Tips, Tricks & Rules Issues for 6th Edition 40K
Just a place where I can put the things I discover as I discover them. I'll put in page references as I get around to it.
Hydras: Yes, they don't have Interceptor, but given the prevalence of Flyers, Flying MCs and Skimmers in various lists, I don't really see the problem for a 75 point platform, at least for now.
Herohammering: 1) Precision Shots & Strikes: allocate them to non-Character heavy/special weapons guys. Only Characters are allowed to use the "Look Out, Sir" rule vs Precision. Generic Apothecary in a squad, pop him and end FNP! (pg 63, Precision Shots & Precision Strikes)
2) PW/PF butchery: In the assault vs a squad with a Sgt with PF/PW and no IC, call him out. Either he accepts and you get a chance to use your higher I to remove the threat or he bails and you still remove the threat. Oh, and the squad's Ld probably goes down 1 in either case. (pg 64, Issuing, Accepting & Refusing Challenges)
3) Tarpitting: What, here comes that super CC unit. Just slam your IC in and challenge. That CC unit that could have gone through your unit like a hot knife through butter now has to sit and cheer on their leader while you and he solo each other. Even if he is a monster, with some lucky dice you can tie up that unit for a couple of assault phases. Might not be much, but your squad can either move backwards (buying more time) or a counter charge unit can come up. Even if you do lose, position yourself so that you are ready to torrent the enemy again. (pg 64, Outside Forces)
Gunslinging: If you have a chance, don't replace your X Pistol with an upgrade, replace your basic CCW with an upgraded Pistol. After all, a Pistol is considered a basic CCW, so you will still get the +1A for CC with the added bonus of getting two shots during the Shooting Phase. Big deal, but shooting got the boost this time and you can use every roll you can get during Snap Fire situations. (pg 52, Pistol Weapons - Gunslinger)
Overwatch for Transports: Remember that passengers in transports get to use Overwatch fire versus any units that assault their vehicles. Minor quibble: defensive weapons still have a place, because a part of the purpose of hull and pintle mounted (but not coaxial) weapons on AFVs was to perform close in defense of the vehicle in case of infantry assault. Of course, facing would apply since tanks don't spin like tops to attack the troops coming at them from behind. Also, basing it on weapon strength wouldn't apply. (pg 80, Transports & Assaults)
ICs who join Allies can ride in Allied vehicles: Obviously, must be Brothers In Arms level of alliance. ICs can join other units. (pg 63, Independent Characters & pg 39, Independent Characters) "While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters." For Black Templars, that means we can put the EC (or other IC) in a squad of BIA Allies, use their transports and if using ATW, give them our 5+ Psyker save. It is also interesting if we are using Space Wolf allies.
Hydras: Yes, they don't have Interceptor, but given the prevalence of Flyers, Flying MCs and Skimmers in various lists, I don't really see the problem for a 75 point platform, at least for now.
Herohammering: 1) Precision Shots & Strikes: allocate them to non-Character heavy/special weapons guys. Only Characters are allowed to use the "Look Out, Sir" rule vs Precision. Generic Apothecary in a squad, pop him and end FNP! (pg 63, Precision Shots & Precision Strikes)
2) PW/PF butchery: In the assault vs a squad with a Sgt with PF/PW and no IC, call him out. Either he accepts and you get a chance to use your higher I to remove the threat or he bails and you still remove the threat. Oh, and the squad's Ld probably goes down 1 in either case. (pg 64, Issuing, Accepting & Refusing Challenges)
3) Tarpitting: What, here comes that super CC unit. Just slam your IC in and challenge. That CC unit that could have gone through your unit like a hot knife through butter now has to sit and cheer on their leader while you and he solo each other. Even if he is a monster, with some lucky dice you can tie up that unit for a couple of assault phases. Might not be much, but your squad can either move backwards (buying more time) or a counter charge unit can come up. Even if you do lose, position yourself so that you are ready to torrent the enemy again. (pg 64, Outside Forces)
Gunslinging: If you have a chance, don't replace your X Pistol with an upgrade, replace your basic CCW with an upgraded Pistol. After all, a Pistol is considered a basic CCW, so you will still get the +1A for CC with the added bonus of getting two shots during the Shooting Phase. Big deal, but shooting got the boost this time and you can use every roll you can get during Snap Fire situations. (pg 52, Pistol Weapons - Gunslinger)
Overwatch for Transports: Remember that passengers in transports get to use Overwatch fire versus any units that assault their vehicles. Minor quibble: defensive weapons still have a place, because a part of the purpose of hull and pintle mounted (but not coaxial) weapons on AFVs was to perform close in defense of the vehicle in case of infantry assault. Of course, facing would apply since tanks don't spin like tops to attack the troops coming at them from behind. Also, basing it on weapon strength wouldn't apply. (pg 80, Transports & Assaults)
ICs who join Allies can ride in Allied vehicles: Obviously, must be Brothers In Arms level of alliance. ICs can join other units. (pg 63, Independent Characters & pg 39, Independent Characters) "While an Independent Character is part of a unit, he counts as part of the unit for all rules purposes, though he still follows the rules for characters." For Black Templars, that means we can put the EC (or other IC) in a squad of BIA Allies, use their transports and if using ATW, give them our 5+ Psyker save. It is also interesting if we are using Space Wolf allies.