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 Ask me about 6th

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Ereshkigal
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Join date : 2012-06-26

PostSubject: Ask me about 6th   Wed Jun 27 2012, 11:14

I've the rulebook. It's really huge so it's difficult to find things fast, but 2 hours from now i can read it better. It's in italian so my translation could be off. I just saw a couple of things:
1 - Raiders and Ravagers 3HP
2 - Voidraven and Razorwing 3HP
3 - Venom 2HP
4 - Stormtalon 2HP
5 - The other fliers 3HP (stormraven, ork and necron fliers)
6 - Unusual power weapons AP3. I feel bad about this.
7 - Rapid fire = 1 shot at max range, 2 shots at half range. Moving doesn't count (you can move and fire 1 shot at max range i.e. 24" for our splinters)

Vehicles:
If a vehicle doesn't move, it can fire every weapon.
If a vehicle move 6" or less (combat speed), can fire 1 weapon normally plus every other weapon at BS1
If a vehicle move 6"-12" (cruising speed) can fire all his weapon at BS1(no templates)
A vehicle can go flat out in the shooting phase for extra 6"
Vehicles need only to be in cover for 25% and gain 5+ cover. If you can't see the side of a vehicle the vehicle gains an extra +1 cover.
You can disembark from a transport moved more than 6"
Open topped vehicles give the possibility to charge when the infantry disembark (assault vehicle rule), +1 on the damage table and every point of the vehicle is an access point and a fire point.
Fast vehicles can flat out for 12" and can fire all their weapon if they go Combat Speed or 2 weapons if they go Cruising (Ravager has Aerial Assault remember and the DAIS can now fire 2 lances at full BS and 1 lance at BS1)
Fast skimmers can flat out for 18".
Fast skimmers have Jink, cover 5+ if they move or 4+ if they go flat out. NICE NERF TO FF!

Preferred Enemy: you can reroll 1s to wound and to hit, shooting and melee.
Night vision: immune to night.
Fleet: you can reroll to run or to charge. ONE OR MORE DICES!2

Bikes and jebikes: they have hammer of wrath rule, Jink, Relentless, can turbo for 12" or 24" if jetbikes. Eldar Jetbikes can move 2d6 in the assault phase and turbo for 36" (and still can move 2d6 extra in the assault phase). Skilled Rider gives +1 Jink save.

Poison: you can chose to wound with your str instead of a fixed number if you have a better value. Tyranids rejoice.
Furious Charge: only +1 to str

Reserves: During the second turn you roll for every unit. On 3+ they come in play. On the third turn it's again 3+. On the fourth turn they automatically come in play. Flyers can go out of the table and go to the reserves and automatically come in play the turn after.

Fliers can fire max 2 missiles per turn and they count as weapons, so a zooming flyer can fire max 4 weapons (2 lances, 2 missiles for example). Bombs are the same, and are used in the movement phase but you can fire to a different unit in the shooting phase.


Last edited by Ereshkigal on Wed Jun 27 2012, 14:23; edited 6 times in total
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Hekatrix


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Join date : 2011-06-27
Location : Sydney

PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:26

So Rapid fire doesn't change from 5th then???

How do Warriors in a Raider move and shoot now - also Wyches/Incubi moving and assaulting....???

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Last edited by 1++ on Wed Jun 27 2012, 11:29; edited 1 time in total
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:27

It changes, you can move and fire 1 shot at full distance.
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Kinnay
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:27

Thank you for doing this, it's much appreciated. Smile
Before I ask my question, may I suggest that you summarize all your answers in the opening post? That way we won't have to read through all of the mess that's going to ensue just to find an answer. Thank you!

What are the rules and exceptions for Fast Skimmers and open-topped transports? What does it mean for shooting/charging out of it?

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Crazy_Irish
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Join date : 2011-05-28
Location : Huntsville, Al

PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:33

@Kinnay wrote:
may I suggest that you summarize all your answers in the opening post? That way we won't have to read through all of the mess that's going to ensue just to find an answer. Thank you!

+1 to the above. And could you explain what changes in CC with taking casualties?

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Hekatrix


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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:34

@Ereshkigal wrote:
It changes, you can move and fire 1 shot at full distance.

Ahh with you now...so no 2 shots at full distance...

And yes thank you good sir

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hunterofshadows
Slave


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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:54

Have blast weapons changed at all?

Thanks in advance!


Last edited by hunterofshadows on Wed Jun 27 2012, 12:05; edited 1 time in total
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Hijallo
In Exile


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Join date : 2012-06-19

PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 11:56

Hello, fellow Commorites. Newcomer here.

What's the difference between Open-Topped and Regular vehicles now? Only +1 on dmg table, or we still have some advantage?

And what's about Flat-Out moves? I've heard FA will be 6" in shooting phase, so Blood Angels Rhinos would be as fast as our raiders/venoms, but obvously tougher and cheaper.
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Oni2000
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 12:03

Hi Guys.

Ereshkigal thank you for answering our questions ^_^

1) You can tell me if Counter Charge rest the same or how is changed?

2) Can you tell me How Glaive Encarmine are classified in the rulebook if they have a particular profile or are only Two Handed master crafted Ap3?
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 12:44

@Hijallo wrote:
Hello, fellow Commorites. Newcomer here.

What's the difference between Open-Topped and Regular vehicles now? Only +1 on dmg table, or we still have some advantage?

And what's about Flat-Out moves? I've heard FA will be 6" in shooting phase, so Blood Angels Rhinos would be as fast as our raiders/venoms, but obvously tougher and cheaper.
This is already about:
1) Opentopped is +1 on damage table, everyone can fire out, can assault after disembarking (but like all other vehicles, can only disembark if you move 6" or less);
2) Every vehicle except Heavy can move 6" flat out, fast vehicles move 12", fast skimmers move 18".
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 12:48

@1++ wrote:
So Rapid fire doesn't change from 5th then???

How do Warriors in a Raider move and shoot now - also Wyches/Incubi moving and assaulting....???
Already known. You may only disembark if the Raider moves 6" or less. You disembark by moving 6" from any point of the Raider, as it is open-topped. Assault is 2D6 after, may reroll this roll because of fleet. You may NOT run and assault.
Editor: this is a severe nerf for Dark Eldar. Wyches lose 9 minus d6 inches when assaulting from a Raider.

Shooting from Raiders is everything at normal BS when moving up to 6", snap fire (BS1) when moving up to 12".
Editor: this is a slight buff for Dark Eldar. You can now fire at BS1 when moving cruising speed. In 5th you couldn't fire at all.
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Hijallo
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 12:59

@Mandor wrote:

Editor: this is a slight buff for Dark Eldar. You can now fire at BS1 when moving cruising speed. In 5th you couldn't fire at all.
we are not Orks, for whom it's really awesome (and fluffy). How many times would you score hit w/ your blaster/dark lance with BS1? If fortune smiles upon you so hard you can rely on such thing, i think you can win even w/ force half weaker then enemy.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:01

Vehicles:
If a vehicle doesn't move, it can fire every weapon.
If a vehicle move 6" or less (combat speed), can fire 1 weapon normally plus every other weapon at BS1
If a vehicle move 6"-12" (cruising speed) can fire all his weapon at BS1(no templates)
A vehicle can go flat out in the shooting phase for extra 6"
Vehicles need only to be in cover for 25% and gain 5+ cover. If you can't see the side of a vehicle the vehicle gains an extra +1 cover.
You can disembark from a transport moved more than 6"
Open topped vehicles give the possibility to charge when the infantry disembark (assault vehicle rule), +1 on the damage table and every point of the vehicle is an access point and a fire point.
Fast vehicles can flat out for 12" and can fire all their weapon if they go Combat Speed or 2 weapons if they go Cruising (Ravager has Aerial Assault remember)
Fast skimmers can flat out for 18".
Fast skimmers have Jink, cover 5+ if they move or 4+ if they go flat out. NICE NERF TO FF!


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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:09

Preferred Enemy: you can reroll 1s to wound and to hit, shooting and melee.
Night vision: immune to night.
Fleet: you can reroll to run or to charge. ONE OR MORE DICES!
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:13

@Hijallo wrote:
@Mandor wrote:

Editor: this is a slight buff for Dark Eldar. You can now fire at BS1 when moving cruising speed. In 5th you couldn't fire at all.
we are not Orks, for whom it's really awesome (and fluffy). How many times would you score hit w/ your blaster/dark lance with BS1? If fortune smiles upon you so hard you can rely on such thing, i think you can win even w/ force half weaker then enemy.
Hence the slight buff.

And if Fortune smiles upon you, you are twinlinked and can reroll to get that 6! Razz

Oh no wait, that's Guide! I always mix those up.
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Inrit
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:16

Raiders can now move until 30" maximum speed so there is no nerf about charge distance. What you lose on a side is given on another. Only problem for Wyches is overwatch which you can avoid by charging with multiple small units.
Venoms can still shoot with both splinter canons until 12".
The 3 HP for most of our ships is a very good point as we are not going to be stunned stupidly after 10 gaunts shots, losing the mobility which is the soul of the army.
The jink can be used in combo with Nightfight to get a 3+ cover save, and it's not so hard with pre-measuring or night shields. My question would be: do the night shields count for the distance in nightfight?
Both flyes are harder to destroy and easy to use.
By now, I don't see any nerf in DE mech.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:16

Bikes and jebikes: they have hammer of wrath rule, Jink, Relentless, can turbo for 12" or 24" if jetbikes. Eldar Jetbikes can move 2d6 in the assault phase and turbo for 36" (and still can move 2d6 extra in the assault phase). No more 3+ invul save but only 4+. SAD panda.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:22

AN EXPLODING OPEN TOPPED VEHICLE IS STR 4!!!! that's bad.
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:25

@Inrit wrote:
Raiders can now move until 30" maximum speed so there is no nerf about charge distance. What you lose on a side is given on another. Only problem for Wyches is overwatch which you can avoid by charging with multiple small units.
Venoms can still shoot with both splinter canons until 12".
The 3 HP for most of our ships is a very good point as we are not going to be stunned stupidly after 10 gaunts shots, losing the mobility which is the soul of the army.
The jink can be used in combo with Nightfight to get a 3+ cover save, and it's not so hard with pre-measuring or night shields. My question would be: do the night shields count for the distance in nightfight?
Both flyes are harder to destroy and easy to use.
By now, I don't see any nerf in DE mech.
By going flat out 30" you forgo disembarking, so you have to survive a turn. It hardly counts for charge distance. Six glances to a raider destroy it (given the 4+ cover save). Two hits with an AP1 weapon almost certainly destroy it (AP1 gets +3 on the damage table, so 2+ needed to destroy the Raider). The combination with Night Fight might be worth it. But given the wording on Night Shields (it removes range from the opponent's weapon, not adding distance to your vehicle), I doubt it will work with Night Fight.

You are right that DE mech is hardly nerfed. DE mech assault is though.
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Hijallo
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:26

@Ereshkigal wrote:
AN EXPLODING OPEN TOPPED VEHICLE IS STR 4!!!! that's bad.

bye wyches, anyway. too fragile to use them under such rules w/ no FnP, shorter assaults, overwatch and now half of squad dying to wreck.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:27

Fliers can fire max 2 missiles per turn and they count as weapons, so a zooming flyer can fire max 4 weapons (2 lances, 2 missiles for example). Bombs are the same, and are used in the movement phase but you can fire to a different unit in the shooting phase.
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:28

@Ereshkigal wrote:
Fliers can fire max 2 missiles per turn and they count as weapons, so a zooming flyer can fire max 4 weapons (2 lances, 2 missiles for example). Bombs are the same, and are used in the movement phase but you can fire to a different unit in the shooting phase.
Does the Aerial assault rule no longer apply then? That'd be quite silly for our Ravagers.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:31

Reserves: During the second turn you roll for every unit. On 3+ they come in play. On the third turn it's again 3+. On the fourth turn they automatically come in play. Flyers can go out of the table and go to the reserves and automatically come in play the turn after.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:31

@Mandor wrote:
@Ereshkigal wrote:
Fliers can fire max 2 missiles per turn and they count as weapons, so a zooming flyer can fire max 4 weapons (2 lances, 2 missiles for example). Bombs are the same, and are used in the movement phase but you can fire to a different unit in the shooting phase.
Does the Aerial assault rule no longer apply then? That'd be quite silly for our Ravagers.

Why not? It applies.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:41

It seems that allies gives you and extra QG, Troop, elite, fast and heavy. EXTRA, you don't buy with your FoC but with the Ally FoC. That's bad again.
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