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6th Ed! - warhammer 40k
westrider
warhammer40k
westrider
6th Ed!
Got my first game of 6th Ed in on Sunday. It was a whole lot of fun, digging into a new system has definitely refreshed the game for me.

Flyers may become problematic. Even with just one on each side, they had a huge impact on the Game, with their amazing speed and how ridiculously hard it is to land much damage on one.

My Nids, I think are going to weather the change pretty well. I still need to get a couple of proper Tärvigons, and there are always more projects going on, but everything I've been working on seems to have remained more or less viable, and my core is still pretty solid. More concerns about dealing with Flyers here than anywhere else, tho.

My Guard, I think I might finally try running as Assault Guard, at least in part. Since I'm striking after most Opponents anyhow, Power Axes all 'round seem like the order of the day. Probably going to need to hunt up some more Missile Launchers, and I definitely need to pick up more Special Weapons for Command Squads. And as little as I'm looking forward to assembling and transporting them, I think a couple more Vendettas are in the works. Even just the one I have was awesome.

Looking into picking up some Space Wolves as Allies. Rune Priests bring excellent Psychic Defense and Divination powers, Grey Hunters give me a lot more midfield flexibility with my Troops, and Thunderwolf Cav can bring a true Counter-Assault Unit.

My Chaos Marines, I don't know yet. Still on hold until I see the new Dex. It's entirely possible, tho, that all other projects will get put on hold once that hits. Chaos was my first Army in 40K, and it's still my largest, even tho it's spent pretty much all of 5th Ed sitting on the shelf. I've been missing it, and the possibility of an actually fun CSM Dex, combined with the Ally options to let me use my Culties and Daemons properly again, has got me really excited.

Anybody else been digging into it?

Current Mood: cheerful
Current Music: Viva Voce - Believer

10 rounds :: Reload
Comments
maneman From: maneman Date: July 11th, 2012 11:26 am (UTC) (Link)
I've gotten a game or two in thus far, and am looking to play more tonight at my local store. I really enjoy the game and how it functions, and unlike some internet sources of 40K discussion, I don't think that allies are going to break the game at all. Fliers are going to cause a lot of problems until codices get updated, or until people start buying/building Aegis Defense lines to defend against them and/or start taking allied guard for a Hydra.

I've been playing Chaos Marines since 2nd, and I think they held up just fine in 5th edition. They're rather interesting in 6th with the edition of snapfire if a heavy weapon moves and the ability of heavy weapons to stand still for full BS while the rest of the squad moves around. Termicide is just as sick as before, Obliterators can move the full amount again, and dreads are rather nasty. Daemon princes pack a pretty severe punch with Smash/Hammer of Wrath in addition to their psychic powers.

I'm really interested to see how the rest of my armies fare in the new edition. With the addition of allies, I have the ability to mix and match a lot of my armies together to create hodge-podge's of WTF-ery. :D For example, taking Imperial Guard blob squads and adding a Blood Angels Librarian, an assault squad or two, and a pack of Sanguinary priests to give those blob squads Feel no pain and furious charge. Now those power axes you're taking about will hit on S5 on the charge. They'll still go last, but hoo doggy will they hit hard. Attaching Munitorium priests and commissars to the blob will make them downright icky in a combat.
westrider From: westrider Date: July 11th, 2012 03:28 pm (UTC) (Link)
I was very impressed with how they implemented Allies. There are some strong combos, but they covered everything I could think of that would have been out and out broken.

Flyers are what I worry about dominating. You can only take one Aegis Line, and Hydras suck if they don't have Flyers or Skimmers to shoot at, so they're something of a risk. It feels like right now, armies (not Dexes, but builds) fall into one of three categories: They have Flyers themselves, they have adequate anti-Flyer defense, but are weak on the ground, or they can handle ground threats, but are weak against Flyers.

Chaos Marines have been functional with this last Dex, I just found them boring. Especially since I mostly play Alpha Legion, and haven't been able to use my beloved Culties.

They FAQed Sanguinary Priests so they only work on Friendly Blood Angels Units, unfortunately. I don't see a source for FNP for them, but I'm planning on running Straken to pick up the Furious Charge.
maneman From: maneman Date: July 11th, 2012 03:44 pm (UTC) (Link)
Good catch on the Sang priests and being only Codex Blood Angels, I missed that at the first glance. A lot has changed since the last dex. The munitorium priests are a great addition to a cc blob squad, and their eviscerators would be S7 + 2d6 with AP2 on the charge... Not bad imo.

As for flyers... Well, I don't see a lot of people using them around here yet. My orks are going to have two Fighta Ace Dakka Jets, but that's a ways off. Hell, I'm likely going to use one of those as an ally for my Chaos, as that would give them a pretty effective anti-flyer unit. On the turn you waagh the number of shots doubles, so that is pretty much going to annihilate any flyer it comes across.
westrider From: westrider Date: July 11th, 2012 04:07 pm (UTC) (Link)
The real place I see a problem arising is with Guard and Necrons, who have a couple of the best Flyers in the game, and can fit 9 or more in a less than 2K List if they really want to. That stretches them to the point of being a one-trick pony, but five or six is totally doable.

Dealing with one or two Flyers is doable. 4+ starts to become a big problem.
blackheart666 From: blackheart666 Date: July 11th, 2012 01:00 pm (UTC) (Link)
The local opinion is that Tyranids are going on the shelf for a few years.

Haven't played it yet... but i dont really play much... I'm a painter first...

With out local store closing... it won't matter much anyway in another month.
westrider From: westrider Date: July 11th, 2012 03:33 pm (UTC) (Link)
Nids really lose out against Flyers. Other than that, they seem solid, but that's probably the biggest weakness it's possible to have in 6th. If my Chaos Marines get fun again, I don't mind so much if the Nids have to sit out a bit, but when both of those were weak, I was starting to get a bit bored of only having my Guard as a fun and viable Army.

I'm lucky, met a dude who lives just up the street from me and has a table at his apartment. Other than that, I hardly ever get to play, because the nearest store is something like an hour and a half away. So yeah, a lot of the last few years have been more about modeling, painting, and theory-hammering on the interwebs than actually getting to play for me.
blackheart666 From: blackheart666 Date: July 11th, 2012 05:16 pm (UTC) (Link)
Winged Hive Tyrants are great... Harpies would be great if they got a model.

Everything else got Herpderped and failed it's Ward Save.

You took Tyrant Guard? Hurrrdurr I'm gunning your Tyrant down anyway.
westrider From: westrider Date: July 12th, 2012 12:17 am (UTC) (Link)
Tyrants with Guards are great, got better, actually. Tyrants get Look Out Sir! on a 2+, so if you put him out front, you can spread Wounds all over the Guard. There's no longer any requirement to finish off Wounded Models, either, so you can put one Wound on each of the Guard, carrying up to three Wounds before you have to drop one. Even better with Regenerate on the Tyrant, let him take one or two, and then spread them onto the Guard while waiting for him to roll 6s.

Tärvigons are combat monsters now with Crushing Claws, Smash Attacks, and the new Poison Rules.

BoneSwords are great because they aren't key-worded as Power Weapons, so they didn't get knocked down to AP3. They simply ignore Armour Saves. Lash Whips are a Set Value modifier, so they now apply after things like GK Halberds.

Pretty much the entire Army benefits from the loss of No Retreat Wounds. Gaunt Tarpits are way more viable now, and even more so since "Kill Points" are only in 1/6 of the Missions instead of 1/3.

It only takes something like 8 Hormagaunts with Adrenal Glands on average to Glance most Vehicles to death now, and it's often easier to surround Transports and get the Unit at the same time. With no chance of it blowing up on them at all, too, which is very nice.

The general reduction in Transports helps a lot, too. Nids have always been able to tackle disembarked Infantry just fine.

I'm kind of brain-fried right now, so that's all that's coming to mind at the moment. I know there's more, tho.
echoeversky From: echoeversky Date: July 23rd, 2012 03:36 pm (UTC) (Link)
wow I make a comment and its marked as ham with an s? (there was a link to yes the truth hurts)

After the gutting of nids in 5th is their any chance of resurrection?

5th happened just at the wrong time for me. My 4th ed nids, the list was polished, with options to deal with this or that, wasnt a hand full only to get chewed up and spit out in 5th. All that cash toss down the drain by arbitrary rules lords who to me were only motivated to drive sales to something else new. I just didnt have the heart to cook up a bagilion gaunts pumped out by trevegons. There was a fear when a hive tyrant was fielded, when a carnifex was a goodly problem to address. anywho.. I ramble.
echoeversky From: echoeversky Date: July 23rd, 2012 03:36 pm (UTC) (Link)
this yesthetruthhurts.com/2012/07/games-workshop-the-future Lets see if this goes to the hammy filter..
10 rounds :: Reload