|
Il Giocoliere Forum Community del Giocoliere
|
Precedente :: Successivo |
Autore |
Messaggio |
Elione G.T.T member
Registrato: 14/11/05 12:23 Messaggi: 3565 Residenza: UDINE
|
Inviato: Gio Giu 21, 2012 8:07 am Oggetto:
|
|
|
redeyes_f ha scritto: |
Orchi: assaltarli è un problema perchè passare da AB2 ad AB1 non è una perdita enorme... |
Non capizco... abbassano la AB degli orki???
E se così fosse... perchè è un problema assaltarli _________________
NELLA TETRA OSCURITA' DEL 41esimo MILLENNIO C'E' SOLTANTO... BIRRA!!!
"You came unarmed? Honorable BUT STUPID!" |
|
Top |
|
|
redeyes_f G.T.T member
Registrato: 14/11/05 13:30 Messaggi: 1136 Residenza: Casa
|
Inviato: Gio Giu 21, 2012 8:57 am Oggetto:
|
|
|
Elione ha scritto: | redeyes_f ha scritto: |
Orchi: assaltarli è un problema perchè passare da AB2 ad AB1 non è una perdita enorme... |
Non capizco... abbassano la AB degli orki???
E se così fosse... perchè è un problema assaltarli |
La questione è che ora, a quanto sembra:
- se la tua unità viene assaltata può reagire sparando un colpo a modello ad AB 1 all'unità assaltante.
La cosa è ovviamente più castrante per uno space marine (che normalmente colpirebbe ad AB4), meno per un orco che normalmente spara ad AB2, ed è più numeroso.
In pratica se tu con 30 orchi assalti 10 marine (9 bolter + 1 termico), i tuoi 30 orchi vengono colpiti da 1,6 colpi
Mentre se 10 marine ti assaltano 30 orchi, subiscono 30 colpi ad AB1 ossia 5...
La questione è che nel computo dei punti che vale ogni pupetto l'AB conta parecchio e - nel fuoco di reazione - ci perde di meno chi ha AB più bassa (orchi, GI etc) _________________ "Io, le occasioni, le creo" - Napoleone |
|
Top |
|
|
Nikodemus Giocatore D.O.C.
Registrato: 02/03/10 12:32 Messaggi: 600 Residenza: Udine
|
Inviato: Gio Giu 21, 2012 9:09 am Oggetto:
|
|
|
Amazing........65 euri per quella roba...... _________________
Chi và con lo zoppo prima o poi lo supera
-Confucio-
Raise Your Crimson Fist!! |
|
Top |
|
|
Elione G.T.T member
Registrato: 14/11/05 12:23 Messaggi: 3565 Residenza: UDINE
|
Inviato: Gio Giu 21, 2012 9:30 am Oggetto:
|
|
|
Aaaah.... ora è mooolto più chiara la faccenda _________________
NELLA TETRA OSCURITA' DEL 41esimo MILLENNIO C'E' SOLTANTO... BIRRA!!!
"You came unarmed? Honorable BUT STUPID!" |
|
Top |
|
|
zcharles Giocatore D.O.C.
Registrato: 24/10/07 19:36 Messaggi: 451 Residenza: Cividale
|
Inviato: Gio Giu 21, 2012 4:23 pm Oggetto:
|
|
|
In giro c'è gente che spulcia la sua copia di WD; forse anche Alf già la dispone.
Edit: lo dico qui, sottovoce, perchè su altri forum scatenerei l'ira dei lettori, che risponderebbero con insulti a me e alla mia supponenza, e lodi alla grande GW:
da quel poco che leggo in giro, che pur se poco è sempre qualcosa, ho come l'impressione che la randomicità sia in aumento (cariche, abilità Warlord, "Occhio signore", aeromobili in riserva, evasione al 5+, molti più dadi da tirare con "charge reaction" e "snap fire, e altra che andate a cercarvi da soli), mentre non ho trovato una sola nuova regola che si basi su un dato "stabile" (o sbaglio? Posso sbagliarmi facilmente).
Non vorrei che il gioco scadesse in ulteriore mancanza di tattica a favore dell'elemento "caso".
Gosh. _________________ Mmmmm.... |
|
Top |
|
|
Elenneth89 G.T.T member
Registrato: 17/07/07 21:31 Messaggi: 2073 Residenza: venezia
|
Inviato: Gio Giu 21, 2012 8:13 pm Oggetto:
|
|
|
zcharles ha scritto: | In giro c'è gente che spulcia la sua copia di WD; forse anche Alf già la dispone.
Edit: lo dico qui, sottovoce, perchè su altri forum scatenerei l'ira dei lettori, che risponderebbero con insulti a me e alla mia supponenza, e lodi alla grande GW:
da quel poco che leggo in giro, che pur se poco è sempre qualcosa, ho come l'impressione che la randomicità sia in aumento (cariche, abilità Warlord, "Occhio signore", aeromobili in riserva, evasione al 5+, molti più dadi da tirare con "charge reaction" e "snap fire, e altra che andate a cercarvi da soli), mentre non ho trovato una sola nuova regola che si basi su un dato "stabile" (o sbaglio? Posso sbagliarmi facilmente).
Non vorrei che il gioco scadesse in ulteriore mancanza di tattica a favore dell'elemento "caso".
Gosh. |
e per fortuna che la gente si lamentava dell'VIII nel fantasy... _________________
Il rugby è uno sport da bestie giocato da gentiluomini, il calcio è uno sport da gentiluomini giocato da bestie, il football è uno sport da bestie giocato da bestie - Henry Blaha |
|
Top |
|
|
redeyes_f G.T.T member
Registrato: 14/11/05 13:30 Messaggi: 1136 Residenza: Casa
|
Inviato: Ven Giu 22, 2012 6:48 am Oggetto:
|
|
|
Altro giorno altra infornata
5th Scenario: The Relic
Recover a valuable relic from no-man's-land that will help them to gin the upper hand in the ongoing conflict. The relic begins the game in the centre of the battlefield, but any scoring unit (in this mission units from the Troops section of the Force Organisation Chart) (I guess this means the Immovable Object Scoring Warlord power can't be used?) can pick it up and attempt to move it to safety. The unit carrying the relic cannot move more than 6" in a single phase and will drop the relic if killed.
Deployment Vanguard Strike: Diagonal deployment zone trunning through the centre of the board. (Top right vs bottom left side with the relic in the middle pretty much. Same as Apocalypse if you've ever played that.)
Flat Out and Run: D6 extra movement
Stunned Dreadnoughts can still Snap Shot, Snap Shots need 6s To Hit.
Krak grenade used in the shooting phase to destroy an Ork Trukk.
Still Move, Shoot and Assault as the above unit assaulted the boys that disembarked from the Trukk.
Flamers do D3 hits during Overwatch (Have fun charging 15 Burna Boys)
Fliers can chose to Evade when shot at giving them a 5+ cover save, but can only Snap Fire during their next shooting phase. Can leave the board and return from reserves.
"Da Krimson Barun, only able to fire Snap Shots having evaded last turn, gunned his engines and zoomed off the board, but would return as part of Ongoing Reserves in the following Movement Phase. (This happens during turn 3-4, does that mean reserves are now 3+ for turn 2, 2+ for turn 3, automatic on turn 4?)
Fliers can shoot Fliers with no penalties to hit. Explains the 60" ranged Stormtalon missiles.
Fliers: When destroyed scatter and damage units on ground.
"But Steve did have the last laugh when the wreckage of his Stormtalon spiralled earthwards to land directly on top of the Ork Bastion, killing three Ork Boyz in the ensuing explosion.
Units with a sergeant type model can perform Look Out, Sir, 4+ if model is not an IC (example used, Ork boy trying to save Nob...well, the nob grabbing an Ork boy to use as a bullet shield is the more likely scenario...).
e sulla psionica
Codex: Blood Angels
A BA Lib (inc Mephiston) may use the psychic disciplines found in the Warhammer 40,000 rulebook, instead of those in Codex: Blood Angels. If he does so, generate two new powers from the Biomancy, Divination, Telepathy or Telekinesis disciplines (in any combination) before armies are deployed.
Codex: Chaos Space Marines
Any model with psychic powers may use the psychic disciplines found in the 40K rulebook, instead of those in Codex: CSM. If he does so, for each psychic power he has purchased from Codex:CSM, generate a new power from the Pyromancy, Telekinesis or Telepathy discipline before armies are deployed. A model can generate powers from different disciplines if you wish. Typhus generates two new powers. Ahriman generates three.
Codex: Dark Angels
A DA Lib (inc Ezekiel) may use the psychic disciplines found in the 40k rulebook. Generate 2 new powers from Div, Pyro, Telepathy or Telekinesis.
Codex: Eldar
Farseer (inc Eldrad), for each power bought, generate a new power from Div or Telepathy. Eldrad generates 4.
Codex: GK
A GK Lib (no mentions of anyone else), generate a number of powers equal to mastery level from Div, Pyro or Telekinesis. If he does so he may not purchase additional powers. Hammerhand cannot be exchanged in this manner.
An Inquisitor with Mastery 1 can generate 1 power from Div, Pyro or Telekinesis.
Coteaz can generate 2 powers from Div, Pyro or Telekinesis.
Codex: IG
Primaris Psyker, generate 2 new powers from Bio, Pyro, Telepathy or Telekinesis.
Codex: SM
SM Lib (inc Tigurius), generate 2 powers from Bio, Pyro, Telepathy or Telekinesis. Tigurius generates 3.
Codex: SW
Rune Priest (inc Njal), generate 2 powers from Bio, Div or Telekinesis
Codex: Tyranids
Any model with psychic powers, for each psychic power it has, including those purchased, generate a new power from either Bio, Telekinses or Telepathy. (I'm glad they dont have Pyromancy as 3 Zoanthropes casting Molten Beam would be real nasty).
Il buon Eldrad andrà in campo con 8 poteri ^_^ _________________ "Io, le occasioni, le creo" - Napoleone |
|
Top |
|
|
Cap G.T.T member
Registrato: 14/11/05 18:12 Messaggi: 3272 Residenza: Osoppo (UD)
|
Inviato: Sab Giu 23, 2012 12:55 pm Oggetto:
|
|
|
zcharles ha scritto: | In giro c'è gente che spulcia la sua copia di WD; forse anche Alf già la dispone.
Edit: lo dico qui, sottovoce, perchè su altri forum scatenerei l'ira dei lettori, che risponderebbero con insulti a me e alla mia supponenza, e lodi alla grande GW:
da quel poco che leggo in giro, che pur se poco è sempre qualcosa, ho come l'impressione che la randomicità sia in aumento (cariche, abilità Warlord, "Occhio signore", aeromobili in riserva, evasione al 5+, molti più dadi da tirare con "charge reaction" e "snap fire, e altra che andate a cercarvi da soli), mentre non ho trovato una sola nuova regola che si basi su un dato "stabile" (o sbaglio? Posso sbagliarmi facilmente).
Non vorrei che il gioco scadesse in ulteriore mancanza di tattica a favore dell'elemento "caso".
Gosh. |
stessa sensazione... ma è solo una sensazione appunto: ovvero che ricalchino la linea seguita nel fantasy.
Speriamo ALMENO che non ci siano poteri/armi che ti cancellano l'esercito quando le lanci... (quel TI al 6+ su tutta la psionica mi fa pensare MALE) _________________ Cap
Nonostante tutto sono sempre il MOD (ergo al posto di quel ninja c'è il BOIA)!!
|
|
Top |
|
|
zcharles Giocatore D.O.C.
Registrato: 24/10/07 19:36 Messaggi: 451 Residenza: Cividale
|
Inviato: Sab Giu 23, 2012 3:42 pm Oggetto:
|
|
|
Infatti il tiro al 6+ sulla psionica mi è emblematico:
Perchè dare un 6+ difensivo al posto di diminuire la portata dei poteri o renderli più ardui da eseguire? E' un ulteriore lancio di dado a scapito della linearità.
Ma speriamo sia solo una sensazione...
Di sicuro le sensazioni esistono. _________________ Mmmmm.... |
|
Top |
|
|
zcharles Giocatore D.O.C.
Registrato: 24/10/07 19:36 Messaggi: 451 Residenza: Cividale
|
Inviato: Dom Giu 24, 2012 8:25 am Oggetto:
|
|
|
Core System
- Change to Pre-Measure like WHFB 8th Edition.
- Force Organization Chart is still in use, no use of Percentage
- Adding new FoC Slot called "Fortification" [0-1] / see below
- Phases remains the same, Movement, Shooting, and then Assault
- No Psychic Phase
- No Initiative Phase
Movement Phase
- Movement is pretty much the same. Infantry can move 6", Jump Infantry 12" and so on.
Shooting Phase
- Rapid Fire weapons can now fire at target 24" away irregardless of moving or not. (or choose to fire twice at target 12" away)
- Pistol is pretty much the same.
- New Weapon type "Salvo" - firing at max. range & max. shots if not move, or 1/2 range and 1/2 shots if moving.
- Heavy Weapon can now be fired on the move, but will be subjected to 'snap fire' rule.
- "Snap Fire" allows certain weapon types to shoot even if moving, but with a BS of 1 (ie. 6 to hit)
- Blast Weapons cannot "snap fire"
- You can only killed as much models in target unit as you can actually see (and within max range).
- Casualties are now removed from closest to furthest.
- Wound Allocation is completely changed.
- When shooting at unit partially in cover, player can choose to "Focus Fire" to kill only models in the open (or in a less covered position).
- You can now throw (most) grenades in the Shooting Phase at the range of 8", limited to 1 grenade per unit per Phase.
Assault Phase
- Charge Distance is now 2D6" adding together.
- Unit can elect to "Overwatch" if being assaulted. Simply a "Stand and Shoot 40K version" - resolved at BS1, Template does D3 hit instead.
- Overwatch can be done only once per turn.
- Unit declaring multiple assaults will suffer from "Disoriented Charge" (not get +1A)
- Unit assaulting multiple enemy unit is subjected to multiple Overwatch.
- Unlike Stand & Shoot, Overwatch does NOT cause Morale Check or Pinning.
- Pile-in reduced to 3" and is done at the model's Initiative Step (ie. before the model could strike)
- Casualties are removed from the front rank, like the case of Shooting Phase
- Units can elect to auto-fail Morale Check at the end of Combat if all models in the unit cannot hurt the attacker at all (ie. S3 vs T10).
- Challenges are in for IC.
- Close-Combat Weapon now have AP value, ranging from AP- to AP1. Pistols don't grant more bonus than in 5th Edition.
- Power SWORD and Lightning Claws are "S: as user" AP3, though Power AXE is S+1, AP2, but is subjected to penalties (Initiative Reduced)
- Fists and Chainfists are Sx2 AP2 and Unwieldy (Intiative reduced to 1), Thunder Hammers has "Concussive" (the exact (or almost) same rules as in 5th Edition)
Vehicles
- Vehicles are now limited to move at the maximum of 12" in the Movement Phase (though it can move further in the Shooting Phase if desired)
- Vehicles can opt to move "Flat Out" in the Shooting Phase, adding an extra 6".
- Vehicles movement and weapons. Defensive and Primary Weapons are gone. You can fire all of your weapons at most of the time. But moving faster will result in less weapon fired at basic BS, the rest will be fired at BS1 (Snap Fire)
- Fast Skimmer moving Flat Out can be more lethal (fire more weapons than in 5th and moving faster [12" Normal + 18" Flat Out])
- Skimmer got a cover save called Jink, basically 5+ cover save and improved to 4+ if going Flat Out.
- Vehicles count as WS0 (auto-hit) if stationary and WS1 (3+ hit) if moved. No idea on how Fast or Skimmer will have bonus, as cover aren't used in Assault.
- Flyers are now in, with its own rules.
- Flyers can move very fast and is hard to target (6 only to hit) unless the shooter has Skystrike rules that allow them to shoot flyer at normal BS.
- When moving fast (called "Zooming") Flyers cannot move less than 12" and cannot disembark any models.
Vehicle and Damage
- New Vehicle Damage Chart, one to rule them all. 1-2 being Shaken, 3 Stunned, 4 and 5 Weapon Destroyed and Immobilised, and 6 Explodes! You only roll the table if the shot penetrate the Armour. Wrecks occur only from taking certain amount of Glancing Hits.
- AP 2 weapons add +1 to the chart, while AP1 adds +2.
- AP"-" is no longer -1 on the table.
- Open-Topped is +1 as well.
- No more "Half Strength if the center hole is off", you always use full strength for any blast that hits the vehicle.
- Hull Points - a new style "wound" for vehicles. Any Glancing Hits removes 1 Hull Point, Penetrate Hit removes 1 Hull Point as well as rolling on the Damage Chart above. If reduced to 0 HP, the vehicle becomes Wreck.
- Vehicles has 3 or 4 HP, notable 4 HP vehicles are Ghost Ark, Land Raider, and Monolith. Details can be found in the rulebook appendix. (Bloodwing stated that some player propose that the formula for Hull Points is Front + Side(once) + Rear divide by 3. Fractions rounding down - this seems to be true.
Vehicle and Passenger
- Passenger can only disembark if vehicle move 0-6".
- Disembarking rules changes, you now place models in base contact with the access point and move up to 6" - this is the furthest distance the unit may move.
- Embarking is pretty much the same.
- Unit count as moving if the vehicle moved 0.1-6", and can only "Snap Fire" if the vehicle move 6.01 - 12"
- Open-topped transport rules are the same (access points and fire points)
- Exploding Flyer that has "zoomed" will result in a S10 no armour save on its passenger. And some sort of S6 Large Blast at any unit under the point the vehicle goes on flame.
Psychic Power
- NO PSYCHIC PHASE (or whatever people are assuming they are)
- Perils of the Warp causes one wound, no saves of any kind allowed.
- Types of psychic power, witchfire (psychic shooting attack), focused witchfire (has a chance to allow player to choose the target model when removing casualty by rolling low scores on Psychic Test), nova (affects all enemy units within range), maelstrom (affecting both friendly and enemy within range), blessing (augmented friend), and malediction (de-buff enemy).
- "Deny the Witch" - every models/units have a slight chance to nullify the effect of psychic power (6+). Chances increase if your unit has Psyker.
- Psychic Hood is reduced to 4+ Deny the Witch if the target of the power is within 6" of the wearer.
- There are 5 new Disciplines of Psychic Powers in the BRB, each has 7 Powers. Each army can access different Disciplines, some cannot use them at all.
- Casting Psychic Power remains the same as in 5th.
- Psychic Powers now have 2 level, calling Warp Charge 1 and 2. Mastery Level 1 can only use Warp Charge 1 power, while Mastery Level 2 allows you to cast 2 "Warp Charge 1" power or 1 "Warp Charge 2". Higher Mastery allows for more.
- Each Psyker generate Warp Charge equal to his Mastery Level.
Characters
- Look Out, Sir! is in. Grants character 50% chance to evade the attack if he's within 6" of friendly unit (works in combat too), resolved each successful Look Out Sir on the models within 6" instead.
- Look Out Sir! is improved to 2+ for Independent Character.
- Character can issue / accept challenges.
- One model in your army will be the Warlord (one with highest LD), Warlord can roll on a table (there's 3 table, you can choose 1) to see what benefit he receive. Examples are units within 12" can use his LD, the Character count as Scoring Units, Warlord has FNP if within 3" of Objective.
Tidbits
- Fortification - a new addition to the FoC, limited to 0-1 this allows player to purchase some kind of terrain for their army. Expensive one are Fortress of Redemption (220 points) and cheap ones are Aegis Defence Lines (50 points)
- Allies - a new system that allows player to have a detachment made of another army in the list. Allies works like WFB8th Edition with best buddies, normal allies, and untrusted. The detachment is limited to 1HQ and 1 Troop(compulsory) and additional 1 Troop, 1 Elite, 1 Fast Attack, and 1 Heavy Support.
Missions
- There are 3 Deployment Types, one being the classic Pitched Battle, second one is reversed Pitched Battle (deploying along the short table edges), and third one is a triangular deployment.
- Selecting deployment zone remains the same, roll-off to see who deploys first and go first.
- Seize Initiative is still the same.
- 6 Missions with 2 Level Objectives. Primary Objectives grants more Victory Points, but harder to achieve. Secondary Objective is always 1 VP and has 3 of them. First Blood (for getting the first "kill point", Slay the Warlord (for killing the enemy Warlord - aka. general), and Linebreaker (having your units in enemy deployment zone at the end of the game)
- Deep Strike Mishap is softened now: 1 - You're Dead, 2-3 Misplaced, and 4-6 Delayed.
- Feel No Pain dropped to 5+
- There's still only 1 Level of Instant Death, no Instant Death(x)
- Fleet allows for re-rolls on Run and possibly Assault distances.
- "Hammer of Wrath" allows model to make single attack at their base strength before combat on the turn it assault. Jump Infantry and Bike have it.
- Monstrous Creature can make "Smash" attack, forfeit half of its attack to resolve attack at Sx2 against vehicle.
- Flying Monstrous Creature can make two mode of movement. One being 24" move, performing D3+1 "Vector Strike" on a single unit within the path and then shoot up to two weapons or run 2D6" in the shooting phase. However, it cannot assault or being assaulted unless it get shot and fall down from the sky first (can't remember how you fire at it, 6 only?) Should it fall from the sky, it will take S9 hit and can now be assaulted as normal.
- Sniper has rule to allow them to allocate wounds to the model of your choice if you roll a 6 when rolling to hit.
- Rage is now +2 Attack on assault.
- Many new generalization of rules...such as Armourbane (roll 2d6 for armour penetration) and Fleshbane (2+ to wound)....this also expands to weapons as well (unwieldy, concussive, etc.) _________________ Mmmmm.... |
|
Top |
|
|
Elenneth89 G.T.T member
Registrato: 17/07/07 21:31 Messaggi: 2073 Residenza: venezia
|
Inviato: Dom Giu 24, 2012 12:22 pm Oggetto:
|
|
|
e tutto quel casino degli stack dei poteri-abilità? (grado 2 di morte immediata annulla grado 1 di immortal warrior and stuff...) _________________
Il rugby è uno sport da bestie giocato da gentiluomini, il calcio è uno sport da gentiluomini giocato da bestie, il football è uno sport da bestie giocato da bestie - Henry Blaha |
|
Top |
|
|
Gustovic Giocatore D.O.C.
Registrato: 17/07/07 21:32 Messaggi: 383 Residenza: cividale del friuli (ud)
|
Inviato: Dom Giu 24, 2012 2:32 pm Oggetto:
|
|
|
Andato tutto via. Niente tier delle abilità apparte per gli psionici. _________________ "But lack of documentation, especially for such early times, is not to be considered as evidence of non-existance." - Ewart Oakeshott
Il Cap Scrisse: "Non sottovalutare mai il potere del bimbogigi... egli è subdolo e la forza (di devastare elementi scenici) scorre forte in lui... " |
|
Top |
|
|
zcharles Giocatore D.O.C.
Registrato: 24/10/07 19:36 Messaggi: 451 Residenza: Cividale
|
|
Top |
|
|
franz G.T.T member
Registrato: 13/11/05 14:01 Messaggi: 3371
|
Inviato: Lun Giu 25, 2012 4:27 pm Oggetto:
|
|
|
DioMiPercuota!
La Collector's è ESAURITAAAA
A
AAA
AAAAAA
AAA
A
e ADESSOOOO?????
Posting From Dalian, China _________________
"Alea iacta est, fricum feratur sit" |
|
Top |
|
|
Alfogro Amministratore
Registrato: 03/11/05 09:31 Messaggi: 7484 Residenza: UDINE
|
Inviato: Lun Giu 25, 2012 5:06 pm Oggetto:
|
|
|
e ....sì...è esaurita sabato stesso quando la gw stava chiamando noi negozianti x fare gli ordini della nuova edizione.... _________________
"Quando un corpo è arturiano, che ti frega?" |
|
Top |
|
|
|
|
Indice del forum
-> WARHAMMER 40.000 Vai a Precedente 1, 2, 3, 4, 5, 6, 7 Successivo
|
Tutti i fusi orari sono GMT
Vai a Precedente 1, 2, 3, 4, 5, 6, 7 Successivo
|
Pagina 6 di 7 |
|
Non puoi inserire nuovi argomenti Non puoi rispondere a nessun argomento Non puoi modificare i tuoi messaggi Non puoi cancellare i tuoi messaggi Non puoi votare nei sondaggi Non puoi inserire eventi calendario in questo forum
|
|