TL:DR Guide:
Things in red I hate.
Things in blue I like.
Things in green are my comments. Latest from Warseer: (Whitehat and Darnok)
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
While I don't like it, this certainly isn't a game breaker. It just means I will be playing more shooty lists. So those DCAs will go in the bag and more of my terminators and purifiers will be coming out.
Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
OK this is a major wtf moment for me. I don't believe this is true and if it is then why use vehicles at all...
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...
Cool. Again, this doesn't really address any of the major 5th ed issues.
Vehicles cannot contest (unsure if scoring units in transports can
I like this, if and only if, vehicles that have troops embarked can score.
6 Missions and 3 deployment types (2 of the deployments are the same as current, Spearhead & Pitched Battle.)
Any increase in variety is welcome.
Troops are the only ones that can score (including of course 'scoring units')
Same as 5th, I liked it in 5th.
5+ Cover save for most things (ruins are 4+).
I personally liked the 4+ nearly universal save, but a 5+ if nearly universal is fine too, I just don't want confusion.
Allies rules are in, but its meant to be for team games (ie separate force org chart, distrusted ally rules similar to Fantasy)
Praise be to whatever supreme being you pray to that allies are only for team games.
Percentages are *not* in
Because I am not a fan of percentages at all.Wound Allocation is closest to furthest.
This is going to cause just as many idiotic shenanigans as wound allocation in 5th and in 4th.
Dueling is similar to challenges in fantasy but contrary to earlier rumors, 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
Meh, did we really need to muddy the waters here and make BT even less unique?
Preferred Enemy is including shooting and you may reroll wound rolls of a 1 (either shooting or combat)
Ok, but this was pretty obvious after the Necron book came out right?Rapid Fire weapons can shoot at long range while moving. restriction on assaulting after rapid firing remains.
Sounds good, sounds like it should have played for years.
Jump Infantry get a free strike at I10 when they charge into combat
Sort of silly but not terribly game changing. Wish there was more to make me want to run Skyclaws...
Psychic Power Decks using a dice system similar to Fantasy.
The amount of hate I have for this has no bounds.
Flyers are in.
Ok.
FNP drops to 5+ Save.
Yes, I always felt FNP was an across the board OP rule.
SECOND SET OF RUMORS
AP are on ccw but he says power weapons are ap 2, not 3.
I pray that is true. Otherwise it would be goodbye DCAs for sure.
When you charge it's double your move, infantry move 6, bikes 8 cav 7 etc.
I like this so much better than random distances.It's move assault then shooting now!
This just seems all wrong to me, but I reserve judgment.
Fnp is 5+. Master crafted ccw give you a 5+ invuln save
I like this. All of it.When you shoot you roll to hit depending on the speed of your target. Fast vehicles you always need a 6.
The current system of shooting at vehicles was just fine, why is this necessary?
A unit can't claim a object while inside a vehicle.
Just plain dumb, but it keeps in line with the overall vehicle nerf (except fast moving vehicles, anyone else picking up on that?) so I guess it is to be expected.
There's new kinds of instant death. If your strengh 8 vs a space marine captain toughness 4
you only do 2 wounds! Strengh (9?) or more would do 3 wounds & kill him.
Meh, not impressed with this, not hating it either.
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.
Seems clunky and open to WAAC/Cheater abuse, I reserve judgement until I have read the rule myself.
Well that's that. I seriously feel quite a bit better about 6th ed after reading these. Even if all of it is true I feel now that there is hope. I just hate the psychic powers and the random distances, so hopefully those aren't in, doesn't look good for Psychic powers not being in but a guy can hope.
''Vehicles are WS0 if stationary, and WS1 if they move, no matter how far they go.
ReplyDeleteOK this is a major wtf moment for me. I don't believe this is true and if it is then why use vehicles at all...''
I dont know why you're panicking, it's Weapon Skill not Ballistic Skill.
There are a lot of implications here.
Delete1. It is again nerfing vehicles by making them much easier to kill in assault that they currently are.
2. I can see a lot of shenanigans being pulled if the wording about being locked in combat doesn't change. I assume it will but then again you never know, this is a GW rule set we are talking about.
3. There wasn't anything wrong with the old system, and this is yet another example of actual problems not being fixed.
I think you might be looking at rules in isolation without thinking about how they interact. Most of the most recent rumours seem to be quite similar to the leaked pdf that was floating round a while ago and that had a VERY solid set of rules, especially for vehicles. If the final 6th turns out to be similar to that I will be really happy.
DeleteEven just what I read on this page sounds quite good, with tanks racing up to advanced positions, being protected to some extent by their speed.
And troops sitting in a transport to claim an objective was always a stupid rule. The imperium's finest never leave their transports? Where's the heroism in that? I play Blood Angels and Necrons, two armies that can really benefit from leaving troops in their boxes, but even so I'd like to see that change.