 from a charge range roll, for example)." Now the way I take it is, if I roll snake eyes for charge range, I can re-roll both, but if I roll a 1 and a 6, I can just choose to re-roll the 1, instead of both. Right? Yes, you may reroll none, one, or both dice. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111218 Share on other sites More sharing options...
Kassill Posted July 6, 2012 Share Posted July 6, 2012 we get a reroll though so it gets better than that Yeah, I just read that! Also, I need some clarification. Pg 35 says "....A unit composed entirely of models with this special rules can re-roll one OR more of the dice when determining Run moves AND charge ranges (such as a single D6 from a charge range roll, for example)." Now the way I take it is, if I roll snake eyes for charge range, I can re-roll both, but if I roll a 1 and a 6, I can just choose to re-roll the 1, instead of both. Right? Yes, you may reroll none, one, or both dice. Cool. Just wanting to make sure I was reading that correctly at 1 am ;) Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111219 Share on other sites More sharing options...
wolf363839 Posted July 6, 2012 Author Share Posted July 6, 2012 ah i see my assumption was wrong, thanks for clarifying. no run and assault kinda stinks, but i get it. but can we climb buildings/ruins now? Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111421 Share on other sites More sharing options...
Chalx the grey Posted July 6, 2012 Share Posted July 6, 2012 Apparenty we can? I could not find the restriction in the BRB. Same for bikes?? Also I'm liking the new movement for cavalry and beasts a lot, it moves now 12 + rerollable D6, which makes it A LOT faster than it was. And the rerollable charge that allows to keep that 5-6 and only reroll the 1-2 means we are a lot better than average 7 inches. It's not obvious to calculate, I've tried :-P. But it's probably going to be around 9". Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111458 Share on other sites More sharing options...
Rik84 Posted July 6, 2012 Share Posted July 6, 2012 TWC are now a good unit, there were not bad in 5th but you can see that they were writen with 6th in mind, as they now come into there own. I can see more TWC and fenris wolves showing up in armys now which i think is a great thing, less razor spam more beast spam i say Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111462 Share on other sites More sharing options...
MalachiOfRuss Posted July 6, 2012 Share Posted July 6, 2012 Apparenty we can? I could not find the restriction in the BRB. Same for bikes?? Unfortunately, no. See page 98 "Moving Within Ruins" if you have the book. Beasts can now climb ruins, but not Cavalry or Bikes. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111697 Share on other sites More sharing options...
eyeslikethunder Posted July 6, 2012 Share Posted July 6, 2012 so add fen wolves to your TWL to go into building and pull them out Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3111847 Share on other sites More sharing options...
Hear da Lamentation Posted July 6, 2012 Share Posted July 6, 2012 For me, the biggest nerf isn't the move, its the need to roll dangerous ground checks in difficult ground. That really sucks. Hammer of wrath is always nice though Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3112038 Share on other sites More sharing options...
Bradimus Prime Posted July 6, 2012 Share Posted July 6, 2012 For me, the biggest nerf isn't the move, its the need to roll dangerous ground checks in difficult ground. That really sucks. Hammer of wrath is always nice though Not as bad as I first thought though seeing as you get an armour save if you fail now. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3112056 Share on other sites More sharing options...
thor1234 Posted July 8, 2012 Share Posted July 8, 2012 so add fen wolves to your TWL to go into building and pull them out Would this tactic work ruleswise??? cant find anything either way???? Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3113777 Share on other sites More sharing options...
eyeslikethunder Posted July 8, 2012 Share Posted July 8, 2012 For me, the biggest nerf isn't the move, its the need to roll dangerous ground checks in difficult ground. That really sucks. Hammer of wrath is always nice though You get your normal save vs dangerous terrain wounds now so its not so bad so about 5-6% suffer a wound Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3114031 Share on other sites More sharing options...
Bradimus Prime Posted July 8, 2012 Share Posted July 8, 2012 I treat myself to two box's of Thunderwolves the other day and they are going to get their first outing tonight, weird really I've played Wolves since 3rd edition and never used them before. I'm going to try the following set up:- Thunderlord, TH,SS,RA,WTN,WTT, Bear, 2 Fenrisian Wolves 4 Thunderwolves, 2 x SS, 3 x Meltabombs I'll report back here on how I find them. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3114321 Share on other sites More sharing options...
Lord Ragnarok Posted July 8, 2012 Share Posted July 8, 2012 In my two 2 man packs of TWC I have them configured with power fists. I'm wondering with possibility of more characters taking power weapons or LC's if a frost blade would not be a better idea. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3114726 Share on other sites More sharing options...
Bradimus Prime Posted July 11, 2012 Share Posted July 11, 2012 So I got a game of 6th ed in with Wolves Vs a Black Templar/Imperial Guard force playing the Relic mission. The enemy was packing plenty of firepower and three Vendettas along with some Assault Terminators and Crusaders led by a Marshal and Chump. I was concious about the Thunderwolves getting torrented away and flanked by Vendettas to prevent me allocating lascannon shots to the Thunderlord but my opponent cocnetrated on my Long Fangs instead. I had deployed in cover to take advantage of Luckily for me the Templars got a bit too hasty turn 1 and moved within 20" of the Thunderwolves which let me get stuck into them turn one, that 12" move is a massive buff over having to rely on a decent run roll. So turn 1 combat and the Thunderlord fights the Chump in a challenge and easily pummels him whilst the Thunderwolves wipe all but one crusader out and lose one wolf in return from the Marhsal. Turn after I got hit by the Assault Terminators but got very very lucky with my Storm Shield saves and took very little damage, in all honesty I was expecting to lose the unit but by this time I had secured the relic with my Grey Hunters and there was little chance of an effective counterattack to take it back off me. I definately need more games to but at the minute I'm impressed how they perform, the 12" move is a massive bonus. It was nice fielding a unit that caused such a distraction pulling attention away from my Grey Hunters who are the real game winners. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3117516 Share on other sites More sharing options...
Schertenleib Posted July 11, 2012 Share Posted July 11, 2012 I'm considering to model a bunch of Thunderwolves with spears, as power spears are +1 Str AP 3 on the charge. Justa have to double check my codex to see how many power weapons I can add to the squad. I now have six Thunderwolves still looking to get more. Sixth edition looks good for Cav. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3117825 Share on other sites More sharing options...
Nadir Posted July 11, 2012 Share Posted July 11, 2012 Only one special weapon for HtH for TWC unit. So only one power weapon/hammer/fist. Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3117860 Share on other sites More sharing options...
Evilmerlin Posted July 12, 2012 Share Posted July 12, 2012 Yeah, only one and you generally take the biggest stick you can get your hands on. A spear is not big enough a stick. Though I am looking for some spears to use as CCW though, just for modelling purposes. Anybody know any good ones? Perhaps those long-ish spears from the the Fantasy range? Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3118350 Share on other sites More sharing options...
Khine Posted July 12, 2012 Share Posted July 12, 2012 Yeah, only one and you generally take the biggest stick you can get your hands on. A spear is not big enough a stick. Though I am looking for some spears to use as CCW though, just for modelling purposes. Anybody know any good ones? Perhaps those long-ish spears from the the Fantasy range? try the ones from the Wood Elf Glade Riders or possibly the dark elf cold one knights. Also the goblin regiment ones look good but they might need to be lengthened. I'm just assuming you want ones that don't look like they will snap apart ;) *Edit* the single Beastmen Centigor spears look fantastic. http://www.games-workshop.com/MEDIA_CustomProductCatalog/m890045a_99060216013_BeastmenCentigor3_873x627.jpg http://www.games-workshop.com/MEDIA_CustomProductCatalog/m890040a_99060216012_BeastmenCentigor2_873x627.jpg http://www.games-workshop.com/MEDIA_CustomProductCatalog/m890060a_99060216011_BeastmenCentigor1_873x627.jpg Link to comment https://bolterandchainsword.com/topic/255707-cavalry/#findComment-3118422 Share on other sites More sharing options...
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