Forum Dizini > Kurallar > 40k 6th edition?!
|
|
Emre Özkılıç 11 ay önce
Aktivite Puanı: 0
madem 6th geliyo bizim kodeksin zamanı geldi demektir! last 5th codex ftw.
değişiklikler de fena görünmedi gözüme, bi 7th whfb rezaleti olmayacak
inşallah.
|
|
|
Mehmet Günüşen 11 ay önce
Aktivite Puanı: 0
ben o BS sistemi ve assaulttan sonra shooting phase olması dışında çok major
bişey görmedim. bakalım nolcek. |
|
|
hkardicali 11 ay önce
Aktivite Puanı: 0 Abi cover 4+'dan 5+'ya çıkarsa neler olur? wound allocation da farklı (ki bu
daha bir güzel galiba), bir de rally kuralları da yine bir acayip Oyun çok değişir bu kurallarla gerçekten ama kötü mü olur bilmiyorum,
hepsini görmek lazım... |
|
|
Mehmet Günüşen 11 ay önce
Aktivite Puanı: 0
doğru o cover da çok değiştirir. wound allocationı ben ciddiye almadım pek
salak bi sistemi var diye. |
|
|
Özgür Abi 11 ay önce
Aktivite Puanı: 0
Valla ben çok ciddi değişiklik gördüm bu anlatılanlarda:
Yine de, çok büyük bir sıçış varmış gibi görünmedi gözüme. Korkacak bir şey yok galiba sanki. |
|
|
Sinan_Puppy 11 ay önce
Aktivite Puanı: 0
5+ cover save......NEW CODEX ELDAR OZAMAN STARCANNONLAR AKTIVE EDILSIN, 3 ATIS
OLCAKLAR DIMI PERCIVELLE? -evet lordum. -36" dimi onlar, 2 ap 5str, yanlis olmasin phil kelly ye soyleyin -tamam lordum. BRING ON THE NIGHTMARE! |
|
|
Camuroglu 11 ay önce
Aktivite Puanı: 0
beni memnun etti bu rumorlar baya ümitlendim harbi güzel gibi sound ediyo
değişiklikler.
starcannon 6 str 2ap heavy 3tü o eski güzel günlerde.
|
|
|
hkardicali 10 ay önce
Aktivite Puanı: 0 Bir de böyle diyenlar var
- 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 - Sounds retarded. What's there to gain from
this? Since when's GW into punishing players for buying those expensive
vehicle- and character-kits? Never, you say? Yes, that's indeed it.
- 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 - 40k isn't Apocasuck - a supplement that's failed in 21 out of 19 jurisdictions. GW wants to get away from it ASAP, because it reminds Wells of all the cash he didn't get, thanks to the 'take 9, pay for 4'-boxes. - 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 -Why? All wishlisting fanwank. So I prepare my movement, move, assault, then I shoot, and after this, I consolidate. Sounds like an ancient 80's game to me, and completely backwards. – big units are real roadblocks!<< - They already are. It just takes one turn to dismantle them if you're properly geared, or - emprah forbid - made to destroy hordes in the first place. Some more examples for the development doctrines One rulebook for all: - No. Big no.
Less money. Privateer press learned that the hard way ("WE'LL NEVER RELEASE
PRINTED BOOKS, EVER!!!!!!!!"). More books equal more dough.
- flyer rules are incorporated in the main rules - There are no 'fliers' in the game. They're skimmers, mounted on tall bases, yet they're still just skimmers. Had this said 'new flier subclass added to skimmers,' it'd have sounded far more reasonable. - narrative rule section that expands core rules: formations, super heavies, gaining experience - No. Inquisitor failed, and GW won't try that well again. More likely to relaunch it, in fact, which has a 0.00000000000000000000000000000000000000000000000000000003% chance of happening. - modular rules, core rules can easily be expanded by narratives rules or another expansion set - 40k is already modular. See planetstrike, apocafail, battle missions, cities of lame. The rest is bullshit pulled out of some bored guy's ass. 3rd and onward were all designed with modular support in mind. Heroic characters: - Already very heroic. Stop looking at the HQ's available to shit books, like eldar, and orks. - independent characters more powerful, armour save and invulnerable save at the same time - False. One save, no matter what. They even limited the max to two in warhams fantasylame. - squad leaders more important, no more 50% rallying threshold, unit can rally as long as squad leader lives - Why? This would devalue marines, so obviously false like a chinese Rolex. - independent characters can snipe - They can already, in a limited fashion that doesn't break either them, or squad bosses. More visceral combat: - How is it more visceral than one side always poofing? Are GW gonna include fleshy chunks we can throw on the table after resolved combats? - standard cover only 5+ now, Feel No Pain (1) only on 5+ - Likely feel no pain gets better, judging by the inflated price of it in modern books. Cover going back to 5+ is a no-brainer. - slow slogging units very vulnerable - Uhh, they already are. Hello? Do you know anything? - 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 - Why? This is the shit GW got away from with 2nd edition, and what made them popular and famous. They're marketing a mass wargame - one that requires tons of terrain, models, vehicles, monsters, and vehicular monsters. This is what makes GW great. Why in the sweet name of Megan Fox would they throw that away? Besides, it's not like we don't already have meltaguns that are incredibly effective against armor, right? streamlined: - One word: no. - no more random movement at all - Cuts into interaction. Not gonna happen, ever. - 5 general types of psychic powers - Why? We have uhhh, way more than that already. More is betterer. Or are you thinking what I'm fearing? 'You know, Jervis. We got too many powers, man, Yeah, too many powers! Jervis, call up Gav. You and he are gonna go at this shit oldstyle!' Is there a new need for more than psychic guns, buffs, and effect spells? Maybe the fourth category will be 'psychic gun that only targets armor,' and the fifth can be 'psychic gun that buffs effects.' - 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) - Shit that got rid of for a reason. Not coming back. - artillery is normal immobile vehicle squadron, crew has no other game purpose than to be a counter for rate of fire and attacks - And the cannons shoot butterflies and rainbows from their assholes. clean up of combusted rules: - What 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. - This isn't warmashit, and GW knows they don't have to fear puny PP for a great, big, long time. What they sell is a wargame. PP sells a skirmish game. They appeal to different audiences. This is why butthurt warhamsés' have to use artificial means whenever they tell the world they love their Cygnar marines in Ironmacragge kingdom. - no more difference between leadership test and morale test - Oh, really? Did they get Alessio back, or something, because no one - living or dead - is stupid enough to streamline that much. - 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 - Yes, but can I have catachan greater barking toads? less randomness, more strategic options: - 40k hasn't been random since the era of Gav. What are you smoking? - 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 arrivale only randomly - Sure sounds complicated for a game marketed towards a teenage audience. -no more random game length - It was added for a reason, and isn't likely to ever go away unless the reason drops dead. -no roll for first turn - Then how do you determine who goes first? Ranked blowjob aimed at a bodyproxy of Jervis? Coin toss? Oh, wait - no randomness. Well, time to get on our knees, then. -deep striking units more than 18” from enemy away don’t scatter, but landing in 6” is much more dangerous - What? - 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 - ...because? Because a game where little movement happens is really exciting? Much like a game where your opponent's not needed when it's your turn *coughWARMACHINEcough,* right? - 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, … - No we're not going back to overwatch of the ancient times. No, you can't have the old 'stand and shoot'-dark angel flags, either. Go away. - Some nice delusions above. While 5th edition has only gotten better with age, that's the exception, rather than the rule. To celebrate, let's look at something that won't get better with age. |
|
|
Camuroglu 10 ay önce
Aktivite Puanı: 0
sevmiyorum ben bu VT2yi zaten |
|
|
hkardicali 10 ay önce
Aktivite Puanı: 0
Ben beğendim doğrusu söylediklerini, bilemiyorum bana fazla komplike geldi bu
sızdığı iddia edilen kurallar... Chaos Legions çıksın ama tez elden itirazım
yok |
|
|
Emre Özkılıç 10 ay önce
Aktivite Puanı: 0
hmm alfa lejyon..
|
|
|
Mehmet Günüşen 10 ay önce
Aktivite Puanı: 0
VT2, Matt wardu savunduğundan beri gözümden düştü benim de. |
|
|
Özgür Abi 10 ay önce
Aktivite Puanı: 0
strong narrative focus on Chaos, perspective shifting from the Empire to
the struggle between free races and the Warp - Except not really, because
that'd be corporate suicide. Space marines and the imperium sell, not some lame
badguys that are led by the lamest of the lamest. hahahahahaaa |
|
|
Camuroglu 10 ay önce
Aktivite Puanı: 0
yukardaki VT2 yazısıyla ilgili tek iyi şey bence en sonundaki Nagash resmi o da
burada yok |
|
|
Murat (Aqqo) Keceli 10 ay önce
Aktivite Puanı: 0
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 ........... Death Company Scoring unit değil. obj
tutamıyordu eskiden simdi 1 puan mı kazandıracak bu muhteremler ? yoksa D.C
gibi uniteler icin gecerli değil mi? (tabi bu bilgilerin gerceklik payı
varsa.
bir de içimden bir ses diyorki bu bir GW
yoklaması..........
|
|
|
Özgür Abi 10 ay önce
Aktivite Puanı: 0
Abi sanıyorum ki şu aşamada Death Company ile tek başına uğraşmak biraz ayrıntı
kalır Adamın söylemek istediği şey şu:
Benim bu yaklaşımı beğenme nedenlerim:
|
|
|
Camuroglu 10 ay önce
Aktivite Puanı: 0
"Bence çok önemli, hatta troop daha çok
desteklense daha çok sevinirim ben" demişsin abi de bu dediğin troopları
utterly useless olan ordular olmayan bir ütopyada viable olabilir. "belki" o
zaman da |
|
|
Murat (Aqqo) Keceli 10 ay önce
Aktivite Puanı: 0
açıklamalar icin tesekkur ederim Özgür |
|
|
Emre Özkılıç 10 ay önce
Aktivite Puanı: 0
ben şeyi kaçırdığımı farkettim ya... neden troop destekliyoruz? fast attack
üvey evlat mı mesela? hadi elitler çok elit diye bütün orduyu ondan yapmayalım
diyelim.. heavyler de çok ağır lumbur lumbur geliyolar. FA baya sevimli bi
slot, hem vızır vızır enerji verir ortama hem öyle çok da vurmuyo.. ne biliim
emin olamadım.
|
Aktivite Puanı: 0
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 cavade (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