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post #101 of 574 (permalink) Old 06-19-12, 10:08 AM
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Quote:
Originally Posted by Eleven View Post
Allies made sense for the Ordos books because they were just small forces escorted by imperial forces.
I've highlighted the flaw in your argument
If we can have Blood Angels and Necrons be allies with GKs bathing in the blood of Sisters of Battle to gain immunity to chaos taint they are already immune against I'm sure allies aren't a huge stretch.
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post #102 of 574 (permalink) Old 06-19-12, 10:31 AM Thread Starter
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Quote:
Originally Posted by Eleven View Post
I find it hard to believe that they are going to immediately invalidate all the psychic powers in the game with the release of the new psychic system. For instance, we are looking at 35 new powers right? How many powers do we have now? Will they be able to properly represent the powers used by chaos nids orks grey knights space marines and eldar? Maybe but it seems unlikely. I'll be upset if nids are using the same powers as chaos and grey knights.

Allies made sense for the Ordos books because they were just small forces escorted by imperial forces.
If you read the codexes you can see instances of other allies too. A few that make sense:

Dark Eldar and Tau - This is one from fluff where Dark Eldar helped save Tau from the Nids and then basically exploited the hell out of the Tau.
Marines and Eldar - Something that's happened a few times in the past. Eldar manipulate things so they don't take the majority of the losses and then help to ensure victory.
Tau and Guard - You could easily have the Guard as a couple of units of humans who have sided with the Tau for the greater good.
Chaos Marines and Daemons - Obvious Reasons
Chaos Marines and Imperial Guard - AKA Chaos Marines and Traitor Guard and/or Cultists Armies
Chaos Marines and/or Daemons and Corteaz Henchmenlist - Rogue Inquisitor and Cultist army backed by Daemons!
Black Templar and Grey Knights - Because the Black Templar book says Grey Knights are the only psykers they trust.

I'm sure some folks out there can think of other ones too, but there are PLENTY of fluffy ideas out there that can be used. To say that only one or two armies that exist that make sense to ally with anyone is pretty silly. There are plenty of great thematic builds I could see coming out of this that extend beyond just the Imperium.
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post #103 of 574 (permalink) Old 06-19-12, 10:48 AM
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I would love allies to be back in. I have a very unbalanced IG force that was built as allies for my Sisters. Now I can possibly intergrate it once more. And maybe even have justification for the Valkyries / dragons I wanted to build...

Hull points, allies, better chance to kill the models you're actually shooting at... I'm liking the sound of this. Less than a week to go, and I'm starting to get eager

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

A random collection of my stuff
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post #104 of 574 (permalink) Old 06-19-12, 10:50 AM
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Some stuff posted from the WD on a local forum

Quote:
- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all.
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post #105 of 574 (permalink) Old 06-19-12, 10:50 AM Thread Starter
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Quote:
Originally Posted by Kelann08 View Post
Pulled off of BOLS:

Quote:
Hullpoints: The previous rumors are true. Vehicles move to the new hullpoints system that will eventually kill them after receiving a number of critical chart rolls. Look for 3+ Hullpoints on most vehicles.

Allies are IN: As had been suspected, a new army chart will report the level of cooperation various armies can have. This will not allow cherrypicking of valuable units from another codex, but instead the ability to integrate a second FOC chart into you army from the selected ally. How deep you can develop this second tree (beyond the mandatory HQ and 2 troops) is determined by what level of cooperation the armies have on the chart.

Fortifications: The truth exceeds the mission based rumors. Look to find a new "Fortification Slot" on the FOC that all armies can access and use in standard army construction. Surprise, surprise, the common choices available happen to have existin Games Workshop kits already available.

Close Combat Weapon AP Values: This is true, and look for a full chart listing all the common CC Weapons in the game and where they land from AP1 all the way down to AP-
http://www.belloflostsouls.net/2012/...irmations.html
Added to the first post. I'm taking salt with these as they seem plausible but until we actually SEE it in the book we're still just taking someone's word that it's in the book.
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post #106 of 574 (permalink) Old 06-19-12, 10:55 AM
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Quote:
Originally Posted by MadCowCrazy View Post
I've highlighted the flaw in your argument
If we can have Blood Angels and Necrons be allies with GKs bathing in the blood of Sisters of Battle to gain immunity to chaos taint they are already immune against I'm sure allies aren't a huge stretch.
Reading the ally chart that I don't have in front of me I see that this is only allowed on a wednesday

All right, but apart from the sanitation, medicine, education, wine, public order, irrigation, roads, the fresh water system and public health, what have the Romans ever done for us?
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post #107 of 574 (permalink) Old 06-19-12, 11:05 AM
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speaking of the allies chart...

did you know eldar and dark eldar distrust each other yet dark eldar distrust their own kind?

thats fucked

Quote:
Originally Posted by
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"My first model had so many layers of paint, that an excavation team could probably find fossils in it".
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post #108 of 574 (permalink) Old 06-19-12, 11:14 AM
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Quote:
Originally Posted by Bindi Baji View Post
Reading the ally chart that I don't have in front of me I see that this is only allowed on a wednesday
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post #109 of 574 (permalink) Old 06-19-12, 11:30 AM
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So......being a BT player......not giving a crap about psychic pokemon cards, Neophyte ablative wounds will be more or less useless (completely changing the BT dynamic, fuck you very much), and I can have Lysander hang out in my LRC Rape Train Deathstar?
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post #110 of 574 (permalink) Old 06-19-12, 11:45 AM Thread Starter
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Quote:
Originally Posted by Synack View Post
Some stuff posted from the WD on a local forum

Quote:
- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and
Defilers each have 4 Hull Points apiece. Necrons have the ability to
strip hull points for each roll of a 6 to penetrate/glance vehicles,
making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the
full range of the weapon (it is explicitly stated that Fire Warriors
can fire their weapons up to 30" away), no confirmation on the 3x fire
for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped
with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing
something called a "Vector Strike", which is a certain amount of
automatic hits to a unit they fly over, at the base strength of the
creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the
army, this leader gets an ability. They can choose between three
different types of abilities, "Personal", "Inspirational" or
"Strategic". They then roll on one of those charts to see what ability
it is. The two examples given were a Grand Master giving all
friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord
being a scoring unit (Personal, the ability itself was called
"Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to
the rules for shooting at them. Either all units require a 6 to hit
them (unless they have a special rule called Skyfire), or this is
still the case but only if those flyers move flat-out. Monstrous
creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own
slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun
(which has the aforementioned Skyfire USR). There seem to be quite a
few options for what terrain you can buy, but naturally most of them
are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid
out specifically, but it is heavily implied that its not the same as
in WHFB. They refer to allied units as "Detachments", and there is an
example of a player with a Chaos Space Marine force having some
detachments of Chaos Daemons in his army. Basically, I was given the
impression that it is far more common (and frequent) for a detachment
from another 40k army to join a larger one, than it is for a Fantasy
army to have Allies. Think more along the lines of the Storm of Magic
rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the
ability to fire upon an enemy unit which charges them, but at BS 1.
Eldar (and any other army with access to the Clairvoyance psychic
power set) can use a psychic power to give a unit the ability to fire
at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack,
allowing them to halve their attacks, but double their strength. It
mentions that this gives them the ability to destroy tanks more
easily.

- It's somewhat hinted that AP will have some kind of affect against
vehicles. This is because part of the Munitorum dice set includes
vehicle damage dice. It specifies that some of the dice are "AP 1, AP
2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in
terms of Clairvoyance, Biomancy, etc etc. There's a chart near the
back of the WD detailing which (if any) psychic disciplines a
particular army gains access to. It's interesting to see that a large
amount of armies don't have access to any at all.
Added to the first post. So the Munitorum dice will be manditory. Are we moving from using charts and instead dice for vehicle to determine results perhaps?
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