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| 6th Edition rumours | |
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Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: 6th Edition rumours Mon Jun 20, 2011 7:43 am | |
| Rumours concerning the new edition of 40k, taken from Warseer, which took them from Blood of Kittens in turn.
* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves)
* first real 6th edition codex: Codex Chaos Legions, really big release in three waves, doesn’t invalidate Codex Chaos Space Marines which gets extensive White Dwarf update as Codex Renegade Space Marines
* two starter sets, each with rules, dices, movement markers, mission booklet, one with Dark Angels and fitting scenery, the other with Black Legion and Chaos scenery. You can combine both to play the campaign or use one set alone to play a selection of dumbed down scenarios against every other force, first starter set that comes with a model for a well established special character
* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules. The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure.
* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance * strong narrative focus on Chaos, perspective shifting from the Empire to the struggle between free races and the Warp
* the biggest rule changes:
- similar ballistic to hit chart as wound chart: compare BS to target’s speed and unit type. BS 3 hits moving infantry on 4+, but lightning fast jetbikes on 6+ and stationary tank on 2+… HUGE
- victory points are back, but with another twist: you get two victory points if an unit holds an objective for an entire game turn, if a scoring unit holds one, you get three and one if you destroy a squad leader or vehicle
- before the game there is a bidding contest for the opportunity of the first turn, if you bid more strategic points you can go first, but the enemy can spent these points on stratagems as in Cities of Death: 22 generic stratagems
– for example for one point you can decide on night fighting or place an automatic gun, for four you can shift your reserves, most expensive stratagems are at 12 points and are really drastic, every unspent point can be used once a game for a reroll
- new turn sequence: prepare-movement-assault-shooting-consolidate new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions assault before shooting
* big units are real roadblocks! Some more examples for the development doctrines One rulebook for all:
- flyer rules are incorporated in the main rules
- narrative rule section that expands core rules: formations, super heavies, gaining experience
* modular rules, core rules can easily be expanded by narratives rules or another expansion set Heroic characters:
- independent characters more powerful, armour save and invulnerable save at the same time
- squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives
- independent characters can snipe More visceral combat:
- standard cover only 5+ now, Feel No Pain (1) only on 5+
- slow slogging units very vulnerable
* some weapon types are specialized in taking out specific unit types and are incredible good at doing this (sniper vs. infantry without armour), but on the other hand ordnance vs flyer isn’t going to do much streamlined:
- no more random movement at all
- 5 general types of psychic powers
- wound allocation like 4th edition on unit basis, but attacker can chose every 5th wound to go to a single model (sniper weapon every second wound)
- artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks clean up of combusted rules:
- there are tiers for most of the special rules. Instant Death (2) circumvents Eternal Warrior (1) for example. Feel No Pain (1) is 5+, Feel No Pain (2) is 4+ and Feel No Pain (3) is 3+. If no value is given, the special rule is tier 1.
- no more difference between leadership test and morale test
* terrain rules on a single page, true line of sight, non-vehicles models are ignored altogether, rules for special terrain like bunkers, ruins or deathworld mangroves in narrative rule section less randomness, more strategic options:
- more elaborate reserve rules, can nominate turn of arrvial and has only small change to arrive earlier or later, or can intervene behind enemy lines, arrives randomly but can hinder enemy reserves, must be distributed evenly between turn two and three, later arrivals only randomly
-no more random game length -no roll for first turn
-deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous
- movement impairing effects from pinning weapons even if morale check is passed (if roll is above halved Ld), Fearless not immune to this, but only effected if rolled over full Ld
- more reactions to shooting than going to the ground depending on unit type and special rules. bikes can evade (3+ cover as same as before, but cannot assault or shoot next turn), jump troops can fly high, units with Stealth can attempt to vanish, …
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Biggest change for me? The BS table. We as DS designers have been thinking of how to tackle to-hit and to-wound... looks like GW is messing with it as well.
Thoughts? | |
| | | dumdeedum
Posts : 243 Join date : 2011-05-31 Age : 34 Location : London, UK
| Subject: Re: 6th Edition rumours Mon Jun 20, 2011 10:14 am | |
| I havn't played since 40k itself since 4th edition, so I don't know how it compares to 5th edition, but I like the look of a few things. Firstly is the new tau and necron things, they're my favourite armies and I want new models etc. for them. Then I like the removal of the random elements of the game, particularly the random movement and decision of who goes first. The negotiation for who goes first seems like a really good idea to me which might be nice in Death Squads too.
The change to the BS looks promising, though I hope its not overly complicated, looking up too many figures and tables will just slow down the game and not add a whole lot to the game.
If the to-hit mechanism can be made a bit more realistic and variable without making it verly complicated and slow then that would be great, it seems like such an oversimplification at the moment having next to no difference to hit between a sprinting ratling in the distance and a stationary ogryn right next to you. But there are so many variables that if you consider all of them you'll never get round to actually hitting anything cos you'll get bored by the time you work out what you need to roll to hit.
The only way I can think of to do it is similarly to having an adjusted BS if you're character moves and shoots, have an adjusted BS based on what the target has done, eg. if they sprinted then you count as having -1 to you're BS, or a -1 to BS if they are at the extreme of the weapon's range (say in the final 2 inches of the weapons range). | |
| | | Laney
Posts : 3352 Join date : 2010-02-13 Age : 48 Location : Colchester, Essex, England
| Subject: Re: 6th Edition rumours Mon Jun 20, 2011 5:13 pm | |
| I saw these on Dakka Dakka - if they are true then 40K seems to be moving in a good direction. Still a long way for GW to go (Chaos Legions sounds cool though!) I've also heard that White Dwarf will no longer be just an advert for new stuff, hidden in rubbish articles and return to some decent articles instead (like modelling and painting things). On that front I'll believe it when I see it. Cheers Laney | |
| | | Gatlag Stonetooth
Posts : 1427 Join date : 2009-07-15 Age : 45 Location : Ridderkerk, The Netherlands
| Subject: Re: 6th Edition rumours Tue Jun 21, 2011 7:28 am | |
| Interesting read! Very curious now. - Laney wrote:
- I've also heard that White Dwarf will no longer be just an advert for new stuff, hidden in rubbish articles and return to some decent articles instead (like modelling and painting things). On that front I'll believe it when I see it.
Now that would be awesome! The older issues were a lot better. | |
| | | Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: 6th Edition rumours Tue Jun 21, 2011 4:55 pm | |
| Interesting... need to digest (now that I have a PC). | |
| | | Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: 6th Edition rumours Wed Jun 22, 2011 4:02 am | |
| I hope GW dares to do an overhaul of their system. I love 40k and its universe, but playing it currently gives me a headache and feels generic. Not my first choice of spending a Saturday afternoon. Meanwhile, however, I keep painting Guardsmen and would love to play with them again - on an army scale, that is. | |
| | | Mordheimer
Posts : 9756 Join date : 2009-07-12 Age : 51 Location : Elizabeth City, NC (USA)
| Subject: Re: 6th Edition rumours Wed Jun 22, 2011 12:47 pm | |
| Read a brutal (but logical) critic of the rumors... interesting!
http://kirbysblog-ic.blogspot.com/2011/06/6th-edition-awesomeness.html | |
| | | Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: 6th Edition rumours Thu Jun 23, 2011 4:48 am | |
| Hilarious, but it's always easier to be a critic. He's just bashing GW, I don't find his arguments all that reasonable. We'll just have to wait and see until we hear more, I guess. Edit: Why I currently can't bring myself to play 40k: | |
| | | Arachas
Posts : 1880 Join date : 2010-08-15 Age : 40 Location : Secret Volcano Lair in The Netherlands
| Subject: Re: 6th Edition rumours Tue Jun 28, 2011 9:45 am | |
| A summary of the rumours so far here | |
| | | Laney
Posts : 3352 Join date : 2010-02-13 Age : 48 Location : Colchester, Essex, England
| Subject: Re: 6th Edition rumours Tue Jun 28, 2011 12:05 pm | |
| I agree - Kirbysblog is a fun read, but actually he's assuming all sorts and not being so logical. I see this in the same way as the Blood Angels Codex rumours. Most were spot on, with some wild ideas (like some mad techmarine and his monster) chucked in. The rumours will firm up soon enough. If I don't like it I'll buy the models and play with my 6th edition book and codexes (or go and buy an older version - old school rogue trader perhaps!). Or... just play Death Squads and model stuff. Laney I hate to say it - but I've played the thunderhammer storm shield spam (with lysander and the raven guard bloke - forget his name). Pure cheese - poor eldar never stood a chance - I was compelled to apologise afterwards and play a more balanced match next time! | |
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