In this episode of Signals from the Frontline, Frankie and Reece discuss some of the changes to individual armies as they pertain to the rumored 6th ed rule-set, and what they mean for the game.
In this episode of Signals from the Frontline, Frankie and Reece discuss some of the changes to individual armies as they pertain to the rumored 6th ed rule-set, and what they mean for the game.
Just a quick question… are there any psykers higher then lvl 3 .. at all? I presume mephiston and tigerius are lvl3
also really importantly for chaplain users, what does liturgies of blood do, cause it aint prefered enemy:). can I hear 2+to hit with re rolls for charging dc with a libby and lemartes?
Not that we’ve seen so far on the psykers. I think Apoc style units like the FW Lord of Change will be psyker level 5 or 6, but nothing we’ve seen so far gets that high.
also, wow did furioso’s get better! if you can’t destroy particular weapons you also can’t get rid of a blood talon!
also ws6 means doubling out things like guard.. I think a charging blood talon furioso will kill on average.. 25 guard? 2’s to hit 2+to wound with a reroll… heck being able to pick out a powerfist in a unit … is that possible with a dready?
also do wraith lords get a 5+ invul if they use the sword they can get?
I do not think Dreads can pick things out in combat, only Squad Leaders and Characters.
And yeah, everything got deadlier. We just played a game using these rules, and everything is brutal. You wipe out squads pretty dang fast.
The Wraithlord has a Wriathsword, which as far as I can tell, is not a power weapon, so no, I don’t think it gets the 5++.
Thousand Sons become *substantially* better in these rules. AP3 weapons ignore rigid saves (i.e. old Feel No Pain). They benefit a lot from the nerfing of cover saves against MEQ. Psykers are generally more useful, so the Aspiring Sorcerer can do more for you. The lack of Charge sucks, but they overall end up far faster than they are now. They maintain their invulnerable save.
And with Ahriman being so good you can make a Tzeentch-themed competitive list more easily than ever before.
1K Sons are much better under these rules, MUCH better. They become pretty dang scary, actually.
You guys got one thing wrong about the Hormagaunts. You can’t use Bounding Leap and Fleet in the same movement, as it says in the Tyranid FAQ.
So, they can move a maximum of 16 inches if they are not assaulting (6, +2 for fleet x 2 for full movement), or they can use their bounding leap movement to assault 21 (7 for being beasts x 3 for the charge). So, they’re slightly slower than gargoyles and shrikes, but their assault move is crazy.
We’ll have to reread that. I knew we would get some stuff wrong, it was inevitable given how much information there is to absorb. Either way, Hormagants got WAY better.
Speaking of thousand sons, Does Slow and purposeful cause Writhing World scape dangerous terrain tests? They move as if they are in difficult terrain….
In the FAQ they got hosed, but here it looks like they can still move as the rules for difficult terrain are different for 6th ed for mwhat we can see.
You mentioned that Vect’s Raider didn’t change. It did it now has Aerial Assault !!!! Also the Dukes ability for Deep strike now says that they all get the deepstrike wargear for free, but the wargear says you cannot disembark that turn.
We did miss a few things, sorry. We’ve been slammed with all the news coming out, running the shop, etc. We’re having a tad bit of trouble just keeping up! haha.