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Either the rules or the update is a FAKE!

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Anglacon Icon
- 01-12-12 12:59 - 9 comments

Posted Image

Well, here is the rule PDF:
Attached File  Rulebook.pdf (1020.79K)
Number of downloads: 0

And the codex update:
Attached File  Codex Updates.pdf (197.42K)
Number of downloads: 0


I know this is a pre-finished copy, but mistakes like:

Quote

The Klaivex marks his chosen toe with an imperious
gesture

Really? He waves at his toe? Which toe?

Quote

Master of the Skies: Sathonyx and any unit of
Herons he joins may

Um, you thunderwolf cavalry better watch out.. the baron is coming with a flock of Herons to wipe you out! I mean it is not even close... Hellion, heron...

of course, some herons are more evil than the worst hellions!
Posted Image

Quote

Units of Grey
Knight have a Mastery Level of 1.
Units (plural) of grey knight( singular)... I mean these are typos a 12 year old could find... because it seems an 11 year old pulled all these out of his a$$.

I am not sure if both PDF's are fake, but i am pretty certain that the Codex Update is.
Read 336 times - last comment by styx   Icon   Icon

6th edition 40K Leaked!

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Anglacon Icon
- 01-11-12 17:08 - 6 comments

Posted Image

Here is some info from BOK

This is a new statline that works with BS to determine if hit a unit

Evasion (EV)
The Evasion Value indicates how hard it is to hit
the model. The smaller and faster, the better the
Evasion Value of a warrior. This characteristic is
not part of the model’s profile as it depends on
the speed of the model. A moving Tau Fire
Warrior has an Evasion of 3, a stationary Land
Raider tank only an Evasion of 1. This
characteristic is described on page 70.

Cover Save are now 5+ looks like for many things

The following is from duel live blogging courtesy of Reece from FrontlineGaming

•Wound allocation: Back to 4th ed we go! All wounds are distributed by armor type, multi-wound models count for as many models as they have remaining wounds. Sarge and his special weapon buddies are last to die.
•Running in the movement phase….most of us do this already!
•Instant Death, this is awesome! Instant death is totally changed, if your toughness is exceeded by 4 points of strength you take 2 wounds. By 5, 3 wounds, etc. Tyranids, rejoice!
•If you double your opponent’s WS, you hit on 2′s in combat!
•If you double your opponent’s WS, you hit on 2′s in combat! If their WS is double yours, you hit on a 5, triple, you hit on a 6!
•Rigid saves: sounds like FnP, but is ignored by AP 1,2,3 or instant death attacks. FnP is Rigid 4+
•Removed from play now just means removed as a casualty. Necrons get a break from JotWW!
•Preferred enemy: Shooting and HtH! But like 4th ed, always hit on a 3+, if normally hitting on a 3+, now hits on a 2+. If you choose to shoot at a unit that you have PE against, but don’t, you lost the rule for the rest of the game! Now Destroyers with preferred enemy: Everything! makes sense!
•iers of Eternal Warrior, still reading it, but if you have EW 1, you ignore ID 1, etc. level 3 ignores all ID
•If a unit can be singled out by an attack (JotWW) it becomes it’s own unit. Shielded (USR) ignores that rule.
•Falling back is now your movement + D6″
•some units can cause Terror which triggers a morale check
•Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles
•Broken units automatically fail their morale if they lose a combat.
•Surrounded: if broken and falling back, if you end your move within 12″ of an unengaged enemy model, the unit is destroyed! Wow!
•Tactical Retreat: If a unit falls off the board, they are removed from play but does not count as destroyed. You can choose to leave the game and not give up a KP or VPs.
•Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.
•Tiered fearlessness: can be pinned or shaken. Nice! Fearless units are subject to rules but are better against them. Level 3 fearless ignores everything, though. Stubborn the same. Cold Blooded new rule allows you to choose to pass or fail. ATSKNF largely remains the same.
•Critical hits: this is a blanket rule that automatically wounds and ignores all saves but invulnerable, vehicles take a penetrating hit. Triggered by certain attacks and difficult terrain roles, which now are on a 6, not a 1.
•new Dense terrain type: can’t see through it at all. If a unit is in it, you ignore this unit for shooting.
•Cover saves now 5+ for all but fortified ruins.
•Skilled Rider now IGNORES difficult terrain checks.
•Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.
•Move through cover: run/cruise through difficult terrain.
•Turn phases: Move, Assault, Shoot, Consolidate
•BIG! In order to control a mission objective, you must have it for an ENTIRE turn.
•Turns are defined, things that occur :at the beginning of the turn” are clearly defined.
•Cruise and Combat speed are for all units now, cruising or running for infantry, is a straight double movement, no more random roll.
•You cannot shoot before charging anymore. A Charge is a double move.
•Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase
•Flat Out: Triple movement
•Fleet adds 2″ to your movement value!
•Fast rule: shoot twice if stationary, shoot normally after moving or charging
•Rage: can’t remain stationary, must take -1 morale check to not charge enemy unit within 12″
•Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10
•In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’t target into HtH.
•BIG RULE: No Retreat is now a critical hit for every wound you lost combat by (ignores armor) but you can pass a morale check with a -1 for every wound you lost combat by. Wow, that levels the playing field, a LOT!
•Sweeping advance: if you lose combat and fail a morale, you roll 5+ and break out of combat or are destroyed. If your In is higher than the pursuing unit’s In, you break off on a 4+
•3″ consolidation
•Hit and Run now only 3″, but can now shoot in the following shooting phase
•Hulk rule: can not attack in HtH
•Intractable rule: cannot be bound in HtH
•All models with a base (infantry, walkers, MCs) do NOT block LOS. They grant a 5+ cover unless the squad leader of the firing unit can not see the target unit, in which case the save is a 4+
•Look out sarge: a unit can force a cover save to a unit behind it, even if normally the target unit would not get a save, but the intervening unit takes a critical wound for every save that is passed
•Evasion: 3 base for all units. Massive: Tanks, MCs, GCs, bastions, walkers, super-heavies -1 Ev. Stationary -1. Jink +1, Swarm +1, Flyer always a 6, point blank (squad leader is within 12″) EV always 3
•Divide fire: if you have the divide fire rule, you can give up a shot to shoot all remaining weapons at different targets! A vehicle that holds still can do some serious work, but is easier to hit.
•Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.
•Multi-Targeting: if you have this rule, you can double your shots if you hold still!! Wowzers. If you have multi-targeting(3) you can shoot three times. If you hold still, you shoot 6 times!
•Overwatch! If an enemy unit ends its move within 12″ of a unit with this ability, they can perform a defensive shooting action at them out of sequence
•Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″
•Tiered stealth: +1. 2. 3 etc.
•Swarms: eternal warrior (1), +1 evade, vulnerable to blasts
•veiled: tiered level 1, 2d6x3 to spot, level 2 2d6x2, level 3 2d6x1.5 to spot.
•Draw Back rule: performed in the consolidation phase, 2d6″ move after shooting: eldar jetbikes
•In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup.
•You can oly regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.
•Patch up: bye bye wound allocation tricks! If you have more than one multi-wound model with a wound, take a wound from one and give it to another until only one model remains with less than full wounds! Peace out, Draigowing!
•Defensive fire: you can shoot a unit that comes within 12″ out of sequence with this rule. Nice! shoot units as they assault you.
•Charge by CHance: sounds like over-watch but for assault. If a unit appears within 6″ of the unit with this rule, it can assault that unit. Sounds like shooting a transport, blowing up it up, then assaulting the unit inside.
•Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2) gives 3 shots at 12″, 2 at 18″
•assault weapons count as a secondary close combat weapon in HtH
•Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions
•“bomb” type weapons are fired in the movement phase
•grenades can be used as weapons against massive type models (MCs!) or vehicles but your WS is 1
•Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule.
•Grenade launchers halve the WS of the defending unit when attacking them with grenades
•ID causes an additional wound even if the str value of the attack isn’t high enough to normally cause ID. Eternal warrior block ID if the tier is higher.
•master crafted rerolls a miss, multiple master crafted weapons of the same type in the same unit reroll one miss per model with the rule (speeds things up a lot)
•coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.
•Blast weapons. Wow! Hit with BS as normal, if you miss, scatter the number x 2 (always scatters). So if you hit on a 4, you can only ever scatter 4″ max!
•Template weapons: can shoot out 3″ from the firing model unless otherwise greater, if it hits the firing point of a vehicle or bastion, D3 models inside are hit! Can be fired in the turn you assault, hitting D6 times on the target unit at the weapons str and ap.
•blast weapons hit as described above. Any model partially under the template gets hit at full strength (even vehicles). If the blast hits a vehicle, full strength to armor in firer’s facing. If not on vehicle, full strength to armor facing the center of the blast but -3 on the damage table.
•Multiple blasts: fire one weapon as “lead.” Resolve where it lands, all secondary shots must touch the preceding template and hit as many enemy models as possible, moving towards the enemy unit if the shot missed. Wow. Faster, and much deadlier.
•Rail Weapons: awesome! Target a model within range, even if not in LOS. Roll to hit as with a blast weapon. After final point is determined, draw a line between point and firing unit. All units under the line take as many hits as models under the line. Holy crap, this can rape tanks! A Hammerhead could theoretically hit as many tanks as are in a straight line and in range! Models out of LOS get a 4+. Multiple rail weapons resolve simultaneously, indirect rail weapons only grant a cover save if the unit is in area terrain.
•Barrage: roll to hit as with blast weapon. If target is out of LOS you hit with BS, roll the scatter, on a “Hit” you hit. On an arrow you scatter double the die roll. On a BS miss, you scatter as normal.
•Bombing is a free action done in the movement phase
•AA weapons always hit target as if it were evade 3
•Entangling weapons cause target to be in difficult and dangerous
•pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.

•Snipers are finally legit! All sniper weapons are pinning, rending, directed hits! Wow, they can choose who they can hit! Finally.
•Targeter: shooting unit makes target count as stationary for EV purposes.
•Twin-linked template weapons increase their range to 6?. Wow, twin flamers now shoot farther instead of rerolling to wound.
•Rapid fire weapons fire like assault weapons now, meaning they can always fire once out to max range, and an additional shot if within 12?. Nice!
•Force weapons cause ID(2) so they don’t own monstrous creatures anymore. Thank goodness.
•Power weapons now have the parry rule, which grants a 5++ in HtH! Awesome! A reason to take them.
•Monstrous creatures now hit with a weapon that is 2xS, ap 2
•All CCWs are ap6, which means Orks and Gaunts and such get no save from most HtH attacks.
•whitcblades are str7, and can be “chanelled” activated with a ld test, to allow the wielder to reroll any failed invul saves.
•Melta bombs finally have the melta rule and ap!
•Psychic Hood: roll a D6 if within 24?, add mastery level, blocker needs to beat defender to stop power. Can’t be used inside a transport.
•Unit Types:
•Infantry: 6? move, 12? run or charge
•Beasts or Calvary: move 7?, charge 21?, run 14?
•Jump Infantry: move 9?, charge or run 18?, deep strike
•Flying Infantry: airborne, move 9?, run or charge 18?, deep strike
•Jet Pack: move 6?, airborne, draw back, deep strike, 12? charge or run
•Bikes: move 8?, charge or run 16?, fast, multi-targeting (1), jink, +1 toughness against shooting attacks only, more resistant to ID
•Jetbikes: move like bikes, plus airborne, and draw back for Eldar
•MC’s: massive, monstrous, multi-targeting (2), relentless
•Gargantuan Creatures: 9? move, fearless (3) and a host of other rules
•Ground Vehicle: any vehicle not specified is a ground vehicle, move 6?, fearless (2), hulk, intractable, multi-targeting(1), relentless
•Skimmer: move 8?, same rules as ground vehicle but also airborne
•Fast Skimmer: same as skimmer but also: jink, fast
•walkers: vehicle, fearless (2), massive, multi-targeting(1), relentless
•artillery: same as above but also crew, crew members are markers that represent firing models. take one away every time the vehicle suffers an unsaved glancing or penetrating hit.
•Fortifications: same as above bu also hulk and immobile
•Characters
•special rule: covering fire: Character forgoes shooting to allow unit to have one directed shot if the unit rolls at least 3, 6?s to hit.
•Characters allow their unit to regroup in the consolidation phase. No mention to minimum unit sizes.
•Characters have directed hit rule in HtH and shooting!
•Characters can either be a squad leader or an IC.
•Squad leaders are really important. They determine characteristic tests, facing for shooting at vehicles, seeing if the enemy unit is in cover, point blank range, etc.
•If squad leader dies, another model takes his/her place.
•IC’s can not join vehicles or MCs/GCs unless they are of the same unit type.
•Psykers
•Psykers can perform one “power” type action per level of mastery. Mastery goes from one to 6. Humans rarely exceed 3, Eldar or Daemons rarely exceed 5.
•All psykers level 1 unless specified otherwise. 1 power per level, can’t be duplicate power unless otherwise specified.
•Perils on 2 or 12, critical hit. No mention of rerolling successful invul saves.
•Psyker squads are cleared up. One model counts as using the power.
•Any psyker can attempt to stop a power, works on a 5+ so long as the defender is not in a vehicle and within 24?
•Vehicles
•No vehicles can go up levels in a building anymore, even walkers.
•Terrain checks for every piece of terrain moved through.
•Hitting a Vehicle in HtH is different. If vehicle moves, they are WS10, if they hold still, WS0.
•“Tank” type vehicles get -1 to the damage table. Leman Russ, hoooo!
•Super heavies: -3 on the damage table.
•weapon destroyed is -1 to multi-targeting. Reduced to 0 can only fire one weapon. reuced to -1, can’t shoot.
•Immobilized 2 times = dead.
•Explodes is now d6? radius. All units in range, or that were embarked roll a d6 for as many models as were hit. On a 6, the unit takes a critical hit. Exploded vehicles leave no debris behind.
•wrecks are a 5+, difficult, dangerous
•hull breach: for every additional stunned or immobilized result in the same phase, the damage is 1 higher. Ouch.
•skimmers that are immobilized hit the ground off their base, and models underneath move out of the way.
•Sqaudrons: any stunned, shaken, immobilized result ignored on a 5+ with +1 for each vehicle in the squadron. If test is failed, each vehicle in the squadron suffers the result.
•smoke=5+ cover
•dangerous terrain=roll d6, on a 6, vehicle suffers penetrating hit. only invul save to stop
•repair rules got WAY better: on a 5+, repairing model removes a shaken, stunned, immobile or weapon destroyed result. Or, can boost the vehicle with the same role to add a level of multi-targeting! Techmairnes and Techpriests just got waaaaay cooler.
Read 237 times - last comment by styx   Icon   Icon

1850 Orks Versus Demons

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Anglacon Icon
- 10-04-11 06:21 - 4 comments

Tainted Spam led his Orks against Anglacon's Demons in a clash that was two years in the making. These exact 2 lists were last seen at the NECRONOMICON tournament in Orlando, FL, but never played against each other. Both armies finished top 10, and after much smack talking about who would beat who, the game was on!

Spam's orks:
Posted Image
Warboss on bike, cybork body, powerclaw, attack squid and bosspole
5 meganobz with 3 skorchas
10 kommandos with Snikrot, 2 burnas
14 lootas
5 nob bikers with stickbomz, a painboy, 1 klaw, and the Waaagh! Banner.
20 shoota boyz, 2x big shootas and a nob w/klaw and bosspole
12 slugga boyz w/nob, klaw, and bosspole in a trukk w/ram
14 stormboyz w/nob, klaw and bosspole
2 battlewagons, 1 with a kannon, both with rams


Versus

Anglacon's Demons

Posted Image

Skarbrand
Bloodthirster with ironhide/might/blessing of the blood god
2 x 16 bloodletters/ icon/ fury of khorne
2x 8 bloodletters/ fury of Khorne
2 Demon princes of Khorne/ flight/ might/ iron hide

Demons won the roll to go first, and deffered to the Orks.

the mission was Seize ground with three objectives, and a spearhead deployment.

Orks set up thusly:
Posted Image

Spam's Pre-Game plans:
Well, I felt pretty good, as my list matched well against his... I needed to take out his big threats early, and then use my greater movement to take the rest of his army down.

Anglacon's pre-game plans:
I held Skarbrand back for the second wave, knowing how powerful the re-rolls to hit were. i am planning on getting some bloodletters in position for a solid second round charge to take out those lootas. They scare me! I also decided to concentrate on 1 table quarter at a time, where my better hand to hand abilities will help counter his shooting and movement.

(Players thoughts will be in Blue for Spam, red for Anglacon)
Ork turn 1:
Spam sat there and just said, i'm done, your turn!
Movement was irrelevant here.. my only plan is to make him commit, but not in my table quarter.

Demons Turn 1-
The preffered wave of the Bloodthirster, 16 letters, 8 letters and a prince came in. The prince took position by some ruins at the bottom of the table, and ran in. The thirster went forward to threaten the battlewagons. The 16 man squad went dead center, right on an objective then ran into cover, keeping the banner as far forward as possible. The 8 man letter squad went for some trees by the wagons, but scattered into the middle of an open field right in front of them, the bike squad and the lootas.
Aaarghh.. 2 bad scatters- the thirster and the small bloodletter squad. I wanted the thirster between the building and woods, and I sure as hell did not want my 8 man bloodletter squad sitting in the open waiting for a ton of shots to wipe them from the board! I am gonna get smacked down on his turn to be sure!
Demon Deployment at end of turn 1:
(red circles are where the objectives are...)
Posted Image

Ork Turn 2:
Well, I need to kill at least one demon prince this turn. Probrably the one in the ruins in the back. I will also try to bait the Bloodthirster on my left with a tasty 7" moving battlewagon. I am not going to commit the stormboyz yet, because I just know i will need them to counter what he is going to do next.

The Ork movement saw a wagon go over to threaten the bloodthirster, the trukk boyz zoom up and deploy right by the demon prince, and the bikers and other battlewagon go to threaten the 8 man bloodletter unit.
After movement, the Ork beatdown was about to begin....
Posted Image
The Orks opened up with the lootas saying "hello" to the demon prince in the ruins... They wounded the big guy 10 times, but some great 3+ saves saw only 2 wounds actually taken! The sluggas from the trukk boys claimed another wound, and they got ready to charge.
The 8 man bloodletter unit took a crap-ton of twin linked shots from the bikes, but only lost 2 models! The Boyz in the tank unloaded with their shootas and killed all but two. Some amazing saves for the demons!

the orks charged the demon prince, and the bikers charged the two bloodletters. Before dying, the Demon prince took two trukk boyz, and the bloodletters did a wound. The trukk boyz consolidated into the ruin, and the bikers tried to consolidate away from the bloodthirster.

End of the Ork round: (red X's) are where a prince and letter squad USED to be!
Posted Image

Demon turn 2:
NOTHING CAME IN!

The Bloodthirster jumps over to the bikes, and is within 6"... the 16 man squad spreads out to threaten either the lootas or the trukk boys next turn.

Comabt saw the thirster chew through the bike squad, and they fled and were run down. Just like that, the Demons were back in the game!

wow. I weathered the Ork shooting ok this round, but not getting in ANY reinforcements hurt pretty bad! I now had to concentrate on keeping the letters on the table alive.. i knew the thirster is as good as dead, but I need that icon to hang around a bit! The thirster combat went great! I killed 3 nobs (6 combat res) to no wounds in return!

Ork turn 3:
(My camera started to crap out on me here.. sorry...)
Whoops- forgot last turn to roll for Snikrot.. wont make that mistake again! This turn, i NEED to kill that bloodthirster before it runs rampant across my lines.. He may have fallen for the bait unit of my batlewagon, but i fell for his 8 man bait unit as well! The consolidate was not enough for me to avoid the bloodthirster!
Snikrot came in, and deployed in the ork zone to threaten the Thirster. the StormBoyz finally commited, and flew at the thirster as well, as did the Meganobz who deployed from their wagon. Everything was taking aim at that Bloodthirster!
Shooting saw the lootas open up and do 28 shots! They wounded 5 times, but the Iron Hide of the thirster saved 4 of them! All of the Nobs opened up as well, but were unable to even wound the demon. The battlewagon shot and did only 1 wound! The thirster seemed indestructable! Battlewagon 2 missed the shots, all the sluggas shot- no wounds! The sluggas all shot- 5 hits, no wounds! 36 shots from the shoota boyz however took a wound from the beast, leaving it with just 1. Snikrot and the Nobz both charged the thirster, who lashed out killing 3 nobz before dying himself!
Posted Image
Demons turn 3-
All but the 8 man squad come in!
Well, the thirster sure put up a valiant fight, and now the orks, already on their heels have to face another 16 man bloodletter squad, a demon prince and the big baddy Skarbrand himself! His lootas can still wipe the prince or Skarbrand from the table in 1 turn, but unless i get a good terrain roll for my letters, I cannot reach them this turn! I need to "distract" them with Skarbrand AND the demon prince right in their grill!

Skarbrand used the Icon to come in right in front of the lootas! The demon prince did as well. the other squad of 16 bloodletters came in to threaten the Trukk boyz who were sitting pretty on an objective! The Bloodletters who were able to move rolled for terrain and got a "4". Not enough to reach the lootas, but might be enough to assault a battlewagon that crept to close to kill the Bloodthirster.

Running saw the 16 man bloodletters that just came in run up to the ruins that housed the trukk boyz, while skarbrand and the demon prince ran up to 1" away from the lootas.
Assault saw the letters make it, and in hand to hand, needing 6's to hit, they managed to immobolize, stun and rip a wepon off the wagon.

Ork turn 4:
Well, Anglacon is committed. I now have to move for the objectives. Both his remaining scoring units are in the open. I know Skarbrand and the demon prince are in my grill, but they mean nothing! If I destroy his troops- he cannot win!

The Orks moved across the table to kil the Bloodletters. he moved Snikrots group up to threaten the letters attacking his wagon, and the rokkit boyz at the other 16 man squad.
the lootas opened up on the squad by the rokit boyz, and killed 2. The boys shot a few more down. Snikrot flamed the unit in front of him, and with some help from the embarked shoota boys, wiped all but 2 bloodletters from the field!
Charges saw the Rokkit boyz on the 14 strong bloodletters, and snikrot on the 2 remaining ones.
Snikrot killed both, taking 3 wounds on his unit in return. they consolidated to the middle objective.
the Rokkit Boyz were the painful recipiant of Anglacon finally remembering he gets to reroll misses! They were wiped out to all but the fist, who did a wound. he was then run down, and the letters consolidated into the ruins with the trukk boyz.

demons turn 4:
So much for making him shoot at skarbrand! he went right for the troops, which was the smart thing to do! I stupidly forgot Skarbrands rerolls in snikrots figh, but remembered just in time to wipe the rokkit boyz off the board! i am in good position to kill the trukk boyz, but being in cover they go first, and get rerolls from skarbrand, because i need him to take out snikrot and they are within the 24" reroll bubble!

Demons saw the last 8 man unit fail to come on the board. Skarbrand ran over to threaten snikrots unit, who had 1 model out of terrain, so Skarbrand would go first. the demon prince went for the lootas, and the bloodletters in the bottom ruins got ready to charge the Trukk boyz.

Combat saw the lootas wiped, and the prince consolidate twards the immobile tank. Skarbrand killed all but snikrot and a friend, but with a great leadership roll, they stayed put! the letters had to wait while the trukk boyz struck first, rerolling to hit, but the needing "5's" to wound made it so only 4 died. When the letters struck back, they wiped the Boyz, and consolidated as far forward to the middle objecitve as possible, while holding the bottom one.

Ork turn 5:
Bad turn for me. I now need to keep Anglacon focused on the two objectives on his side, while I take the one by me and contest the other with my trukk. My shooting is pretty much gone, and there is not much left i can easily kill.
The Ork turn began with the battlewagon moving 13" to claim the uppermost objective. the ork trukk zoomed up to contest the lower objective by the ruins, and the two remaining nobz jumped in the immobile battlewagon. Shooting from the nobs and wagon was ineffective.
Combat saw Skarbrand kill Snikrot and his pal, and consolidate twards the trukk that was contesting the lower objective.

Demon turn 5:
Well, This is going pretty well. I should be able to get Skarbrand AND the letter squad into base with the trukk, and control that bottom objective. My last squad is coming in without a roll this turn, and my Icon is pretty far forward.. i might be close enough with the 6" range to be in control of that middle objective... it is a close one!

the demon turn started with the last Bloodletter unit hitting the table as close as possible to the middle objective while still being within 6" of the icon. The Bloodletters went for the trukk, but blocked Skarbrand in the process. The middle bloodletter squad ran, and a "" came up.. they were JUST out of control range!
The Trukk combat went as you would think it would, with a blown up trukk!
the demon prince destroyed the wagon, pinning the 2 nobz inside.

So the roll to see if the game continued was made.. and a "2" came up!
Game Over!

The orks held the top objective, the Demons the bottom and were 1" out of range of the middle!

DRAW
Read 1,095 times - last comment by TaintedSpam   Icon   Icon

How to play (and win) at 40K

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Anglacon Icon
- 09-14-11 16:12 - 1 comments

Consider this article a basic "Primer" if you will. the truths will be simple, and seem to be comon sense, but the truth is, most 40K players do not follow these guidelines, and rarely, if ever, reach the top of the podium at tournaments consistintly. They may luck out once or twice, but to win on a constant basis, well, that is where these "rules" or "guidelines" come in.

Rule #1: Know your army!
Every few months or so, GW will throw a new, shiny army book out with a lot of neat toys you just HAVE to have! The problem with grabbing every new army is that you never truly master using any of them... you just become a sub-par player chasing his own tail.
PICK AN ARMY! find one that suits your playing style, and go with it! After playing the same army over and over again, you will pick up small intricacies on the army without even knowing it. You will be able to judge how your units will do in most any situation, so you will just know when it is time to charge in, or when it is time to back away.

Rule #2- Make a list to be feared!
Posted Image
Now, I am not saying "make a list people wont want to play", but i am saying dont bring a knife to a gunfight. If you are going into a tournament setting, running an all on foot necron army is a sure way to be paired with the players that had to pin their mittens to their sweaters when they were younger! If necrons are your army, bring a tournament list! (or switch armies, but that is a different discussion!)

Rule #3- For the love of god, READ THE MISSION!!
So you have your army, and you have been playing it regularly. You made a list that is competative, and took it to a tournament! You play your first game, and wipe almost every unit of your opponents off the table! He has smoking wrecks all over the place, with only a few, straggly looking units scattered across the desolate landscape! YOU ROCK! You go to tally up the points, and you find out you got MASSACRED! How? How did this travesty happen?
You didnt read the mission you putz!
the mission said "player with most scoring units within 6" of three objective markers wins!". true, your opponent has only 3 models left, but they are all scoring, and all within 6" of an objective! Yours? Well, they are across the board in his deployment zone taking out his tanks!
Congrats! You wiped the board with him, and still lost, and your next game is against the all foot necron player!
Posted Image

One of the hardest lessons to learn in 40K is that sometimes, if you want to win, YOU DONT FIGHT! That may seem counter productive, but it is true. There are times a nice, meaty target is sitting right...there... just waiting for your terminators to crush to a pulp! And what is this? It is the opposing players HQ unit? Asdrubael, who failed his shadow field save just seconds ago? 240 points for the taking! What a great opportunity!
OR... you could run your terminators over to contest an objective...
Though every fibre of your being is screaming "BLOOD FOR THE BLOOD GOD!", the smart thing to do is turn tail and run to contest. Sure, it is not as fun or satisfying, but at the tournaments end, when you win first place, you will forget all about not charging that lone model, but you will remember winning the game!


Rule #4- Read your opponents list!
Now, i know a lot of people say "let me see your list" and skim through it quickly. Do you know what they see or remember from the list? Nothing! I cannot stress to you enough how many times i have found an opponent who "forgot" he took a peice of wargear out in his final draft of his list.
"Oh, I guess the rhino does NOT have dozer blades" or "Geez, i thought I paid for that Melta Bomb".
Yeah, you may think so and try to use it, but you did not!
The BEST way to check a list is to see if he spammed the same units, and if he did, make sure the points are all EXACTLY the same! If one is different, check the list and see what is missing! 5 Rhinos with dozerblades and 1 without are on the table. If a rhino goes through terrain and rolls a "1", I bet you 1 million dollars it just "so happens" that that specific rhino had it!
Check them, and make sure he marks which are different.

There was one tournament where a "person" kept changing his army from plasma to meltas depending on who he was playing. the excuse "it costs the same anyway, so I choose each game" does not work in tournaments there doucheblogger!

Rule 5- "Think Ahead!"
Posted Image
When moving your army, just dont move it to where it will be good for you here and now, move it so that it is in position to go where it needs to NEXT turn as well, or even the turn after! Try to never block your shots, if on foot, hug close to terrain so you can dive into cover if need be, and always be thinking of your opponents potential moves, so you have a counter already planned out in your head.

Nothing unnerves an opponent as much as when he plots his moves slowly, and calculates everyhting out, then on your turn, you move quickly and decisivley, and whats worse, you moved well and countered him. yeah, that will get into his head, and he will begin second guessing himself!


So, to recap...
Plain and simple:
Know your army, bring a good list, Know your opponents army, Know the mission, and Know what you plan to do with the turns you have left.
pretty much, KNOWLEDGE IS POWER.
Posted Image
Read 1,148 times - last comment by roidmonger   Icon   Icon

Ard Boyz Semi Scenerios Discussed

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- 08-31-11 09:24 - 3 comments

Posted Image

Well, to those who made the cut, lets look at the Ard Boyz Scenerios, and dissect them.
They can be found in their entierty here: Scenerios

So, lets see which way the powers that be are pushing the armies....


Scenerio 1:

Quote

40K Ard Boyz Semi Final Scenario 1:
I haz a Mezzige!
Mission:
Escort your messenger across the board safely while intercepting your opponent’s messenger.
Objective:
Score more victory points than your opponent while escorting your messenger into your enemy’s
deployment zone.
Before the start of the game each player must nominate a single non vehicle, non monstrous
creature troop model to represent their messenger. This model must be escorted into the enemy
deployment zone by the end of turn 6. The messenger and his unit must be deployed in your
deployment zone. The unit with the messenger cannot infiltrate, scout or deep strike and he can
not be held in reserve. The unit can be deployed in a vehicle with transport capacity but that
vehicle cannot scout, infiltrate, outflank or deep strike. If you successfully escort your messenger
into your enemy’s deployment zone you will receive an additional 500 victory points.
(FOR DEMON ARMIES: select one unit of troops to have the messenger as above. This unit
must deep strike into your deployment zone. IF the scatter moves the unit out of the deployment
zone move it back the minimum distance so the entire unit is in your deployment zone. When
dividing your army don’t count this unit as it will automatically arrive with your first wave).
Deployment:
Use Dawn o War found on page 93 of the rulebook.
Length of Game:
This game last 6 turns, or until time is called. Do not begin another game turn unless both players
can finish their player turn.
Special rules:
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (Page 94)
Reserves (page 94)
Seize the Initiative (Page 92)
Massacre:
1126 to 2500 victory points more than your opponent.
Major Victory:
751 to 1125 victory points more than your opponent.
Minor Victory:
376 to 750 victory points more than your opponent.
Draw:
Your total is within 375 victory points of your opponent.
Battle point modifiers:
+1 If your opponent has no units in your deployment zone.
+1 If you destroy all of your opponent’s elite choices (if they have none you get this automatically.)
+1 If you kill the enemy’s messenger.
+1 If your messenger is alive at the end of the game.


Ok... Lets start with the special "emmisary" rule.
It has to be a troop choice, and must start in your deployment zone even if they are demons.
Pretty straight forward, and the only questions arising would be if you have 1 unit of plaugue bearers, and choose that model, but do not get the preffered wave in, you have a single, lone plaugue bearer sitting on his own. So if you play demons, TAKE MULTIPLE TROOP UNITS OF THE SAME TYPE!!

The Deployment is DAWN OF WAR. So it seems to me, to get 500 extra victory points, you simply deploy your emmisary in a transport 24" up, then on your turn, move 1 inch. POOF! 500 points! the only downside is that other players will do the same, so you may as well throw those 500 points in the trash, as they are useless if you are playing anyone with a bit of skill or game knowledge.

The victory conditions are victory points, lending the mission to be good for multiple small units (MSU) rather than large, blocky ones. the bonus points are pretty straight forward.

So, for mission 1, you want Small, elite units with transports for protection, and if you go first, you have 500 victory points without a problem. if you go second, you still should get it, but it might be a bit harder.


Mission 2:

Quote

40K Ard Boyz Scenario 2:
Kaptur da Flag!
Mission:
The Warboss has planted a flag in the center of the table. It is your job to make sure it stays his.
Objective:
Place an objective marker in the exact center of the board. At the end of the game the player with
the most scoring units within six inches of the objective marker wins.
Deployment:
Use Pitched Battle as per page 92 of the main rulebook.
Length of Game:
Use random game length as per page 90 of the main rulebook, or until time is called. Do not
begin another game turn unless both players can finish their player turn.
Special Rules:
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (Page 94)
Reserves (page 94)
Seize the Initiative (Page 92)
Massacre:
Have 5 more scoring units within six inches of the objective than your opponent.
Major Victory:
Have 3 more scoring units within six inches of the objective than your opponent.
Minor Victory:
Have 1 more scoring unit within six inches of the objective than your opponent.
Draw:
Both players have the same amount of scoring units within six inches of the center.
Battle point modifiers:
+1 If your most expensive HQ choice is within six inches of the objective.
+1 if you have none of your units in your deployment zone at the end of the game.
+1 If you kill an enemy HQ
+1 If you control more terrain than your opponent. (To control you need a scoring unit within 3”
of a piece of terrain)


You can name this one "The big SCRUM in the middle!"
ok, so you need to get to the middle of the board, survive, and keep the enemy away. You need at least 5 scoring units more than your opponent within 6" to win, so what do you need first?
TROOPS!
6 units of troops, all in transports. Since there are no kill points, another MSU army will shine here, especially if your troop choices are resiliant (aka Death Guard).

You also get bonus points for mobility, so longfangs hanging out in the back lines will cost you a point. And in a tournament like this, every point can count! In fact, a dirty trick here would be imobolising a transport in your enemies deployment zone, then ignore it! It is worth nothing, and you keep him from getting a point!


Mission 3:

Quote

40K Ard Boyz Semi Finals Scenario 3:
Armies That Go Bump in the Night!
Mission:
Achieve your mission objective.
Objective:
You have stumbled upon an enemy army and the Warboss hasn’t told you what to do yet.
At the start of turn three roll on the following chart to determine both players objective:
1-2 Kill Points, 3-4 table quarters, 5-6 terrain features. Kill points: The player with the
most kill points wins. Table Quarters: The player who controls the most table quarters
wins. Terrain Features: The player that controls the most terrain features wins. To
control a terrain feature you must have a scoring unit within 3 inches of the edge of the
feature. To control a table quarter you must have more scoring units in that quarter than
your opponent.
Deployment:
Use Spearhead found on page 93 of the rulebook.
Length of game:
Use random game length as per page 90 of the main rulebook, or until time is called, so that each
player completes the same number of turns.
Special Rules:
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (Page 94)
Reserves (page 94)
Seize the Initiative (Page 92)
Massacre: Score 5 or more kill points than your opponent. Hold 3 or more table quarters
than your opponent. Control 3 or more terrain features than your opponent.
Major Victory: Score 3 more kill points than your opponent. Hold 2 more table quarters
than your opponent. Control 2 or more terrain features than your opponent
Minor Victory: Score 1 more kill point than your opponent. Hold 1 more table quarter
than your opponent. Control 2 or more terrain features than your opponent.
Draw: Score the same number of kill points. Hold the same number of table quarters.
Hold the same number of terrain features.
Battle point modifiers:
+1 If you kill an enemy HQ
+1 if you’ve destroyed all of your opponents dedicated transports
+1 If your opponent has no units in your deployment zone.
+1 If you kill all of your opponents Heavy Supports. (If your opponent doesn’t have any
Heavy Support choices you receive this point automatically)


A lazy mission to be sure.. a mission designed to make you think, strategize and plan, but in reality, when combined with the other 2 missions, it simply screams "MSU FTW!"
2 out of 3 scenerios above favor msu armies- terrain and table quarters are for scoring units only (6 remember?) that are mobile (in transports). One mission is BAD for MSU, and that is kill points.
So lets see here... mission 1- good for MSU
Mission 2- good for MSU
Mission 3- 66% good for MSU.

So what army should you take? MSU!


So... lets design your army here...

You need 1-2 hq. If you are going shooting heavy, 1 is fine, hth, you need 2.
you NEED 6 troop choices, all of them in transports (Ork horde being the only possible exception... just due to the sheer numbers of the bastards!)
You need some ranged support to rain death on your enemies in missions 2-3. Think of 3 manticores or earthshakers pummeling the center objective in mission 2... Ouch!
You need elites to prevent opponents from getting free points in mission 1, heavys for mission 3 (mobile heavy are better than stationary due to free points in mission 2) and if your troops are resiliant, they are gold!

Armies that will shine:
I think Guard, Space marines (with combat squadding), Chaos Space marines (yes, really), All marine variants (wolves, angels, knights), Orks, Dark Eldar and Tyranids.

Armies to avaoid:
Daemons, Tau, Static grey knight or guard gunlines, necrons, eldar


Suprise pick:
DARK ANGELS

Think About it... tough as nails troops, lots of anti tank shots, stormshields and thunderhammers, MSU all over the place, and a couple of mobile, heavy whirlwinds for support/ clearing the path.

Yup, Dark Angels have a VERY good chance of winning this thing this year...


Hey Carlos, can I borrow your models? :) Seriously!
Read 1,259 times - last comment by styx   Icon   Icon

Sisters of Battle codex leaked

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- 07-25-11 06:15 - 4 comments

http://s1232.photobu...ent=sob0001.jpg

Not a sisters player myself.. what do you all think?
Read 2,582 times - last comment by MajorThom   Icon   Icon

40K 6th Edition rumors and commentary

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- 06-27-11 10:17 - 8 comments

Here are the rumors for 6th edition, all compiled and presented nice and neat for your perusal. My comments and perspectives as well.

Quote

- 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


This hurts a static gunline, but helps an "in your face" assault army. Parking lots will not be the norm anymore.

Quote

- 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


Well, not sure if this is big yet. need to see the scoring before deciding. if a game is decided by hundreds of points, a few

here or there wont make a big difference at all.

Quote

- 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


So if i dont go first because i am outbid by 12 strategems, I can get 12 rerolls during the game? can anyone here say "My

arcon will never fail a 2+ save, EVER?" I assume this is to counterbalance the "he who goes first wins" mentality there is

in 40K nowadays.

Quote

- 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!<<

So shooting is AFTER assault now? OUCH to armies that like to soften up targets before assaulting, like dark eldar, blood

angels, or space wolves! Um, correct me if i am wrong, but dosent this mean that you can no longer assault a unit after

shooting it out of a transport? You can either assault the transport, or hold back and shoot it. TRANSPORTS ARE BUFFED BY

THIS RULE!

Quote

- 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

WOW... makes taking a plasma pistol better for IC's, but remember- if you are shooting, you are NOT ASSAULTING! good for IG,

Tau, and other armies that like shoting over assault. (haemy lead DE anyone? )

Quote

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

rumor to ambiguous to reply too. What does "not going to do much" mean?

Quote

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

Holy freaking crap! So 5 wounds = shooter gets to place the wound. Also, crew for artillery are just a counter? there goes

thunderfire cannons.... Expect to see a lot of ratling squads now... they just became golden! "i did 6 wounds? Lets see, i

place 3.. 1 on your squad leader, 1 on your banner, 1 on your powerfist!"

Quote

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,


Lets see here.. terrain is good.. the (1) (2) (3) thing is ok... deep striking not scattering is rough, and if within 6" it

is very iffy is bad news for blood angels... no more random game length is BRUTAl. Expect a lot of skimmer armies contesting

on the known last turn! Pinning weapons impairing movement.. WOW, this is a small tidbit overlooked i think. this is HUGE

for certain armies!


Quote

models that have charged already locked unit have I 10 this turn

Initiative 10 necrons! who would have thought?

Quote

- Assume leadership: Standard bearers, etc. that assume leadership count as squad leader in all respects (two saves, directed

wounds), any other model that assumes leadership only in regard of performing unit actions
- if you deploy in 24” distance from enemy you cannot shoot with 24” weapon or assault with 24” movement

OUCH! that sucks big time. so never deploy within 24", make it 24.1" ! :)

Quote

- models must always consolidate out of 1” of vehicle after attacking it, if locked in combat with another unit, vehicles are

ignored for pile in moves after combat, must use this pile in move to bring 1” between unit an vehicle, artillery and walkers

are obviously exceptions

No more attacking in opponents phase. So if you assault, you cannot shoot, and if you dont kill the vehicle, you consolodate

1" away. Seems shooting is the way to go here!

Quote

- swarms have Eternal Warrior (1)

What the heck? Not that my razorwing flock cares, but man, scarab swarms just got SUPER BUFFED!

Quote

- Seize the initiative: same name, but completely different rule: stratagem, 1 str. point, after the deployment of both

force, but before placing infiltrators, roll a D6, on 5+, enemy must place infiltrators in contact with his own table edge,

no scout moves allowed
I wonder if you can reroll this with another strategem roll? I can see shrike and snikrot

crying like a baby when this is pulled on them!

Quote

- whole unit or squadron must make the same reaction

isnt this how it has always been?

Quote

- Pistols: got confused by what I though were two contradicting short statements; units with pistols can attack with pistol’s

S, AP1,2,3 pistols confer Rending (2) (Rending on 5+), Gets Hot! wounds count against combat resolution,
on charge: can make full attacks
in any other turn: can make single attack, does not get bonus of second ccw, etc.
- if both player agree, the charge movement and pile in move before combat can be made as one move with combined movement

distance after the first model was engaged to fasten things up
- Characters: shooting wounds are directed, too
- Advanced rules: evasion value (normal rules: always use short distance), all reactions, Torrent of Fire, Directed wounds,

damage chart modifiers for AP, flyer mode, ramming, Stratagems: bidding stays intact but only re-rolls can be taken, unique

units, measuring*
* normal rules: can measure anytime you want, advanced: movement: measure full movement distance you want to go, i.e. 6” for

a advancing, can’t measure 12” surge distance, anything else: measure distance to target
you play either all advanced rules or none at all

A little confused by all this, it seems though that pre measuring is going to be allowed, like in fantasy.

Quote

- Hit & Run: still random: 3D6” consolidation move
I thought earlier they said "no more random moves? I guess they

lied!

Quote

- Morale checks for casualties: only in enemy’s shooting phase
- witchblade can now cause ID after psychic test like force weapons
- there is a small box for rare movement situations: if infantry unit moves as jump infantry (or any other unit type has

movement rules of another unit type), it uses the jump infantry movement rules, but for shooting and close combat it counts

as original unit type, so it is still easy to hit, if an unit moves flat out and there is no column in the to hit chart, take

the moving column, exotic movements count as ‘moving’ even if faster than flat out move, deep striking units count as

‘moving’ , if units that are immobile arrives from reserves but not via deep strike, they are placed in contact with table

edge normally and remain there for the rest of the game, we shall assume the the bunker has decloaked or something similar,

units disembarking from deep striking vehicles use the disembarking rules for charging, so no charge unless fleet rule

I am sorry, did i hear this correctly? no charge unless fleet? Um... so shrike and termies in a drop pod come in and assault?

WTF? the Dukes' ability has dark eldar wyches drop in, and assault? Incubi? Holy crap, this is hard to believe!

Quote

- Master-crafted: re-roll one to hit roll, if several models attack with master-crafted weapons of the same type, roll the

dice together, then re-roll as many dice as there are master-crafted weapons
- if you shoot through interfering models, you cannot snipe
- monstrous creatures: 2D6 versus vehicles, ignore armour, move as infantry unless stated otherwise, are ignored for Abandon

as ICs, IGNORE TERRAIN WHEN CHARGING

Ignoring terrain. Sweet!

Quote

Codex Space Marines
p.51
And they Shall know Fear: Sworn Brothers, pass rally morale check automatically, if caught in sweeping advance, fights on and

gets No Retreat hits
p.53
Chapter Banner: counts as as banner for assuming leadership, units in 12” re-roll morale checks for heavy casualties, lost

close combat, tank shock and pinning , rest unchanged
p.55
Nartheticum: Feel no Pain (1)
Company Banner: counts as as banner for assuming leadership, units in 12” re-roll morale checks for heavy casualties, lost

close combat, tank shock and pinning , rest unchanged
p. 56
Librarians have power level 1, Epistolaries 2
p. 57
Smite: shooting power
The Avengers: shooting power
Quickening: modifying power, must target himself, used in preparation phase
Null Zone: shock wave
Might of Titans: modifying power, used at start of assault phase
Gate of infinity: modifying power, used in movement phase
Vortex of Doom: Rift power
p.58
Honour of the Chapter: Fearless (2) and Stubborn
p. 62
Heroic Intervention: can surge on turn of arrival, but not shoot
p. 65
Move Through Cover: Move Through Cover (2)
p. 66
Move Through Cover: Move Through Cover (1)
Sniper Rifle: Sniper (1)
p. 69
Drop Pod Assault: Remaining drop pods are divided between rear guard, flank guard, cannot harry. Disembarking unit cannot

assault even if unit has fleet.
p. 73
Thunderfire Gun: 1 crew marker, make additional S8, power weapon attack at I 1
Tremor: unit already in cover cannot force a surge
p. 75:
Cerberus Launcher: additionally units disembarking from moving vehicle have Fleet
p. 81
Power of the machine spirit: can fire one more weapon, advanced rules: can still cause directed wounds if diverting fire
Assault vehicle: units disembarking from moving vehicle have Fleet
p. 84
God of War: Fearless (2) for every unit with combat tactics
p. 85
Surprise Attack: no effect without advanced rules in play
Rites of Battle: re-roll any failed morale check for pinning, heavy casualties, tank shock or lost close combat
Talassarian Tempest Blade: Instant Death (1)
Mantle of Suzerain: Fell no Pain (1)
p. 86
Hood of Hellfire: power level 3
p. 87
Feel no Pain: Feel no Pain (1)
p. 88
Eye of Vengeance: controlling player can choose, to which armour group Telion’s wounds go
Stalker Pattern Boltgun: Rending (1)
p. 92
Chapter Tactics: Fleet (1), when disembarked from moving vehicle unit can advance, but not charge (except from Land raider

and Land Speeder Storm)
The Raven’s Talons: Rending(1)
p. 94
Moondrakkan: can charged even if moves flat out
Moonfang: ID (1)
p. 95
Fearless: Fearless (2) and Stubborn
p.97
Assault Cannon: Rending (1)
p. 98
Master-crafted Weapons: has master-crafted rule
p. 100
Camo Cloaks: Stealth (1)
p.103
Dozer Blades: can re-roll dangerous terrain tests
p.129-143
Chapter Champion, Company Champion and Sergeants are squad leaders, Servitor units and attack bike squadrons can nominate one

model as squad leader

Not sure what all the crap is.. a surge?

Quote

- narrative rule with strategy points: can agree with other player to with fix stock of strategy points, both players can

spend them, then the looser of the bidding can use his strategy points on top
- damaged super heavies are cheaper, have only one structure point left, give 5 victory points
- pistols can make only a single attack in cc
- new close combat weapon: colossal power weapon: 2D6 against vehicles, models with S5 attack in I-order, models with lesser

attack last. dreadnoughts double strength, dreadnought cc is colossal weapon
- IC can still be picked in cc, that seems to be huge, as in most meeles their is a wall of models that are in base to base

contact
- movement is really fast now, every unit behaves almost the same, but you need marker for movement distances
- only very tiny paragraphs for unit types
- favorite tactic: charging unit with large ork mob, attack with almost every model, than shoot the hell out of another unit
Um, the assaulting unit can shoot a different unit than it assaulted? Only if it wiped them out I presume... that

will make combat squads and small IG squads think twice... not even a speedbump. Looks like they want HUGE units on the

tables (more money?)

Quote

Fundamentals:
characteristic tests as normal,
if unit must make test, it is made by squad leader
vehicles fail every test automatically if they don’t have the value
test on ld is made with single D6 on halved value, vehicles pass these tests automatically
Majority characteristic: characteristic-value with most wounds in unit, if draw, use the higher

Keep track on:
wounds
movement distance
morale condition
everything else can be forgotten between actions

Saves:
4 kind of changes: armour save, cover save, invulnerable save, Feel no Pain
no model can ever make more than two saves or one re-rollable save
normal models can only make one roll or one re-rollable roll
Situation where two rolls are eligible:
- one of the saves is FnP
- model is character
- model is bracing

Feel no Pain (1-3): save on 5+,4+,3+, only negated by AP 1, 2 and wounds that don’t allow armour saves, the only save that

every model and not only ICs may take in addition to another save

Actions
The rules make really clear what an unit can do and what not. There is an own chapter for the basic concepts. Every special

rule has only to state: can do x, y, z and it is perfectly clear that the unit can still a, b and c
Actions:
- movement: movement in movement phase, sometimes only special types of movement are allowed: advance, surge, flat out,

fleet; charge and disembark have to be rules out explicitly
- consolidate moves: every other move, has to be mentioned explicitly
- psychic powers
- shooting
- Reactions
- residual actions: any other action, for example popping smoke
unit is immobile: abbreviation for cannot move, react, make consolidation moves

Reactions
models can react every time the conditions are met

- Going to Ground:
who: non-vehicles, non-monstrous creatures
when: unit is being shot at, before rolls are made
instant effect: -
lasting effect: Suppressed, if not already Suppressed

- Brace:
who: tanks, walkers, monstrous creatures
when: being shot at, before rolls are made
instant effect: one weapon destroyed ignored, two saves for MC like IC
lasting effect: Suppressed, if not already Suppressed

- Flying High:
who: jet pack infantry, jump infantry, jetbikes
when: being shot at
instant effect: count as being flyer for shooting, opposing player can make 6” consolidation move with the unit
lasting effect: Suppressed, if not already Suppressed

- Evade:
who: skimmer, fast non-tanks, jetbikes, bikes, jet pack infantry, jump infantry
when: unit is being rammed or tank shocked and nearly fails morale check
instant effect: on 3+ can make 6” consolidation move, ignores ram if out of the way
lasting effect: -

- Return Fire:
who: (disembarked) units with Overwatch
when: unit is shot at the first time in the phase
instant effect: unit can fire rapid fire and assault weapons with a single shot at attacking unit, range 12”, resolved

simultaneously, opposing unit is fearless (2) and stubborn for this purpose
lasting effect: -

- Charge by chance:
who: non-vehicles, walkers
when: Trapped, tank shock
instant effect: charge by chance
lasting effect: -

Not sure what suppressed, etc is. Taking 2 saves and ignoring weapon destroyed is pretty cool though.

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Preparation and consolidation phase
These phases are collecting basin for all kinds of action that takes place before the movement or at the end of the turn. The

player which turn it is may choose the order of these actions freely.

preparation phase: psychic powers, placing reserves, rallying, joining/ leaving, claiming mission markers

consolidation phase: rallying, consolidation moves, jet pack moves, joining/ leaving, embarking, killing multi-wounded units

consolidation move: moves outside the movement phase (jet pack movement, embarking, joining/leaving, falling back, moves

after combat, tank shock evasion …) and moves that are described as consolidation moves are consolidation moves
cannot end in contact with enemy, ignores terrain even if performed in own movement phase, all units are relentless for this

movement, can move even if fired heavy weapon, can fire heavy weapon afterwards, doesn’t affect unit speed for being shot at

if not stated otherwise

Abandon: If there is more than one model with less than its initial wounds in an unit in the consolidation phase, the owning

player must remove all but one as casualty ( ID(3) ). Independent characters are ignored.

Goodby complex units! Thunderwolf cav, nob bikers, grotesques.. all now going to be armed the same! :D

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movement phase:
Units can stay stationary or move in different speeds. They can advance and use their normal movement or they can surge and

double their movement distance. Some units can go flat out or fleet and triple their movement.

Advance: normal movement: every action allowed
Surge: double movement: close combat, consolidate moves, psychic powers, reactions, residual action allowed
Flat out: movement: triple movement: only reactions allowed, use own columns on to hit chart
Fleet movement: triple movement, can charge, count as moving against shooting, cannot forced surge

So let me get this straight. my unit of 10 incubi with an archon attatched can move 18" and then CHARGE? Wow. no hiding

troops and gunlines are a thing of the past!

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If the unit goes through difficult terrain it can only advance. No unit can ever go flat out or fleet through terrain.

Forced surge: Units can surge through terrain if they are allowed to go flat out outside terrain this turn. Tanks cannot

force surge (except during a ram).
If the unit fails an I-test, terrain is treated as dangerous terrain.
During a charge, every unit can try to surge through. If the I-test is failed, the unit still can only advance. units, that

have passed their I-test for the fleet movement, automatically pass this I-test.
Can’t surge if there is another reason for the restriction to advance movement than terrain.

Unit types:
infantry: 6”
beasts/cavalry: 8”, fleet (1)
jump infantry: 8”, ignore terrain*
jet pack infantry: 6”, ignore terrain*, 6” move in consolidation phase
jetbikes: 10”, ignore terrain*, flat out
(eldar jetbike: jetbike with Fleet (2) )
bikes: 8”, flat out, cannot force surge
vehicles: 6”
fast vehicles: 6”, flat out
fast skimmer: 8”, flat out
walker: 6”, treat terrain like infantry

* as long as they don’t start or end in terrain

ok, my bad. let me look at it this way. If my Hellion unit 920 strong) wants to, tehy can move 24", then assault another 8"

for a total range of 32"? Oh, i forgot, they can deepstrike, then assault anyway! Good god! I predict tables are going to be

one big mess of models, strewn across the landscape with these rules!

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Fleet (1): infantry, beasts, monstrous creature, jump infantry, jet pack infantry: I-test, if successful, can perform fleet

movement, can always advance during disembarkation;
bikes and jetbikes: I-test successful: can make 6” move in consolidation phase
Fleet (2)/Bounding Leap: as Fleet (1), no I-Test required

Random movement: roll a D6: 1-2 unit moves as infantry, 3-4 unit moves as jump infantry but cannot ignore terrain, 5-6 unit

moves as beast

Charging:
no model may enter 1” of enemy models unless it charges,
the only difference between a charge and a normal movement is: models may enter 1” of enemy models.
all other movement restrictions apply, unit must stay in coherency, are subject to terrain
charging units can make a forced surge
an unit can charge more than one unit, but must stay in coherency, cannot move closer than 1” to enemy units that are not

charged
The units in contact are now locked. If any model moved through terrain, the defending unit can claim to be in terrain in the

assault phase, in the assault phase, both unit pile in before trading blows

Charge by chance:
sometimes units are forced to perform a charge in another phase than the movement phase, the charge by chance is a pile in

move, as if the charging and defending unit were locked but have lost contact, the defending unit can make a pile in move

afterwards (even if it is his phase, the defending player piles in last).
the combat is fought in the next assault phase and no side counts as attacker or being in terrain, no side can use grenades,

no further pile in moves occur before the fighting

Movement distance is important for shooting, only the attempted movement in the movement phase counts (other movements do not

count, consolidate moves don’t count, even a vehicle that has movement 1” can claim having moved flat out),
can be ‘overridden’ by three events outside movement phase:
fighting in close combat : stationary
become immobile: stationary
falling back: moving

Wounding:
To wound chart:
wound everything at least on 6+

gah! talos and wraithlords hate this rule!

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Wound Allocation (cc and shooting):
hit as normal, wound against majority

mark dice that represent special weapons and attacks or roll separately
1. decide whether to use Torrent of Fire or not
2. target’s player allocate wounds to models, beginning with one chosen armour group, if every model in this group has a

wound, start with another armour group and so on, if every model in the unit has a wound, start over
—> multiple wounds: count for allocation as as many models as wounds remain
3. pick an unresolved armour group, determine which wounds are directed
4. directed wounds: roll saves for directed wounds, shooting player removes casualties
5. roll all remaining saves of this armour group, owning player removes casualties
6. goto 3

Directed wounds:
there are directed wounds in close combat and long-range combat, casualties from directed wounds are removed by owning player

of the attacking unit
Wounds cannot be directed if targeted unit has Shielded USR, Torrent of Fire is used, vehicle diverts its fire or non-

vehicle, non-MC unit is in fire corridor
Number of directed wounds: After allocating wounds to an armour group, it is determined if the how many and which wounds are

directed as following:
- every attack from an IC in close combat is a directed wound,
- of the remaining wounds, every second wound, beginning with the first, from a Sniper weapon is directed.
- Of the remaining wounds on-sniper wounds, every fifth wound is directed, owning player of the shooting unit decides which

wounds are directed

Torrent of Fire/Blows: if torrent of fire is used, the targeted unit is a single armour group, the owning player can choose

one model, the whole unit has the same combination of armour saves
During a Torrent of Fire, no wound is directed

Black templars will not like this rule!

Quote

Armour group: number of model that share the same combination of saves, for example: 3+ armour save, Feel no Pain (1), no

invulnerable save, 6+ cover save that is re-rollable on 1

Shooting:

for determining if a particular model in the unit can shoot, check range and line of sight from this model

cover saves:
fire corridor is measured from squad leader, to the two outermost models in the target unit, if 50% or more models are

invisible or partial invisible due to cover or vehicles or monstrous creatures, the unit is in cover,
non-vehicles/MC are invisible for determining cover saves, but if such an unit is in fire corridor, wounds cannot be directed
if unit is covered mostly by fortifications or models are completely invisible: 4+ save
if unit is covered mostly by vegetation: 6+ save
if unit is covered mostly by vehicles or anything else: 5+ save

To Hit chart:
it is the same chart as the wound chart, but with seven columns from 0 till 6
(evasion value in brackets, abbreviates for small chart)

rows:
buildings (0)
stationary vehicles, MC, bikes (1)
stationary infantry, jet pack infantry, jump infantry, beasts // moving vehicles, monstrous creatures (2)
short distance // moving infantry, jet pack infantry (3)
moving bikes, jump infantry, beasts // swarms // flat out vehicles (4)
flat out bikes (5)
flyers, beacons (some narrative missions use beacons) (6)

columns:
BS 1-10

every column is: …. 6+ 6+ 6+ 5+ 4+ 3+ 2+ 2+ 2+ …. but is shifted up or down
I give you the BS value for every column that hits on 3+: 1 // 2 // 3 // 4 // 5 // 6 // 7

if distance from squad leader to target is less than 12”, unit can always change column to short distance column
if a model moves like a different unit type, the initial unit type is still used for the chart

Assault weapon: bonus attack for second close combat weapon if unit has charged

Pistols: model can use it as additional close combat weapon or use its Strength in close combat but gains no bonus for

another ccw, if pistol is AP 1,2 or 3, attacks are Rending (2)

My head hurts...

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Blast (Small) and Blast (Large):
scatter as before
don’t use line of sight for determining cover saves, if majority of unit is in terrain, models get cover saves
marker has infinite height, only in leveled terrain it is two-dimensional
multiple Barrage is used every time when there comes more than one blast marker of the same type from a single shooting unit

Template: if there is a range given in a template weapon’s profile you can place the small end anywhere in this distance

Sniper (1): always wounds on 3+, Pinning, every second wound from a Sniper weapon beginning with the first is a directed

wound
Sniper (2): always wounds on 3+, Rending (1), Pinning, every second wound from a Sniper weapon beginning with the first is a

directed wound

Pinning: must make a pinning morale check

Tracer: treat every target as stationary

Anti Air: treat targeted flyer as flat out vehicle

Rending (1-3): 6,5+,4+ on to wound roll wound automatically and are AP2 or count as power weapon, D3 extra armour penetration

Poison/Dissolving (X+): as before, for shooting and close combat

Lance (1-3): treat AV as 13,12,11, no modifiers on damage chart ever

Instant Death(1): caused by double strength and other effects, models without Eternal Warrior (1-3) loose all wounds
Instant Death(2): models without Eternal Warrior (2-3) loose all wounds
Instant Death(3): also called removed from play, models without Eternal Warrior (3) loose all wounds

Eternal Warrior(1-3): Immune to Instant Death of same or lower level

Pretty self explanitory
Read 2,609 times - last comment by Whoopxi   Icon   Icon

Grots and Wracks

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- 05-25-11 07:54 - 3 comments

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Very static...


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Is there only 1 pose?
Read 3,414 times - last comment by Prophaniti   Icon   Icon

And the new RAZORWING!

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- 05-11-11 10:50 - 2 comments

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Ok, I really like this model!
Read 3,610 times - last comment by MajorThom   Icon   Icon

New Dark Eldar models on the way!

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- 05-11-11 08:37 - 3 comments

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The new TALOS... I LOVE this model!

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The new VENOM. Looks a lot like my conversion! :D


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The Cronos Pain Engine. I see this and the talos will be a multi kit box...lol


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The Scourges.
Not bad, and now i know what a Haywire Grenade launcher looks like! These remind me a bit too much of swooping hawks in the poses, but I think they are much better sculpted!
Read 3,596 times - last comment by Imperial Fisted   Icon   Icon


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