Monday, July 2, 2012

6th Edition, 2 Games In.

Thus far in 6th I'm 1-1, with a match against a mechanized Chaos Marines and foot Guard. Overall I'm liking this rule set. I'm still a long way from figuring this edition out, but here are some first impressions.

In no particular order:

1. Mech spam for mech spam's sake is dead. Vehicles still have a place in any list, but the introduction of Hull Points means they can be more reliably destroyed, while rapid fire and heavy weapons are significantly more useful. Mobile firepower can be had just about anywhere.

2. Winged Monstrous creatures are amazing. Paying 60 points for a Winged Tyrant or Daemon Prince almost looks like a bargain now.

3. Forget about assaulting into cover without some kind of bonus. Rolling 3d6 and dropping the highest makes actually reaching your target a real problem. 

4. Shredding vehicles in assault is once again viable.

Swarm Tyranids rushing an infantry gunline - the only vehicles are the two Basilisks in the center rear. Remember when most players thought of Guard orders as laughable...?
5. Torrent of fire is still perfectly viable, but the changes to rapid fire, cover, and introduction of snap fire mean heavier weapons like lascannons and plasmaguns are just as good given the right target.

6. Snap fire is not going to be trivial. Multiple special weapons can be potentially devastating even when needing 6s to help, while massed fire from most basic guns can ruin a horde's day, particularly if there are only a few models in charge range. Charging large mobs of Shoota Boyz is not going to be fun for anyone.

7. The first time you roll double 1s for charge distance is just as enraging as you'd think it would be.

Modified reserve list closing in on a Chaos Marine armor formation.
8. Disruption and misdirection are going to be key for assault armies. Simply closing in on foot and hoping to weather the incoming fire won't be enough.

9. Biomancy is a Tyranid Psyker's best friend.

10. The removal of No Retreat wounds makes large squads viable again - my Termagants can happily die under the boots of Space Marines all game, rather than in two assault phases.

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