Welcome Guest [Log In] [Register]

Title

Photobucket
Wartrond på Facebook - Kalender 2016- Styret 2016


Velkommen til Wartrond, til alle de som har interesse i miniatyrspill
Photobucket
Velkommen til Wartrond.

Want to contact us? See contact information of the leadership group (Wartrondstyret).

Du ser for øyeblikket forumet som gjest. Registrer deg eller logg inn for å kunne lage innlegg og se enkelte underforum.

Join our community!


If you're already a member please log in to your account to access all of our features:

Username:   Password:
Add Reply
Mer 5th Ed.; Har dere lest 5th. prerelease?
Topic Started: 5th May 2008 - 03:50 PM (388 Views)
Edd
Member Avatar
Veteran
[ *  *  *  * ]
Har "kommet over" en 5th. ed. "prerelease" (pdf) med det som visstnok skal være et utkast til regelboka. Har folk lest den? (dette er kanskje gamelt nytt )

Edward
It's Hammertime!
www.stridshammer.com
Offline Profile Quote Post Goto Top
 
warlord nazrag
Member Avatar
bomseslask
[ *  *  *  *  *  *  *  *  *  * ]
litt gammelt nytt, men er jo alltids noen som ikke har fått det med seg..


For min del håper jeg de ikke tar med mye av det som står der...
have no fear, CHAOS is here!

eskimoene har 23 ord for snø, Immortal har 24

Posted Image

Hærer i noenlunde spillbar stand:

Fantasy:

Bretonnia

40k:

Space Marines (Space Wolves)
Chaos Marines (Slaaaaaaaaaaaaaaaaaaaaaaaanesh)

30k:
XXth
Offline Profile Quote Post Goto Top
 
Shas'O Reinås
Member Avatar
Emmisary of the Greater Good
[ *  *  *  *  *  *  *  *  *  * ]
Ja, har hatt tilgang på den en god stund nå, og skummet igjennom den, må si at det er ting jeg både liker og misliker, men jeg venter heller på 5th regelboka, da det vel presiseres at dette er bare en draft.

Ingen vits i å begynne å engste seg på forhånd :)

Rune
Nothing to prove
Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
- Darkthrone, Too Old, Too Cold -

Offline Profile Quote Post Goto Top
 
Shas'O Reinås
Member Avatar
Emmisary of the Greater Good
[ *  *  *  *  *  *  *  *  *  * ]
Tenkte jeg skulle poste noen lister jeg fant på Warseer som forholder seg til hvilke endringer vi kan forvente oss til 5th ed som nå er rett rundt hjørnet.

Postene er skrevet av folk som har hatt anledning til å lese den nye regelboken hos de GW butikkene de har vært fremvist på forhand, men jeg må understreke at det fremdeles er snakk om rykter (selv om det meste av det begynner å dukke opp på så mange hold at jeg personlig tror det dreier seg om sannheter).

Quote:
 
.Hey guyyss!! Had another session with the book today, and played a few games, i think i can now answer all of your questions.

First off, assault weapons cannot fire like defensive weapons, neither can template weapons. No distinction is made in the vehicle rules.
The rear armour rule is there. When assaulting a vehicle in CC you hit the rear armour.
If you assault a vehicle in your go and dont destroy it, you may attack it in the next CC phase, ie your enemies, if the vehicle does not move. You can be shot at by the enemy however as you are not considered locked in combat.

Skimmer rules: Fast skimmers may move 6 inches and fire all weapons, or 12 inches and fire 1 main and all defensive weapons. Skimmers may not move and fire all weapons, or move up to 6 and fire one main and all defensive weapons.

Fast Skimmers may move flat out ie 12-24,fast vehicles may move flat out 12-18, and gain a 4+ obscured cover save. There is no save for a skimmer moving less than 12!!!!! These are cover saves, so cannot be gained against template weapons, crack shot, markerlights reducing it. etc. Works like a normal cover save. Can by fortuned btw.

All vehicles are hit automatically in CC if they didnt move, on 4's if they moved up to 6, 6's over this. This means skimmers that dont move are hit automatically!! on the rear armour.

Smoke launchers give you a 4+ cover save for next enemy shooting phase.

Blast weapons that get hot: Roll a dice for each weapon before firing. On a 1 you do not fire and take one saveable wound.
Rapid fire gets hot is gone. You only overheat on 1's to hit, not 2's.

Feel no pain cannot be used against instant death, AP1 or AP2 weapons, power weapons, rending that rolls a 6 to wound, etc.

Twin linked weapons. Twin linked blasts, you must choose to reroll the scatter and the 2D6 or none. Twin linked gets hot only overheat if the second roll is also a 1.

Snipers: always wound on a 4+, rending, strenght 3 against vehicles. THis means you use your BS to hit.

Scoring units: all units from your troops allocations on the FOC are scoring, unless they are a vehicle, swarm or have another special rule that specifies they cannot Ie tyranid gaunts who are lurking. The unit is scoring, so one man out of a 10 man tactical squad is still scoring. ANY UNIT may contest objectives.

All units that are not vehicles can run, with the following exceptions :Bikes, Jetbikes, Artillery. Walkers can run. This means tomb spiders, talos' etc can run...hmmm.

Ramming does not have a maximum strength. Nowhere in the book does it state that ramming is limited to strength 10. A vyper with star engines can generate a strength 12 hit it takes a strength 12 hit too btw.

Wound allocation is simple. You do it unit by unit, all shots of one unit on its target.
So using the example above the 3 tyranid warriors, 1 with venom cannon, 1 with devourer, 1 with rending claws are wounded by 5 bolter shots, 1 lascannon shot and 1 plasma gun shot. The player controlling the warriors allocates the 5 bolter shots first, placing them one at a time. You can only allocate a second wound once each model in the squad takes one. The warriors have a 4+ save. Two take 2 bolter hits and 1 takes 1 bolter hit. Now the plasma goes on the warrior who was hit by one bolter shot, and the lascannon on any warrior of the players choosing.

Now roll saves. The first warrior who has a venom cannon is only hit with 2 bolter shells and makes 1 armour save. The second warrior is hit by 2 bolter shells and a lascannon shell. he fails 2 saves and dies. The lascannon hit is wasted. The third warrior makes the save from the one bolter hit, and takes one wound from the plasma.

I was used to the system after one game. Its easy to learn. Works the same in combat also.

Combat: Units that are charged get a free 6 inch counter assault move to get them into base to base if possible. Casualties can be removed from anywhere in the combat, not just the 2inch killzone. Models who are able to attack at the start, before any dice are rolled, still get to attack, regardless that all the models in the killzone were killed before they got to attack.
Combat results: Models killed vs Models killed. today in my game my conscript platoon was charged by 5 terminators and a wolf lord. They killed 12 conscripts with no reply. I lost the combat by 12, but i am fearless due to Gaunt, so i take another 12 armour saves!!!

If i wasnt fearless i wound have autorun, except on a double 1 for insane heroism.


Quote:
 
* Independant characters function as a single model in the unit, so he can allocate attacks against models within 2, or he can attack if within 2 of a friendly model in B2B. He functions as part of the squad but can have attack allocated to him.
* Counter Attack USR - get to counter attack (ie +1 attack) with a successful leadership test.
* All units from your troops choices count and scoring, unless
They are a vehicle
They are a swarm Ie rippers
They have a special rule that specifically states they cannot score, ie Hormagaunts that are lurking since they are not in synapse range.
* Moral tests are the same as 4th, if you suffer 25% or more in one shooting phase. However all modifyers are gone. No -1 for under half etc. Pinning is done unit by unit, so if you shoot 2 units of scouts at the same unit or 8 marines. and kill one model each with your sniper rifles, the marines wound half to take 2 pinning tests AND a moral test if they were not pinned.
* Every unit is considered to be one killpoint, including transports
* Mission summary: All missions use the victory conditions of:
on a D3:
1: Capture. D3+2 loot counters, deployed as per 4th edition.
2: Recon style. 1 objective in opponents deployment zone.
3: pitched battle. Killpoints.

If the game is tied at the end, a tactical draw is called. You then consult VICTORY POINTS! Which I think work like Kill points.

Battlefield deployment. on a D3
1:Pitched battle. Standard 12 inch setup long board edges.
2: Cleanse. Standard cleanse setup
3: Dawn of war. Half the battlefield.

* In each, the players roll off. Whoever wins gets to say who chooses sides, sets up first etc. I won the roll and forced my opponent to choose, but then he had to set up his entire army first.
* In the Dawn of war mission, it follows the same pattern, but the players only set up 1 HQ and 2 Troop units, the rest arriving in reserve.
* Poisoned is always wounds on a 4+, unless special rule says otherwise, but if your basic strength is higher than targets toughness, your have to reroll failed rolls to wound.
* If you assault a vehicle in your go and dont destroy it, you may attack it in the next CC phase, ie your enemies, if the vehicle does not move. You can be shot at by the enemy however as you are not considered locked in combat.
* Skimmer rules: Fast skimmers may move 6 inches and fire all weapons, or 12 inches and fire 1 main and all defensive weapons. Skimmers may not move and fire all weapons, or move up to 6 and fire one main and all defensive weapons.
* Fast Skimmers may move flat out ie 12-24, fast vehicles may move flat out 12-18, and gain a 4+ obscured cover save. There is no save for a skimmer moving less than 121 These are cover saves, so cannot be gained against template weapons, crack shot, markerlights reducing it. etc. Works like a normal cover save. Can by fortuned.
* All vehicles are hit automatically in CC if they didnt move, on 4's if they moved up to 6, 6's over this. Always hit on rear armor.
* Smoke launchers give you a 4+ cover save for next enemy shooting phase.
* Blast weapons that get hot: Roll a dice for each weapon before firing. On a 1 you do not fire and take one saveable wound.
* Rapid fire gets hot is gone. You only overheat on 1's to hit, not 2's.
* Feel no pain cannot be used against instant death, AP1 or AP2 weapons, power weapons, rending that rolls a 6 to wound, etc.
* Twin linked weapons. Twin linked blasts, you must choose to reroll the scatter and the 2D6 or none. Twin linked gets hot only overheat if the second roll is also a 1.
* Snipers: always wound on a 4+, rending, strenght 3 against vehicles. This means you use your BS to hit.
* Scoring units: all units from your troops allocations on the FOC are scoring, unless they are a vehicle, swarm or have another special rule that specifies they cannot Ie tyranid gaunts who are lurking. The unit is scoring, so one man out of a 10 man tactical squad is still scoring. ANY UNIT may contest objectives.
* All units that are not vehicles can run, with the following exceptions :Bikes, Jetbikes, Artillery. Walkers can run.
* Charge units get a 6" counter assault to get as many models in base as possible. No 2 inch kill zone. All models with in 2" get to attack.
* Insane heroism on snake eyes
* You can put them on larger bases with your opponents permission, so basically you have to put them on the bases provided.
* preferred enemy is Rerolls to hit in CC
* Fearless is not capped by squad Ld modifier, but by how man wounds done.
* Assault grenades work as frag grenades do now
Defensive grenades work as photon grenades, ie you don't get +1 attack for charging a unit with defensive grenades
* ATSKNF - ability to choose to fail a morale test, and auto rally after the fallback move. (A lot of little extra pieces to this though)
* You cannot use a consolidation move to start a new combat. However you can join one already in progress.
* Ramming is exactly as it was in the PDF, ie for every 3 inches moved its +1 strength, for every armor point above 10 its +1. The book has the example of a land raider ramming an ork truck in the side. The land raider has moved 12 so inflicts strength 8 hit on the trukk. The truck only inflicts a strength 4 hit since its only armor 10, so the land raider is in no danger. Interestingly strength isn't capped here.
* Damage table is
1. Shaken
2. Stunned
3. Weapon destroyed
4 Vehicle immobilised
5 Wrecked
6 Vehicle explodes d6 inches, Strength 3 ap- hit.
* Glancing is -2, Ap1 is +1. AP- is -1.
* Tanks are relentless in the fact that they can move 6 and still fire a rapid fire weapon up to its maximum range, or fire heavy weapons, but they are still limited by the limits on vehicles moving. For example a land raider can move up to 6 and still fire one of its weapons, ie lascannon, but a crusader can move and fire both hurricane bolters, As they are defensive, the pintle mounted stormbolter, again defensive, but only fire one out of the assault cannon or multimelta.
* Run is an additional d6 - cannot shoot or assault (unless they have fleet)
* Wounds allocated and rolled separately
* Scouts and infiltrators can pull an out flank maneuver. Place in reserves, when they arrive, they come on from the short board edges on a roll of a 1-2, the left side, 3-4 right side, 5-6 you choose. And the board edge is all the way along, so you can come on in the opponents deployment zone, turn 2.
* Force weapons are power weapons that cause instant death. Nids and deamons immune to instant death
* Vehicle Squadrons - immobilized result = vehicle destroyed.
* Transports can transport any unit, not just the unit they were bought for. You can't hold a unit in reserves in the tank though unless it's a dedicated transport.
* Blast / Ordinance scatter 2D6 - BS. Always Move or not. you take cover saves based on where the hole in the template. If the hole is off the vehicle weapon strength is halved (good by fire prisms)
* 12+ Skimmers get a 4+ cover save
* Shooting through intervening troops gives the obscured troops a 4+ cover save. Intervening troops do not get hit.
* Walkers fire 2 weapons
* Defensive weapons are S4.
* Perils of warp changed to take a wound, so no longer S6. (Good for farseers)
* Turbo boosting bikes get a 3+ cover save. (So no more psycannons)
* Models can be placed on display bases or bases larger than the ones supplied, but you should agree on using these models with an opponent before the game. We recommend u place them on the right base and build the diorama around it
* Troops that are assaulted now automatically make a 6 inch move towards the combat before any dice are rolled.
* when taking wounds from a combat, it is allocated exactly like shooting, and you can take guys off from anywhere in the combat, ie not within 2 inches, so basically unless you kill a model that was within 2 inches before dice were rolled, you can attack them.
Independent characters no longer have to be in B2B contact with the enemy to fight, just within 2 inches. This does mean the enemy within 2 of him can allocate attacks....
* When a vehicle counts as obscured, ie 50% of its hull is not visable to the firer, it gets a cover save equal to the cover thats doing the obstructing.
* Swarms are not scoring
* 1 model out of a unit of 10 marines is still scoring. you get 1 Kill point for fully destroying an enemy unit, but these only apply in annihalation missions, which is 1/3 of missions, and in other missions where there is a tie on other objectives.
The only Scenarios are Annihalate, Battlefield control and Objective markers, however there are 3 different type of setup zone, Quarters, Long board edge and Half of the table, so there are 9 missions.


Det kunne vært svært interessant å høre dere filosofere litt om hvordan disse mulige endringene påvirker akkurat deres hær(er), og hva dere synes om det.

Jeg kan jo raskt si noe om hva jeg liker og ikke liker med tanke på min hovedhær (Tau).

- Running, i utgangspunktet er jeg jo ikke glad for ting som tillater motstanderen å komme på nært hold fortere, men sammen med andre regler (som ingen consolidation inn i ny combat) tror jeg denne kommer til å skape et mer strategisk spill, samt at jeg kan jo altids "springe" unna :) Samt at Suits blir enda mer manøvreringsdyktige for å relocate / conteste objectives osv, move 6", run 1d6", og assult move 6".

- Skimmers; ikke mer automatisk 6+ for å treffe, og bestandig treff mot rear-armor i close combat gjør skimmere mer utsatt i close, men der vil man jo ikke ha dem uansett. Ellers er det så klart ingen bonus at skimmere må bevege seg over 12" for å få den 4+ coversaven, da ingen av mine skimmere (untak Prianha) kan det. Heldigvis oppveies det delvis av at man kan få coversave av terreng + at disruption pods blir alle Tau-spilleres beste venn nå. I tillegg må som Tau spiller begrense seg til å flytte 6" om man vil skyte med alle våpenene nå (med multi-tracker).

- Defensive Weapons er str 4 og under; for ei liste som ikke har våpen med lavere styrke enn 5 er dette selvsagt ingen fordel :(

- Nye Wound allocation regler; for en som ikke har noen special weapons i unitene sine virker dette veldig positivt. Greier man å rulle frem nok wounds kan man kvitte seg med den powerfist/heavy weapon figuren motstanderen tidligere hadde "gjemt" i en unit med "ablative wounds".

- "Relentless"; at denne regelen gis til Jet Pack jump infantery er positivt på den måten at markerlights blir greiere å bruke, og i og med at coversaves dukker opp både her og der i 5th ser dette ganske ok ut

- det er helt klart mer men jeg må få tenkt meg om :D

Rune
Nothing to prove
Just a hellish rock'n roll freak
You call your metal black
It's just plastic lame and weak
- Darkthrone, Too Old, Too Cold -

Offline Profile Quote Post Goto Top
 
denneblis
Member Avatar
cretin
[ *  *  *  *  * ]
For tyranids

- Run: For det meste er dette negativt for meg. Jeg har allerede fleet på nesten alt, så motstanderene mine får en fordel og jeg tjener lite på det, eneste positive jeg ser er leaping warriors og cc carnifex blir bedre.

- Rending: Siden tyranids er "the rending army" så er dette viktig for meg. Selv om jeg ikke føler det som en direkte nerf, mer at jeg må gjøre opp på armeen min. 1. Mot tropper så er det viktig for meg å treffe, slik at jeg deretter kan rende. Det betyr +ws istedet for +i. Og gi genestealerne preffered enemy. 2. Mot vehicles MÅ jeg nå ha en carnifex. Kan verken satse på skyting (may only glance) eller rending lengre. Litt kjipt siden jeg ikke liker carnifex av stil

- Ikke consolidate inn i en unit: NERF!!!! Trolig dette som treffer meg hardest. Her blir det hardtelling for å sleppe ut av combat i fiendens runde.

- Shooting through intervening troops: Den beste i 5th for meg. Jeg kan nå droppe alt av armor for folka mine og kjøpe mer gaunts. Akkurat slik gode gamle dager før 3rd ed codexet.

- Nye missions og troop scoring. Veit virkelig ikke påvirkning av dette. Har ikek prøvd det, så vanskelig si. Jeg har mye troops, men de kan lett dø om de står stille på et objektive. KP virker døden mot meg som har vanligvis 2hq, 2 elite, 6troops, 2 fast attack, 3 heavy supp. på 1500p


- Andre ting jeg liker uavhengi av hva jeg spiller: Pre combat turn order, ramming, standardesering av grenades

- Ting jeg ikke liker uavhengi av hva jeg spiller: WOUND ALLOCATION! (Virker veldig tregt, og er en nerf både for angriper og forsvarer)

Vil ikke si at 5th ed er veldig mye annerledes fra 4th ed, og det er endel pene ting her. Tror ikke disse reglene kan breake noen lag, men kanskje noen spille stiler. For eksempel en carnifexløs tyranid arme :(
Offline Profile Quote Post Goto Top
 
Moriar
Member Avatar
Sturmbannführer
[ *  *  *  *  *  *  *  * ]
Den killpoint regelen hørtes jo helt latterlig ut.

Kan ikke være riktig slik den står der. Fantastisk for meg at man ikke lengre kan consolidate inn i combat. Da trenger jeg ikke lengre vurdere om jeg skal mate kampen med flere menn for å holde den der den er. Bare å vente til en squad dør og så pøse på med ildkraft.

Scatterreglen liker jeg veldig godt. Ikke det at det blir no bedre for meg(scatter opp til 9"...), men jeg tenker slik at alt som virker logisk og fluffmessig riktig (ofte) er bra. I dette tilfellet så hjelper faktisk BS deg til å skyte bedre.

Wound regelen var veldig veldig merkelig. Jeg har alltid likt regelen som sier at man må ta vekk så mange hele modeller som mulig. Dette gjør ikke akkurat spillet raskere...

Flott med de nye panic/pinning reglene. Slipper jeg å sløse tid på hoderegning :D
With sword in hand I now stand, on my enemies land. And with a northern heart, I will fight until the day i die. -Immortal
And power was given onto him, to scorch man with fire. -Marduk
And the generals gave thanks. As the other ranks, held back the enemy tanks. For a while. -Pink Floyd

Posted Image Posted Image
Offline Profile Quote Post Goto Top
 
« Previous Topic · 40k · Next Topic »
Add Reply

--------------------------------------------------------------------------------
Theme by James & Chort Of Direct-AdvertsAnd The Ifsz