New 6th Ed. Rules Summary

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Re: New 6th Ed. Rules Summary

Postby Henshini » Sun Jul 08, 2012 2:43 pm

If it has to deepstrike, like daemons or drop pods, then yes, you can reserve the whole army.
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Re: New 6th Ed. Rules Summary

Postby Dead » Mon Jul 09, 2012 8:57 am

Question for everyone;
Does having a powerfist on one hand and a lightning claw on the other give you the bonus attack for two weapons? Basically can you mix any two specialist weapons or do they have to be a pair, i can't find where is says paired only two weapons with the specialist rule.
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Re: New 6th Ed. Rules Summary

Postby Chimera » Mon Jul 09, 2012 9:48 am

Dead wrote:Question for everyone;
Does having a powerfist on one hand and a lightning claw on the other give you the bonus attack for two weapons? Basically can you mix any two specialist weapons or do they have to be a pair, i can't find where is says paired only two weapons with the specialist rule.

This was a question I also had. The wording of the rule makes it sound like you can pair different specialist weapons to get the extra attack. Is there a rule in the BRB that says you can only use one specialist weapon per turn? I don't remember seeing that either.

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Re: New 6th Ed. Rules Summary

Postby Celph_Titled » Mon Jul 09, 2012 11:06 am

Fair and balanced?
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New 6th Ed. Rules Summary

Postby Tokkan » Mon Jul 09, 2012 1:48 pm

As far as I've found, the only limiter on specialist weapons is that you need two of them, not that they have to be matching pairs. So, a return to the 4th ed rules I guess?
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Re: New 6th Ed. Rules Summary

Postby Steel Paladin » Mon Jul 09, 2012 1:52 pm

Henshini wrote:If it has to deepstrike, like daemons or drop pods, then yes, it automatically loses the game at the end of turn one.


Fixed that for you. ;)

I can't possibly see that being true, however.
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Re: New 6th Ed. Rules Summary

Postby KrysDagger » Mon Jul 09, 2012 2:31 pm

It is a pretty funny thought that my Deep Striking SM army could mishap for the DP's on turn one and I could have nothing on the table and lose, even though the second half was still on the way down. Now, if you mishap your first 3 of 4 DP's in the wave and don't put he last one in the middle where it will be safe you might deserve to lose :)
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Re: New 6th Ed. Rules Summary

Postby Crantor » Mon Jul 09, 2012 3:02 pm

Why not? In teh case of drop pods, half arrive on turn 1 anyways. For Daemons half show up on turn one as well. just make sure your half isn't too heavy ion one side so that your opponent doesn't destroy you outright.

Where it is an issue is the all deepstriking terminator lists. Not sure who can do that, maybe grey knights? Or don't the DE have a character that let's teh whole army go into reserve?
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Re: New 6th Ed. Rules Summary

Postby An00bis » Mon Jul 09, 2012 8:57 pm

dont forget dark angels: they invented the all termie list!!
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Re: New 6th Ed. Rules Summary

Postby mysideofthemirror » Mon Jul 09, 2012 9:50 pm

*grumble grumble grumble*

Back in my day, Grey Knights couldn't take termies as troops, and I had to walk uphill BOTH ways.
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