Thursday, July 5, 2012



Firstly, I apologize for not updating this as often as I should. Really failing on that new years resolution huh?

Have no fear, with the release of 6th Edition for Warhammer 40,000 I have been kicks started once again with a drive to play and paint.

So what does 6th Edition mean for us? Well, from reading most of the new rules, it's going to be a totally different game without losing the core mechanics we already know (Movement to Shooting to Assaulting, things like this that haven't changed order) but have new and awesome rules!


The universe of 40K just got a whole lot deadlier. With new rules for lots of old and new units, things such as Flyers and Bikes (especially jet bikes!), Shooting heavy weapons on the move, shooting at enemy attackers before they charge, and Challenges between characters! Blood will be spilt plenty in this new edition. 

 And with the inclusion of Allies, we will be seeing a lot of neat armies on the table.

But what about the Space Wolves, how will it effect us?

Well, from what I can see (haven't got a game in yet :( ) we should do descent to fairly well in this edition. Units like Wolf Scouts took a blow with the new rules for Outflanking not allowing an assault the first turn they arrive. So no more charging into that gunline of IG or Tau with melta weaponry and close combat galore.

Also, Acute Sense got a nerf as it only effects Outflanking units, rather than helping in Night Fighting. Night Fighting also got changed up, and seems like it will also be more prevalent now.

But, some things that have changed for the good. Wolf Priests will be seeing more of the table top now that Preferred Enemy is re-rolls to 1 on hit and wound for both shooting and Close Combat! Toss him with a Plasma Pistol, Runic Armor, and Saga of the Hunter into a unit of tooled up Plasma toting Grey Hunters and Outflank the whole unit (now arriving easier with the new Acute Sense rule) and start tossing plasma down range.

Rune Priests are still going to be a strong contender for our HQ slots as their Runic Weapons still being great, our codex powers being good, and the inclusion to access 3 of the new Psychic Disciplines (Biomancy, Divination, and Telekenisis). Of these three, Divination seems like the best choice as the Primaris power (which you can choose to take rather than role for I believe) is solid in that you get to re-roll to hit. The other powers in this discipline seem all pretty good as well. One in particular being that you can Overwatch (Shooting enemy Attackers just before they charge) at normal BS (Overwatch is generally done as a Snapshot (BS1)). But, as these are randomly selected powers, you should never rely on getting them.

Units like Swift Claws and Sky Claws, which didn't see much use outside of friendly/fluff games, now seem more attractive with rules like Hammer of Wrath (1 attack at I10 when they charge before any other attacks are made) and bikers now using the Toughness Value in the () for everything. No more worrying about Missile Launchers insta killing them. 

This was just a quick update post and a quick look at how the Wolves will fair in this new Edition. I plan to do some more in depth posts about certain rules, units, etc. So stay tuned! 

Thanks for reading!
Kassill

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