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Friday, August 24, 2012

Alright already... lets talk about what went right..

There has been a lot of crying, a lot of calling out issues and a lot of questions with 6th Edition, yet perhaps it is time to take a step back, with the acknowledgement that some things need clarity, and take a moment to praise some of the -GREAT- things we have gotten with the new rule set. (and i don't mean just things that benefit my army)

First off and primary to my enjoyment of the game overall is the new and improved missions. I am loving every bit of it, It got quite tiring to play the same three setup/mission combos over and over again at the FLGS and then once again at a local tournament.  (I know that some tournaments used other things, but still...) Which more than anything has resulted in the less importance on kill points than before (yay!)

The chances of you playing two games that are nearly the same setup, with the same mission and objectives is extremely rare now with the advent of mysterious terrain and objectives which add a thread of variety to each and every game (and yes I am of the opinion that those rules are not optional, they are not presented as such in the rule book, so why do we think that they can be?) To em this variety and excitement of never quite knowing what things are going to be like make the player have to anticipate far more than you used to, making the game far more thematic as well as thought provoking.  So if you find your games getting a bit stagnant  make sure you -USE- these rules, from the terrain and archeotech things to the mysterious objectives.

What do you guys think is the greatest thing about the new edition? Do you think it is the new way terrain works? The new missions? Or perhaps it is the allies chart or the something else?

Once again, if you readers have anything you would like me to cover in a post (I recommend Imperial Guard questions but hell I will give any subject a shot as long as it pertains to 40k) shoot me an email at imasentinel@gmail.com

Until next time, burn some heretics, kill some mutants, and do it always.....

FOR THE EMPEROR!

9 comments:

  1. I like the new flyer rules, as it now means I can use my Thunderbolt fighter. Which looking at the new updated rules for it makes it one of the hardest flyers out there, if you are willing to spend £90 for it from Forgeworld.

    The one set of rules I do not like is how easy it is now to destroy vehicles. I think GW has got this rule all wrong. I like the idea of hull points, but I don't like the fact you loose a hull point for glancing hits. As this means you could have an army with heavy weapons that would only do glancing hits and wipe out vehicles by never penatrating there armour.

    I have not played a game yet with the new rules, but am looking forward too as the new rules have been changed enough to aid a diffrent feel to 40k.

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  2. I think you will, in the end enjoy the new vehicle rules. It makes the game progress a bit faster (and this is coming from a guy who -loves- his leman russ variants!) It really got old never being able to kill vehicles sometimes.

    Take some time and play a few games my Commissar! I think you will find much enjoyment!

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  3. Vehicles are still good enough that you will see plenty of transports on the table and weapon platform vehicles are still around too.

    I like the rules changes for rapid fire weapons and for over watch probably most of all. It sounds funny coming from a guy who ran nids most of 5th but, I think the rules there are more realistic. I like flyers too, but until gw addresses them for everyone and makes a few reasonable ways to deal with them, I won't say they are my favorite. All in all, I really like the idea of 6th, but after playing 20+ games, they need to address some issues and then I think it will be the edition they intended it to be.

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    1. Ya, agreed there needs to be some work done, but I felt like we needed some good feelings poured out there for people who maybe haven't given it a shot yet and how negative a lot of articles have been about some things.

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  4. I haven't played enough yet to have a favorite but I like the options that 6th has inserted. Fortification, flyers, allies (and by extension Forgeworld) have really provided some life to old codexes.

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  5. As an ork player I'm not fond of reclaiming the same real-estate i just ran over again and again with closest model removal, but I still like the game. I just wish they'd done random charges a bit differently...played a game the other day where I'm facing a Templar Reclusiarch + termies, backed up0 by Emp. Champ + Sword Breth squad right next to them...my nob bikers are 5" away...roll a '2' for charge...called the waaaagh...rolls a '3'. Game over.

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  6. 6th to me is the rules as written crowd's wet dream. It's so loose and sloppy that I can't help but curl my lip everytime I even think of putting a tournament together. Call me elist, I'll own that, but I see the world in "how can I make a tournament out of this" shade. Right now I feel like I'd have to call ahead of time to check how different TO's play different rules because it would effect how my list would be built.

    Everytime I play a game of 6th Ed its like bad sex; super excited to do it and just unsatisfied after.

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    1. Thanks for not following what i asked at all.... such sunshine coming from you

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  7. I like the flyers and the missions personally.having 6 basic missions that are a pseudo multi tier kind are nice and balances out games between old and new codexes.

    This edition needs some major clarifications on rules though. consistency in language is the real key here.

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