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post #761 of 841 (permalink) Old 06-14-12, 09:02 PM
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Originally Posted by Zion View Post
Sadly I'm all to aware of this and find it sad that people feel it's better to steal something than pay for it, but that concept is hardly anything new. And while I'm sorry to hear that your Necron book got swiped, I don't really see it as a good thing to steal the books. I'm willing to look them up online if I want to get an idea what's inside, but to use them on a regular basis and never buy a copy just feels off to me. But then again I basically grew up with books welded to my hands so for me it might just be a feeling of familiarity I get when flipping through a book rather than reading it on a tablet or my monitor.
To me it's pretty simple. If you are at tourney and ask to see a rule in someone's codex and they don't even have a codex, why are they even there? They better be able to borrow one from someone or hopefully get disqualified. Of course they could print off the entire PDF and bring it but at that rate of effort, why not just buy the book and enjoy owning it?
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post #762 of 841 (permalink) Old 06-14-12, 09:27 PM
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To me it's pretty simple. If you are at tourney and ask to see a rule in someone's codex and they don't even have a codex, why are they even there? They better be able to borrow one from someone or hopefully get disqualified. Of course they could print off the entire PDF and bring it but at that rate of effort, why not just buy the book and enjoy owning it?
I own a digital copy of every codex, but all of the ones i play with i have the actual paper dex

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post #763 of 841 (permalink) Old 06-14-12, 09:53 PM
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Originally Posted by Zion View Post
Did some digging to see if I could spot anything new online that hadn't been repeated to death already and here goes (I've trimmed off anything not directly related to rumors so for the full context of articles and the like just check the links) *passes out the extra salt*:

From "Just a Rhino":

Not really sure how that would work, but we'll know for sure if it's true and how to do it I'm sure.

From BigRed on BoLS:


Not too much else to consider, but it's a start at least. I can't verify the first one (and it DOES sound a bit out there, but so did most of the rumors at first) but the second at least provides some insight. I'm rather curious how it'll all work.
Just bear in mind that the WHW staff don't know more than your average store staff, in general. They don't have access to the Studio, and whilst they may talk with other staffers from departments within, it's not as prevalent as you might think. Studio staff tend to play their games within the studio, and don't frequent WHW itself. Bugmans is used for meetings, and not often as socialising.

They also know their jobs are more on the line re. rumours, simply because of where they work.

This from someone whose local *is* WHW, and knows how the Studio works

-------------------

On a digital codex PoV - I own paper copies of all the ones I use. Those I don't, I borrow from a friend. I would not get a digital copy of anything I didn't already own. I fully intend to scan my Sisters Dex for personal use, but that's because the WD are already falling apart. Scanning for personal use is fine. Scanning and posting it online? Not on, and gives an excuse for price rises...

There are 2 rules to being a success in life:
1) Never give out all the information

A random collection of my stuff

Last edited by SilverTabby; 06-14-12 at 09:57 PM.
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post #764 of 841 (permalink) Old 06-15-12, 02:16 AM
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Scanning for personal use is fine. Scanning and posting it online? Not on, and gives an excuse for price rises...
GW would raise prices just as often even if piracy wasn't a concern. They don't need an excuse because they know people will keep buying no matter what.
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post #765 of 841 (permalink) Old 06-15-12, 02:28 AM Thread Starter
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GW would raise prices just as often even if piracy wasn't a concern. They don't need an excuse because they know people will keep buying no matter what.
Not exactly. There is a pretty good article I read recently, and pretty much it boils down to GW ensuring they sell enough to ensure they keep excess stock down by only selling to X number of people at a time. When MORE people buy it means they need to maintain more stock, do larger runs and generally increase production and storage space, costing them money until it reaches a new cap Y.

Generally the idea is if they say do batches of 6 kits at a time, kits 1-5 cost them money, and kit 6 is where they make money back, but kit 7 costs them money again since they have to maintain 5 unsold kits. This is likely why they instituted the manditory minimum stock levels with FLGS in exchange for a budge. It actually saves them more money to essentially store the product at someone else's store and give them a little money to fund prize support than it does to keep the product on hand themselves.

Additionally GW has to balance the cost of the product to how fast it sells. If it sells to fast they may make money initially as they don't have to maintain storage space in their locations, but when demand starts to drop they see it as losing money. But if the price increases too much then demand drops further causing them to continue to lose more money as they have unsold products from the runs they do sitting around costing them money for storage and the like.

Needless to say this is a simplified explanation of what I read but essentially it boils down to complex maths, and internal cost analysis to maintain supply and demand at a certain level to save them money on their end. It would certainly explain why GW announced the price increase was going to affect mostly the things we have to buy the least of (dice, tape measures, rulebooks, ect), because that's what costs them the most in the long run since the have to maintain the unsold ones.

EDIT: I just realized the internet taught me some basics of business economics and I apparently read to much.....I can't decide if this is a good or bad thing yet.

Last edited by Zion; 06-15-12 at 02:32 AM.
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post #766 of 841 (permalink) Old 06-15-12, 02:42 AM
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Right folks, don't have the time or energy to read through the whole thing, but these are the rumours I've gathered, please add at your will or just ignore <_< These are all copied and pasted, I would do my best to go through but it's 4:00am here nearly. Also, it's in a different person (how it's written). So ignore that. I also understand these may of already been mentioned and added, I fully understand that. Just doing this before I try to go to sleep or I'll forget. Don't hurt me either

-Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
-Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
-Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...)
-Vehicles cannot contest (unsure if scoring units in transports can)
-6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
-Troops are the only ones that can score (including of course 'scoring units')
-5+ Cover save for most things (ruins are 4+).
-Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
-Percentages are *not* in
-Wound Allocation is closest to furthest.
-Duelling is similar to challenges in fantasy but contrary to earlier rumours, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
-Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
-Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
-Jump Infantry get a free strike at I10 when they charge into combat
-Psychic Power Decks using a dice system similar to Fantasy.
-Flyers are in.
-FNP drops to 5+ Save.
-AP are on ccw but he says power weapons are ap 2, not 3.
-When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
-It's move assault then shooting now!
-Fnp is 5+. Master crafted ccw give you a 5+ invuln save
-When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
-A unit can't claim a object while inside a vehicle.
-There's new kinds of instance death. If your say strength 8 vs a space marine captain toughness 4, you only do 2 wounds! Strength (9?) or more would do 3 wounds & kill him.
-In kill point missions you get kill points based on what the units points cost, so for example a
landraider would be worth 5 kill points & a unit of marines 3pts.

Last edited by Troublehalf; 06-15-12 at 02:45 AM. Reason: Some of the words were terribly spelled, so I fixed them.
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post #767 of 841 (permalink) Old 06-15-12, 03:45 AM Thread Starter
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Originally Posted by Troublehalf View Post
Right folks, don't have the time or energy to read through the whole thing, but these are the rumours I've gathered, please add at your will or just ignore <_< These are all copied and pasted, I would do my best to go through but it's 4:00am here nearly. Also, it's in a different person (how it's written). So ignore that. I also understand these may of already been mentioned and added, I fully understand that. Just doing this before I try to go to sleep or I'll forget. Don't hurt me either

-Random Charges are 2D6 pick the highest (unless going through Difficult Terrain where its 3D6 and you drop the highest.) Move through cover I believe adds an extra D6
-Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
-Vehicles go the same distance in the movement phase (I believe 6" and fire everything regardless if fast or not) but in the shooting phase can make an extra move (apparently some kept forgetting what vehicles moved to fast to fire...)
-Vehicles cannot contest (unsure if scoring units in transports can)
-6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
-Troops are the only ones that can score (including of course 'scoring units')
-5+ Cover save for most things (ruins are 4+).
-Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
-Percentages are *not* in
-Wound Allocation is closest to furthest.
-Duelling is similar to challenges in fantasy but contrary to earlier rumours, they don't replace Combat res, just add to sides. A IC can challenge another IC in the same combat even if not in base to base. If the defending IC refuses, he simply cannot attack that turn, if he does he counts as being in b2b and no one else can hurt him apart from the attacking IC. I'm guessing this is to offset the Wound Allocation rules
-Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
-Rapid Fire weapons may now can shoot at long range while moving. restriction on assaulting after rapid firing remains.
-Jump Infantry get a free strike at I10 when they charge into combat
-Psychic Power Decks using a dice system similar to Fantasy.
-Flyers are in.
-FNP drops to 5+ Save.
-AP are on ccw but he says power weapons are ap 2, not 3.
-When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
-It's move assault then shooting now!
-Fnp is 5+. Master crafted ccw give you a 5+ invuln save
-When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
-A unit can't claim a object while inside a vehicle.
-There's new kinds of instance death. If your say strength 8 vs a space marine captain toughness 4, you only do 2 wounds! Strength (9?) or more would do 3 wounds & kill him.
-In kill point missions you get kill points based on what the units points cost, so for example a
landraider would be worth 5 kill points & a unit of marines 3pts.
Yup, we got all those in the first post too (can't blame you for not reading the entire thing, it's getting kinda long now). Appreciate the effort though.
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post #768 of 841 (permalink) Old 06-15-12, 08:13 AM
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i dont mind the wound allocation thing it makes feel more realistic

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post #769 of 841 (permalink) Old 06-15-12, 09:26 AM
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I must say, i don't like the Hull Points Mechanic. How on earth is that going to be integrated with older codices without an exhaustive list to all units current and future. Given that there won't be a new codex release simultaneously. I could see the whole transports and shooting out of them stuff coming back from 4th (weakens some mech armies' effectiveness, but still makes them viable). Mech should be a better contender with air/infantry, not a case of "this build is OP compared to the others". Classic SM tacticals should not need a near compulsory rhino to be even vaguely effective (my measuring stick).

Plus, until newer edition codices come out, the psychic power cards will be a pile of useless crap - as Codex>Rulebook in these scenarios (unless you want to gimp units such as Psyker Battle Squads). Plus, i think it would remove the distinctions between the psykers of the respective races to an extent and the whole "lores" thing doesn't really suit a sci-fi universe.

Flyers i see the logic for, and i think that's the transition that 40k will make - movement from mehtal bawkses to the skies (so they can sell their most expensive minis in high quantities - Stormravens/Valkyries). That is fair enough, but i don't think they will nerf mech into oblivion.

Removing Objective claiming in a vehicle is probably a likely extension, and perhaps will be needed to reduce the effectiveness of mech (giving nids a break), and is a minor, not fundamental change to the game mechanic.

I also don't believe that variable charge ranges will be popular - i know the current system minus running used was in 4th (and probably in previous editions), and its a tried and tested game mechanic that GW is unlikely to change.

GW BRB for 6th i can see why it'll be 45. Accounting for price increases in value (which usuall round up to the nearest 5 for "simplicity" or profit more like).

Anyway, rant over
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post #770 of 841 (permalink) Old 06-15-12, 10:17 AM
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I must say, i don't like the Hull Points Mechanic. How on earth is that going to be integrated with older codices without an exhaustive list to all units current and future....
It could be a balls-up, with GW waiting for subsequent codex releases to iron out all the kinks, or they could have thought of a way to make it work just fine.

They may simply add hull point values with a FAQ, a list in White Dwarf, or a list in the new rulebook. Or you might be able to calculate a hull point value from the armour values.

Hull points could be interesting, and it's hard to know if it's good or bad until we know the details.

I prefer to concentrate on the positive possibilities than worry over potential problems. It's too late for anything to be changed after all.

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