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Euer Forenadministrator Eversor


RE: News (30.10.13: Noone expects the...)

#301 von Eversor , 18.11.2011 14:41

Ein Zettel, der angeblich von einer Teamsitzung bei GW stammt, ist aufgetaucht. nach diesem Zettel wird die neue Edition am 14.07.2012 erscheinen.

 
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RE: News (30.10.13: Noone expects the...)

#302 von Eversor , 18.11.2011 16:30

Es könnte laut Warseer durchaus mehr als zwei Chaoscodices geben:

Zitat
REDEATH:

hmmm I was speaking to someone who works for GW and he said there were actually 6 Chaos codexes in the pike....One called Chaos Renegades which covers everything from traitor guard to red corsairs (renegade non Heresy Chaos Space Marines) then he said 5 codexes to follow Archtype Legions....Chaos Legions World Eaters (Khorne), Chaos Legions Death Guard (Nurgle), Chaos Legions Thousand Sons (Tzeech), Chaos Legions Emperors Children (Slaanesh) and lastly one called Chaos Traitor Legions or Chaos Legions Undivided which would concentrate on the Black Legion but have lists, characters and rules also for Alpha Legion, Night Lords, and Iron Warriors. He said they were really excited about the 4 Legion Specific ones and that this has been a long standing desire in the studio to make some CSM codexes that were Legion specific to balance out against the regular SM Codexes (Blood Angels, Black Templars, Dark Angels, SPace Wolves)


Zitat
theDarkGeneral:

Considering the broad depth of background and story line change (and expanse) that has recently hit most of the current new codexes, I wouldn't be all that surprised to see some alterations of the Chaos Legions and how they currently function, keeping them quite different from each other.

As I've stated (about a year or so ago), GW understands the need, desire, and profit margin that producing multiple Chaos Legions Codexes will bring and fulfill. Quite a few new Black Library books have been appearing, more and more on the Chaos Legions (though us World Eaters still have as yet none dedicated to us! ) all for which is to be timed several BIG changes come out next year. Many of the 6th Edition Rumors are true, and 40K will change much like Fantasy has from 7th to 8th...

From what i'm still told, there are 3 FOR SURE Chaos Codexes coming out, of which 3 Legions will appear in each, and 2 more possible Codexes within the next couple of years for all to see the shelves. Probably 2 Legions Codexes this coming year (2012), and the 3rd arriving early the following year (2013), with (possible) follow up Codexes of The Lost and Damned (named something else) and a Campaign Codex (ya'll remember the Eye of Terror?) that will be largely if not entirely Daemon based...

As for the Daemons in each, they'll largely (not completely) remain the same in each up coming Codex as they appear in the current Chaos Daemons Codex, with most getting points cost hikes and smaller maximum unit sizes, to reflect their ability to be summoned (changing in new 6th Edition) and either Move, or Shoot, or Assault...

Again peeps, just what i've been told in casual gamer talk with my GW higher ups friends...

 
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RE: News (30.10.13: Noone expects the...)

#303 von Eversor , 28.12.2011 23:30

Im kommenden Jahr erwartet uns als Games Day Mini ein Klassiker - wenn auch leider nur aus Finecast:

 
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RE: News (30.10.13: Noone expects the...)

#304 von Kriegsschmied , 29.12.2011 00:33




Eine tolle Figur!!!!!

Muss ich haben.

Allerdings hat sie einen Fehler: DER BOLTER (zu modern)

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RE: News (30.10.13: Noone expects the...)

#305 von Eversor , 11.01.2012 16:44

Angeblich hat es eine Testversion der neuen Edition in den Umlauf geschafft. Ich selbst kenne das PDF, von dem manche behaupten es sei eine Fälschung, nicht, allerdings gibt es hier eine Zusammenfassung wichtiger Änderungen:

Zitat

Highlights:
HIGHLIGHTS SO FAR
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

[list]
[*]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.[/*:m]
[*]Running in the movement phase….most of us do this already![/*:m]
[*]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![/*:m]
[*]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![/*:m]
[*]Rigid saves: sounds like FnP, but is ignored by AP 1,2,3 or instant death attacks. FnP is a 4+ rigid save[/*:m]
[*]Removed from play now just means removed as a casualty. Necrons get a break from JotWW![/*:m]
[*]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![/*:m]
[*]Tiers of Eternal Warrior, still reading it, but if you have EW 1, you ignore ID 1, etc. level 3 ignores all ID[/*:m]
[*]If a unit can be singled out by an attack (JotWW) it becomes it’s own unit. Shielded (USR) ignores that rule.[/*:m]
[*]Falling back is now your movement + D6″[/*:m]
[*]some units can cause Terror which triggers a morale check[/*:m]
[*]Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles[/*:m]
[*]Broken units automatically fail their morale if they lose a combat.[/*:m]
[*]Broken units automatically fail their morale if they lose a combat.[/*:m]
[*]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.[/*:m]
[*]Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.[/*:m]
[*]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.[/*:m]
[*]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.[/*:m]
[*]new Dense terrain type: can’t see through it at all. If a unit is in it, you ignore this unit for shooting.[/*:m]
[*]Cover saves now 5+ for all but fortified ruins.[/*:m]
[*]Skilled Rider now IGNORES difficult terrain checks.[/*:m]
[*]Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.[/*:m]
[*]Move through cover: run/cruise through difficult terrain.[/*:m]
[*]Turn phases: Move, Assault, Shoot, Consolidate[/*:m]
[*]BIG! In order to control a mission objective, you must have it for an ENTIRE turn.[/*:m]
[*]Turns are defined, things that occur :at the beginning of the turn” are clearly defined.[/*:m]
[*]Cruise and Combat speed are for all units now, cruising or running for infantry, is a straight double movement, no more random roll.[/*:m]
[*]You cannot shoot before charging anymore. A Charge is a double move.[/*:m]
[*]Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase[/*:m]
[*]Flat Out: triple movement[/*:m]
[*]Fleet adds 2″ to your movement value![/*:m]
[*]Fast rule: shoot twice if stationary, shoot normally after moving or charging[/*:m]
[*]Rage: can’t remain stationary, must take -1 morale check to not charge enemy unit within 12″[/*:m]
[*]Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10[/*:m]
[*]In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’t target into HtH.[/*:m]
[*]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![/*:m]
[*]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+[/*:m]
[*]3″ consolidation[/*:m]
[*]Hit and Run now only 3″, but can now shoot in the following shooting phase[/*:m]
[*]Hulk rule: can not attack in HtH[/*:m]
[*]Intractable rule: cannot be bound in HtH[/*:m]
[*]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+[/*:m]
[*]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[/*:m]
[*]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[/*:m]
[*]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. Applies to Tanks, Battle Suits, jetbikes, walkers and aircraft[/*:m]
[*]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![/*:m]
[*]Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.[/*:m]
[*]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[/*:m]
[*]Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″[/*:m]
[*]Tiered stealth: +1. 2. 3 etc.[/*:m]
[*]Swarms: eternal warrior (1), +1 evade, vulnerable to blasts[/*:m]
[*]veiled: tiered level 1, 2d6x3 to spot, level 2 2d6x2, level 3 2d6x1.5 to spot.[/*:m]
[*]Draw Back rule: performed in the consolidation phase, 2d6″ move after shooting: eldar jetbikes[/*:m]
[*]In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup.[/*:m]
[*]You can oly regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.[/*:m]
[*]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![/*:m]
[*]Defensive fire: you can shoot a unit that comes within 12″ out of sequence with this rule. Nice! shoot units as they assault you.[/*:m]
[*]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.[/*:m]
[*]Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2) gives 3 shots at 12″, 2 at 18″[/*:m]
[*]assault weapons count as a secondary close combat weapon in HtH[/*:m]
[*]Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions[/*:m]
[*]“bomb” type weapons are fired in the movement phase[/*:m]
[*]grenades can be used as weapons against massive type models (MCs!) or vehicles but WS is 1[/*:m]
[*]Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule.[/*:m]
[*]Grenade launchers halve the WS of the defending unit when attacking them with grenades[/*:m]
[*]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.[/*:m]
[*]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)[/*:m]
[*]coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.[/*:m]
[*]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![/*:m]
[*]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.[/*:m]
[*]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.[/*:m]
[*]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.[/*:m]
[*]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.[/*:m]
[*]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.[/*:m]
[*]Bombing is a free action done in the movement phase[/*:m]
[*]AA weapons always hit target as if it were evade 3[/*:m]
[*]Entangling weapons cause target to be in difficult and dangerous[/*:m]
[*]pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.[/*:m]
[*]Snipers are finally legit! All sniper weapons are pinning, rending, directed hits! Wow, they can choose who they can hit! Finally.[/*:m]
[*]Targeter: shooting unit makes target count as stationary for EV purposes.[/*:m]
[*]Twin-linked template weapons increase their range to 6″. Wow, twin flamers now shoot farther instead of rerolling to wound.[/*:m]
[*]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![/*:m]
[*]Force weapons cause ID(2) so they don’t own monstrous creatures anymore. Thank goodness.[/*:m]
[*]Power weapons now have the parry rule, which grants a 5++ in HtH! Awesome! A reason to take them.[/*:m]
[*]Monstrous creatures now hit with a weapon that is 2xS, ap 2[/*:m]
[*]All CCWs are ap6, which means Orks and Gaunts and such get no save from most HtH attacks.[/*:m]
[*]whitcblades are str7, and can be “chanelled” activated with a ld test, to allow the wielder to reroll any failed invul saves.[/*:m]
[*]Melta bombs finally have the melta rule and ap![/*:m]
[*]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.[/*:m]
[*]Unit Types:[/*:m]
[*]Infantry: 6″ move, 12″ run or charge[/*:m]
[*]Beasts or Calvary: move 7″, charge 21″, run 14″[/*:m]
[*]Jump Infantry: move 9″, charge or run 18″, deep strike[/*:m]
[*]Flying Infantry: airborne, move 9″, run or charge 18″, deep strike[/*:m]
[*]Jet Pack: move 6″, airborne, draw back, deep strike, 12″ charge or run[/*:m]
[*]Bikes: move 8″, charge or run 16″, fast, multi-targeting (1), jink, +1 toughness against shooting attacks only, more resistant to ID[/*:m]
[*]Jetbikes: move like bikes, plus airborne, and draw back for Eldar[/*:m]
[*]MC’s: massive, monstrous, multi-targeting (2), relentless[/*:m]
[*]Gargantuan Creatures: 9″ move, fearless (3) and a host of other rules[/*:m]
[*]Ground Vehicle: any vehicle not specified is a ground vehicle, move 6″, fearless (2), hulk, intractable, multi-targeting(1), relentless[/*:m]
[*]Skimmer: move 8″, same rules as ground vehicle but also airborne[/*:m]
[*]Fast Skimmer: same as skimmer but also: jink, fast[/*:m]
[*]walkers: vehicle, fearless (2), massive, multi-targeting(1), relentless[/*:m]
[*]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.[/*:m]
[*]Fortifications: same as above bu also hulk and immobile[/*:m]
[*]Characters[/*:m]
[*]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.[/*:m]
[*]Characters allow their unit to regroup in the consolidation phase. No mention to minimum unit sizes.[/*:m]
[*]Characters have directed hit rule in HtH and shooting![/*:m]
[*]Characters can either be a squad leader or an IC.[/*:m]
[*]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.[/*:m]
[*]If squad leader dies, another model takes his/her place.[/*:m]
[*]IC’s can not join vehicles or MCs/GCs unless they are of the same unit type.[/*:m]
[*]Psykers[/*:m]
[*]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.[/*:m]
[*]All psykers level 1 unless specified otherwise. 1 power per level, can’t be duplicate power unless otherwise specified.[/*:m]
[*]Perils on 2 or 12, critical hit. No mention of rerolling successful invul saves.[/*:m]
[*]Psyker squads are cleared up. One model counts as using the power.[/*:m]
[*]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″[/*:m]
[*]Vehicles[/*:m]
[*]No vehicles can go up levels in a building anymore, even walkers.[/*:m]
[*]Terrain checks for every piece of terrain moved through.[/*:m]
[*]Hitting a Vehicle in HtH is different. If vehicle moves, they are WS10, if they hold still, WS0.[/*:m]
[*]“Tank” type vehicles get -1 to the damage table. Leman Russ, hoooo![/*:m]
[*]Super heavies: -3 on the damage table.[/*:m]
[*]weapon destroyed is -1 to multi-targeting. Reduced to 0 can only fire one weapon. reuced to -1, can’t shoot.[/*:m]
[*]Immobilized 2 times = dead.[/*:m]
[*]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.[/*:m]
[*]wrecks are a 5+, difficult, dangerous[/*:m]
[*]hull breach: for every additional stunned or immobilized result in the same phase, the damage is 1 higher. Ouch.[/*:m]
[*]skimmers that are immobilized hit the ground off their base, and models underneath move out of the way.[/*:m]
[*]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.[/*:m]
[*]smoke=5+ cover[/*:m]
[*]dangerous terrain=roll d6, on a 6, vehicle suffers penetrating hit. only invul save to stop[/*:m]
[*]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.[/*:m][/list:u]

 
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RE: News (30.10.13: Noone expects the...)

#306 von Eversor , 17.01.2012 00:25

Noch einmal ein paar Gerüchte zur neuen Edition von Frontline Gaming und DakkaDakka:

Zitat
Summary:
- The leaked 6th edition rules are legit
- They want to get rid of edition cycle by releasing a core rule set valid for a long time
- These core set will be updated by FAQ's, erratas and supplements
- allows for expansions (30k, 41k?) and concentration on model making

->Apparently, GW game design has wanted to get away from the edition cycle they’ve been in for the past 3 editions, and want to move towards a core rule set that they can rely on for a long period of time, updating with FAQ’s and Erratas as needed. They want to avoid sweeping changes that leave certain armies in the dust, and therefore with lagging sales.

->...."game supplement for the most exciting part of the game background (Horus Heresy)"...

->..."Forgeworld is already fleshing out the backstory with all of their preheresy and heresy era kits. It is not much of a stretch of the imagination to see FW doing a supplement for this period much as they did with the Badab War books"...

 
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RE: News (30.10.13: Noone expects the...)

#307 von Eversor , 24.01.2012 23:01

In diesem Jahr wird Warhammer 40,000 25 Jahre alt. GW bring aus diesem Anlass eine Jubiläumsfigur heraus. Die Figur ist aus Finecast und wird 26,- € kosten. Das Design basiert auf dem Cover des Rogue Trader Regelwerks und stellt einen Space Marine der Crimson Fists das, der einen Orkschädel schwingt.
Angeblich soll die Mini nur am 25. Februar verkauft werden. Auf jeden Fall ist sie limitiert.

So sieht sie aus:

 
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RE: News (30.10.13: Noone expects the...)

#308 von Eversor , 26.01.2012 23:41

So, Beasts of War hat anscheinend ein paar neue Infos. Das PDF ist demnach definitiv aus den heiligen Hallen des GW-Studios!
Es stellt aber nicht die neue Edition dar. Vielmehr wurde dem Designteam gesagt, sie sollen alles ausprobieren, was ihnen so einfällt. Und das Resultat ist das PDF, welches einige der Neuerungen für die kommende Edition enthält, andererseits auch viele Sachen, die definitiv nicht kommen werden - wie Evasion oder die geänderte Spielzugfolge.
Hier ist der komplette Text:

Zitat
The 40K Heretics Rulebook is Real… Only it’s Not!

Yes… you heard that correctly. After a lot of digging and snooping around the inside of the great citadel (or should that be Citadel) that is Games Workshop, we have some very interesting news about the so-called Heretics 40K Rulebook… or the 6th Edition Leak for those with little flair for the dramatic!

It turns out that this is in fact an actual early version of the 6th Edition rules… but not quite. Apparently the Design department were let loose on the 40K system… they were allowed to try anything they fancied… we’re told that nothing was off the table. This “no-holds-barred” version was then edited down with the truly unworkable ideas removed and those that could prove to be exciting or contentious left in to be play-tested… so was born the Heretics 40K Rulebook!

This version was sent to trusted play-testers. Who like all trusted minions… were turned by the promise of power… or in this case internet notoriety and likely splurted the document all over the web!

I actually found this explanation to be not just more plausible (than the lone gunman theory) but a real breath of fresh air from the ‘Ivory Citadel’, and to me at least it shows a high level of innovation within the design team, and also shows that there is no shortage of ideas knocking around in there.

Word has it the design team had a real blast with this iteration of the rules (loved it apparently) but spotted alot of potential for asshats to ruin it for everyone else with unbalanced lists etc.

And there you have the crux of the issue the design team face, they could probably create a massively fun game at the drop of the hat, and simple folk like me wold love them dearly for it, but alas there is a whole other side (some say dark, Darrel says only!) to our hobby and that is the competitive win at all costs play.

So, fun as they may be, they’re not the final (or indeed likely to be anything like the complete) rule set for 6th edition… but what were we told about the actual 6th Edition Rules?

Well some really interesting stuff. For a start here’s what will not be included from the Heretics Rulebook:

Evasion Values are Out – well this was a given… I’m sure every Dark Eldar player was praying for the day that their skimmers and flyers didn’t fall over in a stiff breeze, but that’s not all. Our Man in Havana has told us that Dark Eldar players will be very pleased with the 6th Edition updates.
Could that mean an overhaul of the skimmer rules… could it mean more deadly flyers?
Of course it could mean one, both or neither. However, more robust transports would make the Dark Eldar much more deadly… so keep your eyes peeled for more revelations.

The Turn Sequence will remain the same – The biggest shake-up and the one that would mean a rewrite of Assault weapons and the death of certain “shooty armies” ( Tao ), was the turn structure that put charging/melee before shooting. I would say it was unrealistic, but in a world of extra-terrestrial and supernatural horrors, where mankind has moved to the stars… that’s probably a bit redundant.
Anyway… the turn structure will remain the same as it is now.

No Unit by Unit Activation – Yup that was pretty disappointing for me, (but who knows everything we have been told could well be misinformation too!) I was sooo looking forward to faster more intricate games with that option.

Gargantuan Creatures will remain with Forge World & Apocalypse Games – That’s right… probably no supersized tanks and critters for the main rulebook… but does that mean we won’t get any Aracknarok-sized monsters?
Well it hasn’t been ruled out, and as Land Raiders are already that size, it’s doesn’t take a genius to think we’ll be getting more big kits.
In fact that was one of the discussions… we all like to gripe about GW prices.

However, it was explained that GW are investing all the time in new kits, new moulds, more people (sculpting team is largest its ever been apparently) and a bigger and better gaming experience… you can take that at face value if you wish… but if it means more plastic kits (and fewer Finecast), and more big bad creatures and machines is it worth it?

So who will be writing this new 6th Edition Rulebook I hear you cry?

Well as you can imagine the creation of a new rule set of this scale is a team effort… but some poor soul has to captain this vessel… so who is it?

Well… that really is top secret and even we couldn’t get the name (and you can’t use thumbscrews these days!)… but we did find out who it isn’t.

So here are a few names who might be involved, but won’t be the lead writer… Matt Ward, Robin Cruddace and Phil Kelly… but if not one of them… then who?

Will you need an update to your existing Codex when 6th Edition launches?

We’re told that the new rule book was written to take into account the latest releases and so there’s no need to post a massive errata.
However, we know that there are many codices that need a revamp. So I’m very sceptical that there will be “no need for an FAQ”.

Although I’m always prepared to be proven wrong.

So, there you go… that was an interesting conversation… and it doesn’t stop there.

We got some more great bits of info that we’ll be able to share with you… but not quite yet… you’ll need to be patient.

However, until then… feel free to speculate all you want… or post a question. Perhaps we can call a few guys and see if we can get you the inside track.

Big caveats on this guys, in that while we’re confident that the contents of the article are accurate you are relying on our sources, and… well… there could be many ways in which it may not be accurate (not necessarily deliberate by a source either!) so take it that its just part of the business these days that while we do our best, there are no guarantees!

All of that aside, is the Heretics 40K Rulebook good enough, different enough to warrant a following of its own? (I’m so tempted its unreal!)

BoW Warren

 
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RE: News (30.10.13: Noone expects the...)

#309 von Eversor , 30.01.2012 22:01

Die Starterbox der kommenden Edition soll Dark Angels und Chaos enthalten. Für das Chaos wurde folgender Inhalt genannt: CSM, Renegaten/Kultisten, Cybot. Als möglichen Hinweis auf den Inhalt der Box solltet ihr die Heftrücken der aktuellen WDs mal genau betrachten.

Ansonsten wurde als nächste Veröffentlichung für 40k folgendes genannt: Tyraniden, Space Wolves, Necrons. Es sind jedoch nur Minis, kein neuer Codex ist dabei.

 
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RE: News (30.10.13: Noone expects the...)

#310 von Eversor , 15.02.2012 10:23

 
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RE: News (30.10.13: Noone expects the...)

#311 von Eversor , 21.02.2012 01:46

Am 3. März sollen die Space Wolves Nachschub erhalten:

Zitat
SW Donnerwoelfe 3 Stueck =43,50 Euro
Arjac =21 Euro!!! Oo
Held auf Donnerwolf =33 Euro
5xFenriswolf =19,50

 
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RE: News (30.10.13: Noone expects the...)

#312 von nightshroud , 21.02.2012 11:46

Sehr schön. Was zum wegmetzeln.
Rache für Prospero!

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RE: News (30.10.13: Noone expects the...)

#313 von Eversor , 21.02.2012 16:01

Auch die Käfer bekommen Nachschub.











Also so, wie ich es an anderer Stelle vor ein paar Tagen weissagte. Und zum Wohlgefallen der Gegner aller Imps keine Hydren.

Ach ja, daneben gibt es noch ein paar FC-Neuauflagen.

 
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RE: News (30.10.13: Noone expects the...)

#314 von Kriegsschmied , 21.02.2012 17:05

Eins muss man ihnen lassen. Die neuen Donnerwölfe sind vom Aussehen her um ein vielfaches dem FC Modell überlegen. Dessen Pose mochte ich noch nie.

Der schönste Bausatz ist aber eindeutig der Schwarmtyrant mit Flügeln! Coole Figur!

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RE: News (30.10.13: Noone expects the...)

#315 von Thingol , 21.02.2012 17:13

Mir gefallen alle Modelle richtig gut. Da wird sich jemand freuen die MNA-Armee mit Wölfen erweitern zu können und auch die Tyraniden brauchten doch noch dringend Modelle zu den im Codex genannten Einheiten.

Grüße
Thingol

 
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