So I was rereading my post about 6th and I realized I have a few more things I would like to yammer about. These are some pretty big changes that I omitted, so my b. Without further adieu here is part 2 of my thoughts on 6th.
These don't exactly fall into either the Positive or Negative brackets for me so I will lump them into what I will call the "Meh" category.
|Homer does the best Meh|
|A student of divination perhaps?|
P.S. Making you choose to either make a psychic attack or activate a fore weapon helps to balance out the killing machines that Grey Knights and Mephiston can be and adds a bit more of a tactical choice, which is never a bad thing in my book.
Differentiating Types of Close Combat Weapons and Changes to Power Weapons
This is perhaps one of the biggest changes to close combat and wargear upgrades to come around in a long time. As long as I have played power weapons meant kiss that nifty 2+ armor save goodbye and pray that the dice gods love you when making your invulnerable save (if you have one, if not sucks to be you). I have to admit I thought something like this would happen when the Grey Knights got all of those weapon specific bonuses when that book came out so differentiating all of the actual types of weapons a model has wasn't that big of a shock. What was a shock was how far they took the changes. I am sure a lot of people, myself included, are going to be going back into their collections to either drag out some model with a power maul or axe and either adding them into an army or doing some converting to change what that weapon is. I suppose you could consider this the natural extension of "what you see is what you get" but it could throw a bit of a wrench into some people's armies when that cool looking model no longer has a generic power weapon but something that hits at I 1 and adds +1 strength (axes I am looking at you). In fact my biggest complaint is the changes to power axes, making them unwieldy to be exact. A two handed axe I can see, but a one handed axe wielded by someone in power armor doesn't exactly strike me as something that the user would have a hard time swinging around (especially since it will slice through most targets), but I suppose that is a rather academic concern at this point. Also changing power fists to a x2 strength multiplier instead of a universal 10 is a definite game changer. It makes taking those chain fists (or can openers as I like to call them) a bit more of a must take in my book, at least taking a few of them to help with said can opening. Force Weapons got much the same treatment so I will lump them in with these changes and the overall Meh category. I think the main thing to come out of these changes will be a whole lot of model converting and a bit of rethinking on who gets what in regards to weapon upgrades. I will say that it was a good move to keep the rules that specific armies have for their special wargear or amending them to reflect the changes rather than just dumping them into a generic category
Deny the Witch and Psychic Hoods
|She turned me into a spawn! I got better.....|
P.S. these changes make the Space Wolves some of the best anti psykers in the game to my understanding. Khorne is surely not pleased with this.
Okay chalk this one up to a nice idea on paper and hoping to sell more models but sure to be abused in real life. My biggest complaint about this new system? Eldar and Dark Eldar are battle borthers?!?! NO FREAKING WAY. It makes so bloody sense for these two armies to be best buddies, none at all. Also Tau and Space Marines? What happened to Purge the Alien and Kill the Xenos? Make them allies of convenience at best. I do like the idea of being able to incorporate models from more of your armies into a single force but I think this just sets itself up for abuse. Will I be using this system? Maybe. Will I fell morally clean taking a Grey Knight detachment with my Deathwing? Probably not.
Ugh. Okay out off all the stuff I have mentioned this falls the most firmly into the category of Meh for me. On the one hand it is a nice way of giving a bit of extra pull to your general if he or she rolls on a good skill. On the other hand a lot of the abilities are situational at best. Madival did a good breakdown of these traits so I won't go into them other than to say this, MEH.
Well I guess that about covers the rest of my rambling opinions on the new edition. As always feel free to comment and provide me feedback on what I say. Happy Gaming!!