Monday, June 20, 2011

6th Edition Warhammer 40K Rumours

3:00 PM by Adam Smith ·
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Rumours for 40k 6th Edition have arrived. But unlike all the other 6th Edition 40k posts, I'm just going to get straight to the meat!

There's LOADS of stuff, so take it all with a pinch of salt (and a flaggon of ale) as usual. But we're potentially looking at a VERY strategic game of Warhammer 40K. And you know how I'm all about strategy with my Space Wolves.

Frankly, I was wondering how the hell anyone was supposed to beat these Grey Knights, but anyway...

  • 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


  • 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


  • 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+


  • 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


  • Even two identical armies will play completely differently due to A) the bidding effecting what the first turn player has left to spend and B) the player who didn't bid so hard, now has cards up his sleeve to deal with the fact that he is going second


  • Players can customize their tactics to fit their playstyle vice using units they otherwise would not want in their list to meet a "meta" standard


  • The stratagems being drawn from the same book means that there will be no calls of shenanigans and all players will have access, so there is no basis for a claim that you were beaten by codex creep instead of a better or smarter player


  • new phase “consolidate” phase for random movements, jetpack movements, pursuits, morale checks/effects and resolving shooting reactions


  • new turn sequence: prepare-movement-assault-shooting-consolidate


  • 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 - more streamlining

  • 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 arrival 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

  • This is pretty cool and reflects what battlefield reserves are meant to do and once again, like the assets, makes the player more of a factor than his list)

  • no more random game length

  • When looking at the bidding system for turns, this really means that the player who bids to get the first turn gets what he pays for and vice versa

  • 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



  • 40K 6th Edition Thoughts

    It looks as though Warhammer 40K 6th edition is going to be a lot more strategic.

    From what's being said, it will be more about the player than the army they are playing.

    Now, I'm all for that, because I play with strategy to win my games, not just the latest army. However, there are some elements of this which concern me.

    Bidding System
    I can see some strategic bidding going on to manipulate opponents into bidding it all in a desperate attempt to get the first turn. Also, does this mean that the first turn is so important that you simply must get it at all costs? I suppose if the best cover your opponent can get is 5+, then it really must be important. But what are the Stratagems? We'll have to wait and see.

    Move - Assault - Shoot
    If units cannot shoot before the assault phase, then you have to question why Space Marines have bolt pistols and why Assault Weapons exist. It looks as though we'll be forced to choose between shooting or assaulting. It wouldn't surprise me to see the return of the plasma gun to favour as a result.

    Speed and Size
    The bigger and slower something is, the easier it is to shoot.
    The smaller and faster something is, the harder it is to shoot.

    Hmmm, I think the Eldar armies are going to have a field day with this one while Land Raiders get put back on the shelf because Imperial Guardsmen with lascannons can hit them on 2+. Bad times indeed.

    It certainly removes the need for so many melta guns though. Perhaps the plasma gun will reign supreme once again? Perhaps this is why they included 2 in the Space Wolves boxed set?

    CONCLUSION
    So there you have it. Lots of little changes which collectively amount to some very big changes.

    I think that the most interesting thing is how every book since the Tyranids Codex was apparently written for 6th edition Warhammer 40K.

    That would lead us to assume that Warhammer 40K 6th edition will bring balance between all the armies.

    But I doubt it...

    17 comments:

    Adam said...
    June 20, 2011 at 3:06 PM

    For the record, Space Wolves are my army. This will not be changing regardless of the new rules or how badass Chaos Legions might be.

    You heard it here.

    Anonymous said...
    June 20, 2011 at 3:16 PM

    smells like heresy and lies ...doubt this info is true....too big a list of changes that would clog up the game and make it endless to play.

    Michael Rakestraw said...
    June 20, 2011 at 3:28 PM

    If you want to beat the Grey Knights, build an IG army. I was messin around with some figures, and I come up with a 1500 point army. Over 300 models.

    Saim Hann Blog said...
    June 20, 2011 at 3:31 PM

    Well, I hope these rumors are true; the added complexity would certainly make the game more entertaining.

    If the changes regarding movement and the 'to hit' roll, my Saim Hann will be laughing, it'll be good for a fluff element to be represented by the rules.

    Grimfoe said...
    June 20, 2011 at 3:33 PM

    Hear anything about a return for overwatch?

    Taubeast said...
    June 20, 2011 at 4:57 PM

    Sounds like it may be going a little more towards Fantasy, and getting more realistic. Definitely will be a better game with fewer "insta-win" lists and the like. Although some of the stuff I don't think I like the feel of, I definitely like the idea of more varied armies, strategies, and the like!

    WolflordAkela said...
    June 20, 2011 at 6:01 PM

    -clutches his armored company tightly-
    just don't nerf my rhinos! Noooo :P

    Adam said...
    June 20, 2011 at 6:13 PM

    I hear what you're all saying. I think Eldar are going to be the big winners if all these changes are true.

    Units that do 1 thing well (shooting or fighting) will do very well. Units which try to be good at both will suffer.

    Elric the Silvercoat said...
    June 20, 2011 at 7:31 PM

    I am thinking that bikes and fast vehicles will kick peoples asses if it going to be harder to him them now. So fear the Eldar, Dark Eldar, and Blood Angels.

    Sash said...
    June 20, 2011 at 8:20 PM

    What about the possibility that instead of a pistol giving a second attack, but instead the ability to shoot during the shoot phase even while in an assault? This would increase the value of plasma pistols by only a lot. Makes me think of all the videos I've seen with Marines blasting a xenos in the face with a bolter pistol right after blocking an attack with his chain sword.

    With assault weapons, it would only make sense if they were allowed a single shot during the first turn of an assault. And with all of the new snipe rules (which I love), would paint a big target on all of our beloved meltas, evening out their low point cost.

    Very interesting post and thanks for the glance into what the future holds.

    Sev said...
    June 20, 2011 at 11:45 PM

    Considering that two high point cost HQs (SW Bjorn, and DE Vect) are in part justified by their abilities regarding Bjorn rerolling to go first and Vect stealing initiative on 4+, it doesn't sound like they were designed with 6th edition in mind at all. Unless the "one book to rule them all" means they're planning on including errata and updates to every codex in the rulebook to reflect the changes?

    The more I think about it, the more it seems like for this to be true, they would have to nearly completely write the whole game including updating nearly every codex at once just to work with the new rules. Arjac able to be sniped while not being made tougher (not an IC) and having to choose between throwing his hammer or assaulting but not both? Thunder Lords taking both 2+ armor and 3+ invuln saves at the same time while being harder to hit because they move fast / have fleet? 5 Different types of psychic powers while the codexes only classify two types (PSA and not PSA)? Hmm...

    Rumors taken with a mountain of salt indeed.

    Anonymous said...
    June 21, 2011 at 4:38 AM

    soulds like a load of crap the current rules have been around for 3 years, gw seems to update every 4-6 years or so i dont think they will be doing anything of that sort any time soon.

    MC Tic Tac said...
    June 21, 2011 at 6:08 AM

    I'll wait and see.

    Kind of odd after all the rumours of GW cracking down on leaks and rumours....

    Niels P said...
    June 21, 2011 at 7:34 AM

    "All codexes since Codex Tyranids were written with the new rules in mind"
    Does that include the nids or not ??
    Still some time before 6 ed, so I'll keep my cool about all the rumors ;)

    Anonymous said...
    June 21, 2011 at 12:13 PM

    All of you that cry that an army is unbeatable are probably not as good a player as you think you are, or are complaining about using a suboptimal list.

    On the subject of these 6th edition rumors I think some of them are a bit too hard to believe. The idea of shooting after assualt seems bogus given it means that you can't shoot a tank and assualt the contents in the same turn.

    Elric the Silvercoat said...
    June 21, 2011 at 1:12 PM

    they are making it alot like Fantasy where you have to say what is going to assault before you open up on them doesn't make alot of sense realizely because why would you shot after your man have gotten into the enemy. More chance for friendly fire, maybe that will be a factor now would be interesting.

    Anonymous said...
    June 23, 2011 at 2:16 AM

    As good as the new fantasy rules are, 40k is precisely designed to not be fantasy...otherwise we'd have one book to rule two games. The only fantasy carry over I could see is the charge/assault being a little more random. Other than that, I could see these rumours both benefitting and hurting almost all the armies in some way.

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