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Welcome to the 5th Edition notes pages. All the relevant rules pages by section will be collected here. Models & Units pg 3.p3 Bases that models must be attached to the bases they come supplied with. This is new as far as I can see because having a base was never stated as being compulsory before, let alone the one they were supplied with. Also on this – you need to ask your opponent if you want to use a different size base that "might effect how the model interacts with the rules" in other words, tall/wide heroic bases are a opponent-ask item - due obviously to the new TLOS (True Line of Sight) system. Unit Types pg 4.Characteristics pg 6.The Turn pg. 9The movement phase pg. 11The Shooting Phase pg. 15p15 Disallowed Shooting Units that have "Gone to Ground" because of a previous turn's shooting can't shoot. This is new because Gone to Ground is a new feature of 5th. p.16 True line of sight. It has to be drawn to the models torso, head, leags and arms. Banners, weapons, ornaments, tails and wings don't count. Impressive bases that make a model taller are not mentioned. Nice to see there is some clarity. p.16 Run Great fun. But has implications for quicker traverse through fire lanes to advantageous positions. p.16 Run - The run option greatly enhances the SW ability to engage. SW's are a CQB army with good close combat units and good short range firepower. running means not requiring tranports as much saving pts for other things. (SPACE WOLVES) Run!: (p.16) Essentially giving the current "Fleet" move to everyone (while those with the "Fleet" rule will be allowed to assault and those without cannot). Expect to see the battle as whole become more fluid - for both sides. Tactica adjustment: The shooty armies (both sides) will be more vulnerable to the assault-based ones as they can close the gap that much more quickly. Combined with the "Intervening models" (see below), expect to see more brutal close combat. As a consequence, more points will be spent on close combat wargear - even for units not normally ecpecting to see close combat. p.18 - shooting with a BS of greater than 5. Depending upon the model's BS, they may re-roll missed dice although they will need to score a (generally higher) new number with the re-roll. For example, if their BS is 6 and they missed with the first dice they may re-roll it but will need a score of 6 to hit. This is negated by other re-roll rules (twin-linked, master-crafted, etc.). p.21 Intervening models giving a cover save has implications when facing horde or large armies as any meatier stuff towards the back can be shielded by units in front. Works both ways of course but a marine armies are generally smaller its not such an issue. Intervening models: (p.21) Firing past (i.e through) friendly or enemy units at a target confers a whopping 4+ cover save. Deployment and movement will be severely affected by this. This will be a useful tactic to screen vulnerable units and will be a huge handicap to swarm armies. Tactica adjustment: Screening Devistators with Tactical is out , but screening Assault Marines with Tacticals is in. Expect to see Assault Squads close behind advancing infantry, ready to pounce when they get within range. Combined with the "Run!" rule (above), it could be quite effective. p.21 Cover Saves. The same ruels applying to whether you can see a model also apply to whether it can take a cover save. So if any part of a model's arm, leg, head or torso are behind cover, the model gets a save. Expect certain players to make models with outstretched arms that allow them stick their hand behind cover and remarakably get protection from it! Cover Saves: (p.21) Cover saves are very generous now. Now power armored Marines may actually use it instead of standing in the open as before (since their armor save was typically better than most of the cover saves). Even weeds confer a 5+. Consequently, our ligher armored/lower cost opponents will also be more difficult to kill. Tactica adjustment: More marines taking cover and likely see flamers gain a bit of popularity as they allow no cover save. p.24 Going to ground So if you take a lot of wounds (but before saves are thrown) you can chicken out and hit the deck. Will work best for units already in cover as a bonus is conferred. From the Black Templars perspective, this will be useless under the "Uphold the Honour of the Emperor" vow... (Black Templar) p24 Removing casualties from shooting Any model in a unit taking unsaved wounds from shooting can be removed as casualties - even if they are out of weapon range and and LOS of all the firers. p24 Removing casualties Tactical adjustement: Larger squads will become the norm for many units to protect those valuable models from even having to take a wound. We might also see Iron Hands armies with more Terminator-armored Sergeants as well (note to Space Wolves also - hint, hint). Going to Ground: (p. 24) Allows a unit to get an additional +1 Cover Save after the opponent has rolled to hit and wound by forfeiting any action in the following turn (some exceptions). A real benefit if a unit is going to take a world more of hurt than expected and can keep a unit in the game a bit longer. A desperate measure for sure, but still an option. Tactical adjustment: This can save a squad being targeted by a battle cannon from total annihilation or similar circumstance. However, our opponents can do the same. Pg: 24. If our marines go to ground, they can claim the cover save and be pinned but potentially fail a morale check leaving them free from pinning and able to regroup ala ATSKNF. Pg 25 - New wound allocation system allows you to put all your rending/pw attacks on one model if the total attacks are high enough. eg: Death Company (assault squad with power weapon etc ) charges a squad of 6 Chaos marines - 1 with fist, 1 with melta, 3 with bolters. The DC/Assault squad does 3 rends/pw wnds and 10 regular wounds. Owning player allocates -> 1 rend on regular, then one on each, next set -> 1 rend on same regular, then one on each- final wound (a rend) on same regular guy with 3 rends on him. Positive -> Harlies, Stealers, DC or any other unt with multiple special attacks at same initiative as regular attacks are not half as effective vs. smaller squads anymore. Negative -> This affects BA very heavily. Also BA/DA and soon to be SM veteran squads that can take multiple power weapons. p25 Complex units [Note this is for both shooting and assault casualties as far as I can see.] So all models must take one wound each (the owning player chooses which models are wounded – and bear in mind points Removing casualties from shooting and cc above). Once all models have a wound than any remaining wounds are shared out on the models a second time around. If there are still wounds remaing then another round of allocation starts. Then all identical models in the unit (ie the bolter marines) may throw for their saves at once, and those that fail are removed. If there is another batch of identical models (ie two models with power swords say) then they takes their saves too. Now, this is where it gets interesting, because any models that are individually different (ie the Vet Sarge or the Terminator with the assault cannon) now role individual save throws, and are subsequently removed if they fail. Seems simple – the trick is to award the unsaveble high AP wounds to the ablative models and allocating the saveable ones for those with better weapons or higher saves etc. The key thing is that ANY model in the target unit can now be allocated a wound or wounds if there a lot to go around. Note that Torrent of Fire has gone. P26 added notes for Wound Allocation - Complex vs. Simple unit wound allocation are VERY different and detrimental to simple units. pg: 24 and 25 Implication -> Complex units allow you to stack and save wounds. Simple units do not allow this. eg: A SM combat squad with Sarge takes a volley of 2 plasma wounds and 4 bolter wounds. The owning player can assign both plasma wounds to a bolter marine and the other four to other marines. If the same volley of fire shoots a simple unit (ie: identical - eg: combat squad of 5 bolter marines), the owning player must remove 2 marines first and then roll saves.
Page 26 "Units of Multi Wound Models" If this is the case, and if they are identical in terms of kit, when they fail their wounds, they must remove whole models where possible. So if two identicalWolfguard battle leaders take 2 wounds you must remove one of the models and cannot take away one wound from each. If they are unique (one guy has combi weapon and LC, and the other has frost blade and plasma pistol) you would allocate all wounds according to the complex unit wound allocation rules and make saves seperatley. Weapons pg. 27The Assault Phase pg. 33p.29 You may no longer shoot a pistol twice if you remained stationary. Pistol Weapons: (p.29) Pistols are now simply Assault 1. Tactical adjustment: No point in holding still - Attack! Attack! Attack!
Tactical adjustment: "Cleanse and Purify" armies enjoy it while you can. Command Squads can still benefit along with a few other units (bikers take note!). Again, we could see a rise in the popularity of the flamer in Space Marine armies - especially with the more generous Cover Saves. On the other side of the coin, watch out for those Burna Boyz! p.30 Blast Weapons Auto hit if in range. Hole no longer centered on model but over base of target model or anywhere on hull of vehicle. Scatters 2D6 minus BS of firer. All models under template even partially are hits. A real buff here provided you HIT in the first place!! Blast: (p.30) Big change here too. Blast weapons no longer roll to hit, but roll to scatter. However, the higher the Ballistic Skill, the lower the scatter. Also, no more rolling for partials - everyone under the template is automatically hit. Tactical adjustment: Our smaller Space Marine units can reduce the effects of these weapons (especially from armies with poor BS) by adopting "line" formations. This will greatly reduce the likelihood of even being hit. Also note that horde armies will suffer the effects of blast markers far more acutely. p.30 Blast - Plasma cannon toting Ven Dreads will make great use of their BS 5 which will allow the blast marker to not scatter as far (SPACE WOLVES) Multiple blasts: (p.30) Like multiple templates above, all hits are calculated before wounded models are removed. Again, no "thinning of the ranks" allowed to reduce the effects of successive hits. Tactical adjustment: Devistators will be especially effective with multiple missile launchers and/or plasma cannons - especially against the horde. The popularity of these weapons will continue in Space Marine armies. Beware of our opponent's counterparts as well! p30. Blasts behind vehicles. Because of the new rules for blast weapons being able to hit things out of LOS (Pg: 30), one can now use blast markers to target models clumped up against vehicles even if those models are on the other side of the vehicle. p.31 Blast weapons still get hot Damn !! A separate dice is thrown prior to scatter dice to determine if weapon gets hot. Gets Hot! and blast weapons: (p.31) Still have to roll for it. Tactical adjustment: Buisiness as usual for the plasma cannon - still the chance for melt-down. p.31 Rending Now creates an automatic AP2 wound on a throw of 6 on the roll to wound dice. V vehicles an armour pen throw of 6 grants a +D3 to armour pen. Rending: (p.31) Some small (but significant changes here). Rending takes effect on the To Wound roll of a "6" instead of a To Hit roll - thus reducing the opportunity to rend based on Ballistic Skill. Also, Rending no longer will have quite the killer anti-tank ability it enjoys now - only allowing an additional +D3 to be added to the AP strength. Tactical adjustment: Assault cannons will no longer be the "kill anything" weapons they once were. Combined with a rising point cost, excpect to see fewer of these weapons in Space Marine armies in favor of a more balanced mix. p.31 Sniper Wounds on 4+ and now rending and pinning too. V vehicles counts as Str3 and rending too. Sniper: (p.31) No mention of hitting on a 2+ anymore. looks like Ballistic Skill will be a factor for these weapons. These weapons also gain the Rending ability. Tactial adjustment: You win some, you lose some. The chances to hit are reduced, but rending makes them a bit more potent. I don't see a significant change to our army selections for this one. In larger squads, the ability to rend out to 36" will give armies centered around Monsterous Creatures pause. Something to consider against "'nidzilla" armies. p.31 Pinning A change here as the pinned unit "Goes to Ground". Practically no difference but more a change in terminology. p.31 Gets Hot! - Reducing overheats for plasma to only rolling one's greatly impacts SW's as we have the ability to field much plasma (especially Drop Pod forces) (SPACE WOLVES) p.32 Barrage weapons scatter the full 2d6, instead of the previous roll 2d6, pick highest. Whirlwinds,defilers and basilisks got hit with nerf stick regarding the Barrage rules ... that only affects firing at things they cannot see ... not normal firing which is 2d6 - BS of firer. Correct. So whirlies can risk it and get Los to get more accurate with their shots, I think. p.34 Defenders react models in an assaulted unit may rush forwards into base-to-base contact. No charge bonus is conferred. Similar to the Pile-In move but Defenders React is made PRIOR to assault resolutions. Defenders React/Who Can Fight?: (p.34,35) Some big adjustments here. Most notable is that enemy models may make what is now the Countercharge Move (Countercharging itself has changed) and all engaged models remain engaged for the duration of the combat - even if models in base-to-base contact are removed. With all models within 2" allowed to make all of their attacks, this will make close combat quick and brutal. Tactical assessment: It will be difficult for Assault Marines to make psudo-"Hit-and-Run" attacks by only engaging a limited number of enemy models on the turn they charge. So against weaker enemies like the Tau, the Marines will likely wipe them out anyway and expose themselves to enemy fire in the opponent's turn. Choosing not to use exotic weapons like power weapons and power fists during the charge will no longer help .. due to : - "All engaged models will fight in this turns Assault phase with their full number of attacks and use any special close combat attack they have." We can no longer "turn off" our power fists/power weapons. Because all models remain engaged until the end of the combat round, power fist-equipped models in a unit will still be able to participate in the combat so long as there are enmy models remaining within 2" of the unit. The downside of this is it works both ways. p.35 Who Can Fight - The removal of zones in close combats means we have even more chance to hit IC's with powerfists.(SPACE WOLVES) p.36 Assault Genades - Taking a RunePriest and using storm caller will give us the benefit of frag grenades, which now maintains the units initiative v/s allowing them to hit at the same time as units in cover. (This is most important for a unit of terminators who cannot have frag grenades) (SPACE WOLVES) p.36 Units assaulting through cover. Even if they roll a double 1 units assaulting that were positioned an inch away will make it into combat. A nice clarification there. p36 Assault and Defensive Grenades A new classification for grenades into two types: Assault Grenades: now don't suffer penalty to their initiative by assaulting through cover, but fight as normal (not at Initiative 10 as before). Defensive Grenades: slight change here means that if the unit using them has "Gone to Ground" or are locked in combat from a previous turn, these nades take no effect so the attacker keeps their Attack Bonus. p.37 Cherry picking casualties have ended. Now if the model was engaged in the start of the fight he will still throw all of his attacks even if there's no enemy around... Captains with powerfist will rule once again!!! Booyah! p39 Removing casualties from cc Works in a similar fashion to being shot in that even unengaged models can be removed as cc casualties. This is one way to get rid of the ablative wound second-liners leaving the good ones to fight another round if needs be. p.42 "A normal and a special weapon" - Not allowing the additional attack unless you have 2 powerfists, THamers....greatly impacts SW's as a PF heavy army will have its attacks reduced (Space Wolves) Special Close Combat Weapons: (p.42) The power fist & thunder hammer join the ranks of the lightning claw in that it takes another weapon of the same type to confer the additional weapon attack bonus. Tactical adjustment: Bolters will likely be seen in greater numbers combined with these weapons and we may even see more power weapons in units. These changes will give players pause as to deciding the best weapon for their units as the power fist will no longer be the "no-brainer" it once was. Morale pg. 43p44 Losing Assault Units that lose cc must pass a Morale check, if they fail they fall back. They suffer a -1 to Ld for every wound difference they lost the fight by. So a squad of Space Marines losing cc by a difference of 2 wounds suffers -2 to Ld on their Morale check. SImple and very decisive. p44 No Retreat For Fearless units and others that automatically pass morale checks, losing assault is simple but brutal. Instead of the Morale check as per above, the unit suffers wounds for every wound difference they lost the fight by. Saving throws allowed. So a squad of Deathwing losing cc by 3 wounds difference immediately suffers 3 wounds and must get their trusty save dice rolling. Eeek!! In both these examples large units are key to cc success seems to me - either defensively or offensively. My 5-man termy units are looking vulnerable for sure in some situations. p.45 Difficult terrain no longer halves fall back moves... so basically it ends up those annoying moments were you crush the oppostion in some ruins and they sticks around forever slowed down by difficult terrain... Firing while falling back: (p.46) Units may opt to Run! instead. Tactical adjustment: This could be useful if you have a unit that is falling back but can't meet the requirements to regroup automatically (particularly if an opposing units wants to stay within 6"). While the opponent may choose to Run! also, you could lure that unit into a difficult situation as payback. Characters pg. 47page- 48 (49 PDF) Characters may be deployed with a unit during deployment. - For black templars especially it means that finally the all drop pod army is viable. Characters and their retinue count as 1 kill point. A good option to give your characters retinues now... they not only get to deploy in Dawn of war missions, but also the whole unit counts as 1 kp and is difficult to kill. Attach another chaplain to that unit and you have 2 characters and one whole squad as only 1 kp... interesting. Independent Characters Joining & leaving Units: (p.48) Some significant changes here. ICs can join units before a game and automatically join a unit if they move to within 2". Tactical adjustment: You no longer have to take a Command Squad (current Codex: Marines) to ensure your IC has a ride coming on from Reserves and those armies with newer rules (BAs & DAs) no longer have to scratch their heads when it comes to deploying their ICs (Hurray!). Independent Characters & Assault: (p.49) It is manditory for ICs to move first if they have joined a unit to ensure they are engaged in combat. Tactical adjustment: Combined with the more fluid movement and close combat, all ICs will be geared for close combat or suffer. Because all models within 2" remain engaged, it is more likely for an IC with a power fist or thunder hammer to to have targets remaining when he finally gets to attack. I don't know if anyone spotted it, but if an independent character joins a unit by moving, if the unit stood still they don't count as movement.. just the IC. For WolfGuard Battle leaders who have identical kits. Characters forming units and resolving wounds for multi wound models. Independent characters can join another Independent character to form a unit. (Page 48) First bullet "Units of Multi Wound Models" If this is the case, and if they are identical in terms of kit, when they fail their wounds, they must remove whole models where possible. So if two identicalWolfguard battle leaders take 2 wounds you must remove one of the models and cannot take away one wound from each. If they are unique (one guy has combi weapon and LC, and the other has frost blade and plasma pistol) you would allocate all wounds according to the complex unit wound allocation rules and make saves seperatley. Pg 49 - Independent characters that have not joined a unit can be targeted as normal, being separate units. A marked departure from IC protection of 4th. Psykers pg. 50Unit Types pg. 51PG- 52 (53 PDF) - Another change is the Jump and jet pack movement. They take difficult terran when moving into, out of, and through diff terrain. p.53 Jump infantry may rapid fire (and fire heavy weapons if applicable) and then charge into assault (& p.77). This wont be an issue I think, as they have eliminated rapid fire weapons from SM and CSM jump packers. Bikes/Shooting: (p.53) Relentless is similar to their current ability excpt that the weapon(s) no longer have to be mounted on the bike itself. Tactical adjustment: A Bike Squadron with a pair of plasma guns can move and pick off heavy infantry from 24" away. Might be especially useful against MEqs. Vehicles pg. 56p.58 Moving and Shooting Vehicle Weaponry - More Scouts...with the new reduced firing and movement rules, armor become prettier targets with their large-ish rear ends deeper in their deployment zone. This means many generals will not move their armor and the scouts will be closer when operating OBEL, or Out Flanking. And if the armor does move in fear of scouts they may only fire their main weapon and strength 4 weaponry. (SPACE WOLVES) Pg58 - Whirlwinds can now move and fire their missiles IF they are firing directly - ie: Not Ord Barrage. Positive -> Move and fire pieplates give you a little bit more room to react to the enemy. Additionally, being in LOS allows for better accuracy. Negative -> None. Just be remember what you can see, can see you. Personal comment -> Very nice change that allows us quite a deal more tactical flexibility and makes up for the Whirlwinds loss of accuracy vs. targets out of sight. Defensive weapons: (p.58) Many players will cringe at this one. Defensive weapons are now Str4 and under instead of Str5 and under. Tactical adjustment: The ever-popular Land Raider Crusader - being completely unaffected by this change - will be even more popular
p.59 hull mounted weapon now only have 45 degrees of LOS were previously they had a good 90. Vindies will take more side shots... Also in page 58, cover is measured on weapon to weapon basis, so for example a vehcile may be in cover from a sponson vehicle weapon but not from it's main gun. Of and defensive weapons are really S4 as per rumors. Hull-mounted weapons arc of sight: Hull mounted weapons have a very narrow 45 degree arc now - ouch! Tactical adjustment: More carefull placement of Land Raiders and Vindicators will be the order of the day - otherwise they will not be able to engage with their heavy bolters/assault cannons and Demolisher cannon. Special note: This also effects the multi-melta of the Crusader! True about the Crusader's multi-melta... if you play regular SM. For the Black Templars, the MM is described as being "pintle-mounted". (BLACK TEMPLAR) p.61 exploding vehicle (6 on damage table) cause S3 hits d6" range. no longer the tactic of the exploding ork trukk will perform so well against marines.. 'AP 1' weapons: (p.61) No longer treat a glance as a penetrating hit but add +1 to the damage roll. Tactical adjustment: A bit of a trade-off. On its own, this change will not effect weapons selection much. Vehicles And Cover - Obscured Targets: (p. 62) Finally some clear rules concerning vehicles and cover. Like with other units, Cover Saves for vehicles are very, very generous. Tactical adjustment: See vehicles with sponson weaponry gain in popularity. Carefully placed, these vehicles can fire on the enemy from the shelter of cover. Dreads can benfit from this as well. Place your Dreadnought/Predator/Land Raider behind a building with only a weapon/sponson exposed and receive a 3+ Cover Save! p.62 if the troops remain in base to base contact with a vehicle will still "punch" it in the vehicle´s owner assault phase.. p62 Smoke Launchers Still only a once per game item, but now confer a flat 4+ cover save to the vehicle/walker. Smoke Launcers: (p.62) No longer reduce a Penetrating Hit to a Glance. Now a 4+ Cover Save is confered. Tactical adjustment: Smoke will likely continue to be used to shield vehicles as they rush towards the enemy in the opening turns, but expect a better survival rate among the vehicles advancing. Armour penetration in close combat: (p.63) With the exception of Walkers, close combat attacks are against the rear armor. Tactical adjustment: Even krak grenades will be highly effective (not to mention the Marines' bare hands!) against vehicles. On our side, the Land Raiders - with their AV14 rear armor - will remain highly resistant to assault. Only the most determined and well-equipped units will be able to hurt it. Pg 62: Obscured Vehicles. A subtle difference in the wording here makes a very big difference in game play. Most players think that 50% of the vehicle must be in cover to warrant an obscured save. This is not the case. 50% of the facing you are firing at, must be in cover. This is MUCH easier to obtain than 50% of the vehicle. Especially with Rhino chassis' (being boxy). Additionally, there are now rules covering what happens when you are only in LOS of a facing that is not in your arc of fire! (eg: you park your rhino up against a wall. The enemy can only see the front face of your Rhino but they are in the side arc of fire.) A shot like this will be resolved against the arc of fire the firers are in, but the vehicle will receive a 3+ save! p.64 Rule Change: - Vehicle Squadrons - When a vehicle in a squadron takes damage it gains the benefit of not being stunned, it drops to shaken instead. Obviously this means in Vehicle Squadrons there is now less need for Extra Armour. However, the downside is all immobilised vehicles are treated as destroyed instead. This Currently affects Land Speeders, and squadrons defined in apocalypse (detail on which ones to be added later) Positive effects: - This is beneficial to Land Speeders, as they crashed on an immobilise normally anyway, and could not take Extra armour to begin with, but now get the benefit from it if bought in multiples. Negative effects: - However for Squadrons of expensive vehicles (e.g. land raiders) in apocalypse, this increase the chance of losing an expensive vehicle for what normally would be minor damage. Personal comment: - [Brother Argos] I would recommend buying at least two landspeeders to get the benefit, but be cautious in apocalypes. p.64 When firing at vehicle squadrons, you will count the armour facing of the vehicle taht is closest to firer. so basically if my marines are firing at a Killer kan squad, and one can target the rear armor of the closest killer kan, all of the killer kans will be hit on the rear armour. Also vehicles sqaud are hit in CC as a whole now, instead of individuals as in 4th ed. p.64 Taxi service is back. Dedicated transports only need to deploy with the unit their bought for, but they can transport any one during the game (providing unit fits , etc, etc) p67 Effects of vehicle damage results on passengers much simplified and the effects are no longer tied to the speed of the vehicle. So wounds are suffered or not depending on whether the vehicle was Immobilised/Weapon Destroyed (no effect); Destroyed – Wrecked (disembarkation and Pinning test); Destroyed – Explodes (Str 4 AP- hits equal to the number of passengers). Clean and simple – even I could remember this one. p.67 I did notice an "Emergency Disembarkation" rule. This states that if the hatches are blocked by impassable terrain or enemy models, you can disembark anywhere within 2" of the hull, if you must disembark in this manner you may do nothing else in your turn. p.67 If you shot at a vehicle and destroyed it, you can assault the occupants with same unit that shot vehicle. Ten marines shoot down wave serpent with melta gun and proceed to kick some dire avenger ass in close combat. Purrfect. p69 Ramming A whole new set of stuff here to analyse. Looks neat and favours large tanks with thick armour moving fast (obvious really). A score is accumulated using various factors – armour, mass and speed – and this is then taken as the Strength of hit against the vehicle being rammed, against whatever surface was struck. Then, the rammed vehicle also makes a hit, using it's own set of accumulated points. Both players then roll for armour pen and vehicle damage results are applied. p71 Skimmers Shooting at skimmers A skimmer moving at flat out (12"+) gets a nifty 4+ cover save (obscured target) when shot at, but can't shoot at that speed itself. Also a slight change to the damage a skimmer suffers. If it suffers an Immobilised when moving flat out (over 12") it crashes and is wrecked. If it was moving slower it just takes the straight immobilised result. There is also an interesting note that skimmers may not remove their flying bases unless they are either immobilised or wrecked – I don't remember any such base rule in the current ed***. Another thing I noted, on p69 of the current rulebook it forbids skimmers 'circling' 6+" movement (so they essentially remain in the same spot) to claim their glance hit reduction. Now, in the new book there is no such restriction that I can see, meaning someone could claim their speeder moved flat out (to claim the cover save) when it's actually still in the same place it started. [this might need checking because I might well have missed something.] Skimmers and Ramming If a vehicle wants to ram a skimmer, the skimmer may attempt to dodge out of the way. A 3+ on a D6 thrown buy the skimmer player and the vehicle misses the skimmer and the tank just stops. On a 1 or 2 normal ramming conditions apply. Skimmers in Assault No more hits only on 6s. Skimmers follow standard vehicle combat chart pg. 63 p.72 Dreadnoughts now only have 45 degree firing arc instead of the previuos 180. p.72 Dreadnoughts can now RUN like other infantry .. instead of firing/assaulting. Universal Special Rules pg. 74p.74 Eternal Warrior USR Ignores Instant Death Rule. p.74 No True Grit, Combi weapons now give SW players +1 attacks per the rule in the SW codex(FAQ may change this) An intersesting delimma which require FAQ...A power fisting grey hunter would lose the addtional attack from true grit(see Powerfist change below) but would gain a countercharge attack bonus. However a power weapon model would get the +1 for True Grit, but not the additonal attack from counterattacking. (SPACE WOLF) p.74 Counterattack, Wolf pelts combined with counterattack allows 2 additional attacks by a model with CCW and pistol, power weapon power fist etc.. (So wolf lord with frost blade and plasma pistol getting charged could dish out 7 attacks. (as opposed to 6 for charging ) (SPACE WOLF) p.74 Counterattack no longer requires that the effected models are unengaged.
p75 Fearless USR Fearless units may opt to "Go to Ground". Otherwise unchanged as far as I can see. p.76 Stubborn units now ignore negative ld modifiers p.76 Turbo boost convfers a 3+ cover save. p.76 Rage and Relentless USRs Two new ones here. Rage: The first means that models must move to the nearest visible enemy in movement phase. In assault must always consolidate towards nearest enemy unit. Relentless: allows models to advance and fire weapons at full capacity. Can fire heavy and rapid fire weapons as if stationary even when they move, and after all that can assault too. Buildings and Ruins pg. 77p.77 - 78 You can enter solid buildings and they use rules for transport to entry points and fire points. So basically I can barricade my marines in a building that previously I could not enter, as long as it has a door and windows represented. This of course with oppoents perission, must be agreed before game on what buildings troops can enter. PG- 82 (83 PDF) - Vertical and horizontal movement now add up... so no more 6" up and 6" across, if you roll 6" you get to go up 6" or 3 and them move... etc.
Organising a battle pg. 86p90 Ending the game Games are random length that could finish at the end of T5 or go on to T7. I like this as it breaks up the monotony and forces more decisiveness earlier in the game to get to those objectives rather than hanging back. Could be tricky for tornament organisers though. p90 Select a Mission Three missions only. Two objctive-based, one uses kill points. Each is either diced for randomly or mutually decided upon beforehand p90 Scoring Units should have mentioned in a previous post that scoring units are down to the last man. p.90 Non-swarm or non-vehicle Troops as Scoring units only Not a secret but a big change. p92 Deploy Forces Three types of deployment layouts: Long edge v long edge; Table quarters; Table Halves. Each is either diced for randomly or mutually decided upon beforehand. p.92 Game scenarios Too much to mention here in one blast. p.92 Deployment he who rolls first deploys all his army first in any order (no mention of any force org slots effecting deployment order that I can see) then goes first too. p92 Deploy Forces Three types of deployment layouts: Long edge v long edge; Table quarters; Table Halves. Each is either diced for randomly or mutually decided upon beforehand. Note that in Table Halves (Dawn of War) only two selections from troops and one from HQ may deploy on the table. Other units (not voluntarilly held in reserve) enter play from owning players' table edge during his first movement phase. Added to this Night Fighting is in effect during T1. An odd one this and unduly complex seems to me. Sort of Escalation but not quite. Thank the Emperor for free searchlights on all DA (and BA) vehicles I say .
p.94 "Outflank" Now it is more of a bonus to take more than one scout pack. One can use our current Operate Behind Enemy Lines and the other pack may use the out flank option as they have infiltrate. Attaching a powerful Wolf Guard and/or anti tank weaponry give this unit a big bonus. We may see 2 or 3 pack armies. (SPACE WOLVES) p.94 Outflank Units entering from reserve that have Scout or Infiltrate can come on a table edge. Ooo melta melta Attack bikes of the RW now look great fun. p.94 Reserves Any unit can opt to go into reserve, and interestingly characters joining units now role once for entry. Contents of transports in reserve must be declared, similarly ICs joining units in reserve must be declared. So that's no more running empty transports for the 'surprise' element then. But good news for ICs with non-retinue squads. PG 94 (95PDF)- Preparing Reserves: Well, now you must declare to your opponent, during deployment how you have oranized your reserves. If any IC are joining a unit, declare the unit, as well as the transport (if dedicated) this means that you roll once for all 3 things. You also have to declare during deployment how exactly your reserves are arriving, deepstrike, table edge, or outflank... you may not change this during the game!
Black Templar NOTES Some notes RE: Changes for Black Templars specifically: Vows: Accept any Challenge is going to get way better. Not only does the new version of 'Preferred Enemy' grant re-rolls to hit instead of always hitting on a 3+, it also works against enemy ICs and MCs again. Now, while a 4+ with re-rolls (or a 3+ depending on the enemy) is much better than a 3+ either way, enemies that can only be hit on a certain roll (DE Wyches, for example, or Flayed Ones if you fail your Ld test I believe) will be harder to take down than before. Uphold the Honour of the Emperor gets a nice boost too... making the whole army immune to pinning makes this a great choice for Mech Templars armies. Under the 4th ed "Entangled" rule, Templars getting out of a penetrated vehicle would still have to sit there and do nothing for a turn. Now that squads are only pinned and entangled is gone, the whole army can have immunity for just 10 points. However, they can't make use of cover, which looks to be quite a boost in the 5th, so there is a downside, although having a 6+ invulnerable save makes up for it somewhat. This also means that "going to ground" is useless for Templars under this vow. Note that Vehicles are not affected by the vow, and may use cover as normal. Suffer Not.... This vow was a staple of my city-fighting armies, but with the change to how assaulting through cover effects initiative (no more "fighting at Init 10") the fact that this vow lowers your Initiative by 1 will make it less, well, amazing. However, if you know you'll probably be striking last anyway, you can save points by not buying frag grenades. Now, a big one... Under 4th Ed, Templars could use their Righteous Zeal move to engage enemies in combat during the enemy turn. However, RZ basically says "make a consolidation move as per the normal rules", so if Consolidating no longer allows you to engage enemies, it will effect Templar Zeal moves, which will radically change tactics... 1) Since Consolidation moves are clearly "up to d6 inches", Templars don't have to move their full distance... there was much confusion and difference of opinion about this under 4th, but now it is quite clear. 2) Not having to make a full move will be very beneficial to BT, since RZ can be used by enemy units to shoot at BT units and lure them closer in order to assault them, without fear that the BT themselves might get the assault instead, as per 4th ed. Not having to move the full distance gives us a measure of control and the ability to stay out of assault range. 3) Enemy units will no longer have to fear shooting into BT units that are very close to their lines (i.e. in range of assault next turn anyway) because causing a few more casualties will not result in their being assaulted during their own turn. They will still have to be wary in early turns, however, as a BT unit could clear 18" before the start of their second turn if they are lucky (move 6", run d6", and zeal d6" if shot at). This move could possibly be even further if the squad contained a Chaplain with Cenobyte Servitors (+3"), or used the "Abhor the Witch" vow (d6") if the enemy army contains a Psyker. Finally, since 'Escalation' is gone as confirmed by Isiah, Templar Crusader Squads that choose a LRC as their dedicated transport will be very deadly under the "Dawn of War" deployment method.
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