|The Mighty Tome|
|Yes, I'm weak... I caved and bought it. Wanna make something out of it?|
As I said, this will take several read-throughs (and practice games) to get everything, but here are some of the things that first jumped out at me that are of big importance:
1) 2D6 charge length: at first glance, I know people will dislike this, I welcome it. I think this is going to make for some exciting charges. Some charges will fail, others will be 12"- a huge, desperate charge. I think it reflects the chatoic nature of war. Sometimes they can charge straight in, other times the explosions and such will stop them. I think it'll be a great game mechanic. It will frustrate sometimes, but be exhilirating at other times. (Fleet allows you to re-roll this).
2) Overwatch/Snap Fire: again, another mechanic that makes realistic sense- If I'm being charged at from 6" away, I'll probably try to open fire, to stop 'em from getting to me. Shooting at BS1 (6) is a perfect way to represent this. I think this will make CC a bit more challenging, but in no way will it prevent CC (as some doomsayers have whined). It will just make it more realistic and more desperate.
3) Allies: certainly, this is GW's way to get people to buy more models. Their very text suggests reasons why Imperial Guard might work with Ork mercinaries... Yes, they want you to buy. However, long time players already have a ton of models. This is a nice way to incorporate them into games. I'm looking at this and saying "Yes! I can do a Plague Marine army with Chaos Daemons!" or "I can use a Traitor Guard army with a detachment of Plague Marines"... I don't know how this will impact "army balances", however this looks like it can be fun, and certainly good for storylines and such. This is no longer relegated to just an Apocalypse thing.
|Wonderful artwork throughout|
5) Challenges/Look Out Sir/ Focused Fire: here's some smaller, additional rules that will make things a bit more complex, but also making the game more strategic. With Challenge, your squad leader actually matters beyond simply a higher leadership. Look Out Sir takes a "heroic" idea straight out of war story sacrifices. Focused Fire allows you to fire at those outside of cover, meaning ypu have a greater chance at kiling the enemy without a ton of cover saves.
6) The Eternal War Missions: 5th edition sucked when it game to missions, with only 3 types; so limiting. 6th gives you 6 missions, with primary and secondary objectives. There's enough variety here, which is a vast improvement over 5th. I can't wait to try The Relic mission, which sounds alot like "Capture the Flag" from video games. There are other scenarios/missions later in the book, though I haven't gotten to them yet.
7) Vehicles/Flyers: On the one hand, vehicles are in danger because of hull points. However, I have not read anywhere in the book (again, I need more read-throughs) that "2 stunned = wrecked" as some had suggested. The hull points issue may mean that vehicles can be killed off a bit more easily. Yet, tanks can move 12", and then move an additional 6" for Flat Out (no shooting at all). That should help get tanks behind some obscuring cover. As for Fast Skimmers- oooohhh boy! My Dark Eldar are going to be very happy, I think. Finally, Flyers do indeed add some complication, as they are treated far, far differently from skimmers (flight modes, vector attacks, etc.). However, I am interested to try it with my Dark Eldar Razorwing... it may turn out to be something that shakes up the game a bit more.
I'll stop at 7, as that is Nurgle's number... There's a ton of other stuff, but these seven are the big ones for me at the moment. I am really looking forward to trying out these new rules. Just reading it got me excited about trying out new ideas and seeing how they'll play out. I've read elsewhere that people were apprehensive about 6th, they didn't want to change from 5th, or they want a complete and total change to be in line with other tabletop games. They are entitled to their views, though I don't share them. As of now, I think that 6th is going to be really, really good. It changes the game just enough to make it interesting and different, without changing it so much that it would be unrecognizable. I'm content so far, and I can't wait to play my first game of 6th. Should I play as my old Plague Marines? The Dark Eldar? Chaos Daemons? Should I use allies right away, or save that for a later occassion?
I'll post again after I have read more of the massive tome... Still to come is the Dark Millennium fluff and the Campaigns/Scenarios section, plus the Psykers appendix. Until next time...