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dif2find
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 5:10 am

hahahah-- now can play mix rune priest.. nice.
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 6:45 am

suddenly i want my nids out of synapse range and fail their ld checks...
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 7:30 am

dann.toh wrote:
suddenly i want my nids out of synapse range and fail their ld checks...

why would you want that.
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 9:00 am

Because one of the instinctive behaviour is feed = rage without able to shoot.

Most assault oriented tyranids have feed, including the trygons, which means 8 attacks on the charge, if they fail their Ld test.

I believe the "Vector Strike" is also a major boost for tyranids, imagine two Flyrants swooping on turn two 24" and already killing stuff, if they allowed them to cast psychic powers or shoot weapons, think of the possibilities. This could mean they are releasing Harpies as flyers, wishful thinking perhaps.

Another bunch of updates on rumour since yesterday. I'll filter out the less clear and repeated ones, probably.

From Faeit 212.

Rulebook
- full of fluff and coverage for things that werent coverec a lot in the past
- the goal is to make the game more "cinematic"
- end of rulebook is an overview of all weapons, powers , hull points, psi powers and more fluff (how to treat laswounds on the battlefield)

General rules
- charge range (going into cc) is 2d6, jumppacks seem to enable you to REROLL it ( or it is a special rule thing, might be BA exclusive)
- wound allocation to the closest miniatures in the unit. no info if wound groups are removed
- i might have misunderstood it but : every model counts as an individual now(like in lord of the rings?) would explain the new wound allocation.
- FOC has been EXPANDED for allies, this would mean that its still foc, not percentages
- vehicle squadrons also improve shooting -> line of sight related
- there will be many rules to bring "movie-like action scenes" to the tabletop

- "defensive fire" and "snap fire" are ENTIRELY DIFFERENT things!
- "defensive fire" "additional shooting phase" for assaulted units at bs 1. NO(!!!) mention of restrictions regarding WHAT WEAPONS can be fired. the usual restrictions should apply regarding flamethrowers (no usage if own model is in line of fire)

- "snap fire" shooting after movement and hitting on a 6, lascannons (and thus all HWs) can do it. land raiders can move 6" and shoot all weapons (1 normal, 1 via machine spirit and 2 snapshots with multi-melta and storm cannon) and a stunned cybot snap fired with a multi-melta in one of the battle reports

Hull Points
- cybots have 3 hull points like "battle tanks"
- land raiders, soul grinders, ghost arc have 4

Abilities
- rage is renamed to berserk : +2 attacks in melee
- smash for jumpers --> going into cc directly
- flying monstrous creatures get their ability too, flying 24", ignoring all weapons but anti-air ones and hit enemies they flew over with (STR + A3 + 1)
- "GRENADE!" the unit mentioned is a sargeant throwing a grenade and destroying the enemy unit - no further info.
- "evasive manouvers" for landspeeders : +5 cover save normal +4 when boosting and at max. velocity
- sharpshooters can choose what target they hit on a 6 (necron eliminators)
- rapid fire weapons still shoot max distance after moving (possibly even the full amount of shots!)
- tesla weapons get an additional hit when throwing a 6 on the to-hit throws
- gauss weapons remove 1 hull point on a 6 at pen throws
- apparently you can bodyguard all special characters (non independent ones on a +4)

Equipment
- psi matrix +4 save for psi resistance on 6"
- power axe or powerfist needed to deny 2+ armor throws so they're either ap 1 or ap 2 or both ap 1 or ap 2

Independent characters
- character models can - under certain circumstances - pick their target individually
- "there are many possibilities for unknown heroes to gain fame and honor" possible hints to even more things to make the game more "cinematic" ?
- Warlords roll on a trait table (leadership, combat, tactics)

Flyers :
- always come in as reserves
- some weapons have the "anti air" special rule
- hard to hit when flying at max distance
- fly on 2 "levels" far above ground (cant let passengers exit, but is only hittable by anti-air weaponry) and closer to the ground (easier to hit but can load out passengers)
- destroying a flyer results in debris hitting the battlefield, damaging units

terrain and battlefield itself
- fortress of redemption --> 220 pts
- modifiers for the whole battlefield like : higher or lower gravity, poisonous atmospheres
- usable ruins, artifacts that can turn the tide of battle

Buildings :
- go into the deployment zone
- skyshield landing platform : arrival of reserves can be controlled
- buildings can be upgraded - communications relays and anti-air weaponry
- bastions have av 14

missions :
- six "bloody encounters" with different goals and/or objectives : "explore and hold"
-some objectives have special abilites (aiming systems, gravity wave generator) or are, for example mined (random properties?),
- some missions make certain units scoring , fast attack units or even vehicles ("big guns never rest") but turn them into 1 "win-point" when killed/destroyed
- three secondary objectives : kill the warlord , first blood, breakthrough (invading the enemies deployment zone), each is worth 1 "win-point"

allies :
- apparently needed is 1 hq + 1 infantry.

Psi :
- the chart tells us if you can take the rulebooks psi-abilities or only the ones from your codex


Extra Info:
paultwilsons post about the abhuman is absolutely right. its part of the "armies in 6th edition" presentation. right next to it is chris peachs imperial army where he used imperial pistoliers parts etc from warhammer to create a pretty cool imperial guard army! look forward to those ones! feathers and old-school helmets!

the appendix of the rulebook covers abhumans and the like

This was the post from paulwilson
There's a pic of a Beastman Imperial Guardsman "A type of abhuman designated Homo Sapien varatius in the rulebook's appendix.

Since Tyranids can't take any allies, the rumour here says...

Breaking the Bonds of FoC
I take 12 Hive Guard if I have to. Oh hell, let me throw in some Lictors with that as well. Oh, wait I need Ymgarls too! Now I can have it all! Well that is easy, once I fill all the “Detachment Requirements” I can now take another Detachment and a whole other set of FoC slots as needed. Detachments are not beholden to Allies it is just one of the ways you can use them. I made certain promises not to go into any more detail. I am either right or wrong, we only have one more week to find out!

Also some rumour clarifications, all from the same blog:

how will fleet usr work, especially if run is removed?
Run is not removed. Fleet means you can re-roll run or re-roll one of the D6 to charge.

Is there pre-measuring for actions? (which ones?)
Pre-measure anytime and anywhere.


There are three categories of allies. Lots of potential, I am not sure of the chart off the top of my head. CSM do get traitor guard, I also believe Demons. Tau have SM and Eldar. Lots of other arrangements. Tyranids get no one....but lots of Monstrous creature special rules added for their pleasure. Stomp, Impact Hits etc.


Can you assault after deepstrike?
No.

Here are some of the comments mentioning the latest WD.

From WD: Flamer gets D3 atomatic hits when snapshot

-Also, in the WD batrep a valkyrie carrying storm troopers gets destroyed and all storm troopers suffer a S10 hit with no save of any kind allowed.

-in WD the ork flyer goes of the board and back again the next turn. How´s that for keeping flyers alive.

-WD it looks like hull points removed from pens not glances unless gauss type weapon. vehicles can snapfire so a Land Raider can move fire one weapon at Normal BS + 1 for machine spirit plus snap fire everything else at BS1. vehicles can also fire when stunned at BS1 (in comments of WD)

-Feel No Pain is 5+, only InstaDeath overrides it.
-Flyers: (mentioned explicitly) Valkyrie, Storm Talon, Stormraven, Bommerz, Razorwing.
-Shooting at Flyers from ground at BS1, overridden by Skyfire rule (letting you use normal BS). Only when Flyers is Zooming. Hover mode is like Fast Skimmer.
-Launching multiple assault takes off +1 A for charging.
-Most vehicles have 3 HP, Dreadnought for sure.
-Flyers may Evade for 5+ cover.
-Storm Talon is 2 HP, as possibly other Flyers.
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 10:09 am

Wow.... the flyer rules sounds crazy. especially the transport type wan. coz it requires 6 to hit them when they move flat out. Stormraven CC oriented army gonna dominate dy. Sad
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 10:23 am

Not really, given that you have to put them in reserve.
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 10:33 am

ok wat. you see... some of the army (mostly marines) can have the psi divination. that one got power that can affect reserve rolls.
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PostSubject: Re: The Rumour Mill   Fri Jun 22, 2012 10:56 am

Yea to my razorwings Very Happy
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PostSubject: Re: The Rumour Mill   Sat Jun 23, 2012 2:41 pm

dangit, can they release more wargear for Haemonculi to access? They are the closest things to psykers for DE.
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PostSubject: Re: The Rumour Mill   Mon Jun 25, 2012 9:28 am

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PostSubject: Re: The Rumour Mill   Mon Jun 25, 2012 10:18 am

This one has more complete rules. Extracted from Faeit 212:

I already read some of 6th rule book there were no % in using slot

Core System
- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase

Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.

Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.

Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)

Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 18" and cannot disembark any models.

Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.

Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.

Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.

Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.

Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.

Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.)
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PostSubject: Re: The Rumour Mill   Mon Jun 25, 2012 10:50 am

the combos and possibilities of army lists are now crazy!
i don't even know where to start! lolz

have fun thinking of rebuilding your lists this whole month guys! Smile
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PostSubject: Re: The Rumour Mill   Tue Jul 10, 2012 9:46 am

Slightly old rumours, ForgeWorld models may be officially announced by GW are usable in 40k standard games and tournaments and will write an GW FAQ for it. Additionally, niche codexes such as the Salamander Chapter maybe produced by FW too.

via Reecius
a regular of ours talked to GW asking if he could use Forgeworld in tournaments and he told us he was told that YES HE COULD, and that a FAQ for all of the Forgeworld stuff would be released by Games Workshop (not Forgeworld) giving all the pertinent rules to allow them in regular play.

Also, he told us that Forgeworld will be releasing codices that are official and will explore some of the more niche aspects of the GW universe (the example given was a Salamanders Codex). He also said that all Forgeworld product will be sold in GW stores.

This corroborates a LOT of rumors we are hearing about Forgeworld going mainstream from multiple sources. What we hear is that GW is waiting to set up a North American production center so that they will be equiped to meet the anticipated demand that will come with letting FW into regular play.
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