Sunday, July 1, 2012

6th Ed quick impressions

Hey gang, DFK! here,

Spent several hours today poring through the new 6e rules and there are a lot of differences.  I hope to get into them in more depth across a couple articles this week, hopefully culminating in a battle report on or about July 8th (time allowing).

So for now, let me just give you a run down of all the things that are, in my opinion, different enough to have changes ranging from "major" to "relatively significant."  Obviously, some of this stuff was in the rumors, but a lot of rumors (like consolidating into combat) are officially disconfirmed.

  • Wound allocation - no more complex allocation
  • Movement - overall mobility is way up
  • Close combat - CC weapons have AP, IC's function differently in CC
  • Flyers are totally in
  • Snap fire - not to be confused with overwatch
  • Fleet - no more running and then charging.... pretty much ever
  • Look out, Sir! - in for both IC and sarges
  • Multi-charging rules very different
  • Pile-in rules for CC are very different
  • Variable charge range
  • Regrouping will now happen more often - no more chasing units off the field
  • Jet bikes are freaking rocket ships, turbo boosting even further
  • Fear mechanics are in, and space marines shall know none!
  • Overwatch - flamers just got better, yo
  • Beasts and cavalry got a mix of nerfs and buffs
  • Focus fire mechanics can put the hurt on models out of cover
  • Pre measurement for EVERYTHING
  • Rapid fire - despite rumors no extra shots or anything, but more mobility
  • Snipers - lots of chances to pick important peeps off, I dig this mechanic
  • Challenges - I have mixed feelings on this, we'll see how it works out
  • Everybody in the game gets a save v. psychic powers - nerf to Psychic Hoods
  • It's easier for vehicles to get cover
  • Dangerous terrain is more survivable, but there is a new more dangerouser terrain type
  • Some terrain buildings can be "dilapidated" and run down, and you never turn buildings into craters anymore
  • Reserves more likely to come in earlier
  • Major changes to night fighting
  • Scoring unit rules re: transports contain some key adjustments
So what stayed the same?  Well, this stuff, more or less:
  • True Line of Sight
  • Saves (only one save, ever)
  • To hit tables and mechanics
  • Morale (though regrouping is buffed)
  • Blast/barrage weapons (only change is that the hole has to be entirely over a base, not just partial)
  • Pistols (rumors indicated they could be used in CC, they can.... as a generic CC weapon)
  • Deep strike
  • The FOC (rumors indicated percentages..... na dawg).

I know this is just a simple list at first and likely to be found on say, a billion other websites, but hopefully I can push the boundaries of infringing copyright and get you some details and impressions soon.


  1. Just to confirm Deep Striking has changed slightly. A more forgiving mishap table now.

  2. Kraggi:

    Very true, but that's not a mechanical change. Rumors indicated things like getting close to people scattered more, while DSing in the middle of nowhere on the table might find you having a smaller scatter distance.

    I'll get into all the mechanical details I can throughout the week.

  3. It's worth noting that wound allocation can still be complex on edge cases. But wargear complexity doesn't matter with the unit composition; only save complexity.


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