Showing posts with label rumors. Show all posts
Showing posts with label rumors. Show all posts

Tuesday, June 12, 2012

The Floodgates Open

Wow, here we are just a few weeks away from Sixth Edition, and finally the rumor floodgates have opened and begun to spew forth information...

There's a quite a few places where rumors are put up piecemeal, but Imperius Dominatus has a fantastic round-up that seems to cover quite a bit.

You can tell that we're still in the "not definite" stages as there are a few rumors that contradict each other -- not a bad thing, there's going to be things like that when you have different sources of information. Oddly enough, looking through some of the rumors it would appear that some of the changes from the "orphan ruleset" from earlier this year were actually correct -- namely, the change in phase order from Move-Shoot-Assault to Move-Assault-Shoot. I can't decide if I like that change or not -- there's another rumor that said consolidation into assault was back in a la 4th Edition. If so, assault-centric armies are going to be absolutely brutal.

Change is definitely in the wind, gang, and it looks like this summer is going to be a wild ride indeed as our favorite game changes dramatically.

I, for one, and ready for these changes as it's become harder and harder to enjoy a game of 5th Edition these last couple of weeks. I'm ready for some new options, some new ways of playing, and for some new fun from the game I love.

What say you?
  

Thursday, March 31, 2011

Oh wow...just....wow!

This document that was uploaded to Blood of Kitten's "Rumors, Sweet Little Rumors" section REALLY makes me happy.

Happier, even, than the entire GK codex.

Because as cool at GK are, I love SoB even more.

GW is finding new and exciting ways to siphon money out of my wallet this year...

Tuesday, February 15, 2011

Latest GK Rumors Reaction: Definitely Aroused


So, unless you've been under a rock lately you've seen some of the latest GK rumors. Paladins, Purifiers and Strike Squads, oh my! Even the base PAGK is going to seriously rock...and I can't wait. Suck it, vampires and roll over, wolves, it looks like the new kids on the block are going to be fantastic.

And I can't wait.

Why? Because I actually own the old DH codex, and was going to start an army of them until I heard the new book was coming out and decided to wait. Man...I wish I'd gotten a head start back then, because I'm really looking forward to these guys.

One of the things I'm looking forward to is using the Vindicare assassin to find those pesky rune priests with runic weapons and feeding him some long range snipery death so it's hammer...make that HAMMERHANDS time all around. It's going to be good to give some pups a little well-deserved comeuppance.

The question I have is, will having storm bolters/NFW (no matter what the flavor, though I'm thinking NFHalbreds for that special +1I love) make up for not having Counter-Charge (like the wolves do)?

Also: PALADINS. Now these guys are what Terminators should be. WS5 2W with an apothecary for that oh-so-special FNP...plus the ability for each model to take Nemesis Warding Staves for a 2++ Invulnerable Save...good grief I just had a nerdgasm. Granted, you'll be paying out the ass for them, but hey, don't they just sound like fun? Let me answer that for you: YES. :)

We won't even get in to the DreadKnight. I can't decide if I love or hate the model from the blur-a-riffic pics we have of the model, but the stats make me all tingly. 4W MC? Yes, please!

What's your favorite rumored GK tidbit? I have so many I don't think I can count them all. :)

Monday, July 21, 2008

Wherein I Crash the Storm Shield Party and Interject Some Sobering Thoughts

I originally posted a form of these thoughts on Bolter & Chainsword in the New Codex: Space Marines, It's going to be huge thread.

Basically, there's a persistent rumor that Storm Shields are going to confer a 3+ Invulnerable Save (sometimes written as "3++"). Supposedly, this rumor has been confirmed as true from multiple sources, but I'm still a little skeptical.

Regardless, I wanted to interject these thoughts:

OK, so I have a box of assault termies and I was SO looking forward to giving them all lightning claws, joining a TDA chaplain to them and on the charge playing "suck on this". Looks like NOW, though, there's an important decision to be made...do I want a CC wrecking crew that can shred pretty much any unit I need it to (can you say Point. Click. Die.?) OR do I want to mix-and-match in some SS/TH termies OR do I want to build a very slow (I1...*sigh*) but VERY durable SS/TH-only squad?

I think it's time for some magnetized arms, myself.

Oh...and while I'm all about a 2+/3++ configuration for termies myself (I think they should all be that way, if they're going to come even somewhat close to matching the fluff) I do want to point something out (even though it's going to sound like I'm parade-raining): that damnable single pip, AKA the 1, has a nasty habit of popping up when you have to roll a handful of dice in response to, oh, say, massed gunfire or Khorne Berzerkers in CC. As sexy as 2+/3++ sounds, Tau/IG/Bladestorm-ed Dire Avenger gunlines will force enough saves for a 1 or 2 to pop up more often than you'd like (which is NEVER, am I right? :) ) and if there's only 5 in a unit...well, even one 1 is one too many. Same goes for Harlequins/Berzerkers/Chosen with a pile of PFs. I know I'd love to think 3++ is great -- oh, and it IS, make no mistake -- but it's not invulnerability. Remember this: every time you have pulled a marine off the board and put him back in the tray -- if you even got to roll beforehand -- you rolled a 1 or a 2.

Sorry for the sobering thoughts...but we're partying like we've been passed out 1+/1++ saves...and we haven't.

Personally, while I hate, hate, hate "the fluff argument" (even though I somewhat ventured into this territory above) I think termies should be 2+/3++, T5 with FNP...in accordance with the fluff. They would then cost 75 points, but I'd pay it, and it might even make me stop preaching that holofields should cost 1,000 points (which they should -- I'm looking at you, tri-Falcon list).

The point I was trying to make is that while 2+/3++ SOUNDS really, really good, it ISN'T invulnerability. It's a damn sight better than 2+/5++, and it will definitely come in handy for those times when you REALLY need an invulnerable save, but without some kind of re-roll-ability (which, come to think of it, with the new FNP rules, wouldn't help for anything you'd need to roll an invulnerable save against anyway) it's really not all that great.

Consider this: Tactical Dreadnought Armor is supposed to be impervious to small-arms fire. However, more often than not, it's massed small-arms fire that usually kills my termies. If you have to make a pile of save rolls, I can promise you that you're going to get a 1, and there you go: dead terminator, at the hands of small-arms fire. I know that game balance demands this, but it doesn't mean I have to like it.

While we're on the subject, I'd like all penetrating hits against a Land Raider to be downgraded to glances, a BS10 Vindicator with 60" range, and a rending pony. :)

Tuesday, July 15, 2008

More Marine Rumors-a-go-go

...this time from Corton on warseer:

I spoke to GW Customer Service rep from the UK this morning who had the Codex in front of him, and picked his noodle a bit. Sounds so odd when they say Good Afternoon and its 7:30 AM here. Got a few tidbits for Iron Hands players:

Master of the Forge:
Current Techmarine stats w BS5 and LD10-100 pts
2+ Sv. no inv.
Servo Harness for free
Large Weapon range options(combi wpns., T-Hammer, etc.)
Can replace Harness w Conversion Beamer(+20pts). The further it is fired the more potent it becomes.
Str. 6 AP4/Blast @ 6" to Str 10 AP 1/Blast at 42" or more
Allows Dreadnoughts to be taken as Heavy Support AND Elites.
Has special rule that allows for one piece of terrain in your Deployment Zone to be given an improved Cover Save by +1 at the atart of the game(fortifications or some-such).

Chaplains are WS 5, BS 4, 3+ sv.
Commanders are WS6, but have limited ranged weapon options.

No Terminator Sgts for Tactical, Assault, Devastator squads. Kind of a bummer, bit I'll live.

Techmarines still have Servitor Retinues(0-4 models), but may leave them as a separate unit. The downside; they only operate on a 4+ if left alone.

The weapon options (free stuff) is correct if taken as a 10 man unit.

You may still have variable squad sizes(6-9), but you get nothing else besides the Sgt n his options. No special n Heavy Weapons.

Enjoy!


The Conversion Beamer sounds sweet, can't wait to get my grubby paws on one. Also, looks like it's a good thing I've already re-structured my army list to include 10 man squads that break up into combat squads...

Saturday, July 5, 2008

Marine-tastic Rumorgasm

From two posts by turelhim vampire at The Bolter and Chainsword:

I don’t know if this has already been mentioned but I don’t have time to scrawl though 38 pages whilst I am at work. I just got off the phone with a GW employee – this was from ringing GW mail order at Nottingham - who had the book in front of him and gleaned a few tid bits.

Salamanders Special Character:
NOT Tu’shan – his name is Vulkan Estan he is the ex-4th Company Captain and is a kind of wandering champion. Apparently he has almost inquisition like leverage over the Salamander Chapter, as his task is to seek out and recover 9 holy relics made by Vulkan before he disappeared. Apparently if all 9 are recovered Vulkan will return. Estan has recovered 3 and is using them. One is a Salamander Hide Cloak, one is a Gauntlet which counts as a Heavy Flamer and allows him to re-roll to wound. The third is the Spear of Vulkan - a S6 master crafted power weapon.

On top of this he allows any and all Salamanders in the army to replace their “vanilla” Combat Tactics with the Salamanders version – they get Master Crafted Thunder Hammers for free. All Melta/flamer weapons in the army, no matter their source, count as twin linked – also for free.

In addition (this is a general marine rule) Storm Shields now grant a 3+ Inv. Save against shooting and combat. And all Salamanders Terminator Assault squads come with them, and there thunder hammers are master crafted if Estan is present.


Also I heard the Spearhead will include:
Codex
Drop pod
Telion
Cantor
Sicarius
Tank Commander character
Scout Bikes
5 Vanguard
5 Sternguard
1x Speeder (could be a storm)


Just thought I’d contribute.

Second Post:

Right, now work is over and I can talk in some depth, here is what I was told:

-The special characters are designed to be taken by any chapter using "counts as" rules.
-If you give a commander a bike, bike squads are troops.
-Tac squads can have any number of marines - from 5 to 10, but can only have special/heavy weapons if you take a full 10 man squad. They can be split into combat squads during deployment. To make up for the "must have 10 for special/heavies" rule flamers, missile launchers, multi-meltas and heavy bolters are now FREE - you only pay points to take the rest of the options.
-Drop pod assault: Half the drop pods deploy on turn 1 - these half have "deployment beacons" that allow the rest (held as reserves) to come in more accurately. Tac squads choose to deploy as combat squads AFTER they land.
-Scouts in all their forms (including the storm) infiltrate in one of two ways - normally or can come in as reserves from ANY table edge and get to use their free "scout" move when they arrive. Scouts are still troops - Marine Airbourne Cavalry of Doom anyone?
-3 Dread options - Standard, Venerable, and Ironclad - all separate elite entries. Venerables are back to how they used to be and have WS/BS 5. Ironclads have 13/13/10 armour, can take 2x DCCW, Hurricane bolter, twin linked heavy flamer, and some others, I forget now. It also has a rule which could be a weapon option called the "seismic hammer" which counts as a thunder hammer and allows difficult terrain tests to be re-roll as it batters terrain out of the way.
-Dreads are crazy now weapons include - Assault Cannon, Multi Melta, twin Heavy Bolters, twin Heavy Flamers, twin las cannon, twin autocannon, plasma cannon, DCCW, Missile Launcher, and maybe more I have forgotten. Oh, and AT LEAST the twin autocannon can be purchased for BOTH arms.
-Sternguard vets have DW style ammo, 2 can take special/heavies/special CCW - Including HEAVY FLAMERS. biggrin.gif For +5pts each they can also take ANY combi weapon - and still keep the specialist ammo type.
-Vanguard vets are similar but are combat-heavy and can have jump packs as an option. Interestingly, they can be further upgraded to "Honour Guard" if you take a Company Master.
-Scouts and Characters can take Combi-Grenade launchers, which are the same as they used to be but are now RAPID FIRE.
-Crusader is now cheaper but does not come with the multi-melta - but this can be purchased as a pintle mounted weapon - possible for ALL land raiders. Redeemer flame cannons are S6 AP3 but are NOT inferno cannons - the template has to touch the weapon - however the machine spirit now allows each weapon on the raider to fire at a separate target.
-There are 13 special characters in total. White Scars character confirmed. No model as yet for him or Vulkan.

Thats all I can remember.

If you're a marine player -- like me -- your first inclination is to disbelieve these rumors, because they're too good.

However, I'm just hopeful enough that they'll be true to pass them along.

What do y'all think?