Discussion of the 6th ed 40k rules

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Admiral-Badruck
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Re: Discussion of the 6th ed 40k rules

Post by Admiral-Badruck » Wed Jul 04, 2012 2:40 am

Primarch wrote:
me_in_japan wrote:Does it override the codecii? I haven't read the whole book yet, but I thought I saw the usual rule at the start of the book that said "where a rule in this book and a rule in an army book disagree, the army book takes precedence."

No?
I think the core rules replace some common rules from codicies, for example They Shall Know No Fear has a USR entry now. Likewise with the changes to Power Weapons, the core rules are clearly different to what is written in the various books. Everything is (or should be) covered in the FAQs though. If your codex says different to the new rules and the FAQ doesn't cover it, the codex is correct.
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Re: Discussion of the 6th ed 40k rules

Post by Auxryn » Thu Jul 05, 2012 2:08 am

I discovered the individual codex FAQs now, which makes the whole thing much more comprehensible.

Still, it's going to take a while before all these new rules feel 'right.'

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Re: Discussion of the 6th ed 40k rules

Post by jus » Fri Jul 06, 2012 6:47 am

hmm, perhaps I may have glossed over it, but feel no pain is no longer mitigated by power weapons. Only attacks that deal instance death, that is, strength of the weapon doubling targets toughness or attacks with the instant death rule, can disallow a feel no pain save.

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Re: Discussion of the 6th ed 40k rules

Post by Primarch » Fri Jul 06, 2012 7:58 am

jus wrote:hmm, perhaps I may have glossed over it, but feel no pain is no longer mitigated by power weapons. Only attacks that deal instance death, that is, strength of the weapon doubling targets toughness or attacks with the instant death rule, can disallow a feel no pain save.
That's right! Mind you with FNP on a 5+ it isn't quite as good as it used to be.
Just one of the many changes in 6th.
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The Underdweller
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Re: Discussion of the 6th ed 40k rules

Post by The Underdweller » Fri Jul 06, 2012 10:25 am

So, am I reading it wrong, or can Eldar bikes now move up to 60 inches in one turn (with a lucky roll during the assault phase)?

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me_in_japan
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Re: Discussion of the 6th ed 40k rules

Post by me_in_japan » Fri Jul 06, 2012 11:09 am

Er...I hope you're reading it wrong. I'll check when I get home...
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Re: Discussion of the 6th ed 40k rules

Post by Primarch » Fri Jul 06, 2012 11:38 am

The Underdweller wrote:So, am I reading it wrong, or can Eldar bikes now move up to 60 inches in one turn (with a lucky roll during the assault phase)?
Jetbikes move as follows.
12" in the movement phase.
24" as a turbo boost.

Eldar Jetbikes become.
12" in the movement phase.
36" as a turbo boost
OR
2d6" in the assault phase.

Turbo boost has a built in limit of:
..cannot shoot, charge or execute any other voluntary action for the rest of the turn...
But 48" is still very very fast indeed.
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The Underdweller
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Re: Discussion of the 6th ed 40k rules

Post by The Underdweller » Fri Jul 06, 2012 12:25 pm

Ah ok, missed that rule. 48 inches seems a little more realistic!

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Re: Discussion of the 6th ed 40k rules

Post by jus » Fri Jul 06, 2012 1:49 pm

ok, heres another little observation that picked up on during a read through "the assault phase".

Initiative matters alot more now I think, because your models do their pile in move of 3" at their "initiative step". If you manage to cause enough wounds on the turn you charge, provided you have the higher initative, to remove the opposing models in base to base and the models surrounding them up to 3", during the remaining opposing models initiative step, they won't be able to perform their pile in moves being more than 3" away, and not being within 2" of models in base to base (all dead) they won't be able to fight. Will probably lose combat, and take a break test.

pretty brutal for low initiative armies.

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Re: Discussion of the 6th ed 40k rules

Post by Primarch » Fri Jul 06, 2012 2:29 pm

jus wrote:ok, heres another little observation that picked up on during a read through "the assault phase".

Initiative matters alot more now I think, because your models do their pile in move of 3" at their "initiative step". If you manage to cause enough wounds on the turn you charge, provided you have the higher initative, to remove the opposing models in base to base and the models surrounding them up to 3", during the remaining opposing models initiative step, they won't be able to perform their pile in moves being more than 3" away, and not being within 2" of models in base to base (all dead) they won't be able to fight. Will probably lose combat, and take a break test.

pretty brutal for low initiative armies.
It also makes power fists (and power axes for that matter) less likely to contact an opponent. I think that this will only happen with units that are very spread out and even then, if the opponent has wiped out every model within that area (not forgetting that they themselves would have piled in 3"), you would probably lose the combat regardless. Given all the changes that make the game more shooting oriented, I think that this adjustment isn't too bad. :D

Another important change is the removal of extra wounds from fearless. You can't inflict bonus hits from winning a combat now. (ie. you have to kill a lot more Boyz by hand now).
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