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 Ask me about 6th

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hunterofshadows
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:42

Quick questions about blast weapons (not template weapons).

Is it true they can't snap fire, including on vehicles?
If so, can weapons with a choice of profiles (eg rocket launchers) still be fired using a non blast profile?
Are they otherwise the same (roll scatter - BS)?
Any changes to Ordinance/Barrage?

Thanks.


Last edited by hunterofshadows on Wed Jun 27 2012, 13:43; edited 1 time in total
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SleepyPillow
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:42

Is it true that only 25% or less of the points you're playing can be used for allies?

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Inrit
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:50

It starts indeed to be a lot for Wyches, with worst FnP, more dangerous effects if transport explodes, overwatch, only AP3 power weapons. I have to admit assaulting is not the way to go, and it's sad because we have very nice models to do it.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 13:52

Missile launchers have an AA missiles: Str 7 Vp 4 and skyfire. Really sad.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:00

Poison: you can chose to wound with your str instead of a fixed number if you have a better value.
Furious Charge: only +1 to str
Skilled Rider: +1 on Jink. I was wrong, our jetbikes now always have 4+ cover or 3+ if turbo.
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emperor90
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:03

hi everybody, new guy here.

Can you please tell me how counter charge now works?

And BTW, many thanks to Ereshkigal for the informations so far!
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Kinnay
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:03

I love the skyfire missiles. It just makes sense. Razz

Uhm, so you're saying that reserves come in on 3+? Yay for WWP armies with an allied Autarch, Everything comes on 2+! Smile
And YES for Jetbike cover! Smile

Question:
- what are the psychic powers?
- what are the USRs?

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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:13

@hunterofshadows wrote:
Quick questions about blast weapons (not template weapons).

Is it true they can't snap fire, including on vehicles?
If so, can weapons with a choice of profiles (eg rocket launchers) still be fired using a non blast profile?
Are they otherwise the same (roll scatter - BS)?
Any changes to Ordinance/Barrage?

Thanks.

1 - Can't snap fire
2 - You can choose
3 - Yes they are the same
4 - Don't know, too much to read Very Happy
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:14

What's counter charge? Counter attack maybe?
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emperor90
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:17

yeah sorry, i'm italian and i don't know how it is worded!

counter attack USR, can you please tell me how it works?
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:21

There is no point limit for allies...
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:22

@emperor90 wrote:
yeah sorry, i'm italian and i don't know how it is worded!

counter attack USR, can you please tell me how it works?

Ok sono italiano pure io Razz

Counter Attack is the same as before.
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emperor90
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:23

@Ereshkigal wrote:
@emperor90 wrote:
yeah sorry, i'm italian and i don't know how it is worded!

counter attack USR, can you please tell me how it works?

Ok sono italiano pure io Razz

Counter Attack is the same as before.

XD non lo sapevo, piacere ^^

Thanks a lot!
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:27

All in all to me it seems that melee DE are screwed. Archons are useless as i said before.

Jetbikes are stronger right now, a lot stronger.
Flickerfield is somewhat redundant (well you can't take the jink save against blast weapon or melee)
Allies rules are unclear to me even if i read them many times.
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krayd
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:37

Alright. I have a few questions that I haven't seen answers to elsewhere:

1) Are there any changes to pinning (modifiers based on casualties, etc)? Can units perform overwatch or snapfire while pinned?

2) Does ramming work the same as in 5th?

3) Do challenges have any effect on combat resolution other than just having the two characters fighting each other?

4) Are reserve rules different in any way other than the 3+ on 2nd turn - As in, are there any ways to manipulate reserves in the normal ruleset, like withholding them til a later turn (this question is solely to check to see if webway armies are made more viable, or if it's still a mad rush to pop a WWP out on turn 1 so that you don't have to risk your reserves having to come onto the board normally).

5) Are snipers still rending (have already read that they pick their target on a hit roll of 6)?

6) Do poisoned CC weapons still get rerolls to wound if attacker's S is equal to or greater than target's T?
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Eldur
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:39

rules for Independent Characters and squad leaders??

And for duels Wink

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dominus nox
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:45

Does it say anywhere what happens with units who roll multiple dice for Fleet?
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:46

@dominus nox wrote:
Does it say anywhere what happens with units who roll multiple dice for Fleet?
They get shot to death next turn coz they won't make assault anymore? Twisted Evil
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emperor90
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:47

can i ask you something more? How do the beast/cavalry works out now?

Are they good or screwed?
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Mandor
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:50

@emperor90 wrote:
can i ask you something more? How do the beast/cavalry works out now?

Are they good or screwed?
Beasts actually win this time around...
5th: 6" movement + d6 fleet + 12 inch assault, resulting in 6+d6 when moving normally, 18+d6 when assaulting
6th: 12" movement + [d6 run OR 2d6 assault] with reroll, resulting in 12 + d6 movement, 12 + 2d6 when assaulting.

They also ignore difficult terrain now.
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dominus nox
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:52

@Mandor wrote:
@dominus nox wrote:
Does it say anywhere what happens with units who roll multiple dice for Fleet?
They get shot to death next turn coz they won't make assault anymore? Twisted Evil

Lol. More want to find out in regards to Hormagaunts. 5 attacks a model on the charge, I think I could loose some to snapfire Razz
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emperor90
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 14:53

@Mandor wrote:
@emperor90 wrote:
can i ask you something more? How do the beast/cavalry works out now?

Are they good or screwed?
Beasts actually win this time around...
5th: 6" movement + d6 fleet + 12 inch assault, resulting in 6+d6 when moving normally, 18+d6 when assaulting
6th: 12" movement + [d6 run OR 2d6 assault] with reroll, resulting in 12 + d6 movement, 12 + 2d6 when assaulting.

They also ignore difficult terrain now.

thanks, do this rules apply also to cavalry units?
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Garion
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 15:05

Hi and thank you!

does the rulebook say something about the inclusion of Forge World models/rules in the standard game ?

Thank you!


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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 15:15

Now i'm again at work, can't read the brb anymore. I can tell you 2 things:

4) Seems to me there aren't any way to manipulate reserves
6) You can reroll if the str is equal to T or you can choose not to use poison if your str is higher than the T. It's a nice buff for tyranids and wracks with FC.
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Ereshkigal
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PostSubject: Re: Ask me about 6th   Wed Jun 27 2012, 15:16

@Garion wrote:
Hi and thank you!

does the rulebook say something about the inclusion of Forge World models/rules in the standard game ?

Thank you!


Nope.
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