Beiträge von Mäxico

    Öh, nee.


    Also wenn du schon ein Konzept kopieren willst, dann konsequent.


    Die Reservenliste funktioniert bei 1500 Punkten nicht auf 3+. Wenn nur 2/3 deiner Einheiten kommen reicht S6 nicht.


    Also: 2* Drachen, 2ter Autarch und ne dritte Standardeineit müssen drinn sein.

    Warseer:


    "Not sure if the rumor i mentioned is posted up on your previous thread,
    but I again here mention from my GW buddies in Memphis, that sets of
    sprues that are Legion specific will finally come! Chaos of course being
    the first sets, though i'm told Terminator and regular Space Marine
    sprues will be sold separately. Once the Chaos Legions sprues hit, the
    Legions/Chapters still dedicated to the throne of Terra shall follow.




    Chaos Space Marines will receive a boxed set, with ALL the needed option
    upgrades included for standard gear, and new sets for Berzerkers,
    Noise Marines, Plague Marines and Thousand Sons will follow with MUCH
    nicer sculpts.




    So basically, all the Legions will buy the same boxed set for the
    majority of their models, but to make them Legion specific, separate
    sprues will be sold which will include shoulder pads, heads, banners,
    few weapons, etc. Terminators will also get separate sprues made
    available to them to become Legion specific.






    Again, this is what i'm told..."

    Hier gibts direkt was (von 40 Kings):


    6. Edition Gerüchte:


    • This is a new statline that works with BS to determine if hit a unit


    Evasion (EV)


    The Evasion Value indicates how hard it is to hit


    the model. The smaller and faster, the better the


    Evasion Value of a warrior. This characteristic is


    not part of the model’s profile as it depends on


    the speed of the model. A moving Tau Fire


    Warrior has an Evasion of 3, a stationary Land


    Raider tank only an Evasion of 1. This


    characteristic is described on page 70.


    • Cover Save are now 5+ looks like for many things


    • Wound allocation: Back to 4th ed we go! All wounds are distributed
      by armor type, multi-wound models count for as many models as they have
      remaining wounds. Sarge and his special weapon buddies are last to die.


    • Running in the movement phase….most of us do this already!


    • Instant Death, this is awesome! Instant death is totally changed,
      if your toughness is exceeded by 4 points of strength you take 2 wounds.
      By 5, 3 wounds, etc. Tyranids, rejoice!


    • If you double your opponent’s WS, you hit on 2′s in combat!


    • If you double your opponent’s WS, you hit on 2′s in combat! If
      their WS is double yours, you hit on a 5, triple, you hit on a 6!


    • Rigid saves: sounds like FnP, but is ignored by AP 1,2,3 or instant death attacks. FnP is Rigid 4+


    • Removed from play now just means removed as a casualty. Necrons get a break from JotWW!


    • Preferred enemy: Shooting and HtH! But like 4th ed, always hit on a
      3+, if normally hitting on a 3+, now hits on a 2+. If you choose to
      shoot at a unit that you have PE against, but don’t, you lost the rule
      for the rest of the game! Now Destroyers with preferred enemy:
      Everything! makes sense!


    • Tiers of Eternal Warrior, still reading it, but if you have EW 1, you ignore ID 1, etc. level 3 ignores all ID


    • If a unit can be singled out by an attack (JotWW) it becomes it’s own unit. Shielded (USR) ignores that rule.


    • Falling back is now your movement + D6″


    • some units can cause Terror which triggers a morale check


    • Shaken applies to all units now, like pinning for infantry and shaken as now for vehicles


    • Broken units automatically fail their morale if they lose a combat.


    • Surrounded: if broken and falling back, if you end your move within
      12″ of an unengaged enemy model, the unit is destroyed! Wow!


    • Tactical Retreat: If a unit falls off the board, they are removed
      from play but does not count as destroyed. You can choose to leave the
      game and not give up a KP or VPs.


    • Immobilized counts for all unit types. Immobile units EV value (evasion) is decreased, usually +1 to hit them.


    • Tiered fearlessness: can be pinned or shaken. Nice! Fearless units
      are subject to rules but are better against them. Level 3 fearless
      ignores everything, though. Stubborn the same. Cold Blooded new rule
      allows you to choose to pass or fail. ATSKNF largely remains the same.


    • Critical hits: this is a blanket rule that automatically wounds and
      ignores all saves but invulnerable, vehicles take a penetrating hit.
      Triggered by certain attacks and difficult terrain roles, which now are
      on a 6, not a 1.


    • new Dense terrain type: can’t see through it at all. If a unit is in it, you ignore this unit for shooting.


    • Cover saves now 5+ for all but fortified ruins.


    • Skilled Rider now IGNORES difficult terrain checks.


    • Airborne rule: units with this rule ignore difficult and dangerous terrain, but still gain a cover save form it.


    • Move through cover: run/cruise through difficult terrain.


    • Turn phases: Move, Assault, Shoot, Consolidate


    • BIG! In order to control a mission objective, you must have it for an ENTIRE turn.


    • Turns are defined, things that occur :at the beginning of the turn” are clearly defined.


    • Cruise and Combat speed are for all units now, cruising or running
      for infantry, is a straight double movement, no more random roll.


    • You cannot shoot before charging anymore. A Charge is a double move.


    • Engage action: charge normal movement distance (not double), but can shoot in the following shooting phase


    • Flat Out: Triple movement


    • Fleet adds 2″ to your movement value!


    • Fast rule: shoot twice if stationary, shoot normally after moving or charging


    • Rage: can’t remain stationary, must take -1 morale check to not charge enemy unit within 12″


    • Alpha Strike: charging into terrain makes defenders I10, charging already engaged unit makes attacker I10


    • In HTH, if a template deviates onto combat, each unit under it only takes 1 hit. Can’t target into HtH.


    • BIG RULE: No Retreat is now a critical hit for every wound you lost
      combat by (ignores armor) but you can pass a morale check with a -1 for
      every wound you lost combat by. Wow, that levels the playing field, a
      LOT!


    • Sweeping advance: if you lose combat and fail a morale, you roll 5+
      and break out of combat or are destroyed. If your In is higher than the
      pursuing unit’s In, you break off on a 4+


    • 3″ consolidation


    • Hit and Run now only 3″, but can now shoot in the following shooting phase


    • Hulk rule: can not attack in HtH


    • Intractable rule: cannot be bound in HtH


    • All models with a base (infantry, walkers, MCs) do NOT block LOS.
      They grant a 5+ cover unless the squad leader of the firing unit can not
      see the target unit, in which case the save is a 4+


    • Look out sarge: a unit can force a cover save to a unit behind it,
      even if normally the target unit would not get a save, but the
      intervening unit takes a critical wound for every save that is passed


    • Evasion: 3 base for all units. Massive: Tanks, MCs, GCs, bastions,
      walkers, super-heavies -1 Ev. Stationary -1. Jink +1, Swarm +1, Flyer
      always a 6, point blank (squad leader is within 12″) EV always 3


    • Divide fire: if you have the divide fire rule, you can give up a
      shot to shoot all remaining weapons at different targets! A vehicle that
      holds still can do some serious work, but is easier to hit.


    • Night Vision now lets you reroll your check unless their stealth is higher than their Night Vision.


    • Multi-Targeting: if you have this rule, you can double your shots
      if you hold still!! Wowzers. If you have multi-targeting(3) you can
      shoot three times. If you hold still, you shoot 6 times!


    • Overwatch! If an enemy unit ends its move within 12″ of a unit with
      this ability, they can perform a defensive shooting action at them out
      of sequence


    • Relentless: can fire as if they held still, rapid fire to 18″ as opposed to 24″


    • Tiered stealth: +1. 2. 3 etc.


    • Swarms: eternal warrior (1), +1 evade, vulnerable to blasts


    • veiled: tiered level 1, 2d6x3 to spot, level 2 2d6x2, level 3 2d6x1.5 to spot.


    • Draw Back rule: performed in the consolidation phase, 2d6″ move after shooting: eldar jetbikes


    • In the consolidation phase (after shooting) you can join or leave a unit, embark in a vehicle(!), move or regroup.


    • You can only regroup if you are not within 12″ of an enemy unit, but if you embark into a vehicle, you automatically regroup.


    • Patch up: bye bye wound allocation tricks! If you have more than
      one multi-wound model with a wound, take a wound from one and give it to
      another until only one model remains with less than full wounds! Peace
      out, Draigowing!


    • Defensive fire: you can shoot a unit that comes within 12″ out of
      sequence with this rule. Nice! shoot units as they assault you.


    • Charge by CHance: sounds like over-watch but for assault. If a unit
      appears within 6″ of the unit with this rule, it can assault that unit.
      Sounds like shooting a transport, blowing up it up, then assaulting the
      unit inside.


    • Rapid Fire: tiered rapid fire, if within 12″ you get one extra shot. rapid fire (2) gives 3 shots at 12″, 2 at 18″


    • assault weapons count as a secondary close combat weapon in HtH


    • Ordnance weapons take 2 fire actions to fire, ordnance barrage take 4 fire actions


    • “bomb” type weapons are fired in the movement phase


    • grenades can be used as weapons against massive type models (MCs!) or vehicles but your WS is 1


    • Directed Hits: attacker chooses what models take the wounds. Stopped by shielding units, or the shielded rule.


    • Grenade launchers halve the WS of the defending unit when attacking them with grenades


    • ID causes an additional wound even if the str value of the attack
      isn’t high enough to normally cause ID. Eternal warrior block ID if the
      tier is higher.


    • master crafted rerolls a miss, multiple master crafted weapons of
      the same type in the same unit reroll one miss per model with the rule
      (speeds things up a lot)


    • coarse weapon: only another coarse weapon may grant an additional attack and can’t be directed.


    • Blast weapons. Wow! Hit with BS as normal, if you miss, scatter the
      number x 2 (always scatters). So if you hit on a 4, you can only ever
      scatter 4″ max!


    • Template weapons: can shoot out 3″ from the firing model unless
      otherwise greater, if it hits the firing point of a vehicle or bastion,
      D3 models inside are hit! Can be fired in the turn you assault, hitting
      D6 times on the target unit at the weapons str and ap.


    • blast weapons hit as described above. Any model partially under the
      template gets hit at full strength (even vehicles). If the blast hits a
      vehicle, full strength to armor in firer’s facing. If not on vehicle,
      full strength to armor facing the center of the blast but -3 on the
      damage table.


    • Multiple blasts: fire one weapon as “lead.” Resolve where it lands,
      all secondary shots must touch the preceding template and hit as many
      enemy models as possible, moving towards the enemy unit if the shot
      missed. Wow. Faster, and much deadlier.


    • Rail Weapons: awesome! Target a model within range, even if not in
      LOS. Roll to hit as with a blast weapon. After final point is
      determined, draw a line between point and firing unit. All units under
      the line take as many hits as models under the line. Holy crap, this can
      rape tanks! A Hammerhead could theoretically hit as many tanks as are
      in a straight line and in range! Models out of LOS get a 4+. Multiple
      rail weapons resolve simultaneously, indirect rail weapons only grant a
      cover save if the unit is in area terrain.


    • Barrage: roll to hit as with blast weapon. If target is out of LOS
      you hit with BS, roll the scatter, on a “Hit” you hit. On an arrow you
      scatter double the die roll. On a BS miss, you scatter as normal.


    • Bombing is a free action done in the movement phase


    • AA weapons always hit target as if it were evade 3


    • Entangling weapons cause target to be in difficult and dangerous


    • pinning weapons cause cumulative morale checks to be pinned. -1 for each unsaved wound.


    • Snipers are finally legit! All sniper weapons are pinning, rending,
      directed hits! Wow, they can choose who they can hit! Finally.


    • Targeter: shooting unit makes target count as stationary for EV purposes.


    • Twin-linked template weapons increase their range to 6?. Wow, twin flamers now shoot farther instead of rerolling to wound.


    • Rapid fire weapons fire like assault weapons now, meaning they can
      always fire once out to max range, and an additional shot if within 12?.
      Nice!


    • Force weapons cause ID(2) so they don’t own monstrous creatures anymore. Thank goodness.


    • Power weapons now have the parry rule, which grants a 5++ in HtH! Awesome! A reason to take them.


    • Monstrous creatures now hit with a weapon that is 2xS, ap 2


    • All CCWs are ap6, which means Orks and Gaunts and such get no save from most HtH attacks.


    • whitchblades are str7, and can be “chanelled” activated with a ld test, to allow the wielder to reroll any failed invul saves.


    • Melta bombs finally have the melta rule and ap!


    • Psychic Hood: roll a D6 if within 24?, add mastery level, blocker
      needs to beat defender to stop power. Can’t be used inside a transport.


    • Unit Types:


    • Infantry: 6? move, 12? run or charge


    • Beasts or Calvary: move 7?, charge 21?, run 14?


    • Jump Infantry: move 9?, charge or run 18?, deep strike


    • Flying Infantry: airborne, move 9?, run or charge 18?, deep strike


    • Jet Pack: move 6?, airborne, draw back, deep strike, 12? charge or run


    • Bikes: move 8?, charge or run 16?, fast, multi-targeting (1), jink,
      +1 toughness against shooting attacks only, more resistant to ID


    • Jetbikes: move like bikes, plus airborne, and draw back for Eldar


    • MC’s: massive, monstrous, multi-targeting (2), relentless


    • Gargantuan Creatures: 9? move, fearless (3) and a host of other rules


    • Ground Vehicle: any vehicle not specified is a ground vehicle, move
      6?, fearless (2), hulk, intractable, multi-targeting(1), relentless


    • Skimmer: move 8?, same rules as ground vehicle but also airborne


    • Fast Skimmer: same as skimmer but also: jink, fast


    • walkers: vehicle, fearless (2), massive, multi-targeting(1), relentless


    • artillery: same as above but also crew, crew members are markers
      that represent firing models. take one away every time the vehicle
      suffers an unsaved glancing or penetrating hit.


    • Fortifications: same as above bu also hulk and immobile


    • Characters


    • special rule: covering fire: Character forgoes shooting to allow
      unit to have one directed shot if the unit rolls at least 3, 6?s to hit.


    • Characters allow their unit to regroup in the consolidation phase. No mention to minimum unit sizes.


    • Characters have directed hit rule in HtH and shooting!


    • Characters can either be a squad leader or an IC.


    • Squad leaders are really important. They determine characteristic
      tests, facing for shooting at vehicles, seeing if the enemy unit is in
      cover, point blank range, etc.


    • If squad leader dies, another model takes his/her place.


    • IC’s can not join vehicles or MCs/GCs unless they are of the same unit type.


    • Psykers


    • Psykers can perform one “power” type action per level of mastery.
      Mastery goes from one to 6. Humans rarely exceed 3, Eldar or Daemons
      rarely exceed 5.


    • All psykers level 1 unless specified otherwise. 1 power per level, can’t be duplicate power unless otherwise specified.


    • Perils on 2 or 12, critical hit. No mention of rerolling successful invul saves.


    • Psyker squads are cleared up. One model counts as using the power.


    • Any psyker can attempt to stop a power, works on a 5+ so long as the defender is not in a vehicle and within 24?


    • Vehicles


    • No vehicles can go up levels in a building anymore, even walkers.


    • Terrain checks for every piece of terrain moved through.


    • Hitting a Vehicle in HtH is different. If vehicle moves, they are WS10, if they hold still, WS0.


    • “Tank” type vehicles get -1 to the damage table. Leman Russ, hoooo!


    • Super heavies: -3 on the damage table.


    • weapon destroyed is -1 to multi-targeting. Reduced to 0 can only fire one weapon. reuced to -1, can’t shoot.


    • Immobilized 2 times = dead.


    • Explodes is now d6? radius. All units in range, or that were
      embarked roll a d6 for as many models as were hit. On a 6, the unit
      takes a critical hit. Exploded vehicles leave no debris behind.


    • wrecks are a 5+, difficult, dangerous


    • hull breach: for every additional stunned or immobilized result in the same phase, the damage is 1 higher. Ouch.


    • skimmers that are immobilized hit the ground off their base, and models underneath move out of the way.


    • Sqaudrons: any stunned, shaken, immobilized result ignored on a 5+
      with +1 for each vehicle in the squadron. If test is failed, each
      vehicle in the squadron suffers the result.


    • smoke=5+ cover


    • dangerous terrain=roll d6, on a 6, vehicle suffers penetrating hit. only invul save to stop


    • repair rules got WAY better: on a 5+, repairing model removes a
      shaken, stunned, immobile or weapon destroyed result. Or, can boost the
      vehicle with the same role to add a level of multi-targeting!
      Techmairnes and Techpriests just got waaaaay cooler.


    Codexupdates: http://www.40kings.de/wp-conte…2012/01/Codex-Updates.pdf

    warseer:


    "Garanaul the Black vom 05.01.12:


    Just a quick release date tidbit before things fizzle out completely. It
    is from an excellent source (standard caveats apply of course, as
    nothing is ever certain). I've been told that Chaos is about six months
    from release, which is approximately late June / July, not sure if /
    how this is going to affect the release of 6th Edition.


    I've been sitting on this one for about a week so if it's common knowledge, please ignore.


    OT: Tau is being worked on, but further out than people think.



    theDarkGeneral vom 09.01.12:


    Hey, let's keep this Rumors thread relaxed and chill. No need for
    hostilities, that'll come when ever non-Chaos player whines as to "how
    powerful" Chaos has become with a new "super Codex".




    Oh, YES, plastic Plaguebearers are on the horizon, though I couldn't
    actually give you a date release, as I rarely ask those kinds of
    questions.


    Chaos Daemons won't be far off, as it seems GW may indeed do a double
    release with them, coinciding with their Fantasy counter part, but
    probably not 'til early next year. (if even that early)


    Story line wise, they're finally expanding forward, as well as filling
    in the gaps! The interactions with fellow Chaos Legions, and the
    massive distrust and often full fledged battles is going to be flushed
    out. We'll all know FOR SURE, who's whom!


    They're leaning against Forge World inclusions, like the Hell Blade,
    Contemptor Dreadnought, Bloodslaughterers, Plague Drones, etc. BUT,
    we'll still get some better, faster vehicles similar to Speeders (if
    not actual Speeders). The newish Land Radier that comes possessed and
    with a higher infantry capacity will be a huge boon, along with the
    Daemon Engines that can be taken 2 or 3 for one Heavy/Fast/Elite slot.


    Spawn in larger packs, and with the ability to be Marked! (this i'm not sure on, sounds a lil' too good)


    Now, something else i've been told, is that someone earlier mentioned
    jetbikes I believe, and one of my buddies brought that up and linked it
    to Emperor's Children along with Doom Rider!"

    Ghost 21 Warseer:


    "Guardians will have other options that's all I will add to that


    You won't need to take a support platform to make them useful"

    Neue Gerüchte von Ghost21 (Warseer):


    "plastic vampyre,
    solitare,
    dragon riders,
    possibly exodite character
    and 2 additional aspect warrior types"


    Keine Shadowspectres.

    Von Dark general:


    "Brazen Knights: Or whatever they're going to call the Berzerkers a top
    Juggernauts, won't be in the Fast Attack slot like the Thunder Cav
    (Space Wolves). Probably Elites, with no way to move to Troops.




    *Word Bearers: Will be able to take Marked units but with some
    restrictions. Apparently with all the current Black Library Books out on
    them (I'm enjoying their reads!), and mention of the Sanctified in
    Siege of Vraks, the ability to take Marked units has been brought up.
    Not sure how they'll do this, if it'll be a 1 unit for 1 unit.




    *Alpha Legion: Hardest to get info on, but "might" be able to force a
    re-roll on the type of scenario?! This honestly sounds more like a
    Special Character ability to me...but we'll see...




    *Iron Warriors: Their Cult Terminators will have access to Thunder
    Hammer & Storm Shields, as well as Iron-Fire Cannon (thunder fire).
    Basic Chaos Marine squads "may" be able to take an additional heavy
    weapons team once past 10 models...




    *Kharn: Gets a new model (FINALLY), which is bulkier and still
    ferocious in motion...his rules get better for survive ability like
    Eternal Warrior and a 4+ Invul, but his bloodshed knows no bounds..."

    Frage und Antwort mit Ghost21 auf Warseer:


    Originally Posted by The Dude Sorry
    for dredging this old post up again, ghost, but your wording is a bit
    confusing. Are you confirming plastic Plague Marines here, or saying
    there will be a special Plague Marine unit similar to the Gladiator one
    you already mentioned?



    no problem, im currently somewhere where im used to writing in hebrew, sorry. im confirming plastic plague marines
    im happy to try to clarify anything




    I posted earlier wondering if the Thundefire Cannon like weapon you suggested might be the Thunderstrike Assault Gun.
    Would you be able to confirm or deny that?



    as far as i know its a "deamonic thing"




    Were there any other special cult units like the Gladiator themed one you've already mentioned?



    as i understand there will be at least 1-2 additional units for
    the cult legions (theres a unit like the space wolf, wolf guard that
    all legions get
    (i think that's what there called the veteran guys who can choose
    different kit, i also think that's where those jugger riding zerkers may
    appear, this unit though can be upgraded in god specific lists to be
    "special")



    as far as i understand these are special themed units , not just cult terminators




    the thousand suns get a really odd unit, of people who were powerful
    enough not to be hit by the rubic... ill update that one later, i think
    they only get one (unless he wasn't joking about screamer surfing
    marines)




    EC get a very defensive unit, who have like sonic shields .



    Just to be clear, I understood that there would be rules for
    playing the different legions - how is that chosen, by taking a mark or
    upgrade on an HQ character?



    that honestly depends on what legion your asking about



    So you're saying for some legions you need to take a mark and for others a named character?



    as far as im aware none need a special character, some require marks others upgrades from there relevant section

    Warseer:


    "It sounds like we're getting a large upgrade to our current plight when
    it comes to vehicles and gear and equipment and special rules. Some
    will be current "Marine type" vehicles, but a few new ones. Yeah, there
    is a Chaos "flyer" but it's NOT the Hell Blade (or Hell Talon). Not a
    troop transport, just designed to cause havoc on entrenched enemy
    squads (hvy Flamers?).




    Here's a list of what things we talked about, items with an evil grin are tentative...




    *Power of the Machine Spirit/Infernal Engine


    possible


    *Land Raider Crusader/Redeemer/?:


    possible


    *They Shalt Know No Fear:


    no


    *Fearless: (Cult Terminators, and a few specific Legions)


    certain units posibly


    *Razorback:


    no


    *Whirlwind:


    no


    *Attack Bikes: (possibly with Reaper Autocannons)


    kinda


    *Thunderfire Cannon: (Iron Warriors and Alpha Legion)


    they get sth else , but kinda


    *Landspeeder:


    sort of


    *Artificer Armor:


    its called sth else


    *Techmarines: (about half the Legions)


    kind of


    *Chaplains: (Word Bearers)


    only word bearers


    *Psychic Hood:


    its called sth else


    *Stormraven Gunship:


    no


    *Venerable Dreads:


    only one thats a sc"

    Einiges doppelt, aber auch einiges neues (BELO/Warseer):


    ghost21 reports that the plan is for 3 Chaos books. Legions, Renegades and Daemons




    Daemons are already covered, so the next book will cover the Chaos
    Legions, with a future Renegades codex incorporating all manner of
    traitor humans, mutants and Marines-gone-bad.




    ghost21 thinks this Legions book will be 1st or 2nd book after 6th
    edition, which is being released July 2012, putting the release around
    October-November 2012




    Harry supports this, saying:


    I do think CSM are the first sixth edition book but not sure if they come just before or just after 6th edition.




    theDarkGeneral contradicts this, saying he has heard of 3 separate
    Legions books with an even split of Legions in each. He claims 2 are
    planned for release in 2012 and the third for early 2013. He further
    claims a “Lost and the Damned” style book and a “largely Daemon-based”
    campaign book are in the works for after that.




    theDarkGeneral was supposedly given the Legion split breakdown as:


    *World Eaters, Word Bearers and Nightlords


    *Deathguard, Iron Warriors and Emperor's Children


    *Thousand Sons, Alpha Legion and Black Legion




    Mat Ward is rumoured to be writing the codex. (seriously guys, get over it )




    Minor Gods will make an appearance and all Legions will be included




    The minor Gods are named, and will act in a similar way to marks, but have no Daemons.




    Background:


    Ghost21 tells us the background has been expanded and improved so that
    Legions and their worship of the Gods is far less one-dimensional.




    Rules:


    Each Legion will have something unique to them, but will have unit restrictions to offset their inherent bonuses.




    Ghost21 further clarifies by saying World Eaters may be restricted to 1
    Havoc squad, but could potentially take more by “trading in” something
    else.




    theDarkGeneral tells us:


    it won't change according to your Legion (HQs) as in swapping more
    Heavies for less Fast, but your access to units in those categories
    opens up, becomes limited, or closes off accordingly. Easy example I was
    given, is taking Khorne Daemon Prince means no Scouts...




    And goes on to say the following about the different Legions:




    *Nightlords: I don't ask much about them, though a lil' i have for my
    buddy Paul has around 25,000+ points of them...Hit & Run and
    Stealth for universal special rules, but possible counter attack (for
    elite unit) as well as jump pack troops.




    *Word Bearers: Apparently getting a lil' extra attention, and besides
    Dark Apostles, new models for "daemonancers", which just might be unit
    champs/sgt upgrades. I'm not sure. BUT, their summoning of Daemons from
    the Warp apparently allows re-rolls on the scatter dice, as well as new
    mishap chart!




    *Deathguard: Feel no pain and blight grenades for their Cult Terminators, new nasty flamers upgrades.




    *Thousand Sons: AP3 bolters will be MUCH more useful under 6th Edition,
    and a couple new Psychic abilities, one of which (supposedly) can remove
    an entire enemy squad from the table on a failed stat test!




    *Iron Warriors: Access to Thunder Hammer & Storm Shield termies,
    thunderfire cannon off-shoot, Havocs w/Tank Hunters and relentless for
    some squad...




    *Emperor's Children: Lash is finally changed to be more in line with
    Daemon version. More heavy weapons upgrade count for larger units.
    Better Bikes? Not sure what that means...




    *Alpha Legion: Lots of infiltrating abilities, outflanking, and even
    temporary control of enemy squads/vehicles...basically sneaky *******s!




    *Black Legion: HQs allow broader access to all unit types, but lack of better universal special rules.


    Ghost21 tells us Chaos units have built in negatives depending on the
    God. It is unclear if these are just Cult Troops, or all Marked units




    Nurgle units can’t perform Sweeping Advances and are what he refers to
    as “stoic” (possibly meaning slow and purposeful, possibly just the name
    of this group of rules)




    Khorne has to “engage in some kind of combat every turn” (not sure what
    this means ie does shooting count?) or roll on a D6 table and suffer
    some random penalty




    Tzeentch require a “command figure” (likely Sorcerer) or will act based on a random D6 roll




    Slaanesh are described only as having “very harsh results”




    theDarkGeneral says Nurgle Flamers can be made poisoned 3+ or even 2+ (possibly through a special character).




    HQ




    Special Characters:


    ghost21 tells us characters will supposedly be very powerful, including the “Red Angel” from this artwork




    Although ghost21 goes on to say he hasn’t seen a named Warsmith character, only a Dark Mechanicus one.




    theDarkGeneral claims we will see the return of Droomrider, Doombreed,
    and Cypher as well as another 5 new characters. This does not preclude
    any or all existing special characters being included.




    theDarkGeneral also tells us there will be a Slaaneshi Dreadnaught special character.




    theDarkGeneral reports that Ahriman will be better due to new Chaos
    Psychic powers as well as "some kind of guaranteed psychic ability that
    can't be stopped via Psychic Hoods, etc"




    Elites




    theDarkGeneral tells us Chaos Dreadnaughts will no longer act randomly,
    and are able to take marks, but will not be able to be Venerable.




    theDarkGeneral claims Possessed will be improved and supposedly have upgrades either already included or that you can pay for.




    ghost21 tells us there will be a "gladiator themed" World Eater unit




    ghost21 also says Emperor's Children will have access to a unit
    described as "soul shieldsman" which is possibly an upgrade for
    Veterans.



    Troops




    theDarkGeneral implies there will be some kind of “Scout unit” which will not be available to World Eaters.




    God-specific Daemons will likely be included, but ghost21 is only sure
    of the lesser varieties (Plaguebearers, Bloodletters, Daemonettes &
    Horrors) and not the greater ones


    theDarkGeneral claims Daemons will remain as they are in the Daemons
    Codex, but with slight points adjustments to reflect the ability to
    summon them and certain 6th edition changes.




    Fast Attack




    theDarkGeneral claims “Assault Berzerkers” with jump packs will be available as Fast Attack choices.




    ghost21 tells us Doomrider will be a unit upgrade (presumably for Bike squads)




    ghost21 also adds that Nurgle Bikes are in, but their "Stoic" rule may make them less effective in his opinion.




    theDarkGeneral mentions a new unit called Brazen Knights consiting of
    "Skull Champions" (possibly super Khornate CSM Champions) riding
    Juggernauts




    Heavy Support




    theDarkGeneral tells us Slaughterfiends from Apoc will be available, as well as versions for other Legions and Marks.




    theDarkGeneral reports Obliterators maximum unit size is increased to 4




    theDarkGeneral says most types of Daemon Engines can be taken as 3 per FOC slot




    theDarkGeneral claims Legions will get a new Landraider pattern with a
    higher transport capacity (possibly 15) and is described as a "warped
    version of one of the Imperial versions”




    Marked Legions are rumoured to get Havocs




    theDarkGeneral has also hinted at the possibility of a new Monstrous
    Creature that is not a Greater Daemon. No further info is available as
    yet.




    Miniatures:




    Plastic Dreadnaught rumoured by both ghost21 and theDarkGeneral.
    TheDarkGeneral claims it will include multiple Dreadnought close combat
    weapons types, such as the Chainfist, Thunder Hammer, Power Scourge,
    etc.




    Plastic Plague Bearers rumoured to appear in the 6th edition started




    Plastic Raptors have been confirmed by the ever-reliable 75hastings69 who said:


    I can add to this that the new plastic Raptors are very nice




    Abaddon – ghost21 claims this miniature is almost identical to the existing one, but “bulkier and taller”




    Little Horus - ghost21 reports seeing a miniature for this guy, and implies it is very good




    ghost21 also claims to have spotted a miniature for a Dark Mechanicus
    character, but is unsure if he will make it to release. He described it
    as:


    a very creepy sculpt based on a john Blanche piece

    Neben nem Propheten haut auch der Avatar rein.


    S6 ist allgemein recht gut gegen Necs, insbesondere gegen die Schwärme Kampfläufer wären hier gut gewesen (auch weniger geländeanfällig).


    Dem Skorpionexarchen würde ich eher die Schere geben, der Effekt der Reissenden Klinge wird vermutlich weniger gebraucht.


    Banshees haben bei mir das letzte mal gegen die neuen Necs gerockt.


    Auch Lanzenserpents sind nicht schlecht.


    WeWas/Ranger kannste mitnehmen, für die wirds Ziele geben. 3 Standards aber mindestens.


    Spinnen finde ich als Schockkonter gegen die Schwärme auch gut.


    Speere des Khaine ebenso.


    Khaindar evtl., es kann halt auch dunkel sein. Insofern ist der Orkanwerfer schonmal gut gewählt.


    Kleiner Tipp: Wenn ein Monolith aus der Reserve schockt, kannst du in deinem vorrausgehenden Spielzug versuchen die Spielfeldpositionen zuzustellen (z.B. rennen, boosten) in denen er nicht landen soll. Das Modell ist so fett das er schnell mal für die Missgeschicktabelle würfeln muss.

    Warseer:


    "i know allot of you have questions about individual units and legions,
    ill try to address them all, however there are limits on how much i can
    get away with,


    ill say this there are havoc's for marked legions


    though each legion will get something unique to them, from force
    organization to individual units to hqs, for example night lords n world
    eaters can only have 1 heavy support but get other boni


    remember huron has quite decent kit, so expect something like a 2nd ed
    list for him. also, in some ways picking a legion will restrict you,
    there are allot of chaos characters already in fluff so expect most to
    return, plus a few new faces


    whos the star of the show huh?... now that is something ill hold onto for a while"
    basically as i understand if world eater want more than 1 havoc squad they have to trade sth for it(so not limits on hs per say)



    as i understand they can take khornate engines without restriction


    sorry to cause confusiuon


    "

    Das läuft so: Drachen im Falcon schnell nach vorne, 5er Aj in Reserve + Reinlaufen hinter Sichtblock o.ä.
    In Runde 3-4 holt der Falcon die AJ ab nachdem die Drachen ihren Job erledigt haben.


    Birgt ein Risiko, spart aber viele Punkte und schlägt mehrere Fliegen mit einer Klappe.
    Und das wichtigste: Es funktioniert.


    Zusatztriebwerke können an einem solchen Falcon dann aber wichtiger sein als der Raketenwerfer, der wegen des hohen Bewegungsaufwandes ohnehin nur wenig zum Einsatz käme.

    Von Warseers Ghost21:


    "okay time to end the what ifs....


    there will be 3 chaos dexes as far as im aware, legions, renegades n daemons


    now daemons will appear in the legion dex but not those awful lesser
    things they are now... im not sure about greater daemons... however if
    you are doing a legion list its based on "black legion(or the generic
    list)" or one of the others


    legions


    whats there ?, lots


    world eaters with bolt guns you say... yeah there there


    expect very powerful characters here (they are 10 Milena old)... my favorite is the overpowered red angel... now he IS angry


    ill do the others if people wish



    would I be correct to assume the renegades book will include some "lost and the damned" style units? traitor guard, mutants etc


    thats the plan, but also rules for , chapters that have gone bad


    i have to say im excited for chaos, there is allot allot of inspiration
    from the 3.5 dex, with warsmiths, dark apostles n the alpha legion
    rules well lets say they have a dual command structure"

    Also mir gefällt die erste Liste besser.
    Auf 1000 Punkten ists einfach schwierig und ich bin mir recht sicher das ihr dieser Armeegröße in eurer Gruppe recht schnell entwachsen werdet. Auf anderen Turnieren wird das (Teamturniere ausgenommen) nicht gezockt.


    Bei 1000 Punkten finde ich Lords und Avatar ganz gut, die haben Output gehen gegen 1k des Gegners nicht so schnell kaputt und funktionieren gut mit billigen Standards (2+Bikes, 1* Gardisten z.B.).


    Ab 1500+ ist diese Varainte aber eher schwach und die Panzer werden sinnvoller.


    Es stellt sich also die Frage wie willst du mal spielen (auf 1750) und welchen Grundstock kann man daraus für 1k nehmen, und welche Modelle besitzt du bereits?

    Ist immernoch ne nette Liste aber du hast jetzt alle Aufgabengebiete abgedeckt und kannst dann nach etwaigen Spielerfahrungen selber sagen wovon du mehr oder weniger brauchst.


    Das Speer würde ich dem Propheten geben, trifft besser und will nicht in den Nahkampf. (Oder mit Kampfsprung gegen ne Shuka tauschen.)

    Dein Chef braucht die Runen der Klarheit um sich selber gegen Psiabwehr zu schützen.


    Deine Runenleser haben schon ziemlich viel Krimskrams dabei dafür das sie so wenige sind. Stock sie erstmal auf 7+ auf und schau dann was du brauchst. Imo reichen 2* Entschlossenheit und 1* Khaines Segen. Letzteren kann man zwar doppeln, ist mir für 15 Punkte aber zu teuer und er ist ohenhin nicht die wichtigste Psikraft im Trupp. Bei 5 Punkten gegen das Weglaufen eines ~500 Punktetrupps kann man das schon machen.
    Flammen der Wut sind nett, aber synchr. Kattapulte (evtl. + Verdammnis) sind auch hart. Meist machen die Flammen zu viel schaden um danach noch in den Nahkampf zu kommen. Eine Flamme für spezielle Fälle reicht meines Erachtens. Man kanns aber auch mt mehreren spielen.


    Wenn du dir schon den 5er Aj Trupp im Falcon gönnst, kannst du zuvor auch die Drachen da reinstecken und die AJ hinten halten bis die Drachen ihren Job erledigt haben.
    Habe gute Erfahrungen mit dieser Kombo gemacht, die deutlich weniger Punktkosten und viele Aufgabengebiete vereint. Ist aber kein Nobrainer.


    Die Aj im Serpent sind so ok. Müssen aber sehr vorsichtig eingesetzt werden um sich zu lohnen. Eine Schussphase reicht oft nicht um die Punkte reinzuholen, in der des Gegners sind sie aber schnell vernichtet.


    Die Bikes reichen zu dritt, da testen sie auch nach einem Verlust. Die Shuka ist schon ok, wenn man die Punkte übrig hat ist das besser als gar nicht relevant zu schießen. So kann man auch mal auf leichte Fahrzeuge schießen.


    Die Spinnen kannst du zu fünft inklusive Eachr mit Doppelschleuder spielen, sind genauso viele Schüsse, 4 treffen aber auf die 2+. Zusätzlich ist der Trupp billiger.


    Die Läufer sind gut. Ein reiner Raketentrupp bettelt aber geradezu um den Runenblick.


    Ich finde das deiner Armee der hohe DS, bzw. E-Waffen fehlen. Da solltest du dir noch was überlegen. Bisher hast du effektiv gegen RW2+ und/oder FNP nur 6 Feuerdrachen.