6th Ed - White Dwarf Rules
Posted: Sat Jun 23, 2012 3:02 pm
Hi,
I might be the first to say this- Thank you Matt Ward. You have single-handedly saved me a fortune, by writing, what appears to be, the worst 40K rules edition ever. I havre played all bar the 3rd ed, and the fourth is still my favourite. I have never openly criticised rules before, but if everything that is in White Dwarf today is correct, then it is time to start.
First off, allies - nice to bring them back, but now we will see every SM army with a GK attachment. Surely a doubles game is far better if you want allied forces?
Secondly, charging is now a random distance, with fleet granting re-rolls. However, beware ork players, as you now have to face a "stand-and-shoot" reaction from the opposition on the way in too. * sorry "overwatch" fire.
So it's bad enough you gety shot on the way across the board, you then get shot again when you charge, and if you roll badly, end up stranded in front of the enemy. This was acceptable when rushing into a ruin, or through terrain, but in the open?
Add to this there is now "mysterious" terrain, and is it not starting to sound a little like Fantasy? Oh and tehre are now five types of psychic powers, of which there are six variations and a known base power.
Why not put all the troops into blocks and just call it Warhammer?
Monstrous creatures can halve their attacks to strike at twice strength - okay, need to see how armourt penetration works now, as they used to get 2D6 +S, so this may be a new variation of D6 + 2S. . .
Vehciles have hull points, so taking a landraider or Monolith down could be even more difficult. Characters (sorry Warlords - ARGHHHHHH) can take a chance on an upgrade roll, which may improve their armies morale, or allow them to take a tactical advantage. Terrain can be "bought", flyers are hit on 6s by ground fire, fast skimmers get jink saves (Remember getting those before, Dark Angels players?), monstrous creatures can Stomp infantry, Jump troops get bonuses for jumping into assault (+1A still there? not sure, have to wait for the full rules), flying monstrous creatures can perform vector attacks (sounds like the Necron Lords in their skimmers), grenades can be thrown instead of shooting, characters and special weapons members appear to get a "look out sir" roll - REALLY???? and I am sure there are some things I have missed. All in all - I am actually pretty underwhelmed by this plethora of changes. Am I the only one who wants Mr Ward to leave GW? He destroyed three codices in a row by overpowering each in turn - not so nerfed they are totally unbeatable, but is it honestly fun to play a Space Wolf or GK player anymore (jaws, jaws, jaws - arrggghhh - feck off with that!)????
Just really want to know if I am alone in this. I've played since the rogue trader days (I was just 11 at the time), so it's not as if I have not seen change before and embraced it, but this just seems a bit much.
I might be the first to say this- Thank you Matt Ward. You have single-handedly saved me a fortune, by writing, what appears to be, the worst 40K rules edition ever. I havre played all bar the 3rd ed, and the fourth is still my favourite. I have never openly criticised rules before, but if everything that is in White Dwarf today is correct, then it is time to start.
First off, allies - nice to bring them back, but now we will see every SM army with a GK attachment. Surely a doubles game is far better if you want allied forces?
Secondly, charging is now a random distance, with fleet granting re-rolls. However, beware ork players, as you now have to face a "stand-and-shoot" reaction from the opposition on the way in too. * sorry "overwatch" fire.
So it's bad enough you gety shot on the way across the board, you then get shot again when you charge, and if you roll badly, end up stranded in front of the enemy. This was acceptable when rushing into a ruin, or through terrain, but in the open?
Add to this there is now "mysterious" terrain, and is it not starting to sound a little like Fantasy? Oh and tehre are now five types of psychic powers, of which there are six variations and a known base power.
Why not put all the troops into blocks and just call it Warhammer?
Monstrous creatures can halve their attacks to strike at twice strength - okay, need to see how armourt penetration works now, as they used to get 2D6 +S, so this may be a new variation of D6 + 2S. . .
Vehciles have hull points, so taking a landraider or Monolith down could be even more difficult. Characters (sorry Warlords - ARGHHHHHH) can take a chance on an upgrade roll, which may improve their armies morale, or allow them to take a tactical advantage. Terrain can be "bought", flyers are hit on 6s by ground fire, fast skimmers get jink saves (Remember getting those before, Dark Angels players?), monstrous creatures can Stomp infantry, Jump troops get bonuses for jumping into assault (+1A still there? not sure, have to wait for the full rules), flying monstrous creatures can perform vector attacks (sounds like the Necron Lords in their skimmers), grenades can be thrown instead of shooting, characters and special weapons members appear to get a "look out sir" roll - REALLY???? and I am sure there are some things I have missed. All in all - I am actually pretty underwhelmed by this plethora of changes. Am I the only one who wants Mr Ward to leave GW? He destroyed three codices in a row by overpowering each in turn - not so nerfed they are totally unbeatable, but is it honestly fun to play a Space Wolf or GK player anymore (jaws, jaws, jaws - arrggghhh - feck off with that!)????
Just really want to know if I am alone in this. I've played since the rogue trader days (I was just 11 at the time), so it's not as if I have not seen change before and embraced it, but this just seems a bit much.