Tuesday, January 22, 2008

Leaked 5th Ed Summary

Having finished reading the leaked rules, I wanted to summarize them so everyone will understand what is changing. Especially big changes are noted by the capitals.

Movement and unit types
Types of units and the way they move are the same. Of note, it still specifically states that models can not move closer than 1" from enemy models during the movement phase.

Everything is from models eye view. All units block LOS, models inside units do not BLOS from other models in their unit.

RUN! - If you don't want to shoot you can run (extra d6" but may not assault) Most everything can run including Dreadnoughts and Monsterous creatures.

Can always see "big Ones" read vehicles and monstrous creatures and can be targeted unless LOS is blocked by another "big one"

BS 6, 7, ... or better gives a re-roll but second roll is 6+, 5+,...

Roll to wound no change.

Wounds are allocated to models before saving throw (ie each model is given a wound until all models have one or you have to start assigning second wounds, etc...)

Saves and AP no change

Cover saves are increased forests, ruins, wrecks and buildings are all 4+ Hedges and fields are 5+

If you are shooting from within more than 2" of area terrain out you will give the area terrain save to your target. If firing through area terrain you give apporperiate cover save to your target.

Partially in cover is same as before

TAKE COVER! - After hits and wounding is done but before rolling for saves a unit can become pinned. Pinning gives them +1 to their cover save (in the open = 6+, in ruins = 3+) but they can do nothing the next turn.

Casualties can be taken off from anywhere in the unit so long as the trooper dying has the same profile and weapons as the one who was actually "killed" applies for both shooting and CC!

Instant death no change - remembering it is done without T modifiers

Multi wound models - whole models are taken off. If you have 1 wound left and something is instant killed a whole and undamaged model is taken off not the one who is already wounded.

Shooting blast weapons - all scatter, first one is fired by placing hole over enemey model (no shooting the ground) scatter as per. If multiple blasts are fired it is done the same as mortars ie roll scatter again and flip template in that direction. If a hit is rolled the shooting play deciedes where to flip template. Once all templates are landed count up the number of hits and roll to wound. Wounds are allocated across the unit not just models which could be seen.

Rending is now 6+ is automatic wound and AP2 and for armour pen it is d6+str and if a 6 is rolled an additional d3 is added (d6 + d3 + str of weapon)

Sniper weapons doesn't say 2+ to hit. Still 4+ to wound regardless of toughness. No change in AP

Can now assault multiple units so long as you stay in coherence and one of them is who you shot at in shooting phase.

Must take direct path no avoiding terrain. If you take a difficult terrain test your In is dropped to 1.

All models in BtoB and those within 2" of a model in their unit can fight.

Assualt grenades(frag and plasma) allow for a fight at normal In values. Defensive grenades (photon) take away to bonus attacks for charging.

To hit is the same before if you have a power fist you only get the extra attack if you have another power fist or thunder hammer.

For combat resolution same as before add up both sides whoever has more wins. In case of tie continue fighting.

Loser test morale as per normal. Fearless enemies who lose and are outnumbered now have to take as many saves as they are outnumbered by ie 2:1 is 2 saves 10:1 is 10 saves.

Sweeping advance works the same to kill broken units.

Consolidate is now d6" and can still be used to bring units in to HtH.

Units who are broken and falling back move directly back and will cause "panic" checks on friendly units they move through. If they move into impassable terrain or enemies they are killed/removed outright (no save, etc...)

If they are within 2" of a unit they are part of the unit otherwise they must stay outside of 2".

They are treated as any other unit if no attached to one ie no targeting restrictions.

Force weapons now instant kill no reduce wounds to zero (no longer works on Tyrainds)

City Ruins - uses all the movement, shooting and blast rules from City Fight

Roads allow for double maximum speed

Speeds are Combat, Cruising and flat out they are 6", 12" and 18"

defensive weapons are now str 4 and below

At combat speed can fire one weapon and defensive weapons

At cruising speed may not shoot

Fast vehicle use the next level up ie combat speed weapons can fire at crusing speed, etc...

Blast weapons against vehicles same as normal with center hole. Direct fire weapons with blast use the facing of the vehicle to firer to determine AV value used. For Indirect it is the facing towards the center of the template used for AV.

One damage table whose results are shaken, stunned, weapon destroyed, immobilzed, wrecked (destroyed) and destroyed all models take str 4 hit within d6"

modifiers to the table -2 for glancing hit, -1 for AP - weapon, +1 for AP 1 weapon and +1 for open topped vehicle.

If vehicles are 50% concealed by terrain they get the cover save of the terrain (ie dug in Land Raider now has a 3+ cover save)

Smoke launchers give 5+ cover save.

Grenades can now be used against vehicles when assualting only get one attack regardless of profile hits as per normal. Assault grenades are d6 + 5 (frag) and Defensive grenades d6 + 4 (photon)

Dedicated transports can only start the game with the unit they were purchased for but once the game has started they can be used to transport anyone provided they can fit.

No entaglement, if forced to disembark it is a straight pinning test.

RAMMING! - Vehicles can now ram other vehicles. They can not shoot and must move as fast as they can. Str of attack is determinedby adding the AV number above 10 ie a Land Raider gets +4 no matter what side where as a Chimera get +2 on the frontand nothing for the side. Then add +1 for each full 3" the vehicle has traveled. ie 10" means +3 and finally add +1 if it is a tank. Therefore, a Land Raider moving 9" would hit an0ther vehicle with a Str 8 hit (+4 +3 +1 = 8)

Walkers are now treated as vehicles for firing weapons ie if they move 6" they can only fire
one and defensive weapons.

Walkers who are rammed can either brace for impact (works as normal for ramming) or "death or glory" (no change)

Special Rules
Eternal warrior - immune to instant death

Preferred enemy - re-roll failed to hit in HtH

Relentless - count as stationary even if moved for the purpose of shooting. Dreadnoughts are all relentless

There are only 3 missions which are:
Recon (close to old loot objectives, whoever has more at end of game wins),
Take and hold (obj in each deployment zone, whoever has more at end of game wins) and
Total annihilation (get more KPs, 3 KPs for HQs, 1 KP for troops and 2 KP for everything else. At the end add them up whoever has more wins)

An army’s scoring units are all the units that come
from its Troops allowance. There are only three
exceptions when a unit of Troops does not count
as scoring:
• if it is falling back at the end of the game
• if it is a vehicle
• if it has a special rule specifying it never counts
as scoring.

Deployment done by d6 type:
Spearhead: you play the above missions but with the table quarters set up. Roll off, the winner places his whole army down in one go, then the opponent does, but gets to go first, like Apoc.

Pitched battle: normal table halves, you cant deploy within 12 inches of the center line Deployment same as above.

Dawn of War: same as pitched battle, but roll off for deployment, and the winner places up to 2 troops and one HQ in ANY half. opponent does the same, so long as not within 12 of enemies. player who won the woll starts game. Any unit not held in reserves comes on "your table edge" on turn one, night fight for turn one.

Outflank: units in reserve that have the infiltrate or scout rule, you roll a dice: on a 1-2 that unit + dedicated transport if you like, comes on the left short edge, 3-4 its the right, 5-6 player chooses.

Deep Striking if they scatter off the board roll on table best case is opponent gets to place them.

Monday, January 21, 2008

The 411th Royal Cadian Regiment

Following the theme of putting my armies up on display, here is my Imperial Guard force. I started playing guard because they are awesome, and I wanted enough anti-tank guns that a Mech Eldar list wouldn't dominate me again. I won best overall at Conflict Ottawa 2006 with this army and was one vote away from winning best presentation at the Canadian Grand Tournament 2007.

This isn't a straight Cadian list, it is a doctrine list and includes:

Iron Discipline
Allow Enginseers
Allow Orgyns
Close Order Drill
Sharp Shooters

Jr Officer with Power fist, bolt pistol, Honourific Imperialalis, Refractor field and Trade mark item
Command Squad with Medic, 2 x Meltagun and vox caster
Enginseer with 4 technical servitors and Chimera with Multi-laser and hull heavy bolter
10 x Orgyns with bone 'ead
Infantry Pl
Jr Officer with Power fist, laspistol and surveyor
Command Squad with Medic, Lascannon, grenade launcher

Squad 1
Lascannon and Plasmagun, Sgt with CCW and laspistol

Squad 2
Lascannon and Plasmagun, Sgt with CCW and laspistol

Armoured Fist Squad
Lascannon, Meltagun and vox caster mounted in Chimera with Multi-laser and hull heavy bolter

Fast Attack
Sentinel with Lascannon

Hellhound with extra armour

Heavy Support
Leman Russ with Hull and Sponson heavy bolters and extra armour

Leman Russ Demolisher with Hull and Sponson heavy bolters and extra armour

Basilisk with indirect fire training

I always try and deploy my guardsmen Platoon into cover and they try and kill enemy tanks. I use my Russ and Basilisk to try and kill as much infantry as possible. The Demolisher advances with the Enginseer, Orgyns and Command Squad towards the objective. So far the only army which has really beaten this was a all marine army loaded with lascannons.

Friday, January 18, 2008

Assault Pack Lupus

I started playing 40k during Rogue Trader and when the first Codex came out for 2nd ed. I was sold and have had a Space Wolf army ever since. Although the wolves of Fenris have changed quite a bit over the years their appeal as space vikings is as strong as ever. I have managed to win best general at Montreal Conflict 2004, best overall at Montreal Conflict 2005, and best theme at Arena Montreal 2007. This is a list of what I currently have in my 1700 Hall of Hero's Tournament list.

Rune Priest with Frost Blade and bolt pistol

Wolf Priest with Crosius, bolt pistol and arcanum
Venerable Dreadnought with Assault cannon, Dread CCW, Storm bolter and extra armour
Dreadnought with twin-linked lascannon, Dread CCW, heavy flamer and extra armour

Scouts with 2 x power weapons, Meltagun lead by a Wolf guard with Power fist and bolt pistol
10 x Grey Hunters with Power weapon, Power fist, Meltagun in Rhino with extra armour

9 x Grey Hunters with Power weapon, Power fist, Meltagun in Rhino with extra armour
9 x Blood Claws with Power weapon, Power fist, Flamer in Rhino with extra armour
Fast Attack
Land Speeder Tornado with Assault Cannon and Heavy Bolter

Land Speeder Tornado with Multi-Melta and Heavy Flamer

Land Speeder Tornado with Multi-Melta and Heavy Flamer

Heavy Support

I will normally deploy them so the Grey Hunter squads will lead the advance into the enemies flanks or accept their charge to then be counter charged by the Blood Claws. Each of the IC lead one of the 9 man squads. The Wolf Priest leading the Blood Claws, evaluating them, and the Rune Priest leads the Grey Hunters. The only force I have ever had a challenge beating is a Mech Eldar list, where hitting with the melta weapons is critical to success.

Thursday, January 17, 2008

New 40k Rumours!

Taken from Bell of Lost Souls:

-Blast weapons don't roll to hit, they just scatter. They now operate like template weapons in that any model touched by the blast is hit. No more "roll 4+ for partial" stuff. A unit firing multiple blast weapons (a SM Dev squad being the example) fires like a multiple barrage unit would in 4th edition. Scatter once, then lay the blasts off of the original template. These two things might make up for the lack of a to-hit roll. You don't need to center the hole over someone when you place it before determining scatter.

-You can shoot over other squads if you can see over them because of elevation, etc. You can always shoot at vehicles or monstrous creatures over other squads.

-Line of Sight: It's units that block LoS, so you shouldn't worry about spending 45 minutes drawing LOS from each individual trooper to each individual target. You draw LOS from the eyes of the model. Area terrain gives cover saves. There's an entire chapter on ruined buildings and how they affect line of sight (like a mini Cities of Death). I honestly don't remember if 6" of terrain blocks sight or not.

-After shooting and wounding, you can choose to become pinned. You get a +1 to cover save (or a 6+ if you're in the open). It's the "get down!" rule.

- Flamers: You now determine wounds for all template weapons firing from a squad before you take saves or remove casualties.

-Gets Hot! is back to the 3rd ed version. So that Ork character doesn't have to worry about rolling 3s on his plasma gun.

-Assaulting in cover: If you assault someone in cover, and you don't have grenades, you now become initiative 1 (instead of them becoming init 10). This works a lot better when more than two units are in combat.

-If you are charged while broken, you make another fall back move immediately. If you don't get away (i.e., they can still reach you), you're destroyed. If you do get away, you get away.

-Preferred Enemy now allows you to reroll all misses, instead of hitting on a 3+.

-No shooting of defensive weapons if you move full speed.

-Smoke launchers are a 5+ cover save.

-Vehicles can now get up to a 3+ cover save, depending on what they're hiding behind.

-No re-roll of wounding against transported infantry no matter how far you moved.

-Fire all weapons if you stay still (except Ordnance, it's got special rules). Fast vehicles can fire everything if they move up to 6". If you move, you can fire 1 plus defensive weapons. Fast vehicles can move up to 12" and fire 1 plus defensive. If you move more than 6", you only fire defensive (I think you can still fire defensive weapons here, but I'm not 100% on that).

-Fast vehicles can move up to 18" (their max speed now) and only fire defensive.

-Vehicles can only fire at one target. I did not see any special rules for sponsons firing at multiple targets.

-Vehicle damage chart: It's about halfway between the glancing and penetrating charts of today (1-2 is the can't shoot/move thing, 3 is weapon, 4 is immobilized, 5-6 destroyed/annihilated). Glance is a -2. If you are glanced, your vehicle can at most be immobilized.

-Transports: If your transport is destroyed, passengers now take a S:4 hit, saves allowed (instead of a 4+). If an open-topped transport is destroyed, it's a S:3 hit because its easier to disembark.


-Still saw nothing on 6" plus of area terrain blocking line of sight. You CAN declare certain types of terrain as LoS blocking -- it just has to be done before the game. You also decide what is difficult, what is dangerous, and what is impassable. Certain things can be difficult for one type of model and not difficult for another. So tank traps might be dangerous terrain for vehicles, but count as clear terrain for infantry. A river might be impassable for infantry, but dangerous for vehicles. You just have to decide before you play. I like this, as it gives more power to the players.

-Force weapons now just inflict instant death instead of that weird pseudo-instant death.

-You can still only take one save per guy.

-Yes, allocate wounds before making saves. This will probably encourage larger squads (goodbye, 6 man las-plas).

-Bikes all now get a 3+ cover save for their turbo-boost. So the psy-cannon thing is out the window.

-A unit with Scouts that is inside a vehicle confers that ability to the vehicle. Let the Pathfinders and Possessed Marines rule!

-Fearless REALLY sucks now. There's no limit to the number of wounds you can take from being outnumbered. 20 to 1? That's 20 armor saves.

In the beginning...

If this works cool, if not back to the drawing board.