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Forum Dizini > Kurallar > 40k 6th edition?!

hkardicali 11 ay önce
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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 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
Emre Özkılıç 11 ay önce
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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
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ben o BS sistemi ve assaulttan sonra shooting phase olması dışında çok major bişey görmedim. bakalım nolcek.
hkardicali 11 ay önce
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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
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doğru o cover da çok değiştirir. wound allocationı ben ciddiye almadım pek salak bi sistemi var diye. bi de rally kuralı da acaip de olsa oyunu değiştiricek kadar major değil. assaulttan sonra shooting kadar major değil bunlar hiç. bi de zaten rumor. aslı kimbilir ne
Özgür Abi 11 ay önce
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Valla ben çok ciddi değişiklik gördüm bu anlatılanlarda:
  • Cover 5+
  • Extra invulnerable save
  • Strategic points meselesi (güzel becerirlerse çok iyi fikir, tam benlikmiş bu ) ve no more random game length
  • Yeni victory points sistemi
  • Wound allocation ne biçim öyle
  • Düzgün reserves sistemi
Bence bunların her biri oyunu çok değiştirir. Halil ile aynı fikirdeyim, iyi mi kötü mü bilemiyorum henüz. Bakalım rumordan çıksınlar hele biraz.

Yine de, çok büyük bir sıçış varmış gibi görünmedi gözüme. Korkacak bir şey yok galiba sanki.
Sinan_Puppy 11 ay önce
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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
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Bir de böyle diyenlar var )



There's no time for logic, no sources, no critical thinking. There is only rumors...

* first 6th edition codexes, but release before or with rulebook, small release with single or two waves: Black Templars (1 waves: 2x plactic, 2x Finecast), Tau (1 wave: 3x plastic boxes, 4x Finecast), Necrons (2 waves) - Except this goes against all wisdom and knowledge ever, breaks company tradition, and circumvents the GW cashcow: the space marine. Marines are always the first to get codices, with multiple reasons for it, however, the only one that needs to be listed in this case is: money.

* 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 - Marines are first. You know this. I know this. Your mom knows this. All this whine's defanged right here, at the point, but we'll go on for fun and games. My serious face just died, too.


* 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 - Starters will always have basic marines. They'll be painted blue, with yellow or gold trim, depending on decade. This isn't negotiable. It's good business sense to keep pushing that which sells the most.

* 6th edition is finished rulewise for some time now, the overall goal is to fix some of the long time problems of the game system. Expect a lot more fundamental improvements than last edition. The rules were even more ambitious at some stage of development, but didn’t get approved as they were too far away from the established rules. The main designer left company and his successors brought the rules back in line with the existing codexes. The rules are nonetheless a bigger step forward than from 4th to 5th. Changes are so big that the next edition relies partial on erratas to fix old codexes. Development relied heavily on feedback of veteran playtesters. You can see some results of this new approach by the way the FAQs were handled in the last months. All codexes since Codex Tyranids were written with the new rules in mind, especially the new mission and reserve structure. - What do you base this on? That blood angels and grey knights have 'infantry (character)'-units? Uhh, yeah. Great. Feedback? GW ain't getting an ounce of feedback, thanks to all the bile its been spewing on the fans for the past six years. Fluff-clauses in FAQ proves intent...how? I'm confused, but the person who wrote this's insane, so it's okay.

* The main design goals are: one book to rule them all, heroic characters, visceral combat, streamlined mechanism, cleaned up presentation and strategy before chance - False. GW are never going back to secon edition. Chance before strategy is very important. Without this mix, games aren't enjoyable to play for all ages and skill levels. Chess has only skill, so kids hate it. Candyland has only luck, so adults hate it. 40k is designed to play in a certain way, and is far too valuable for GW to use as an experimen You'll see them re-release necromunda before they annihilate 40k with bullshit like this.

* 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.

* the biggest rule changes:
- 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 is neither rogue trader, nor fantasy warhams. False. *insert some reason into rant*. Let's assume this is correct. Remember how everyone thinks 40k is "you go first you win?" atm. This rule would make 40k very much like this. You hit with your shooting on a 2+ because I couldn't move before? Wow!

- 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
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sevmiyorum ben bu VT2yi zaten
hkardicali 10 ay önce
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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
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hmm alfa lejyon..

Mehmet Günüşen 10 ay önce
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VT2, Matt wardu savunduğundan beri gözümden düştü benim de. ama o rumorların yarısının yanlış veya total kolpa olma ihtimali yüksek bence de.

Özgür Abi 10 ay önce
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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
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yukardaki VT2 yazısıyla ilgili tek iyi şey bence en sonundaki Nagash resmi o da burada yok
Murat (Aqqo) Keceli 10 ay önce
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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
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Abi sanıyorum ki şu aşamada Death Company ile tek başına uğraşmak biraz ayrıntı kalır
Adamın söylemek istediği şey şu:
  • Yalnızca objective ya da yalnızca adam öldürme gibi missionlar yok.
  • Oyun bittiğinde objective tutmak para veriyor
  • Oyun boyunca bir objective'i tutmuş olmak ayrıca para veriyor
  • Bu objectiveleri scoring unitlerle tutmak ayrıca para veriyor
  • Bazı birlik çeşitlerini veya squad leaderları öldürmek para veriyor.
Adamın anlatmak istediği daha genel bir yaklaşım yani. Ben beğendim bu yaklaşımı. Hangi birlik tutar tutamaz tartışmalarına daha çok var tabi. Burada konuşsak konuşsak bu yaklaşımı konuşabiliriz bence.

Benim bu yaklaşımı beğenme nedenlerim:
  • Elite birliklerin önemi artacak, çünkü düşmanı kırdıktan sonra boş bakmayacaklar. Böylece heavy support'un yerine elite geçebilir biraz belki.
  • Squad leader daha çıktıslı bir şey olacak (gerekiyordu bu, hidden power fist gücüne oranla biraz önemsizleşmişti)
  • Tank patlatmak sahiden değerli bir şey olacak (savaşlarda olduğu gibi)
  • "Turn 5 I win" bitiyor. Zaten random game length de bitiyor ama bu dediğim farklı bir şey ve yalnız eldar için geçerli de değil. Savaş boyunca uzakta bekleyip, son turda objective'e yanaşmaca bitiyor ve daha gerçekçi oluyor. Bir yeri sahiden "tutmuş" oluyor birlik.
  • Scoring unit muhabbeti hala değerli kalıyor. (Bence çok önemli, hatta troop daha çok desteklense daha çok sevinirim ben )
  • Genel olarak oyunda hareket etmeyi destekliyor.
Camuroglu 10 ay önce
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"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
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açıklamalar icin tesekkur ederim Özgür
Emre Özkılıç 10 ay önce
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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.

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