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You've got questions, I've got answers! I'll break down my discussion roughly by what part of the game is effected. (In other words, I'll handle movement changes before shooting changes.) If you already have the rulebook, you may want to open it up and follow along... Army List selection: Setup: Note that with True Line of Sight, there is much less need to discuss what different terrain pieces count as, but it still should be done to agree on Difficult or Impassable terrain, as well as any that might count as Dangerous. Movement: Outflanking: Units with Infiltrate or Scout abilities can choose to be held in reserve and can come in on the short board edges in later turns of the game. Even knowing that it was coming, I was still surprised when Steve's Broodlord and Genestealers showed up on top of my Broadside Team and FireWarriors! Note that there is a specific mention of moving through walls as difficult terrain (unless, of course, you have qualified them as impassable.) A player on Advanced Tau Tactica was surprised by this when a unit of Bloodletters assaulted his Broadside unit through a solid wall! Shooting: True Line of Sight means that you will be able to see more units, since you can now see through area terrain and even through holes in walls. In addition, if they can see even a single member of a unit, they can still target the whole unit. It used to be that if you had one model peeking around the corner, while the rest were behind the wall, only that one model could be taken as a casualty, regardless of the number of unsaved Wounds the unit suffered. Now, because that one model can be seen, the entire unit can be killed! (If you have a hard time with the real-world mechanics of how this might work, consider explosive ammo that impacts the model and then sends shrapnel into the others. Consider also high-powered weaponry being able to fire right through the wall, as long as they know something's on the other side to shoot. If you still have a problem with it, get a grip and remember that it's just a game :) ) Most cover is now a 4+ save, and almost everything, including friendly or enemy units that even partially obscure your target count as cover. In my game against the Tyranids last week, I think there were perhaps a handful of shots all game that did not get a cover save. Obviously, this has a bigger impact on low-AP weapons such as Lascannons or plasma weaponry. Casualty Removal has changed a bit, and it's an important change. Any difference in models within a unit constitutes a different model type. That means that a 5 man squad of Space marines with a Lascannon, a Plasma Rifle, 2 Bolters and a Sergeant with Terminator Honors has 4 separate groups when it comes to Wounding. When you receive wounds (but before saves are made) you take all of the Wounds from a single unit and allocate them to the models in the squad. If this squad received 8 Wounds, each model would receive one Wound, then the extra three would be allocated, possibly 1 each to the Bolter carriers and 1 to the Sergeant. Then you make any saves with each group at a time. Note here that the Sergeant might fail both armor saves, but it would still only kill off the Sergeant. The only time (in this example) that a wound would "carry over" would be on the Bolter carriers. The two of them would take 4 saves total and if they missed any two of those saves, would both die. This mostly comes up if you have a large number of Wounds inflicted on a small unit, and only if that small unit has multiple types of model. A small number of Wounds won't cause much wrap-around. A large number of models in the unit will have the same effect. It can be a double-edged sword. It gives the potential of keeping some of your "more important" models safe by having multiple unsaved Wounds on other models. It also gives the potential for that unlucky armor save to be on one of your important models. (Much like the old "Torrent of Fire" rule from 4th edition.) That might mean that you pass your armor saves on the Bolter carriers and the Sergeant and the Plasma Gunner, but you fail the save on the Lascannon, and nobody else can pick up that weapon in this edition! Note that this allocation occurs before _any_ models are removed, thus those Plasma or Rending Wounds can be allocated like any other Wound, and might even be allocated to a model that potentially has other Wounds allocated to it. (Using the example above, let's say that 2 of the 8 Wounds are AP2 weapons and will thus ignore the Space Marines' armor saves. Allocate the 2 AP2 Wounds to the Bolter carriers, 1 regular Wound to each other member of the squad, then another regular hit to each of the Bolter carriers and 1 regular hit to the Sergeant. Both Bolter carriers are killed, the Sergeant takes 2 saves and the Lascannon and Plasma Gunner each take one save.) Weapon Types: There is a minor change and a couple of major changes in weapons. Pistols are now Assault 1. While you can't stand still and shoot them twice, they do count as close combat weapons in the assault phase. All Blast weapons now use the scatter die and 2d6 rather than their firer's Ballistic Skill. You place the center of the Blast marker over the base of an enemy model in Line of Sight and roll the scatter die and 2d6. If it hits, that's where it stays. If it scatters, add the 2d6 together and subtract the firer's Ballistic skill to get the distance it scatters. This means that ballistic skill is a little less important for models firing these weapons, but it does still come into play. In addition, there are no more Partial hits. If any part of the model's base is covered by the blast marker, it is hit. Note that Wounds caused by a Blast weapon may still be allocated to any member of the unit, even if that model is not under the marker. Note that it is possible to scatter into close combat with a Blast weapon, but your target must not be in close combat. Rending Weapons now all Rend on a 6 on the to-Wound roll, not the hit roll. There has also been a minor change to the way rending damage effects vehicles. Sniper Weapons are now Rending as well, so be warned! Assault: Countercharge: when a unit is assaulted, every model must move (up to 6") to attempt to get into base contact with a model in the assaulting unit. You don't get any bonus attacks for this, but you will get more of your models to make attacks now. It also means that you won't be able to limit close combat casualties by keeping your unit spread out anymore. Winning the assault: Now the Wound differential (how many unsaved wounds you received versus how many the enemy receieved) makes a difference in the Morale check if you lost. In other words, if combat was pretty close, but they managed to do just one more unsaved Wound to your unit, you get a -1 on the Morale Check. If, on the other hand, you slaughtered them, causing 7 more unsaved Wounds than they caused you, they'll have a -7 on their check. This means that combat can very quickly swing in one side's favor. Wrap-up If you enjoyed this, email me and let me know |