Tuesday, 19 June 2012

6th ED - Solid Rumors?

Just a quick one off me today. Although I've been trying to ignore them, I can't and I've been looking at the rumors. Luckly enough, it seems somebody has gotten their White Dwarf early and has posted some information on Warseer,,,

- Hull Points are in, it is stated that Ghost Arks, Land Raiders, and Defilers each have 4 Hull Points apiece. Necrons have the ability to strip hull points for each roll of a 6 to penetrate/glance vehicles, making rapid-firing gauss weaponry very powerful at removing armour.

- Speaking of rapid fire, you can indeed move and fire once up to the full range of the weapon (it is explicitly stated that Fire Warriors can fire their weapons up to 30" away), no confirmation on the 3x fire for Relentless at half range though.

- Assault moves are indeed 2d6", but added together. Units equipped with jump packs can re-roll the dice to see how far they charge.

- The Rage USR gives you +2 attacks on the charge

- All flying monstrous creatures have the ability to fly 24", doing something called a "Vector Strike", which is a certain amount of automatic hits to a unit they fly over, at the base strength of the creature.

- Monstrous creatures' attacks are explicitly AP 2

- Every army must select a "Warlord" or single general to lead the army, this leader gets an ability. They can choose between three different types of abilities, "Personal", "Inspirational" or "Strategic". They then roll on one of those charts to see what ability it is. The two examples given were a Grand Master giving all friendlies within 12" his Ld of 10 (Inspirational), and a Chaos Lord being a scoring unit (Personal, the ability itself was called "Immovable Object")

- Flyers are a specific type of unit, and it is somewhat unclear as to the rules for shooting at them. Either all units require a 6 to hit them (unless they have a special rule called Skyfire), or this is still the case but only if those flyers move flat-out. Monstrous creatures with the ability to Fly also get this "6-to-hit" rule.

- You have the ability to buy different terrain (it even has its own slot on the new FOC), e.g, you can buy a Bastion with a Quad-Gun (which has the aforementioned Skyfire USR). There seem to be quite a few options for what terrain you can buy, but naturally most of them are typically represented by terrain kits GW sells.

- Now we're on the topic of the FOC, the rules for allies weren't laid out specifically, but it is heavily implied that its not the same as in WHFB. They refer to allied units as "Detachments", and there is an example of a player with a Chaos Space Marine force having some detachments of Chaos Daemons in his army. Basically, I was given the impression that it is far more common (and frequent) for a detachment from another 40k army to join a larger one, than it is for a Fantasy army to have Allies. Think more along the lines of the Storm of Magic rules for using TK, VC, or Daemons.

- Here's a biggie: Units -can- go on Overwatch, giving them the ability to fire upon an enemy unit which charges them, but at BS 1. Eldar (and any other army with access to the Clairvoyance psychic power set) can use a psychic power to give a unit the ability to fire at their usual BS.

- Monstrous Creatures have access to a special "Smash" attack, allowing them to halve their attacks, but double their strength. It mentions that this gives them the ability to destroy tanks more easily.

- It's somewhat hinted that AP will have some kind of affect against vehicles. This is because part of the Munitorum dice set includes vehicle damage dice. It specifies that some of the dice are "AP 1, AP 2, and AP 3 Damage dice", or something to that effect.

- 4 Disciplines of Psychic powers, basically what we were thinking in terms of Clairvoyance, Biomancy, etc etc. There's a chart near the back of the WD detailing which (if any) psychic disciplines a particular army gains access to. It's interesting to see that a large amount of armies don't have access to any at all.

If any of that is true, I'm really looking forwards to 6th edition!

Monday, 18 June 2012

I see the Warp!


So it's time to start counting down until Saturday where we will discover more about the 6th Edition of Warhammer 40K. Today I thought I would write about the second teaser trailer from GW (which you can see above). This strongly hints at Psychic Powers making a big return to the game (rather than an extra shooting or movement ability which some models have now), which has been mentioned in a few rumors.

Personally I think this makes sense as a big common factor in 40K is the underlying fact that the Warp is a major player in the background setting of the game. The Warp is what most races use to travel through space as well as draw upon to unleash powerful sorcery upon the battlefield to blast the enemy into a smoldering crater. It's also where the Chaos Gods and Daemons live and it's the bitter pill that helps keep the Imperium together by allowing it to communicate and travel across the galaxy!

So what do I want to see? Whilst I would love to see a return to the second edition psychic phase (the poker phase as it was known. You used cards to generate power for what you could do and it became a mini game in it's own right), I can't see it happening. I'm expecting something similar to how magic works in Warhammer but hopefully not as game swinging as some of the spells can be. All will be revealed in a few days but what do you think about the return of psychic powers in a big way to the game?

Sunday, 17 June 2012

The End is Nigh!

So in about six days, we will see the 40K internet community explode. Reason being? Well unless you've been locked up in a darkened cell on Mars, you may have noticed GW's attempt at marketing about the new edition of Warhammer 40,000.

Although I'm "old" (if being in your 30's is old), I still get quite excited about new releases/things and so far this year I've had a few to get excited about (such as films like Prometheus and The Dark Knight Rises to new consoles like Wii U) but I am quite excited about the new edition of Warhammer 40K. Warhammer 40K was my first introduction to the world of miniature wargaming, as I can remember going into a computer shop in the 80s with my Dad and I noticed some of the boxes and blisters for Rogue Trader (1st edition of 40K). Even though I never got to play with any of those things (waste of money so says my Dad), it wasn't until 2nd edition 40K I really got into the swing of things.

So upon the eve of 6th edition, I thought I would do a couple of blog updates about what I like or hate about 5th edition and some of my hopes for 6th.

So to kick things off, I'll do something I hated about 5th but came to be okay with. This dreaded thing? True Line of Sight

True Line of Sight has been around in Wargaming for years. It's something easy to explain to the player and you don't need to spend a lot of time explaining concepts about how it works (if you can see it you can shoot it). However come 3rd and 4th edition of 40K, we were introduced to Area Terrain and unit types, which brought an abstract way of viewing things on the table. This meant whilst playing on the board with lots of models in dynamic poses, you also had to imagine that the terrain and models produced infinitely high cylinders/shapes which helped block line of sight. This allowed you to set up tactical games based around fire lanes and in my opinion was quite good fun. However, if I played anybody who was not a tournament regular or not part of my gaming circle, I would usually have to explain the rules about how this worked for some reason. So 5th came in and one of the changes was True Line of Sight and I hated it. I had visions of players abusing the rules and modeling units to be crawling across the board to limit what they could see or being based upon a really big rock so they could see everything. In reality, I shouldn't have been worried. In the four years of 5th ed, I have not seen or heard about anybody abusing this rule and over the years I have gotten used to the rule and have accepted why it was changed (because a lot of players used it anyway in 4th ed).