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6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 3:02 pm
by berger15
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. :roll:
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.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 3:46 pm
by markb
Looks like they are bringing it in to line with WH rules. I must admit I haven't bought a copy of WD for about two years, it went down the pan as far as I was concerned, so I can only go off what you are saying, but if all this is true then I think 40K may be dead for me. As I said in other posts I have been seriously apathetic about this release and what you are saying is really not helping that attitude. I will wait and see what people on this board say about it but it could be time to leave 40K behind and move on to pastures new, its a shame as 19 years of my life went into it, I missed RT but did start playing on the release of 2nd ed. This could go the way of 3rd ed Epic, 2nd ed was fantastic and one of the best GW games ever but 3rd ed was, quite frankly, atrocious and effectively killed one of their core games.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 3:51 pm
by estarriol
"So it's bad enough you gety shot on the way across the board, you then get shot again when you charge,"

they get to make aimed shots across the table, then shoot you on the way in on the same turn? That seems a little unfair.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 4:01 pm
by markb
If its a rehash of 2nd ed overwatch then that would be ok but to effectively get 2 turns of shooting for no return fire is wrong. It works ok in WH as shooting isn't a game winner but for 40K it's just plain wrong.

(For anybody who never played 2nd ed overwatch basically worked like this:- a unit could give up its shooting in its own turn to go into overwatch. In the opponents they could fire at an opposing unit as it emerged from cover at -1 to hit.)

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 4:22 pm
by estarriol
Lets be honest 40k is a Fantasy Game, not a sci-fi one, in a sci-fi one tall things die, and charging into HtH is fatal.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 4:41 pm
by berger15
Overwatch is at BS1, so theres only a small chance of hitting, but if you are facing a horde and want to engage then even Orks could cut you to pieces before you get there. It may not be all bad, but based on WD, I am really not impressed. It may be that it plays really well . . . .

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 4:53 pm
by Baragash
You missed the bit for your Orks where charging multiple units removes the +1A charge bonus just to make things better ;)

I never thought someone could write a single rule that on it's own would stop me playing a game, but removing casualties on a nearest-by-nearest basis is probably it.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 5:08 pm
by markb
It just gets better!

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 5:52 pm
by berger15
Yeah, there are probably a few rules that were missed from the second battle report, as I was already pretty fecked off after reading all the other crap. I think I am going to learn Flames of War, as that truly is different from Fantasy. :)

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 6:08 pm
by markb
The thing for me about FoW is that it feels a lot more balanced than 40K, as its historical they can't really do Codex Creep. You can't get uber characters either.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 6:28 pm
by berger15
Balanced is good. Would be nice if the FoW models were plastic or resin, as I'm not the fan of that I used to be! Still, hopefully get to read the rules and chat to acouple of players mondfay night at the club, so it could be the start of a new gaming era. I'll probably add any nice models to my DA or CSM army, as I still enjoy painting those, but if these rules are as bad as they seem (they mioght not be . . ) then I will give up playing for a while.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 6:36 pm
by lostandthedamned
There are many plastics:

http://theplasticsoldiercompany.co.uk/

(just make sure you order the correct scale)

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 6:48 pm
by markb
lotd beat me to it, the PSC do do Soviet and German plastic infantry as well as a collection of tanks. Battlefront's vehicles are resin with a few metal components. The rules for FoW are good, I think they are better than 40K and the new edition plays very quick.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 7:17 pm
by mattjgilbert
I heard a rumour a couple of weeks back that 6ed Ed was supposed to be very very poor.

Re: 6th Ed - White Dwarf Rules

PostPosted: Sat Jun 23, 2012 7:26 pm
by Angelwing
Watching with baited breath. I'll wait for the forums to dissect the rules before I consider buying.

Edit: one thing i did notice was the new shiny dice look to be the same style as the 8th ed fantasy ones. In which case avoid like the plague, they are garbage. I like my dice. The fantasy ones are awful, even at half the price.