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My first 6th edition game!


SgtTelion

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Hi guys.

 

As the topic suggests I played my first 6th edition game today, only 500pts against chaos spae marines. We both decided to have a nice slow non competitive game, geared towards learning the rules.

 

Well, it obviously became competitive! But still chilled out. Any rules we couldn't figure out we just agreed the best way to resolve it. Not a single argument.

 

Happy to say my rune priest dispatched his chaos HQ with jaws of the world wolf. Very impressed. He wasn't though.

 

For anyone interested, I ran this list:

 

Rune priest

5 grey hunters (wolf standard, plasma gun)

Razorback

 

6 grey hunters (wolf standard, plasma gun)

Razorback

 

Long fangs

5 missile launchers.

 

That's the entire 500pts! Very balanced and pretty versatile!

 

We both found the new rules to flow reasonably well. There was a lot of rules checking, but we like the we edition! We will be playing another couple of 500pt games ( one of which against the wifes Tyranids) then we are moving on to 1000pts I think!

 

So, for all you guys who have got to grips with the new edition, would you mind answering the few rules questions we got stuck on?

 

1. If a rhino moves 12" in the movement phase, can it still fire it's smoke launchers?

 

2. Can you use the "look out sir" rule after being hit by jaws of the world wolf? I understand it doesn't cause a wounds such so I dont think any save of any kind can be used against it.

 

3. If you pop the wolf standard at the start of the turn, what happens if the wolf with the standard is killed? Do the effects stop for the rest of the turn?

 

4. When rolling for saves after a plasma gun gets hot! What strength do you resolve these at? The weapons strength and AP or just roll a normal unmodified armour save?

 

5. If you hit a rhino in close combat you automatically hit I believe? If thats right, is this the same against dreadnoughts? As they are vehicles as well.

 

6. With fleet, can you move in the movement phase, run in the shooting and then still charge in the assault phase?

 

Thanks a lot to whoever takes the time to answer these questions for us!

 

Cheers!

 

Alex

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1. If a rhino moves 12" in the movement phase, can it still fire it's smoke launchers?

 

2. Can you use the "look out sir" rule after being hit by jaws of the world wolf? I understand it doesn't cause a wounds such so I dont think any save of any kind can be used against it.

 

3. If you pop the wolf standard at the start of the turn, what happens if the wolf with the standard is killed? Do the effects stop for the rest of the turn?

 

4. When rolling for saves after a plasma gun gets hot! What strength do you resolve these at? The weapons strength and AP or just roll a normal unmodified armour save?

 

5. If you hit a rhino in close combat you automatically hit I believe? If thats right, is this the same against dreadnoughts? As they are vehicles as well.

 

6. With fleet, can you move in the movement phase, run in the shooting and then still charge in the assault phase?

 

1. Smoke is used in the shooting phase, instead of firing weapons or moving flat out, so yes you can move 12" and pop smoke.

 

2. You can only Lo,S wounds, so no, once he fails that Init test, he's toast.

 

3. You have the effects for the entire phase; once the standard pops, it's a done deal, regardless of the bearer's survival.

 

4. You get armor saves, there's no Instant death either.

 

5. Yes, unless it moved, in which case it becomes WS 1, and you hit on a 3+. As Walkers have a WS already, you use that WS to determine what you need to hit them.

 

6. No more running in the shooting phase and then charging. That's completely gone.

Thankyou Muchly!

 

I see our next few games being slowish, until we get up to speed with the rules ^_^

 

Cheers for the reply.

 

Right, Im off to go buy some thunderwolves from Firestorm Games. And maybe some more fenrisian wolves... and maybe some drop pods... oh i dunno!

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