So down to my first official gaming post then. 6th edition has been with us a couple of weeks now and there seems to be a lot of debate over it and the future of the game. I’ve seen a lot of flame wars, a lot of people saying they will quit the game.
So with that in mind i thought i’d throw my 2p in on it. I’ll admit when first hearing stuff about 6th i was very skeptical, i even went on air in the podcast and said so at great length, i hated the idea of terrain you could buy (to be honest i’m still not overly fond of it but more on that later), I thought allies would be a stupid idea, and i hated a lot of the rules borrowed from fantasy such as a psychic phase and random charge lengths. I honestly thought i would probably be quitting the game myself. But……
I got my rule book, and i started to flick through it at length, the first thing to strike me was the very nice, clear and concise explaination of how all the rules interacted, this was nice, it made things clear. No longer would we have to debate the meaning of the rule because it was there in plain english (something 5th lacked a lot of the time). On top of this it felt very stream lined and while still usable for competitive play, it also contained lots of nifty new things.
It dawned on me while reading this book that this was something totally new and different, while 6th shared some of the basic core game mechanics as previous editions this was a new beast, you can’t really compare it to the things that came before because game is a whole new way of doing things.
To illustrate my points i’ll do a things i like and a things i don’t like.
Things i like:
1. 6th edition has totally reset the playing field in terms of the power lists and the top tier. Why is this a good thing? Because it needed to be done, A lot of the big power lists were super optimised and no fun to play against (or with). Since it was released everyone has complained about the grey knight codex (yes i have too and i play g.k’s), it was vastly over powered and very few things could stop it. Hell to a throne of skulls i took a 12 model army and finished 2nd in race 5th overall. The list was a total nightmare to stop, everyone has stories of 5 psydread lists and the destruction they could reap, they turned below average players into absolute monsters because of all the things you could get in the codex. Now with 6th quite literally resetting the land scape the razorback/dreadspam lists are nigh unusable because of the ease of now demeching stuff, paladin spam can now longer play it’s wound allocation tricks to maximise saves. A lot of people have complained how thier list got the shaft, i have said on numerous occasions 4 out of the 6 armies i run now really don’t work in 6th, it doesn’t bother me, why? because i love new challenges, i like to test myself with new things and new ways of doing it.
2. Older armies are now more viable. The reason, because with the reset of power and the boost shooting got armies like tau, or blob squad guard are now devastating to play because of the amount of firepower they can put down, shooting is a scary thing.
3. the re-balance between shooting and close combat. Ask anyone that knows me and they will tell you i love the assault phase (i truely do belong in the world eaters) nothing gets me going more than jumping up and down on things in combat. The problem was for me that it was very rare i wouldn’t make combat, and once that happened it was usually game over. Now with overwatch, casualties from the front and the power weapon ap value, i have to think about assaulting, i have to sit and work out if it’s worth going for it, or wether i have to hold back and await an opening. I love it, it’s added a whole new dimension to the game, one i feel has been missing for a long long time.
4. Vechile rules. I love this, because the rules now make more sense, no longer is it the same damage tables for all shooting, but glancing strips hull points and pen strips hull points and does a damage result, tank weapons and gun lines are scary again. If i’m being honest i think i’m more scared of glancing hits these days than anything else, it means you have to think how to place your tanks/flyers. Hell the new flyer rules are awesome, they make sense (altho with the snap fire at zooming flyers i think they may have been bumped too much)
5. Monsterous creatures. Are just that, monsters, i think the buffs they got made them scary again!
Things i don’t like
1. Buying terrain. I’m still not fond of this, i can understand why you would do it from a fluff point of view, but i’m not sold on it, yes you can only buy 1, but it’s really all you need, they are all great, and they are all a total pain in the arse to deal with. This to me doesn’t feel right. You shouldn’t be able to roll up to battlefields stick down a fortress of redemption (those things are disgusting) and basically laugh at your opponent. I think for fun/campaign games it’s an awesome concept, for everyday play……. not so much
2. zooming flyers. I think these are just too good, they fact they can pelt around, fire 4 weapons at full bs, and you need 6’s to hit them back is just too good.
3. Power weapon ap values. I both love and hate these rules, i agree that power weapons really needed to be re-tooled, they have been too good for too long, i love the idea of different weapons doing different things. I disagree that the only ap 2 weapons are a power fist and thunderhammer. Last edition saw the deathwing thunderspam get awesome, this edition made it a top tier, a whole bunch of guys with ap 2 weapons and 3+ invulns, personally i think in keep thunderhammers as they are, they should have nerfed storm shields, but again that’s just my 2p worth.
I’m gonna leave it there for now, but feel free to comment, or ask questions, there’s a lot i haven’t covered, what would you guys like my thoughts on?
Until next time