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Showing posts with label 6th Edition Rulebook. Show all posts
Showing posts with label 6th Edition Rulebook. Show all posts

Friday, March 22, 2013

Army Building in 6th Edition 40k



If you're anything like me, you've already built several armies for Warhammer 40,000.  Every edition we have new things to consider when building our actual lists, whether those changes are brought about by the basic rulebook or the new codex for whatever the newest army is.  For many of us, especially when we possess multiple armies, this isn't necessarily a happy day as it means everything that has come before is now invalidated.  Maybe you have more points now because what you have already collected is cheaper points-wise than it was in the previous edition.  That trend has been going strong since 1997, when GW decided they wanted us to have bigger armies.

Now, however...it's a little more than annoying.

Since the release of 3rd Edition way back when, we've really only had to worry about re-configuring the lists we own when the new army codex is released.  There was the whole "Trial Assault Rules" deal that changed up how armies played, but that was before 4th Edition.  Now, with 6th Edition, they have changed the very Force Organization Chart we're all used to.  A lot of rules from past supplements have been absorbed into the main rules - and even if you don't have a new codex, you still have to pay attention to these changes.  Maybe it's your opponent fielding new units, or worse (as in my case) you realize your army simply isn't up to stuff in the new paradigm.

Let's take a quick look at the new points created by the new Force Organization Chart and the new rules available in the rulebook.  We're not going into individual codecii, this short post will consider the rulebook alone.


Flyers

Well, it's neat and all - but do these machines really belong on the table for the sort of game that Warhammer 40,000 has always been?  Yeah, they've been around for years but not as a solid part of the gaming system.  It used to be that you had to field them in specially prepared games (using Forge World pieces) and that kept it from being overused.  Now, pretty much everyone has flyers, or they will by the end of 6th Edition.

There are a few rules that really make these things worth a lot more than their points value - in effect making them something almost mandatory.  6+ to hit from any ground weapons that do not possess Skyfire, and Blast weapons cannot be used against them since it's a Snap Shot.  Not every army has been issued Flakk missiles (or the equivalent) yet.  I really don't have to point out how that will skew certain lists to the top for the next few years of tournaments.

You might say - "Well, Dave...since you're so clever, why don't you just take some Fortifications or Allies with Skyfire weapons?"  It could be that I don't feel that I should be forced to change my list to account for an artificially created threat (whose presence only thinly even makes sense) or buy the current New Releases to do the same.

Personally, I was fine when these were Forge World pieces.  I really think that this sort of support doesn't belong in a 28mm game, and is best implemented on smaller scales such as 15mm or 6mm.


Allies

An interesting development to be sure.  I don't even know what to say on this matter as I don't feel strongly one way or the other.  We always sort of played this way anyway, and it's nice to see a real rule governing it like Warhammer Fantasy Battle.  There are two points that should be made, however.

First, there will be two types of player who makes use of this rule.  One player will see some tactical advantage of combining forces (how about 4 Demolisher cannons?) cram out the spam with cheese.  The other guy will either be fielding what models he can (because all he has is a few Eldar and Space Marines) or have some sort of "fluff cruft" associate with the army.  Basically, the Power Gamer and the Play Gamer.

Second, I really don't see any real issue with the power gaming.  I've already pointed out that taking Allies with Skyfire is pretty much the only real advantage an army can gain against the new threat implemented by this edition - all other threats and answers were already in place.  If anything, it just lets us see different models more often.  Yeah yeah, you can take nothing but Obliterators and then take 60 orks to help hold objectives - but you could have just used cultists and there's not really much of a difference when it comes down to bullets and beans.

We'll probably only use this rule to create team games easier.  We've seen a lot of these sort of games, but the idea of a "married" list seems anathema to most players.  I've yet to run across one.


Fortifications

So, now I can really jack with the game board and force the scenario to behave in a certain way.  Oh yeah, and since you can give Bastions and Aegis Skyfire weapons, this might be mandatory in your army.  Certain builds are going to find that the Fortifications rule is something they couldn't live without, while other builds will blanch at having to give up 100 points.

It might depend a lot on your build, but your standard "play" is going to dictate whether or not you need a Fortification.  You know what your "play" is - you look at the objectives, you deploy your army, and then they carry out your plan.  Seize and deny objectives.  Score secondary objectives, etc., etc.  If your army has a theme based around a "play", you might definitely consider adding a Fortification over adding a flyer.

Non-MEQ's will probably make the most of this.  It was a real game changer when I added an Aegis Defense Line to my Imperial Guard infantry battalion.  Still, MEQ (marine equivalent, Sv 3+) with a certain play in mind (such as a heavy weapon laden force) can make great use of certain types of Fortifications, and the ability they offer to change the battlefield before the first piece of terrain is laid.


The Changing Game

I for one am stoked about the game changing.  However, since none of these things were explicitly stated, I can see a few folks getting angry after being punished game after game.  I've heard lots of arguments about "flyers are in the game now DERP get a skyfire or your own flyer DERP"!  Yet that's kind of a null argument when you think about it, since the whole snap shots only deal seems kinda tacked on to make flyers a better choice.

So, now you have a totally different army for this edition.  That's fine, it's good to change it up every couple of years.  Maybe you have models you can't use, but just put those aside...they'll probably be usable next edition.  Even if these new additions to the game were simply sales strategies designed to kick out flyer and fortification kits, they've been doing that sort of thing for a long time now.

What's more worrying is the stance that GW has taken lately with regards to their Retail Policies.  Much has already been said about them, and I won't go into the specifics here.  What I will do is put forth the notion that the masses are restless, and GW is on the verge of alienating even hardcore fans like myself.  GW itself would do well to take notice - there are lots of other game publishers, some of them here in the United States, that are more affable and easier to work with.  If they continue to be a huge bully, and continue to price their models higher and higher (despite telling us originally that resin would be cheaper) there's going to be some changes.

Around here, at least.

Monday, February 25, 2013

Rulebook Ruminations: Warhammer 40,000 6th Edition


Rulebook Ruminations, where I talk about books that were released X years before I post about them, where X is equal to the number of years it has been in existence before I decide to actually use the rules manual.  In today's case, it's relatively short...X was in this instance equal to exactly .05 - Warhammer 40,000 6th Edition was released last summer, and we began 2013's campaign this January.

Well, we all know the book is awesome as an item.  Huge, glossy paper and magnificent binding with an attached ribbon bookmark is just cool.  This book looks great on the shelf next to the other books coming out with this iteration of the game.  Of course, it follows the trends set forth by 2010's Warhammer Fantasy Battle, 8th Edition.  It's alike in more ways than one, including rules conventions.  This is definitely a plus for those of us who game both systems.

The system's overhaul has been light, mostly changes are in directing who gets shot with what and who gets a cover save.  Previous iterations focused on generalizing these rules, but I guess the trend has been to get more and more specific as editions march on.  For instance, in 4th Edition cover saves were granted to the whole unit from enemy fire.  Same deal in 5th, but you could remove whoever you liked from the squad when casualties were inflicted.  In 6th Edition now, LOS and Cover are determined on a model by model basis, and a system has been designed to allow for focused fire.  This can make for some really dynamic firefights.

There are some minor changes masked as big changes, such as Warp Charge points and Hull Points.  Though they didn't really exist as such, these have already been in the game for quite some time.  The old vehicle damage tables provided about 3 damage to a vehicle if it didn't suffer a destroyed result before that.  The same system is in place, but the damage tables have changed only slightly.  Warp Charge is similar, but represents a condensation of the system of how many Psychic Powers a Psyker could use in a turn.  Both of these rulesets might seem new, but the convention is not.



Flying Monsters and Vehicles get their rules in the main rulebook.  That's nifty.  Also, many conventions were generalized and given Universal Special Rules.  That's also nifty, makes everything much easier to reference.

One of the larger changes is the Force Organization Chart.  Now, you can have an allied detachment from another army, and certain buildings can be bought as fortifications for your army. These rules allow for greater freedom of expression in army building, and let players use certain models more frequently and in different ways.  It's kinda neat to be able to plop down a bastion and call it "MINE!".

There's only one real problem with the book:  the book itself.  I talked about this in the review for Warhammer Fantasy Battle8th Edition - it's really really heavy.  It's just unwieldy.  Yet we've gotten used to the heft of the WFB book, so that's nothing new.  There's something more unnerving than all of that.

I don't know if I really want to buy one of these every four years, Games Workshop.  It's big...you put it on the shelf, it takes up a lot of space.  I have every single edition of Warhammer 40,000's big hardback books...they are getting bigger and bigger...and the ones I don't use anymore are getting more and more numerous at what seems like an accelerated pace.

I think this is the last of the big books I'm going to buy.  It's just too much - it's piling up on me.  I'll just have to get the rules updates in the form of the small starter set booklets, unless they discontinue those.

Don't do that, GW.