Tuesday, 31 July 2012

Boldly Going to the Next Level

With the advent of 6th, many people will have looked at their armies, and said. Man that (outflanking guard army) doesn’t work anymore. I’d better get re-arranging my plastic crack!

May I present, the newly promoted Wesley Crusher:

Upgraded to platoon Sergeant, this plot hero now sports a plasma pistol, and a lightsaber. Which, since the codex says “power weapon” will count as a power axe, as he will be striking after space marines anyway, and they are his main target. At least to begin with, we will have to see how it goes. In other news, I am getting back in the saddle and playing some games tomorrow, against Dark Eldar and some form of Dark Angels. I think Ian said Deathwing. Eurgh.

I have also spent the last couple of weeks painting up some heavy weapons bases. My army consists of a lot of pinning weaponry, and the ability to blast snipe. So there are at least some of the mortars I intend to use. The heavy weapons base is great because if you have spare bases you can get 9 heavy weapons out of one box. 3 missile launchers, and either use the mortar stands for mortars or for one of the other weapons. So long as you have some spare guys lying around, you should have enough bodies for the missiles, and from there its a dream! Anyways, pics below - quite pleased with the freehand on the lascannons:

Monday, 16 July 2012

Trying to break 6th edition....

A conundrum!

So, being sick has given me more time to read the 6th edition rulebook. I am 60% sure this is right, so I thought I would put it to the general test. So here goes.

Turning to page 79 of the 40k 6th edition rulebook, we find the rules for disembarkation. Now, as is reasonable and linked in from 4th and 5th edition, there can be no rhino rush disembarks. However, what is a subtle change is that if you disembark from a vehicle, you cant assault. Even if the veichle hasn’t moved. “After disembarking, models can shoot, cointing as having moved, or choose to run in their subsequent shooting phase, but cannot declare a charge in their subsequent assault phase”

This all makes sense. But however what happens if you wreck/ explode the transport vehicle? Does this mean that in their subsequent assault phase they count as having moved? Because if you turn to page 80, then models have to immediately disembark in “the usual manner” which would mean that in their “subsequent assault phase” (their next turn) they couldn’t assault. Nor could they move, as they would have counted as moving. Basically, do you get two bites of the cherry to shoot the unit? (your turn when you blow the tank up, then they can’t move in their turn, then again in your turn.)

Dont get me wrong, I'm pretty sure that this contravenes the don’t be a dick rule that applies to all aspects of the hobby, but rules as written all for a slight manipulation on this... it is implied that they are almost pinned without even failing their pinning test. Or am I just pushing the rules beyond their limits?

Sunday, 8 July 2012

Not This Kind of Snapshot

So, 6th edition 4 games in.

My first thoughts include... you can’t assault out on an enclosed vehicle, even if its remained still. Don’t know if I like that. Since fourth there seems to be a progressive nerfing of transports.

No assaulting from reserve. Booooooooooo. Coupled with no more than half you army in reserve this is a complete shutdown of my imperial guard rebel alliance. It would not work. I have tried it out yet, but I am not hopeful. No more outflank shenanigans. I have heard some thoughts from others that they are pleased with because it stops Shrike armies. But to be honest, I think that being able to react to that kind of army is a skill. The rules weren’t broken here, but they have been fixed. If you are going to get outflanked by genestealers, then either don’t deploy near the edge, or make them kill what you want them to kill. Then shoot the life out of them. There is 50% less tactics in this area now unfortunately. I can now not do something with one of the most charecterful units in the space wolf codex that I have been doing since 3rd edition. People just wont take them, they aren’t scary anymore

AP values on CC weapons, I like.

Buildings are big castles. Great if they have battlements. I think that this will do exactly what GW wants it to, and that is sell more bastions, fortresses of redemption etc. They can be a real game changer.

Guard Rock. My 500 point list has over the course of 3 games been magnificent. 55 points for 10 men with a mortar? Yes please. Footgaurd are my new fav thing. Orders completely cover me for the Flyers snapshot issue, I will just twin link those Lasscannons.....

The allies section is very cool. I think that Tyranids should have been able to desperate ally with Guard, to represent stealer cults. Other than that, it could lead to a big dusting off of models, but with a lot of cherry picking.

I freaking love overwatch... I snapshot with a Krak missile and downed a Dark Eldar Cronos on its last wound the other day. Very cinematic.

I am loving the precision shots rule. And because of this, will be splashing eldar rangers. With a Faseer for psychic D-Fence.

Think that about covers it for now, thanks for sharing! Luke