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"...generalship should be informing list building." - Sir Biscuit

Monday, July 23, 2012
Discussion: 6th edition thoughts so far
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Puppy is still working on some of those new Tyranid posts. Hopefully one shall go up tonight but until then, what are people's thoughts on 6th edition so far? I've had about 20 games and it's no where near as bad as we thought in the build-up during the first part of this year. No where near as disgusting as that fake pdf either. Thankfully. It's certainly not perfect and I still have my issues with the system but neither was 5th. We'll likely never get a perfect system from Games Workshop but it's playable, enjoyable and I'm sure once tournaments start grinding out and our games reach the 100s level, we'll find a sort of middle ground for list building and what levels of anti-tank and anti-infantry are going to be required.
So, let's hear your thoughts. The nitty gritty so to speak. What do you love and hate and what would you like to see tweaked. What are your thoughts in general and specifically about each army and what are your hopes for the coming releases. We'll try and take this discussion and the comments from it and aim a few articles at answering questions we can through tactical concepts so consider this a brainstorming session for the entire 3++ community!
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Discussion: 6th edition thoughts so far
2012-07-23T09:05:00+10:00
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6th Edition|Discussion|
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fester40k 73p · 663 weeks ago
How about 4+ Cover saves from Venomthropes.
Outflanking GH with a combi-WGBL, Saga of Hunter
Divination.
Hate:
Not enough money to buy more toys!
fester40k 73p · 663 weeks ago
Kirby 118p · 663 weeks ago
fester40k 73p · 663 weeks ago
Matt-Shadowlord · 663 weeks ago
:D
fester40k 73p · 663 weeks ago
Kirby 118p · 663 weeks ago
I was always a good fish and fisherman :P.
deleted2428647 51p · 663 weeks ago
On a related note, single models have been overcosted for a long time in comparison to their contributions to the game. I see most HQs in particular as being necessary evils of the FOC, whose costs should be minimized as a form of damage control. I'd be hard pressed to name even a handful of single model HQs that I'd rather take over equal points of massed infantry or a vehicle.
Casey S · 663 weeks ago
deleted2428647 51p · 663 weeks ago
Psykers can have a place, if they're cheap enough, and if their abilities justify the reduction in wounds the army suffers by their inclusion. I'd classify Mephiston as a 2-power psyker with a conditional jump pack, but he's still on my list of exceptions to my distaste for HQs due to a combination of 1) he's very powerful, and 2) he's fast enough to apply that power where it's needed. Honestly, I'm not a big fan of GK Librarians with 3 powers; The Summoning is a nice trick, but other than that (and maybe Might of Titan for certain squads), I just don't see those powers as worth 50pts apiece.
tzeentchling 76p · 663 weeks ago
deleted2428647 51p · 663 weeks ago
You raise an interesting point on the subject of allies, since the 93pts Farseer and a unit of 10 Dire Avengers (120pts) is a decent anti-Tyranid package. (Incidentally, don't ever upgrade your Dire Avengers beyond an Exarch and extra shuriken catapult; even that is a tough judgement call in the context of precision shots and challenges.) Personally, I can't wait to use Corsair allies with Wasp Assault Walkers, Nightwings, and Phoenix Bombers, since the planes don't seem to have a defined FOC slot in the Eldar army. I'll probably wait until the "Summer of Fliers" works itself out, though.
Jasonc · 663 weeks ago
deleted2428647 51p · 663 weeks ago
170pts Chapter Master w/Artificer Armour, Relic Blade
170pts 10 Tactical Marines
Even with the Chapter Master's Orbital Bombardment, I would rather have another 10 Tactical Marines any day of the week. The Artificer Armour saves them from 6 wounds, and the Orbital Bombardment badly kills a squad or pops a tank every two games (more with parking lots). Another full Tactical squad doubles your anti-infantry shooting, claims another objective (two more with Combat Squads), gets 7 more S6 attacks against vehicles and MCs, and has 4 more effective wounds. I picked this combination for its simplicity, but it still illustrates my point even if I were to upgrade the Tactical squad and Chapter Master a bit more.
Incidentally, Orbital Bombardment is the main selling point of for the Chapter Master among the non-special characters in the Space Marine codex; the others just don't make enough of a contribution to justify their cost. I'd probably only fill the compulsory HQ unless I thought I'd run out of FOC slots, at which point two Masters of the Forge with 12 "Rifleman" Dreadnoughts would at least be an entertaining start to a list of 2000pts or more.
Vegetable · 663 weeks ago
Chaos greater D at 100 + 30 for the AC is great value...
One could even argue a TW Lord, kitted to the hilt is good value... a well equipped wolf lord is 260 points, and will often single handedly destroy his points cost and then some....
Lone Wolf, TDA, SS, CF... worth its weight in grey hunters...
Wyrmnax · 663 weeks ago
Greater demons? not so much. You are paying 15 extra points for that champion that does nothing, and in case he gets sniped out of the unit you are loosing your demon prince for the GD.
You are paying 15 extra points for nothing, and still runs the risk that your GD will cost you 230 points instead of 130.
Darren · 663 weeks ago
Cuddy · 663 weeks ago
Enlargingcloud · 663 weeks ago
However, note that War Walkers with scatter lasers and falcons in 5th were the main reason why guide actually was very useful, many times more useful than doom. Scatters already wound easily, and falcons were the easiest way to concentrate str8 shots.
In mechanized builds, generally it seems that a cheaper seer is best, while in hybrid and the notorius footdar builds that wander around tournaments, Eldrad is generally king.
Anonymous · 663 weeks ago
fester40k 73p · 663 weeks ago
@SackOfOwls · 663 weeks ago
Princelarming · 663 weeks ago
They deny enemies charging the Venomthrope brood their extra attack for charging, which is admittedly much weaker...
Threadmiser 79p · 663 weeks ago
Hate: The fact that more AA...I mean skyfire is sure to appear and dismantle my flying circus of DOOM.
Threadmiser 79p · 663 weeks ago
Casey S · 663 weeks ago
The devil is in the details, though; it's all the little rules/fixes that are making me love this edition
Examples:
-reworded poison rules
-focus fire
-precision strikes
-clarification of scout moves
-a much expanded weapons section
Also, for those of you who have been pouring over the rules, read the fluff! Its actually some of my favorite of the last couple rulebooks.
Ronnoc · 663 weeks ago
tzeentchling 76p · 663 weeks ago
Loving Overwatch. Stand and Shoot is a game changer, and as I play shooty armies I like it. It also makes one think harder about assaulting, which is probably better for tactical play.
A lot of stuff I'm ambivalent on, but I'm finding that the best part of this edition is making people re-evaluate their armies and codexes. I'm enjoying dusting off units that weren't used before to see if I can make them work now (Heavy Bolter Devastators! Stealth Suits! Warp Spiders!). I also like that this edition is making it very easy to just play, not worrying about optimizing and playing. Yeah, the competitive aspect is still there, and the meta won't change too much I suspect, but there's definitely ways to make people think about it differently!
carldooley · 663 weeks ago
tzeentchling 76p · 663 weeks ago
carldooley · 663 weeks ago
Auretious Taak · 663 weeks ago
artemi7 78p · 663 weeks ago
Threadmiser 79p · 663 weeks ago
ericbtjr · 663 weeks ago
Random charge lengths suck. I even hate it when my opponent fails a charge he used to make because of it. It just doesn't sit right, even when it's to my benefit.
Look out Sir can be absolutely ridiculous. Other than that I like the new wound allocation rules well enough.
I actually find Flyers to be a pretty fun addition to the game, but the list I faced with 8 of them in it the other day was pretty ridiculous to fight without some way of getting more AA. This does need to be addressed.
Warlord traits are hit and miss. Psychic powers also. Though Divination is pretty solid for it's primaris power.
Victor · 663 weeks ago
I'm not so sure of the awsomeness of fliers like everybody else seems to think.
I haven't playtested them yet but Rules of a mandatory move of at least 18 UM, keeping them in reserve, pivot up to 90ºC and most important: most official flier models have their weapons fixed on their hull in their front arc (45º fire arc).
All those things make me think that you will have very limited targets available for yor flier.
Mystic · 663 weeks ago
b) There is nothing that states that Flyers MUST start the game in reserve. It's only if it flies off the board as part of its minimum 18'' movement. And to be honest, if you do let it Zoom off the board, then you did it purposefully. With the abilitiy to make Right Angle Turns, you can literally avoid any nearby edges before you move. And if you do let it Zoom off the board, then you have to remember that reserve rolls are always 3+ before any modifiers.
c) Fixed Weapons: Again, we run into the 90 degree pivot. You can pivot before you move, and thus can plan what you want to attack beforehand. Unless you're running around behind enemy lines, you will always have targets, as you can see over nearly any terrain in the game. Yes, you are stuck firing forward. Which is why you have the 90 degree turn to face said target. Then going back to previously mentioned, when you return from reserve after Zooming off the board(if you want) you come back facing any direction you want.
Now that those are addressed. You have to look at what flyers bring. They bring the ability to fire 4 weapons at full BS at all times (unless you evade for a 5+ Cover Save). You are only ever hit by a 6. Templates, Blasts and things which don't use BS to hit auto-miss you. Add into the fact that if you look at all the flyers and more importantly their points totals, they're extremely difficult to actually kill in the current game with currently the only models able to reliably killing flyers being other flyers.
Garnet · 663 weeks ago
p. 80 - "Flyers must begin the game as Reserves - it takes time for a Warlord to organize and coordinate air support."
aurenian · 663 weeks ago
Shadar_Logoth 92p · 663 weeks ago
deleted2428647 51p · 663 weeks ago
1) The squadron rules, which are no longer deathtraps. Space Marine Landspeeders got a nice boost, as did Eldar Vypers and IG Hellhounds/Bane Wolves. I mention the fast vehicles, especially the skimmers, because...
2) ...of their ability to fire additional weapons and (for skimmers and bikes) get 5+ cover just by moving.
3) The above changes to squadrons (and vehicles in general) go hand-in-hand with the new wound allocation, which now rewards mobile forces compared to static ones.
4) The deployment rules for missions, insofar as you're never going to be in a situation where many your heavy weapons have to move onto the board, ruining their firepower on their first turn. This opens up a lot of army configurations, including anything from more Devastators/Long Fangs, to Dark Reapers, to artillery of all kinds.
pascalnz · 663 weeks ago
they give your troops something to fight over all game long rather than just try and nip in at the last moment. I havn't used mysterious terrain yet[keep forgetting.. even 10 games in lol] so no particular thoughts on it. I do love dynamic battlefields vs the drab 5th ed fields.
I love the option of gambling on better psychic powers or keeping the stock standard ones. I find it annoying that shutting down powers is afforded to wolves. eldar and nids I'm fine with having it, nids can't ally and eldar are only bro buddies[i.e. wont stop your own armies powers due to counting as enemies] with DE and tau.
Focus fire is very cool, wound allocation is fun and takes the same or less time than in 5th.
The Relic [mission] is fun but pretty unbalanced. It's a great teaching tool on how to block opponents armies and tactical movement however.
just a few thoughts :)
Brymm · 663 weeks ago
Hate: Nothing so far!
Prometheus 101p · 663 weeks ago
Second, they should have used more of those ideas. It was better.
Overwatch is a neat idea, but they implemented it in a hamfisted way. It's too good to low BS armies. I would have preferred to see something like -2 BS. (would have made guadsmen and orks the same....but are base humans really better shots, or do they just take time to aim sometimes?)
DarkLink · 663 weeks ago
SandWyrm · 663 weeks ago
whitestar333 61p · 663 weeks ago
Vegetable · 663 weeks ago
tzeentchling 76p · 663 weeks ago
Auretious Taak · 663 weeks ago
artemi7 78p · 663 weeks ago
eivanauskas 4p · 663 weeks ago
Dislike: Some ally combinations. My DE are still stuck with weak ass troops!
SnaleKing 70p · 663 weeks ago
I think allies can score...
fombat · 663 weeks ago
John · 663 weeks ago
nelsonus · 663 weeks ago
WestRider · 663 weeks ago
The new Wound Allocation System is growing on me fast. Even tho I've failed every LOS roll, so far, I like the system. For mid-complexity Units, once you've got the hang of it, it's way faster than 5th, and even for DeathStars with Characters at the front, it seems to go a bit faster.
Secondary Objectives as standard. Mixes things up a bit, provides some more options, especially in Missions that can otherwise come down to a Draw pretty easily.
The general clean-up of Rules. While there are still plenty of holes and poor wordings, it feels like a tighter system than every before.
There was at least one other major thing I liked, but I'm blanking on it right now.
Dislikes: Mysterious Anything + Random Charges. Both of those come down to the same thing, really: They add way more "single point" randomness that's awkward to compensate for. I want to beat my Opponent, not have him lose because a handful of dice rolls totally swung the Game.
The new system of Pile In Moves in the Assault Phase seems kind of awkward sometimes. Also more time-consuming for large Units, since they have to move twice per Assault Phase in protracted Combats, even tho they're covering the same 6" as in 5th.
The general shift more toward Firepower over Assault. The Game didn't really need more reinforcement in that direction.
Not Sure/Withholding Judgement: Flyers, new Psychics, Hammer & Anvil Deployment. Flyers are really going to depend on how things shake out with the next few Codex Releases. Psychics are very hit and miss, nice sometimes, but probably nothing to build an Army around. Hammer & Anvil, I just don't have enough experience with yet.
WestRider · 663 weeks ago
aurenian · 663 weeks ago
Independant characters do though. So if you go all drop pods and flyers you need one or two units to start on the board for every IC you want in reserve.
Garnet · 663 weeks ago
phalanxlord 61p · 663 weeks ago
What I don't like is that flyers are so hard to kill. Luckily I only faced one in my second game (a storm raven) and it did pretty much nothing, but I couldn't really hurt it so I had to just try to ignore it.
I'm currently undecided in terms of challenges. I like that you can use them to save your powerful characters or have some interesting duels, but I don't like that guys like Mephiston can walk up to a unit and kill off the only guy that can hurt him without any recourse.
Darren · 663 weeks ago
Dislike: maybe it's just growing pains, learning a new set of rules and not having played enough games but I'm really not a fan of the missions (I much prefer the nova style of missions) particularly the one with the relic and don't really like the short board edge deployment. Not being able to assault when walking on from reserve (outflanking ok not so bad, but mainly not being able to assault from your board edge). Also I thuoght 6th was supposed to balance shooting and assault more, but it still seems like shooting is more important in 6th. Oh and AP values on cc weapons it just makes terminators and 2+ armour too good in combat so you never charge them just shoot the crap out of them.
@NGEfan · 663 weeks ago
My initial feelings are assaults have been reduced in effectiveness greatly; overwatch, random assault range, no more assaults from most vehicles, reduction in smoke launcher save, infiltration can't assault on turn one, assaulted units can challenge powerful character and absorb all his wounds, the excess should carry over to combat resolution and multiple character units can continue to challenge said character and limit his damage potential..these are just the first things that come to mind that limit assaulting.
Army specific, Blood Angels dislikes: Dante's Axe Mortalis(can I model a sword on him?), loss of Initiative bonus on Furious Charge(my only advantage over other MEQs), no access to powerfist on Chaplain/Reculsiarch in termy armor. If allied runepriest/farseer become a go-to choice than Librarians, Mephiston and Furioso Libby are basically worthless, hopefully this type of metagame doesn't develop. Also changes to reserves makes non-drop reserve armies impossible without a backfield of devs or allied grey hunters and long fangs, thus drop pods and hybrids with bikes are the most feasible options
Blood Angels likes: Fast vehicles and shooting, Cpt. Tycho, Drop Pods, reduced transport cost via assault units is still powerful, 2+ armor and power weapon changes makes termys and sang guard much better, death company and DC Dread, vanguard Veterans in context of 2d6 charge range and only 1d6 scatter.
Mysterious stuff and Warlord traits are really unbalanced. A D6 roll to determine which table makes more sense and then choosing your trait, 1-2 command, 3-4 personal, 5-6 strat, and then choose out of those 6.
Terrain generation could become troublesome with players deploying terrain to block enemy fortification LOS, example, my opponent deploys aegis defense with quad gun, I then drop a fat piece of ruin in front of said gun making it worthless, or to put blocking terrain into enemy deployment zones, basically a sub-game could develop using tactics to beat players who overlook the possibilities of using terrain to hinder your opponents LOS and deployment rather than to benefit their own deployment.
Scuzgob 96p · 663 weeks ago
Richard · 663 weeks ago
billybox 52p · 663 weeks ago
Albert · 663 weeks ago
Dislike: is it that difficult to make proper FAQs? is there a reason why have flyers been introduced in a way that only other flyers can counter them, aside of selling the kits?
oh, and the damn fortress of redemption :p
Shas'o Scattershot · 663 weeks ago
Love the inability of assault armies to drive 12 and deploy into assault. Now they have to suffer at least one round of shooting hopfully rapid fire shooting.
Its a small boost - but Tau Pathfinders who walk 6 inches can attempt to snap fire Heavy markerlights in hopes of a lucky 6 to hit a flier and launch seeker missiles at ballistic 5. Seems an okay way to deal with fliers until a real skyfire unit appears or the Tau get a flier of their own.
Hate - random Crisis Assault jump move. It was a guaranteed 6 now it could be as low as jumping two inches... leaving my suits in the open.
Garnet · 663 weeks ago
Threadmiser 79p · 663 weeks ago
Garnet · 663 weeks ago
The Signum/Flyers and Banshee Mask/Power Axe combinations are ambiguous; Seeker missiles hitting flyers on 2+ is just wishful thinking.
Alastores · 663 weeks ago
Dislike:- Assault. Seriously, why the hell did it need that much of a nerf? Random Charge - which I still maintain is a nerf over flat 6. Overwatch (which yes, doesn't matter if you ar echarging a devestator squad. But even a tac squad's overwatch can do enough damage to make you fail a long distance charge. It only gets worse with bigger units. Admitedly, overwatch firing is one of the few areas Space Marines aren't the best). No assault out of blah.
Was someone at GW running into some 'killer' Howling Banshee army, or something?
HATE:- Death of Glory. Admitedly, it's mostly the wording of the "No, you can't save ever". I'm sorry, the Terminator Armour - which can be stepped on by a TITAN isn't able to make any save at all here? Worse, Monsterous Creatures just die? I'm sorry, they are living battle tanks. Worse, its the 'cinematic' edition. I'm sure The Hulk would be much easier to deal with if you could just drive tanks at him. Godzilla? Eh, run over his foot, he'll die.
Actually, I dislike 'cinematic' as a reason for rules in general. Ruleswriters - you make up the damn rules, we'll handle the cinematics...if we want them.
I also hate the "If you aren't Imperial, screw you!" attitude. Minor things - Missile Launchers theoretically getting flakk. Who doesn't get Missiles? Xenos!. Overwatch doesn't really bother charging marines. The stupid Imperial Statue. (Yes, new codices will probably get their own terrain. Why does the Imperial one need to be baseline?). The Allies table - If you are Imperial, you can ally with 12 codices! And are probably battle brothers with them!). Marines HAVING to be exempt to the new psychology rule added in (I'm sorry, Marines are immune to the gibbering nightmarish presence of a Daemon. Why do we need the Grey Knights, then?)
Other than the ongoing "Imperial gets all the important weapons and Space Marines are just better" issues, most of that doesn't matter. But given the profusion of Imperial Codicies and the general feeling of the book - it REALLY doesn't feel like this is an end time for the Imperium. It looks like they are a massive unstoppable juggernaut, with only bare tatters of once proud Xenos enemies opposing them.
John · 663 weeks ago
MCs and Tank Shock is a bitch.
FMCs not being able to Skyfire has got to be FAQed, it's silly as it stands. True, the Harpy won't get to use Skyfire even if it had the rule, but Lords of Change/Daemon Princes with Bolt of Change would do a lot to help out Daemons when fighting Flyers (because they can't... fight flyer with flyer)
Warlord traits are weird, Strategic is usually the best because it's usually got some kind of application no matter who your Warlord is. Seriously, when you get Inspiring Presence on your Bloodthirster. Or Legendary Fighter on Creed. But even strategic has problems - what if I don't have any Outflankers? It's funny when you have Master of the Fleet and Divide to Conquer to make your opponent roll his reserves on a 5+.
Alastores · 663 weeks ago
And that only because they got given a dramatically named ability? Again, if normal Space Marines can face down Daemons without quailing, why do they need a specialist chapter to face down Daemons without quailing?
Essentially, you are looking at the Dramatic Name and assuming, which is exactly what GW's done, which is exactly my problem. If it had been called "Stand Fast" or "For the Emperor" or "Rally!" - all of which are valid names for "Regroup automatically" - then they wouldn't be fear immune. And that's all "They Shall Know No Fear" did when it was created. They just wanted a Cool Name to show that Marines - while they might fall back - would always be able to stop a rout.
Stopping a rout is a bit different from an entity of raw emotion projecting primordial terror into your hindbrain, or looking up at the 80 foot tall incarnation of slaughter that's just noticed you. It's fluffwise a bit ridiculous to say that even a Space Marine would not feel a qualm on facing that. Better able to cope with it than a Guardsman? Yep. That's why they've got a higher leadership score.
But immune because they are a speez Mahreen? No. That's just stupid.
Jabbdo 23p · 663 weeks ago
Allies! These are great, let you plug holes in your main codex, and bring a whole new dimension to list building. They also let you think up funny combos, such as this: http://www.dakkadakka.com/dakkaforum/posts/list/4...
New wound allocation and shooting rules in general. These made model placement FAR more important, and skilled players can really utilize these rules to their advantage, as opposed to 5th ed where it was far less important and being able to roll saves well was the best skill.
Dislike:
Random charge range. More randomness is not good, especially for something that really should be fixed. I hate the CC rules in general too, as they take up way too much time and the end result is the same as in 5th, guys smacking each other around. Different initiative step pile ins, shittily written rules (does my PF guy pile in at i4 or i1?) and stupid allocation+LoS means that if you want to fight any sort of sizeable combat with 3-4 different initiative steps, it'll take an hour.
Challenges are a nice touch though, and serve to buff single beater models quite well.
Nutzin · 663 weeks ago
Jabbdo 23p · 663 weeks ago
Its a double edged sword, in a way. You trade getting to kill more members of the squad for getting to kill the one member of the squad who can actually hurt you. It makes models like Cron Overlords w/ 2+ save, for example, a lot more dangerous, as they can charge alone into a marine squad w/ PF sarge, challenge him, kill him off, then grind down the squad without being in any real danger, as opposed to killing off some random chumps then have the Fist smack wounds off you.
Danny Internets · 663 weeks ago
With his jump pack movement and Fleet, Mephiston should almost always be the one charging (rather than the one being charged). In these cases, he should almost always be issuing a challenge in the first round of combat. Mephiston WANTS to be stuck in combat.
Unless you have strong assault models with 2+ saves, you do not try and kill Mephiston in close combat--you shoot him with plasma, melta, and lascannons. Fighting a challenge usually means that Mephiston wins by a small margin and that the combat continues during the enemy turn, preventing him from being shot at. With the enemy character dead (very few units have more than 1), Mephiston can score a few more kills in the following assault phase and handily win combat, breaking the squad, and freeing himself up for the controlling player's turn. Rinse and repeat.
Furthermore, mobile characters benefit tremendously from the reduced 3" pile-in move. Mephiston can engage units on the flank and ensure that only a few models will be engaged, often completely eliminating any return attacks. This can also be done to avoid challenges if desired (only engaged models can issue or accept challenges).
Nutzin · 663 weeks ago
Kirby 118p · 663 weeks ago
I charge with Meph and challenge. He accepts. I kill him. Stay in combat and don't get shot. During their turn he wipes squad and goes leeroy again.
I charge with Meph and challenge. He declines. I likely sweep through squad and the potential Fist never gets to touch me. I'm more vulnerable to shooting next turn but have still achieved what I did last edition and wiped a squad.
Against squads with multiple challenge options, it's annoying so you need to try and assault in a way where you cannot be challenged at the beginning of the combat phase.
Auretious Taak · 663 weeks ago
i dislike that Power Axes are meh and why take them when you can take a slightly more expensive powerfist that is wholly more effective the vast majority of the time. If they were -1 or even -2 Initiative and thus on a marine striking before that initiative 1 step, that'd make them much more appealing to many models out there.
artemi7 78p · 663 weeks ago
Daybreak · 663 weeks ago
apathyman · 663 weeks ago
Bike and jump infantry, FMCs, random charge and assault moves (see below)
Army specific: harlequins again, Screamers, chaos shooty FMCs.
Dislike :
AP 3 power weapons, the current state of flyers
I'm totally cool with random charge distances because of premeasuring being in. Now you have to decide whether to risk a distance or stay passive. Same with shooty guys. It'll just take some getting used to, but it isn't different from a 2+ save: you should make them, but there's no guarantee
Wyrmnax · 663 weeks ago
Allies, strangely enough. Like the idea, not sure the execution wont be broken as hell, that we will see in some time. But i do like the idea that space marines actually ally with other space marines.
Double FOC - At 2k points, FOC starts getting very croweded.
Wound Allocation: You can still do shenningnans, bt now you have to actually think about it in the battlefield. And there is a chance that the best shennignans will fail to poor dice.
Dislikes:
Flyers: Right now because of the lack of the way to deal with them.
Random Charge Lenghts: Dont like too much random. Too familiar with it screwing you either way you think about it from Fantasy. The better averages is a boost for assault armies, but really small.
"Misterious": Random crap punishing you for trying to make use of terrain is horrendous.
Guest · 663 weeks ago
- Hull Points
- Shooting wound allocation
- Allies
- Fluff Section
Dislike:
- Order of deployment:
- Choosing sides BEFORE placing objectives
- Choosing terrain AFTER placing fortifications
- Abusiveness of combat wound resolution