Sorry if it’s been a bit quiet this week. Most of my efforts have been focussed on getting ready for Fields of Blood, the NZ Grand Tournament next weekend.
The lists have all been checked, the remaining trophies ordered – best in race for those armies with 4+ adherents – and tonight the data will all be entered into Overlord.
All this against a backdrop of the release of 6th Edition Warhammer 40k on Saturday.
I wandered into my GW Hobby Centre yesterday and found out that they weren’t doing pre-orders. Eventually I was allowed to buy them – Book, Cards, Tape – paid upfront but was told that I had to pick them up by 12.00pm.
When I got home I found the new White Dwarf there and flicking through it last night I found I am looking forward to the new edition. Thinking more about one of my concerns – Hull Points for vehicles – the idea is growing on me. The solution looks a more elegant version of the old escalating weapon destroyed/immobilised system and in conjunction with the reduced cover save, I’m now revising my judgement.
However the concept of allies looks full of fail. Charlie texted me a couple of nights ago unsure whether he was going to add Mephiston or Ghazghull to his Necrons. We finally agreed on both. It is quite clear that the concept has been driven by Marketing to allow Timmy to use all his models. Waaaaagh! Certainly adds a whole new range of up-sell possibilities and will shift some of the Finecast back catalogue.
So looking forward to Saturday and the 30 days of optimism I’ll have until the new Chaos Codex shatters my dreams.
So wait, in 40k now, you can just take Allies full stop? Not optional rules like Fantasy?
ReplyDeleteWell they have included Allies rules for 1 v 1 games, whereas the Fantasy Allies rules are aimed at multiple player games. We still don't know the full story on the specifics of how Allies will actually interact though, so its hard to say whether they will be broken or not at this stage.
DeleteIn any case they are always optional rules anyway, if you don't like them don't use them and I'm sure tournaments will drop them if they aren't balanced (or easily tweakable so that they are).
Been reading around and it seems with allies you need to take 1 HQ and 1 Troop, after that you can then add 1 FA E HS - No named characters
ReplyDeleteDon't spoil my rant:-)
Delete1HQ, 1-2troop, 0-1elite, 0-1fa, 0-1hs, named characters are not disallowed (from what I read by guy who was answering questions about the book)
DeleteOk, reading directly out of the book...
DeleteAn allied detachment is 1 HQ and 1 Troop choice. These are compulsory. These must be from one different codex than your army (you cant ally with your own codex)
Further to this, you can include 1 additional troop choice, 1 fast attack, 1 heavy, and 1 elite. You have to choose these from the same allied codex, ie you cannot mix allies.
For each force organisation chart you can take, you can take an allied detachment. The allied detachments must always be from the same ally (you cant ally with 2 different armies). So you can use 2 detachments in a 2000 point + game
Hey, even if I get no trophy, can I still come up at prize giving and pretend I'm awesome for being the best Space Wolf player?
ReplyDeleteYou'll have to elbow John Terry out of the way
DeleteThats easy, I'll just point out the nearest African footballer to distract him.
DeleteReally like the new Hull Points system. You need to see the damage chart that goes with it to fully appreciated the change. I got my book today and have been reading about the interesting new things (Flyers, Chariots, Ongoing reserves, changes to multi-charging) but will be days before it's even close to coming together for me.
ReplyDeleteWes
flyers, chariots, pre-measuring... Fantasy is the new Black I tell you
DeleteChariots and the lack of clarity over the new psyker powers (who takes them? how?) are my biggest complaints so far. haven't really dipped into wound allocation yet, though i think it's a mixed bag.
DeleteWes
I think the psyker powers will be cleared up in the new faq's. ATM it reads that basically nobody can use them! as every codex already asigns a power the them. Wound allocation may take a bit to get use to. It appears to be a bit more complicated than before. Need to play a few games with it to see.
DeleteIts in the white dwarf and in the card set, possibly on the GW website too. It is very very clear who can use what new powers and how many they can have.
DeleteHaydn