Post by Wallie on Jun 30, 2012 6:00:04 GMT -7
Let's all share some rules discoveries we've seen that are a major change from 5th.
You can no longer charge on the turn you come in from reserves or first turn if you've infiltrated. This kills Snikrot. Hurts Kroot. Really hurts genestealers. Hurts Striking Scorpions a lot. Webway portals went from meh to shitty. Now if you're using them, it's to bring your shooty elements out.
You can only place half your units in reserve now, unless they always come in from reserves (daemons, drop pods). However, if you have a character joined to a unit in their dedicated transport, that's only 1 unit.
Assaulting is much different and you can charge major long now. Roll 2d6, move the first guy into b2b as before. Repeat with the rest of your models. Then, when this is all done, you all pile in up to 3" in initiative order, to make sure you get as many guys in combat as possible. This goes for all sides.
Grenades are super awesome now!
So many other tiny things too. Poor Eldar really got kicked in the nuts this edition. Possibly the worst book in the game as far as balance compared to the rules. This obviously changes come their new book. But right now, for instance, their farseers are only mastery level 1. So they can use 1 power with 1 warpcharge in a turn. Yet they can have like 8 powers. Such a bad set of rules for them.
Overall though, so far without trying them, I am really digging the rules. WAAC players are gonna hate them though. Basically, if you hate fantasy you'll hate 40k.
MWAHAHAH... just read this: Blood Angels priest powers only work on blood angels, not allies. No FNP Thunderwolves!
You can no longer charge on the turn you come in from reserves or first turn if you've infiltrated. This kills Snikrot. Hurts Kroot. Really hurts genestealers. Hurts Striking Scorpions a lot. Webway portals went from meh to shitty. Now if you're using them, it's to bring your shooty elements out.
You can only place half your units in reserve now, unless they always come in from reserves (daemons, drop pods). However, if you have a character joined to a unit in their dedicated transport, that's only 1 unit.
Assaulting is much different and you can charge major long now. Roll 2d6, move the first guy into b2b as before. Repeat with the rest of your models. Then, when this is all done, you all pile in up to 3" in initiative order, to make sure you get as many guys in combat as possible. This goes for all sides.
Grenades are super awesome now!
So many other tiny things too. Poor Eldar really got kicked in the nuts this edition. Possibly the worst book in the game as far as balance compared to the rules. This obviously changes come their new book. But right now, for instance, their farseers are only mastery level 1. So they can use 1 power with 1 warpcharge in a turn. Yet they can have like 8 powers. Such a bad set of rules for them.
Overall though, so far without trying them, I am really digging the rules. WAAC players are gonna hate them though. Basically, if you hate fantasy you'll hate 40k.
MWAHAHAH... just read this: Blood Angels priest powers only work on blood angels, not allies. No FNP Thunderwolves!