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 Revised 6th edition FAQ's - version 1.1 plus Rulebook now available

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Mushkilla
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 21:27

@tlronin wrote:
Still can't assault out of a WWP.

No, but you can assault into it!

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Ebonhart
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 21:31

any thoughts on the possibility that agonizers will be dropped to AP2 next revision?
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xzandrate
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 21:36

Highly unlikely, there is probably a better chance of them being considered poison and giving the re-roll to wound, or taking the better to wound.

I noticed the exclusion of an definitive "Does the haywire blaster roll to penetrate and get the haywire effect" question, I remain happy about that.
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Venkh
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 21:43

Well that makes me want to use the 15 incubi i have even more.

Everything they do is brilliant now. Makes them one of the best CC choices available to any army.

I was going to make an archon led cc list and this really helps
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Count Adhemar
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 22:38

I may have to find a place for some Incubi in my list - if I can overcome my aversion to Failcast.

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Skari
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 22:59

Incubiiiiiii. Yay.
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Deyfluff
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 23:06

incubi <3
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Mr Believer
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Fri Sep 07 2012, 23:57

You can't combine rulebook powers and codex ones. Not that big a deal, although I was told with some authority that you could combine them. Didn't think it was the case!

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Archon Farath Mure
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 00:15

*performs a stereotypical villainous laugh for several minutes*
My Incubi are even better at killing stuff, and huskblades are now worthwhile. Can't wait to cut apart some termies again.

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Evil Space Elves
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 00:43

SHUT THE FRONT DOOR affraid
I think this just bumped my painting schedule. Those 10 Incubi and Huskblade-wielding Archon are getting done ASAP Twisted Evil

EDIT: Also, did you guys see that the Baron gets +2 S to his Hammer of Wrath attack when he charges? Not a game changer, but worth smile Very Happy

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Darkgreen Pirate
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 00:59

does it say somewhere that bikes cant enter transports? Cause the rulebook FAQ just made them "very bulky" counting as 3 models for transport purposes. Can you say drop-pods full of bikes? or floating skybarges dumping reavers midboard in apocalypse games... Twisted Evil

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Venkh
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 01:06

Monstrous flyers now go back to glide mode when they crash
So no more getting hit on 6's

Is this right? Venom cannons are even better at taking these down than before!

psychic powers cant overwatch - helps us a little as we are more often the watched than the watcher Smile
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Evil Space Elves
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 01:07

Looks out Sir has also been changed to have the model closest to the character take the wound, not the model of your choice in the unit. So much for Grotesque wound tricks Mad

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Venkh
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 01:18

just have 2 models in base to base contact with the character

Either can be closest

I would expect to be punched in the stomach and have my army case stolen but technically there is nothing wrong with it right?
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xzandrate
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 02:54

@Evil Space Elves wrote:
...: Also, did you guys see that the Baron gets +2 S to his Hammer of Wrath attack when he charges? Not a game changer, but worth smile Very Happy

Probably not a changer at all since I think I'll have to take him to run with Beasts now, we ignore terrain, but are somehow still slowed by it? Was kind of disappointing, loved the cinematic of beasts leaping from a forest and shredding people.
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1++
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 03:23

Quote :

Change the second sentence of the second bullet point to: “Determine which model in the unit is closest to the character, and resolve the Wound against that model instead.”


This kind of sucks for my Baron/Clawed Fiend shenangians....I much prefered the 6" rule LOLZ. Back to the drawing board.....

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Nomic
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 07:24

I wonder if the FAQ that Hellions can't snatch a character involved in a challenge has any effect in most situations. As far as I see, if only the Hellion unit (and any ICs joined, who are treated as being a part of the unit) is involved in the combat, then when they hit and run no model will be involved in a challenge during the hit and run move, as any DE models fighting in the challenge will be leaving the combat alongside the Hellions. Therefore nothing would stop you from snatching the IC, even if he was fighting a challenge in the last combat phase. The only situation where you couldn't snatch him would be if there were 2 DE units in the combat and the IC in question would be fighting a challenge against a member of another unit.

I atleast belive this is the correct interpetion, and not the one where I can't snatch an IC because he was involved in the challenge in the same assault phase you deglared hit and run. That would make stunclaws much less useful (they're quite good now for stopping 2+ save ICs from giving their unit a pseudo-2+ save, and allowing the Baron to fight the IC solo and gaining benefits from moral support).

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Count Adhemar
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 09:23

@1++ wrote:
Quote :

Change the second sentence of the second bullet point to: “Determine which model in the unit is closest to the character, and resolve the Wound against that model instead.”


This kind of sucks for my Baron/Clawed Fiend shenangians....I much prefered the 6" rule LOLZ. Back to the drawing board.....

You just need to move the models around a bit as you move, so a different Grot is closest to the character for LOS.

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Starstrider
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 10:03

Very happy that Klaives and Huskblades are now AP 2! cheers I still won't be assaulting Termies if I can help it, especially since most come with Storm Shields, but at least the option is there. When challenges was first revealed, I got very excited at my Archon being able to bring out his Huskblade again rather than his trusty Agoniser but then quickly got disappointed when I realised it was AP 3. Now order is at last restored! My trophy museums should be filling up nicely once again. Twisted Evil

I'm a bit sad that still Vect's weapon is AP 3 and you can't assault from the WWP on the turn you arrive but I gess GW can't give us anything. They don't want too many Marines to start crying after all. Rolling Eyes
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Mushkilla
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 10:09

The only I7 ID AP2 weapon that ignores FNP, in the game! Huzaaa!

And now with challenges you kill the warlord and then munch the rest of his squad with S6 death.

Souls, come unto me!

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 10:18

Well, I'm not surprised the Sceptre is only AP3. It's already got one better AP than the AP4 it would have as a standard power maul, so fluffwise it's already better at penetrating armour. It's just that it doesn't have the cutting edge needed to grant a proper AP2.

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Skari
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 11:59

Im excited to try out the huskblade.
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Raucir Lustingclaw
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 14:49

Wait - Incubi can kill terminators again?

BUT I JUST STARTED BUILDING MY CHAOS ARMY!

Auuuuggghhhh...


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tlronin
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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 15:43

Thats what you get for leaving DE!

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PostSubject: Re: Revised 6th edition FAQ's - version 1.1 plus Rulebook now available   Sat Sep 08 2012, 18:58

Great News:

Klaives, Huskblades

Good News:

Baron +2 HoW, Clarified transport reserve rules

Sad News:

Loss of LoS allocation games, Loss of FNP + Eternal Warrior Combo, No more Allied Autarch to add to reserve rolls (kind of screws with my WWP list even more), No more bladevaning swooping MCs

Annoying News:

Reaver allocation


Overall, they cleared up things that needed clearing up, and we got a huge boost! Makes HQ choices difficult again...
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