Warhammer 40k 6th edition eldar allies


















Dark Eldar get only Eldar, the rest is all desperate allies. Even Imperial Guard do not get as many as I would like to see, there is just a ton of blue and yellow on the chart. We are looking at some serious tactical restrictions out there.

Also remember that these additional detachments take up points. Quite a few in fact. List after list, I have found that at pts and above What makes a bigger difference in the game than allies is opening up and doubling the FOC at these point levels. So Tyranids doubling up their FOC really makes some excellent choices.

So should these rules, which are not part of the core game be excluded from the tournament? Lets dive into that for a second. Lets start by saying that the new rules are designed around that as being part of it, by removing certain aspects of the game you are changing it drastically.

It can be done, and I am sure some TO's will do it. The game in its core parts are written with some balance in mind, you can argue that to the grave, but if we dont assume it is then tournaments are pointless anyways. With the new push for new specific units and special rules, here is a list for the returning player looking to gauge the game:. Disclaimer: In no way has the Fluff deviated from the 5e, as of yet. Anything specific will most likely be changed in that faction's Codex e.

Heldrakes, Helbrutes This is just highlighting points of interest that may or may not have been in previous rulebooks. Craptons of fluff. Explanation on daily life in the Imperium, how the Imperium is governed. The Imperium is even more almost-doomed than before. Timeline mentions vast swathes of the Imperium falling to rebellion, alien attack and Chaos rape. Lots of detail on stuff not usually mentioned. It appears that those that wrote about each army are fanboys of that given army.

As such you will not find too much negative comments in a race's description. Pages are mostly filled with old lore, nothing new at all in those pages. As such expect to see a lot of copy and pasting from previous codices, giving not even the Lexicanum anything interesting to write about in 6th edition that already hasn't been written about.

Fun subject to early termination at Tzeentch's discretion. Fun is to be taken in context of Dwarf Fortress. Conceptually, the Allies matrix is a nice addition. In practice, the Allies Table is an Emperor damned mess that shoots itself in the foot a bunch of times:.

The mini-codices Inquisition, Legion of the Damned, and Imperial Knights , meanwhile, just ignore this outright; they can all be taken in addition to an allied detachment. On the whole the allies chart is full of fluff violations, making the whole system a bit silly. Why GW did this is unknown but there are a few suspects especially how the allies chart really favors Space Marines.

Allowing for team ups is a great idea that many people have probably experimented with already. The Rule that even Battle Brothers can't use your transports helps stop other armies from using Drop Pods when they shouldn't. All in all will allow for a lot more different army combinations, such as having Orks act as muscle for the squishy Tau instead of Kroots. For the most part it seems that the Allies table is written from the viewpoint of one of the two races instead of both races together.

Even though Necrons hate every other race actually, knowing the Grey Knights, this alliance still shouldn't work, but that's a discussion for another article.



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