Warhammer 40K 6th Edition – First Review
July 3, 2012 by warzan
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We've been up all night with 6th Edition 40K and Warren and Darrell are ready to give you their first impressions.
What will the guys make of some of the new changes and what will be missed from the old 5th edition?
What do you guys think of the new book?
What do you love or hate about it?
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O_O Darrell Age – 20 O_O
WOW, just….WOW. Ireland is weird.
Love the beards!
Fearless causing no wounds in assault is probably quite good for nids. Also trygons doing stomp could be scary.
Great first look, can’t wait for the rest of the week! Makes up for that Dark Eldar video, which, no offence wasn’t the best. Cheers, long time fan.
vindicators come with a storm bolter and you can get a nother won for 10 points!
From what I read of the book Psykers get all powers of a psychic school, no random picking, you are just limited on how many you can use.
pg.418 ‘to randomly generate a psychic power, first choose one of the psychic disciplines known to the psyker. Then roll a D6…’ etc.
1. Guys, hull pts are BAD for vehicles. I played a game with necrons and wiped 4 vehicles on T1. Including a LRaider.
Also disembarking is very difficult now (no charge for like 85% for the occasion)
2. About PPowers: they’re random cause GW loves random. That’s what they like.
Divination is imo really great… It helps a lot of reserve control.
3. Mission are all night fight! This is very important guys…It’s ment to get guys into the midfield… Downs shooty armies a bit and counters the Hammer&Anvil deployment, where you can easily get your guard army 36″ away from the opposing orks.
And it’s linebreaker Darrell (yay my 2 alpha strike drop pods!). First blood is quite cheesy. First turn = 1 Victory point.
Agreed on HULL POINTS ARE BAD
Sure you have 2 or 3 or 4 hull points, basically ‘wounds’ but now anythign glancing is an autowound. You don’t need to pray for that 6 on a lone penetrating hit when you can just toss a bunch of glancing hits on it.
It depends.
I like them.
Sure you can glance to death “easily” now but still you need too hit and have the need power first and roll adequately. Unless you have the autoglance but that is only the current übercrons. So HP are ok, especially if you apply infantry to protect from charges and utilize 25% covers.
I play Eldar mostly and my games so fare have been enjoyable even with my suddenly vulnerable falcons and serpents. AND even thou my Walkers and vypers are paperplanes now
I actually like hull points, the predictability it gives as Darrell mentioned I think is positive I also like the fact that to impair a vehicle you need to hit it with serious firepower – and provides a good distinction between glancing and penetrating.
I think the random power decks are because they feel it has worked well in fantasy – in game terms and card sales terms. In addition I am sure as each codex releases random powers will come in and new decks be released – check the free space in the psychic powers box.
IMHO Allies are not from 2k up, but on any points. In fact, from 2k up, you can have two allied detachements, since you are able to take “one allied detachement for each primary detachament”, and on 2k, the FOC gets doubled 😉
Fantasyk sounds ok. will be interesting to start playing a few games. personally, I would want my gaming buddies to scrap the psychic powers from the codecies and just randomly pick the big book ones, I think it would be more fun (we don’t do tourny games).
I saw a vid about how vehicle were screwed now. I don’t think that from what you were saying about the hull points etc. The reason seems to be that the game was necrons spamming gaus weapons. they have some stupid glance rule right?
I would much rather just move to warmachine, myself. but my mates are stuck on 40k, so that’s the rules I have to learn :-s
Have to add somethin’:
1. Same here Warren. DIY Chapter and already have tons of corporation models I have been wanting to ally.
2; Guys, don’t forget the FAQ’s!!! They change SO MUCH stuff.
3. No flyers? Darrell, I hope you noticed you’re long fans can fire 5 AA S7 missiles.
Actually they can’t, nothing in the book or the FAQ lets anyone take flakk missiles yet. They’re a purchasable upgrade to missile launchers, not a default one and nowhere does it tell you who can purchase them/how much they are.
But it’s the ML itself that has a new profile.
And the FAQ says you need to refer to the book in terms of equipment, unit type, hull pts…
Again read page 57″ All missile launchers come with frag and krak missiles as standard, and some have the option to upgrade to include flakk missiles” So yes flakk missiles are a new profile for missile launchers, but not all of them get it. So until an FAQ or new codex tells us who can get them and how much they cost then noone can use them.
Ow, sorry, my bet.. Don’t have the rulebook you see. Not planning to kill someone.
(though Mat Ward… No, he did a quite nice job with Necrons…)
But I did spent 6hs saturday ramming all the new rules into my head…
Ow, sorry, my bet.. Don’t have the rulebook you see. Not planning to kill someone.
(though Mat Ward… No, he did a quite nice job with Necrons…)
But I did spent 6hs saturday ramming all the new rules into my head, so I know how the game plays… But not every detail of it.
“Next edition I’ll have a concussion.”
Priceless – but guys if any of you are getting impatient try the collector’s edition… 🙂
Failing that just put the book in the gamer’s satchel…with a lead weight…
😉
Well my “snapfire” reaction:
Thanks for the video guys, it saves trawling through erratic internet posts!
You couldn’t find the powers chart? Surely it should be before all the psychic powers? Typical GW…:)
I don’t like the sound of the style of writing…”Witchfire power” sounds like a subversive, renaissance protein bar.
Random charges? I can see where they’re coming from but I also don’t like it…at the last minute those raging Khorne Berzerkers suddenly get cramp or the Hive Mind puts out lazy vibes? Pfft…
I like the idea of psychic disciplines, it reminds me of Dark Millennium, although I would prefer points costs and choice for psychic powers, you’d think the psyker would know what spells they are casting, unless it’s rogue psykers, in which case random is fine…
Pre-measuring: I’m old school but I can see the benefits.
I’d still like Bikes and Jetbikes to be hit and run…are they, or do they just put on the brakes and get hit in combat until they die?
I also think that there’s a lot of scope for missions and a rulebook with all the supplements consolidated within it. It would have been nice, but not as profitable, despite those supplements being around for years.
Finally, I’ll state it again, to rescue Nids just use 2nd Ed style stats pasted into your codex 😉
Look forward to the coverage and as raggbur stated above, don’t forget the FAQ’s – perhaps even do a video on them?
Maybe the codex physic powers will be dropped from the new ones and replaced with the rulebook ones. Much like the magic items in fantasy.
Love random charges. Makes a more enjoyable game.
Premeasure is heaven especially for us over 40!
Maybe with a new codex you will also have to chose randomly psychic powers 😀
The Primaris powers are not default powers you get, its in the section ‘Primaris Powers’ on page 418.
If you don’t like the random power you received, you can swap it for a primaris power.
I do think when the new codex’s come out they only be able to use the new ones, so I’m glad that my GK book came when it did 🙂 remember thats only a gut feeling.
I think Telepathy powers are great! Hallucination and Invisibility will become a BIG pain in the game
So they’ve left in apocalypse. which was written for 4th ed, and basically only contains “new” huge vehicles, that you cant use cos they don’t have hull points…
Dear games workshop:
http://www.youtube.com/watch?v=yytbDZrw1jc
As far as psychic powers go, and indeed, the apocalypse/cityfight etc things, I would expect a new book next year along the lines of storm of magic to roll everything into one book, codex powers will probably become obsolete at that point.
Still can’t get over the beards, missed the first 15mins trying to compose myself.
Tyranids –
I was so hoping to use a swarm of hormagaunts, love the models. I tried readign the book+codex in any way but they still seem slow and useless. move 6″, run best two of 3d6 (fleet) with 1 of the dice rerolled (bounding leap) that’s still max 12″, but if you run you can’t assault? So correct me if I’m wrong but still a threat range of max 18″, but more realistically way less with guys at the front dieing. I read somewhere in the rumours that they would be a threat at like 36″ and now I jsut can’t cook that same result up, can someone please prove me wrong?
My thoughts.. personally.. is they will bring out a new Nids book eventaully.. who knows when.. and they will “VITO” the synaps rule like they did with “We’ll be back”. I forsee it being if your are in rang of a synapse creature u get some kind of bounus other wise nothing.
The new rulebook is 472 pages (counting covers & fold outs as separate pages). The rules and reference portions are 151 pages (i.e. 1/3rd of the book, not half Darrell).
Vehicles except those with 4 HP are now much more vulnerable to getting glanced to death, especially against haywire and gauss weapons.
I will keep playing vindis as now I can add a 2nd SB & HK for 20 points, making a weapon destroyed result on 25% chance of taking out the Demolisher, and being able to sustain 5 WD results. That will mean it is more vulnerable to glance results than penetrating hits if my opponent doesn’t roll 6’s. You’re going to see a lot of secondary weapons on tanks now.
Overall, I think the new rules really hurt my vanilla marines army, especially if I can’t/don’t play with allies. I’m hoping I’m wrong about that. I’m going to play a bunch of games with my 5th edition lists and see how they go before changing any models.
.A WD still means you have lost a hull point as you have suffered a penetrating hit. Therefore I think its an interesting call on if you load up on weapons to try and keep the demolisher, or if you don’t bother as the odds of all three pens being a WD is quite low
And I said three pens because it only has three hull points, so the most WDs you will ever need to endure is three (although the last is a mute point)
Sounds like an evolution in wargaming 😉 pass for another 4 yrs
I put my Warhammer 40k 6th book to good use:
https://twitter.com/1AngryGamer/status/220513299782045696/photo/1
And thats what I think of that
It will be a while before we really know how the game pans out, it’s a bit of a sap decision to dismiss the rule set so quickly
Which psychic categories you can choose is in your armies FAQ.
Also even though i dont own them, there’s also a table in the psychiccardpack.
Anyone thinking of getting an allie detachment of Imp Guard, and taking a cheap hq (Tech priest enginseer) and troop choice (vet squad) and then 3x Leman Russ Punishers which kick out at 24″ 20x S5 AP- shots.
Or would that be to much anti-infantry 🙂
The tech priest can repair hull points/weapons/etc on the tanks, pimp out the tanks with up to 6 weapons each total, so weapon destroyed is only a 1 in 6 chance of loosing the main gun, which could be repaired by the engineer.
I know vechiles will loose hull points but this should give your main detachment of troops (space marines for example) time to get into rapid fire range whilest the enemy focus’s on the tanks.
Ministorum Priests and Techpreist Enginseers can’t be your mandatory HQ, but a command squad is only 50 points, and you could probably argue you’re allowed the cogboys as well since they don’t use a force org slot…
Is there any chance of watching you play a game to step by step go through the rules?
from what i can gather, the psychic powers in the BRB may be randome, but they are also free.
you can either buy the ones in your codex for the listed points, or instead, swap those out for the random powers in the BRB for free.
that is why they are not huge monster game breaking epic powers. What they are is added verity to give some spice to a codex that may be lacking in psychic ability. Also, they allow you to use those points that would have been spent on a specific power to maybe buy more upgrades or another unit.
so again, you exchange ‘sure thing’ at points cost, for random thing at NO cost.
opens up the army builder for sure. usefull? we’ll see.
I think that’s a fair trade, and after all we might see Codices later down the line were you pay for a roll on a table with the huge monster game breaking power, and a few miserable ones.
On the other hand, I can already poke a big hole in it with Tigurius. The FAQ says he may use the rulebook powers and gets three, however, his points cost presumably already includes the points for knowing all nine marine powers, so its a bit of a con in that respect that he only gets one more.
Remember they made him a level three psyker too, which I think makes him one of the strongest psykers in the game. Not sure if anyone else gets a level three psyker.
Scanning the FAQ, Ahriman is a P3 with three powers and Mephiston is a P3 with two powers. Couldn’t see anymore. Meph is 20 points more than Tig. I don’t have the chaos book to check on Ahri.
Mepheston has a plasma pistol and 2 more strength, toughness and attacks than Tigurius at initiative 7, artificer armour and transfixing gaze, Arihman costs the same as mepheston, has inferno bolts, a 4+ invulnerable save and is fearless , both of them have better ballistic skill and more wounds. Eldrad is also P3, with better stats but 20 points LESS than tigurius, his staff wounds on a 2+ and ignores armour saves and he gets to generate four powers… Tigurius’s one bit is he can use any power he fells like, if you use the rulebook powers, unless there’s something in there that’s a game winner that’s not one of the nine he already gets in the codex, I’d say he loses a helluva lot more than any of the others using the rulebook powers.
I like the new rules. they f**** up my army but I still like them.
due to them military tactics from the 50ties, 60ties and 70ties will work again.
It is better to walk your infantry along your leman russ and your chimera.
Watch full metal jacket et alltera to see for new tactics….
When I first saw the Allies Matrix I thought it looked like a game of Bejewelled! I was looking at it and thinking “change those two and then the red ones above will drop down completing the line of reds!” Lol 😛
My thoughts exactly.
Please go over the flying rules because we are having a hard time at out lgs trying to figure it all out. Movement, attack, flat-out, hovering, zoom, etc.
Still reading through the book but thought I’d add (just to super clarify). The psyker cards insert says (for each army mentioned) “A [insert army psyker name here] may use he psychic disciplines found in the warhammer 40,000 rulebook, INSTEAD of those in Codex : [insert codex for army name here].”
It continues into some having fixed amounts, (2, 3) some having as many as they purchase from their codex.
An added note on the psyker cards. The case is crap, very flimsy. it’s only what I could consider half-full of cards, meaning they flap about inside the case, which will probably cause it to break. I can only assume this means they will add to it in the future…
Some powers user 1 charge, others 2.. does this mean if you roll and receive a warp charge 2 psychic power, but are only ‘Mastery Level 1’ psyker.. that you re-roll or does it mean you take the primaris one instead (as someone mentioned above)?
haven’t read all the book yet, but so far things I like as a player who only touched on 5th (painter here).
Building damage, and results of said damage.
Grenades into buildings – Any models in a unit within 2 inches of a fire point that has grenades can chuck in a grenade instead of striking in CC. EACH grenade causes D6 hits resolved at the S and AP of the grenade for blast nades, or 3D6 for none blast nades. Each grenade also causes a hit on the building…
if you roll a 7 (only possible with ap2+ weapons on buildings) 4D6 S6 hits on occupying unit building destroyed and anything in D6 inches gets an S4 hit… Blast those buildings!
Will post more as i read more but I like it so far!
P.S. Collectors Edition apparently sold out in 5 hours in the UK. Mine is number 1765 🙂
You can reroll if the power you get costs more warp charge than you can muster
Speaking as a professional graphic design, that allies chart really is mind bogglingly fugly. Whoever is responsible for that unusable piece of trash doesn’t deserve their job.
As for Cities-of-Planet-calypse being mentioned, I have to agree – all the terrain from PS is now in the main rulebook for all games, so it’s just the deployment and stratagem elements no longer included. Something similar can be said for Cities of Death too with the addition of terrain damage. And Apocalypse should be dumped because you can just repeat additional FoC ad-infinitum for the same effect when combined with a FW book.
How many stompas do you own?
Wow, Imperial Guard can ally with convenience with Chaos! I get my cultists after all!
I noticed on page 52 in the rules on Template weapons, ” A Template weapon never hits the model firing it.” Darrell the Baal pred isn’t hitting itself anymore
But that means his Space Puppy can flame itself without taking damage!!!!
NOOOOOOOOOO 🙂
Did I just hear Darrell say he liked Random?
Right on
Warren nailed it with the use of other formats of play like apocalypse from 5th.
However I am torn because of being a really big fan of them, especially cities of death without having the allied twist clearly set out for the 2 books I feel sort of short changed because you know there will be conflicting rules before you even roll for first turn.
Rules need to be revisited for your bigger models like stompa and titan, to go inline with 6th edition.
If you were to do away with the 2 books alot of people would have very expensive paper wieghts.
ALLIES are an awesome rule and have made me think about my 40k again. I started my army back with the first edition of Battle Sisters, which expected Imperial Guard allies, had their own storm troopers, militia, and you could stick just about anybody on horseback. I’m a slow painter/converter and have never been able to keep up with the rules changes as I moved to two separate armies, Imperial Guard (storm trooper army discipline no less) and Witchhunters and then finally, just Imperial Guard with veterans that have carapace armor and lasguns that look like hellguns. My army’s history (coupled with occasionally selling off entire sections to buy girlfriends a birthday presents) it has never ever seen war. My army collection is (was!) a piecemeal, hodge-podge of un-field-able love. But now I’m excited again. Sure, my sisters still got screwed because my witchhunter inquisitor stormtroopers are in another book but… I feel like part of the dream can finally be true. I’m with Warren on this one. Woot!
[I also must note that I started to really dislike GW for having my army and investment not being supported by the game that inspired me to buy them in the first place. Props to those of you who keep your useless armies on the shelf hoping the rules support your money and time to give what they promise, fun).
Darrel – Warren, you guys do a great job helping us fellow gamers out here to enjoy our hobby. Thank’s a lot! Looking really forward to the next videos.
When I saw that waistcoat, the first thing I expected from Warrens mouth was that “Hahaha! Necron collector guy impersonation. That still cracks me up 🙂
hey you guys , you know that you have some smudges on your faces ??????
hahahaha
I’m not shelling out another £45+ on another version of WH40K. I’ll be partying from the rooftops when GW goes bust!
Having watched the video….
Totally disagree with you two guys on Psychic Powers in 6th. You are moaning about there not being cheesier powers such as JotWW to roll for? Why should there be? Too many psychic powers of that sort of destructive potential would massively unbalance the game. Coming from a guy who confesses to spamming JotWW…I shouldn’t be that surprised I suppose, but some people don’t actually WANT the odds stacked in their favour before the game starts….some people like it FAIR. 🙂
You also mention that there’s nothing in the 6th ed book for ‘Nids players? What about these new powers? How about Vector strikes for flying MC’s? How about SMASH for all of those gribblies? How about the chance to glance tanks to death by ridding them of Hull Points, for an army that lacks the shooty of most other armies? That’s just for starters….there’s plent for ‘Nids players to like IMHO guys.
Also disagree with your points on Cityfight, Apocalypse etc. These supplements are still playable with 6th…..and still add a flavour which the new big book doesn’t quite hit. Apoc, for instance, still lets you field anything at all, with NO LIMITS. 6th ed HAS limits….Apoc says yes to titans, superheavies and the like….come on chaps, you seem to be saying about the new book that more is better, then why be down on the supplements? More IS better. Happy gaming guys. 🙂
Enjoyed the mockery of the authors guys, well done. What a pair of knobs they are.
I’m not a 40k player these days but I’ve kept in touch with what’s been going on over the years. One thing that always strikes me with a new edition is there will be some lauded “new” features, like allowing pre-measuring and allies this time around. Last time I think they re-introduced “true line of sight”. But of course, these are not new features at all! 2nd edition allowed pre-measuring, the combined armies list that came with box allowed every army to ally (and listed who they could do so with, a lot more clearly than that new table), and it included true line of sight.
So basically, much of the “progress” in the last 20 years has actually been about messing up what Priestley and Chambers got right first time around, and then fixing it in a later edition!! It’s pretty unbelievable, I couldn’t believe my eyes when I read in White Dwarf that time about what a great advance bringing back line of sight was. The sheer cheek of them!
Also agree that having reference to now-broken 5th ed supplements is a travesty, God knows they have room in that book for a cityfight appendix
Warren, you may want to check page 360. “To Arms!” section about the mission editor topic.
to love Warhammer and 40k you pretty much have to be mildly insane or heavily addicted to it. i jumped ship at the announcement of 40k 4th ed and this latest release reminds me that it was the right choice
you guys mentioned weapons random choice on vehicles. Ya know? things like razorbacks, and other SM vehicles can add pintle mount stormbolters, AND HK missiles! So, the razorback would have 3, or is it 4 weapons to choose from… rhino hull bolters (2), stormbolter, and HK missile. by my count, that’s FOUR weapons on the humble Razorback, in addition to it’s ‘Main’ weapon (las, las-plas, HB, AC, etc). Any comments??
Rymeer