40k 6th Edition Batrep: Lootas VS Death Company Part 1/3

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  Comments: 1 to 25 of 28   Share  

Top Comments

draxil (Over a year ago): - delete
Feel no pain is still cancelled by wounds strong enough to cause instant death. See page 35.
Aristes (Over a year ago): - delete

Other Comments

fulcrum (Over a year ago): - delete
You guys forgot about premeasuring eh?
Azeebo (Over a year ago): - delete
@Briansun1: OR CHAOS WHO HAVE A 3+ FNP...so they still say Tau suck and you will like it!
TECNOWIZ5000 (Over a year ago): - delete
You actually resolve overwatch BEFORE rolling for charge range (pg.20-assault phase summary)
MajinX (Over a year ago): - delete
How is it 4+ for Tau? Only way tau is getting FNP is Stim Injection or 4 is with Shield Drones. Maybe I missed something 2... Please site something in the book.
Briansun1 (Over a year ago): - delete
unless I missread
Briansun1 (Over a year ago): - delete
plus 4+ invulve
Briansun1 (Over a year ago): - delete
fnp is 5 + for everyone exept TAU it is 4 WHAT NOW who said tau suck!
Mordechai (Over a year ago): - delete
@Dread-Knight: Completely a matter of preference and play style, but I have to disagree here. 10 Assault marines can't move forward shoot twice with Bolters at 24" then charge the same turn and hit with 40 melee attacks. Aside from getting feels no pain without spending the extra 75 on a priest. The priest gets challenged, you accept your priest dies, no more feels no pain. All in all you get what you pay for the jump packs are expensive I will not deny that, but to say "Do not take jump DC..." that's a bit overstating.
Vichyssoise (Over a year ago): - delete
Gotta love the new tactic of putting Ghazgkull in a mob of lootaz and watching them move around and assault as if their heavy weapons were not heavy!!
EmoAngels (Over a year ago): - delete
vehicles took a 6th edition to the knee
Dread-Knight (Over a year ago): - delete
Death company are really good in combat and don't run off like idiots anymore but putting jump packs on them is 15 points apiece. If you want jump you should take assault marines with a priest. not as good stat-wise but almost half the price and they can take special weps. Anyway DC on foot in a Razor/Rhino move further move faster anyway for 15 less pts apiece.(Dont take jump DC)
Vishano (Over a year ago): - delete
mmmmm 6th edition
Mordechai (Over a year ago): - delete
@WaldiSP: Rage no longer forces the Death Company to move toward the closest target. You can no longer kite them the way 5th edition rules were. Rage only confers +2 attacks on the charge... that's it.
Mordechai (Over a year ago): - delete
@TheAvengingKnee: Thanks to 6th edition you get the FNP saves from everything except instant death. Including power weapons.
TheAvengingKnee (Over a year ago): - delete
@orkybenji: you also don't get them from force weapons, or other weapons or rules that cause instant death.
orkybenji (Over a year ago): - delete
you get FNP from everything EXCEPT double STR weapons
WaldiSP (Over a year ago): - delete
@FluffyPanda: death company with jp are directable so a good opponent can take them out of game without engaging with them at all
FluffyPanda (Over a year ago): - delete
Watching the rest of these videos it seems that you don't actually have jump packs. WHY YOU NO HAVE JUMP PACKS? Errrr.. sorry about that. Jump pack DC look like they're going to absolutely rock in 6th.
FluffyPanda (Over a year ago): - delete
If you'd opted to use the jump packs for the charge you could have re-rolled the charge range. Plus you get hammer of wrath hits (S4 AP- auto hits from models that make it into base contact!)

You need to take a dangerous terrain test for this, but you now get armour saves and feel no pain against them so you're virtually immune.
Lunaraia (Over a year ago): - delete
Skarshak (Over a year ago): - delete
Now Daves Chaotic-ness is a good counter to Dans Ork Mentallity
Skarshak (Over a year ago): - delete
Dan is one with his ork entallity... gotta love it
Kabal458 (Over a year ago): - delete
+1 for Dan's ACM
Xephen (Over a year ago): - delete
Dan, because of the super sonic rule, your ork flyer can move 36" when moving flat out,adding up to an incredible total of 72 inches a turn if you don't shoot (or drop bombs).
TheAvengingKnee (Over a year ago): - delete
Instant death negates feel no pain still. It is in the second paragraph of the feel no pain rule and it specifically says feel no pain cannot be taken vs wounds that inflict instant death. Though you were correct that feel no pain no longer cares about AP of the attack.
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About this Content
MiniWarGaming's Avatar Author: MiniWarGaming
Added: July 10, 2012
Rated: 12345 (9)

Dave and Dan test the theory of heavy shooty vs heavy assaulty as lootas blast away at the death company.

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