Showing posts with label Adventure Games. Show all posts
Showing posts with label Adventure Games. Show all posts

Monday, June 25, 2012

Warhammer 40K 6th Edition: Rules Dump



Rumor posts aren't really my thing. Granted in our Gaming Club I'm the one that gets all of the dirt on the newest releases, I just don't usually blog about them because of formatting and other people, like Natfka, do a much better job than I could ever do. I know a lot of people are looking for confirmation on a lot of stuff and I have it here in a bulleted format.

This was from a long Q and A Thread on Reddit where Rixitotal borrowed the book from a local store and was kind (brave?) enough to answer questions. I'd say this stuff is 99.9% accurate. There might be some issues with how things were transcribed. Here goes in no particular order:

• Grenades: 1 model per unit can throw a grenade instead of shooting normally. All are Blast except Krak and Haywire. Frag S3 AP -, Plasma S4 AP4, Krak S6 AP4. Haywire works the same, but grenades are thrown instead (ouch!).
• Fearless: Auto pass Leadership. No longer takes additional wounds for losing combat!
• Allies: Battle Brothers can join each others units with Independent Characters and cast psychic powers on each other as if they were friendly. Allies of Convenience can't do any of that (basically act as 2 separate armies). Desperate Allies have to roll at the beginning of each turn if they are with 6". If they roll a 1 they can't do anything. A list of allies is on Games Workshop's website here. Apparently, the matrix that was floating around that was in the Double's Tournament is exactly what's in 6th Edition.
• Feel No Pain: 5+ against everything except for instant death.
• Instant Death: Unchanged.
• Close Combat Weapon AP Values: Power Sword [AP3], Power Axe [AP2, +2 Strength, Strike at Initiative 1], Power Maul [AP4, +2 Strength]. Crozius Arcanum is a Power Maul.
• Hull Points: Basically wounds for tanks. Glance removes 1 Hull Point. Penetrating hit removes 1 Hull Point and rolls on the Vehicle Damage Chart. If a vehicle is reduced to 0 Hull Points it's wrecked like in 5th Edition.
• Vehicle Damage Chart:

1-2 Shaken
3 Stunned
4 Weapon Destroyed
5 Immobilized
6 Explodes!

Modifiers are AP1 +2, AP2 +1, Open Topped +1.
• Direct Hits: Snipers and Characters that roll a 6 to hit can choose what model is wounded.
• Assault: 2D6". Jump Packs reroll the 2D6".
• Assaulting Through Cover: 2D6" drop the highest. Models are Initiative 1. Assault Grenades still work through cover like in 5th. (Hope this is wrong. Makes cover incredibly valuable.)
• Fleet: Can reroll Assault and Run rolls.
• Pre-measuring: Is in.
• Warlord: Model with the highest Leadership in the army gets to roll once on 1 of 3 ability charts. Ability charts are Command, Personal, Strategic.

Command Abilities:

1. Friendly units in 12" get to use your Leadership.
2. Enemy units in 12" use the lowest Leadership in their squad.
3. All friendly units in 12" get Move Through Cover.
4. All friendly units in 12" may reroll Run rolls.
5. All friendly units in 12" reroll 1s to hit when shooting at an enemy within 3" of an objective.
6. All friendly units in 12" add 1 to assault distance. 

Personal Abilities:

1. Warlord and his unit get Counter Attack if in own their deployment zone.
2. Warlord and his unit get Furious Charge if in enemy deployment zone.
3. Warlord and any unit he joins in deployment get Outflank.
4. Get 1 Victory Point for each character killed by you warlord.
5. Your warlord and his unit get Feel No Pain if within 3" of an objective.
6. Your warlord is a scoring unit.

Strategic Abilities:

1. All your units get Move Though Cover and Stealth in ruins.
2. You amy have Night Fighting on the first turn.
3. Your outflanking units gain Acute Senses.
4. While the Warlord is alive you may reroll reserve rolls.
5. While the Warlord is alive your opponent gets -1 on reserve rolls.
6. After both sides have deployed but before scouts you may redeploy 1 unit 3D6", or 3 units D6". May not leave deployment zone.

• Overwatch: Can shoot at incoming chargers at BS1. Template weapons inflict D3 hits. Hits are resolved at the Strength and AP or the weapon. Blast weapons cannot be used during Overwatch.
• Jink: All Skimmers have a 5+ cover save if they moved in the previous turn.
• Vehicles Firing: Same as it was previously, except any weapons you can't shoot normally you can "snap fire" at BS1.
• Template Weapons: Mechanics for shooting same as 5th Edition (i.e. Hit or Scatter 2d6" minus the firer's BS). Any part of A template touching a vehicle resolves hit at full Strength.
• Rage: +2 Attacks. Having to move toward the closest unit is gone. Death Company now get +3 Attacks when Assaulting!
• Bikes: Turboboost in the Shooting phase 12". Jet Bikes 24". Eldar Jet Bikes 36".
• Preferred Enemy: Reroll all to hit and to wound rolls of 1. Works for shooting and close combat.
• Cover: For almost everything including shooting through troops and vehicles 5+. Ruins are 4+.
• Wound Allocation: Closest to furthest. Wargear makes no difference. Characters transfer the wound to the squad. So you do lead from the front!
• Jump Infantry: Gain an auto hit per model at Initiative 10, Strength of the model, AP –. Called Hammer of Wrath.
• Chaos Daemons: Cause Fear! Take Leadership test or strike at WS1.
• Disembark: Can only disembark from a vehicle if it moved 6" or less. Disembark is always 6" (no more 2" disembark move).
• Firing from Vehicles: Can always fire out of a vehicle provided it did not move flat out. If a vehicle moves over 6", unit inside snap fires at BS1.
• Monstrous Creatures: No more 2d6 Armor Penetration. Replaced with Smash Attack which is half Attacks at double Strength.
• Beasts: Move 12", Assault 2d6" and reroll.
• Pile In: Done in order of Initiative.
• Witchblades: Wound on 2+, vs. vehicles Strength 3 + 2d6 for Armor Penetration.
• Fast Vehicles: 6" Fire All, 12" Fire 2 at BS and the rest at BS1, 18" Can't fire.
• Night Fighting: Can't shoot over 36". Over 24" +2 Cover Save. Over 12" Stealth.
• Furious Charge: +1 Strength. Bye bye +1 Initiative. :(
• 40K Authors: Jeremy Vetock, Adam Troke, Matt Ward

Oh, just wanted to plug my favorite local gaming store, Adventure Games. If you are in Northeast Pennsylvania (particularly the Scranton area) they are running a Warhammer 40K midnight release party this Friday, June 29th. The party starts at 10:00 PM and the store will be open until 4:00 AM. We have some fun events planned including a 250 point bring and battle.

Cost to attend is $5 to preorder your copy of the book which you can do over the phone. Info on Adventure Games including address and phone number is available via their Facebook page. Come on down and challenge me and the rest of the DED 'ARD crew to a game of 40K 6th Edition and be the first to play before anyone else!

I'll be the one wearing the "Like A Boss" T-shirt so make sure you stop on over and say, "hi!". Hope to see you there!

–The Harrower

Tuesday, July 19, 2011

Change of Plans (1,000 points • 4 Days Left)

Everyone from DED 'ARD got together at my house 2 Sundays ago for some 40K madness. I ended up playing 2 games. First one was against club member Necromonger and his homebrew Vanilla Space Marines chapter. He's new to the Space Marines and was trying out a list with a Land Raider, Thunder Hammer Terminators, 2 Predators, a Vindicator, Land Speeder Storm, and Vulkan. We ended up playing Capture and Control.

In the first turn, I immobilized his Land Raider and took out the Demolisher Cannon on his Vindicator. From there, it was pretty easy to control the board and stay away from the Thunder Hammer Terminators. I pretty much dictated the flow of the battle and my opponent couldn't do enough to get into position and capture the objectives. Victory for the Blood Angels!

Second game ended up being a 3 vs. 3. with Chaos, Blood Angels, and Eldar vs. Grey Knights, Vanilla Marines, and Imperial Guard. We played 3,000 points per side with 1,000 points each and our own force orgs. I ended up trying the list I intended to take to the Two Headed Giant Tournament at Adventure Games this weekend and I absolutely hated it. We played Kill Points with Dawn of War deployment and won the day, but I sunk way too many points in the Stormraven's unit with Death Company a Reclusiarch and a Death Company Dreadnought. We won a narrow victory with my army giving up most of the kill points.

I decided to scrap that list and start over from square one. I have a much more balanced list which I'm confident will play much better. I'll share my list after the tournament. I haven't had time to post since I've been feverishly painting this past week, but I have taken a lot of in progress pics so expect some painting tutorials in the near future. Been messing around a lot trying to get a nice black and this is what I came up with. There is a lot of clean up and little details needed to be done, but I'm pretty happy with the final look.

I learned a valuable lesson with using Badab Black Wash to try and "tint" down my highlight lines. It left a ton of brush strokes all over the tank and I had to redo all of the black. I've done a lot of black previously with my old Death Company and the Rhino I entered in Golden Demon many years ago and I never ran into this problem. Maybe that was because I used Games Workshop's old Inks or my pot of wash is just bad. Anyone else run into this issue?

Lastly, Ron Saikowski had an interesting post on From The Warp on the top 3 things not to say in a post and I'm sorry to say that I'm guilty of all of them. I'm going to do what I can to make sure what I post shows a model or something I am working on and isn't just filler because I've been a lazy git and I feel bad because I haven't done more with the hobby and updated my blog.

Tomorrow, I should finish up my test marine and get going on my infantry models. I'll post it here in the next few days.

Till next time,

–The Harrower

Saturday, July 2, 2011

Two-Headed Giant Tournament (1,000 Points • 22 Days Left)


So I'll be playing in my first tournament at Adventure Games in Dickson City, PA on July 24th. This tournament is a Warhammer 40K Two-Headed Giant Tournament. Here's the rundown on the rules.

WHEN: Saturday, July 23rd (Army Lists are due Tuesday, July 19th)
WHERE: Adventure Games in Dickson City, PA
ENTRY FEE: $25 Per Team
PRIZE: CASH! CASH! CASH! $$$
CHECK IN: 11:00 AM
START: 11:30 AM Sharp!

RULES
1. Each team will build a 2,000 Point Army.

2. Each individual member of the team is permitted to spend 1,000 Points on his or her half of the team.

3. During gameplay each player will control (move, fire, make saves) for their own individual half of the giant.

4. Excess Points are lost and can not be for any reason gifted or shifted to your opponents total allowed points.

Example: Big Jimmy C assembles a force that comes to 986 points and cannot find anything to spend those last 14 points on. Jabroni #115 his partner has a total of 990 and can't find anything to spend his last 10 points on. The 24 remaining points are lost unless individually spent.

5. Each player does NOT need to be a fully functional independent force. This means that between BOTH HALVES of the FORCE you must adhere to the legal Warhammer 40,000 Army Composition (BOTH HALVES!)

Example: Player A can focus on spending his points on Strictly Elites/Heavy Support and Player B can purchase the required troops/headquarters to make the entire force as a whole LEGAL. Just remember, each player is only permitted 1,000 Points individually. Your probably thinking wow, I can whip up some really obnoxious setups. Correct: That's the idea.

6. THERE IS NO RESTRICTIONS ON ALLIANCES (Tyranids can Ally with Imperial Guard, Space Marines w/ Chaos etc)

7. Allies can in every circumstance use each other transports.

Example: Tyranids/Space Marines make up the Giant. You CAN put Tyranid Warriors into a Land Raider. Just remember, individual codex restrict units beginning the game inside of a transport without it being dedicated. The dedicated transport rule is a CORE RULE and must be adhered too.

8. Prior to the match beginning (AFTER SETUP) the two teams will be permitted (5 Minutes) that will not take away from game play time to quickly discuss their strategy. After the 5 minutes concludes any/all discussion must be done (AT THE TABLE). This is to ensure that the games are not being bogged down my nonsense/stepping away from the table.

9. To reiterate RULE #3. Each player will ALWAYS control the fate of their own half of the force. No making saves for one another, setting up, shooting and especially moving your partners models. If you are caught doing this for any reason what so ever you will be immediately penalized battle points and if it continues disqualified from the tournament. I cannot stress how serious I am about this rule.

I'll be teaming up with fellow DED 'ARD member SolidSnizzle and his Imperial Guard. Here's a pic of my half of the Two-Headed Giant and the list of what I need to get done in the next 3 weeks.

  • Convert: Twin-linked heavy flamer turret, Dreadnought close combat arm
  • Magnetize: all infantry backpacks, Stormraven
  • Prime: Assault Marine, Twin-linked heavy flamer turret, Dreadnought close combat arm, Magna-grapple
  • Paint: 2 Assault Squads, 2 Sanguinary Priests, Librarian, Death Company, Stormraven, Dreadnought, 2 Razorbacks
  • Base: all infantry, Stormraven, Dreadnought
  • Build: Army Display Board
  • Figure out how to: Tint the Stormraven canopies red
  • Detail Pass: Transfers on the infantry and vehicles, freehand symbols on the tanks, weathering and blood stains on the troops and vehicles, etc.

Seems pretty daunting, but I do have most of the models primed and ready to go. I've really been slacking off on the hobby side of things, and I hope this tournament kicks my butt in gear and gets me going. I'll update periodically over the next few weeks on my progress.

Enim Sanguinius!
–The Harrower

Wednesday, June 8, 2011

Tournament Aftermath


Solidsnizzle invoking
the Gods of Chaos.

Last Saturday was the 40K Tournament at Adventure Games in Dixon City, PA. Turns out that Jawaballs and Fritz didn't show, but there was a good turn out nonetheless. I didn't want to do my Blood Angels a disservice and play my first tournament with only a primed army, so I decided not to play.

Solidsnizzle (another member of DED 'ARD) ended up playing as the ringer in the Tournament and was loaned the use of Farseer Frank's Chaos Army. Solidsnizzle ended up ahead of the entire field at the end of round 2 and just needed a victory to win the whole Tournament. In a surprising turn of events, he ended up playing Farseer Frank and was thwarted by his Eldar in the 3rd and final round.

I wanted to scream at times watching Solidsnizzle's games because he missed a lot of key assaults, but for someone that has been playing 40K for less than a year and was using an army he never played before (he's only played Imperial Guard), he did really well and I was very impressed.

Farseer Frank preparing to
command his smug Eldar
The Tournament victory didn't stay in the DED 'ARD family unfortunately, but was won by Jim Benson who had a really well painted Sisters of Battle Army. He seemed like a really nice guy and played some solid games from what I saw, so kudos to him on winning an extremely close tournament. Next time, maybe DED 'ARD we'll be able to bring the trophy home. All in all, it was a great first tournament at Adventure Games with a good turn out and hopefully they'll be a lot more tournaments in the future.

The next tournament at Adventure Games will be on July 24th and will be a Two Headed Giant Tournament featuring 2 vs. 2 games at 2,000 points. I'm really mad I didn't play in this tournament, so there is no way I'm missing the next one. Expect to see a lot of painting posts in the coming weeks as my Blood Angels get ready for the coming battle.

Here's some more pictures I took throughout the day. Once I have the proper DED'ARD website completed at http://www.dedard.com, we'll be able to have real photo galleries and I'll be able to post a lot more pics.

 


Next time I'll talk a bit about my new commission service and I'll be doing some spring cleaning and posting a bunch of eBay auctions. Watch this space for some sweet deals.

Till then,

–The Harrower


Saturday, May 28, 2011

Adventure Games: Kickoff Tournament

While normally we just discuss tactics or the hobby, I've decided to give a plug to a local store here in Northeast Pennsylvania. Adventure Games just opened a brand new location in Dickson City, PA and is having it's first Warhammer 40K Tournament in years.

The new location is over 8000 square feet and is currently set up to run nearly 20 tables for wargaming tournaments including 40K, WHFB, and Warmachine. The tournament is on June 4th at 11am. Armies are 1850 points with a cash prize for the winners. Yours truly will definitely be participating, along with several other DED'ARD members. So, if you think you'll be able to make it, here's the details:

Adventure Games
849-851 Main St
Dickson City, PA 18519
570.307.GAME

If you'd like to register contact j.evans.84@hotmail.com before June 1st with your roster and to pre-register.

Stay tuned for follow up pics of the tournament itself.

-FF