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 First 6th ed games - i like!

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spunkybass
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PostSubject: First 6th ed games - i like!   Sat Jul 07, 2012 6:42 am

Finally played my first 2 6th ed games, and I must say it was a blast!

I used my Thousand Sons. First game, I tried the new tiny build with DP and LOC allies. Second game I tried the larger build w Sorcerer Lord and termies. First game was vs Alvin's DC list. Second game was against Chris' IG with GK allies (huge blob of Paladins!).

My first impressions:

1. More tactical satisfaction
The game is way more tactical than ever. Premeasuring alone adds that much more tactical flavor. I was able to make tactical decisions on whether I should attempt an assault on some remnants, how my Land Raider can turn a corner, disembark troops and at the same time engage an enemy tank, flanking the enemy to trap his Troops, etc. Rules refinements in movement, manouver, morale, victory conditions, secondary objectives, charging through difficult terrain, AP values, etc, all add to the tactical coolness. I particulary like how victory is calculated in 6th ed. I would have lost my first game, but for the fact I was able to grab an extra secondary objective VP for being in his deployment zone - thus ending up in a draw. In my second game (which had objectives), I was barely holding on to my objective (the surviving Thousand Sons squad there was the only Troops choice left on the table - from either side), but I had the comfort of knowing that even if his Paladins reached them and slaughtered them to force a draw, I would still win the game as I've already scored 2 secondary objectives (First Blood, Warlord).

2. More balance between shooty and assaulty
One of the long-running complaints about 40k is that it's too much in favor of assault armies. While it is still true that assaults are still extremely important and can carry the game when well-timed and well-executed, it is no longer the uber-secret sauce to winning a game. Charging through difficult terrain is extremely difficult. Unless you start really close to the target unit, the charge has a high chance to not get into contact. Losing attack bonus if you want to split charges, as well as the incoming overwatch fire, makes you think really hard about doing something like that. In last night's games, we noticed that shooting has greater emphasis than before. And if you're an assault MEQ army, Land Raiders and Storm Ravens (and any transport with Assault capability) is really worth it.

3. Snap shots are funny, and cool at the same time
I got lucky with some of my Snap Shots. In both games, my Land Raiders were able to move at full cruising speed, open fire with lascannons, and destroy enemy tanks (and score First Kill secondary objective VP). Of course, I got lucky, and the fact that the Land Raiders' lascannons are twin-linked helps as well. But the net result is that tanks are used in a more mobile way than before. Which looks awesome on the table, and feels great for the player too.

Snap Shots are also pretty funny in the Overwatch role. It's not fearfully effective, but it can hurt. Charging against IG, I lost about 1 Thousand Son marine in each charge to Overwatch fire (in another charge, I lost 2). And if I had placed my Aspiring Sorcerer right in front of the charge, I would have really felt stupid.

4. Tanks are nerfed?
In both games I played, tank losses were heavy. My Land Raiders lasted longer (3-4 turns), but my Rhinos died in either Turn 1 or 2 (and that's with smoke cover). My opponents tanks fared slightly better. Alvin's Razorback died in Turn 1 to a couple of lucky Snap shots, one of his Stormravens was shot down in a single turn (it was in Hover mode). What was funny was that same Stormraven got a self-inflicted glancing hit from a plasma cannon getting hot (looks like my Leman Russ Executioner is going to sit out 6th ed). One of his dreadnoughts was destroyed by my LOC in close combat (he actually survived 1 round of cc, the LOC, at S10 Smash attack, rolled 1,1 to pen). Another dreadnought and Stormraven survived the game. Chris' tanks died too. The Manticore succumbed to lucky Snap shots in Turn 1, one of his Demolishers got charged with 2 meltabombs, the other Demolisher survived that battle, having lost 1 Hull Point to a glancing hit from my Oblit.

So are tanks nerfed? They are much easier to kill, that's for sure. And heavily armored tanks like the Leman Russ and Land Raider are still pretty tough, but lighter armored vehicles - AV10, 11, 12 - suffer immensely. 6th ed vehicle rules add a lot more mobility for tanks, thanks to Snap Shots, but it doesn't take away the fact that it's easier to kill them. Tanks and armored transports still definitely play an important role, but they are not as uber as before (compared to 3rd, 4th and 5th ed), and I feel the balance has gone over to the footsloggers. They are clearly slotted into an important support role, either as armored mobile weapons platforms and/or transports, but they won't win games on their own. They can't even contest objectives.

I'll see next week how my lighter-armored Falcon and Fire Prisms will do in 6th ed. One thing's for sure - suddenly, Falcons and Fire Prisms are cheap (not much point in taking expensive funky upgrades like holofield, etc) Very Happy

5. Termies are awesome!
Largely because of the new power weapon rules, and combined with the new morale rules (you can still rally as long as you have 25% left - relevant for CSM) termies have returned as the baddest-ass infantry choice in 40k. In fact, I would say that the best value termies in the game would be standard Space Marine ones - they all come with AP2 close combat weapons! In a fight between standard Space Marine termies vs CSM termies, the Marines would win - they fight at I1, but the CSMs power weapons are only AP3, allowing the normal Marine termie armor save to be taken. As it was last night, the GK librarian in termie armor was locked in combat with 3 CSM termies - and they stayed locked in combat till the game ended - everyone only had AP3 power weapons! Razz Time to build that Deathwing army I always wanted Evil or Very Mad

Anyways, there's lots more. That I reserve for the mamak ... All in all, I thoroughly enjoyed my first experience with 6th ed. Looking forward to more games.
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PostSubject: Re: First 6th ed games - i like!   Sat Jul 07, 2012 2:32 pm

If u use the csm termies, they are carrying Power Axes and Maces. +1S AP2 In1 la Lan.
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PostSubject: Re: First 6th ed games - i like!   Sat Jul 07, 2012 5:00 pm

No, my termies actually carry power swords. AP3. See below:

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PostSubject: Re: First 6th ed games - i like!   Sat Jul 07, 2012 8:05 pm

wait a sec, those termies weren't all fully painted on friday..
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PostSubject: Re: First 6th ed games - i like!   Sun Jul 08, 2012 2:42 am

Awesome looking termies!
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PostSubject: Re: First 6th ed games - i like!   Sun Jul 08, 2012 4:06 am

Yup.. That is a cool looking model. Where got that farao helmet?

I've done several playtest back home and yesterday, finally got to play my Dark Eldar against Dann's Tyranids. Seriously, it was real fun. Some things I realize:

i. Randam charging distance.. Great

Of course it sucks when you rolled double 1s (Dann did Laughing). But now we can charge more than 6. I made 3 succesfull charge in the game, the 1st one need no mention coze they are coz they are just 4 inches away from enemy. But the other two was 8 inches and 9 inches away. There's no way I can do that in the 5th. Lovely.

ii. Overwatch.. Okay~lah

Hitting on 6 isn't great at all. But be glad we have it coz anything can happen. Yesterday I have a Broodlord charging one of my Raider. The damn thing already destroyed a Ravager earlier so it was kinda scary to see it going for another vehicle. Luckily the 5 Passengers managed to kill it with Overwatch! Phew..

iii. Large Blast weapon .. More Scary

Anything hit bt the template suffers full strength of the blast. No more half strength crap. In our game, just from a single large blast shot at S5, Dann causes 2 Penetration on 2 Raiders and 1 Glance on a Venom. Now I know why the Doosday Ark cost a bomb, S9 AP1 Large Blast is a gonna be a bane to all parking lot Laughing

iv. Jink saves the day!!

Thanks to Jink, Dann only managed to destroy one vehicle with his shooting throughout the game. And the best thing is my Reaver jetbikes. Thanks to Skilled Rider, they got +1 to jink so a 4+ cover when they move. Just remember.. Jink cannot be taken if your model didn't move during your movement phase.

v. FnP is Kacau Betul lah

FnP is 5+. I love that. But now work against everything that is not instakilling weapon. All my AP2 Darklight weaponry is no longer a confirm kill against unit with FnP. It saves Dann's big bugs so many times.. Kacau betul!!

I truly enjoy the game, but it is so new to us we took 3 hours to finish it hahaha..

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PostSubject: Re: First 6th ed games - i like!   Sun Jul 08, 2012 7:31 am

Thanks re the termies. The heads, some of the bolters and tabards are metal from GW.

Yes, I agree with AK on all points re 6th ed. It is a really fun game!
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PostSubject: Re: First 6th ed games - i like!   Sun Jul 08, 2012 7:40 am

Haha, just convert those weapons back! Lol
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PostSubject: Re: First 6th ed games - i like!   Sun Jul 08, 2012 11:06 am

LordAK wrote:

i. Randam charging distance.. Great

v. FnP is Kacau Betul lah

I truly enjoy the game, but it is so new to us we took 3 hours to finish it hahaha..



Right on man, had a blast yesterday!

Random charge distances definitely benefits those with fleet - so the new charge-masters will be DE, Eldar, some Nids... In HTH, my Warriors easily dispatched two units of Wyches - one at a time la, the new initiative steps really help out those with Lash Whips, Whip Coils etc, especially if your opponent has a higher initiative. (Cuz they are forced to move into B2B contact with your unit, thus making them I1 immediately Very Happy)

FnP IS AWESOME FOR NIDS! Because of their high toughness value, almost all Nid monsters will always have their FnP save from shooting! Imagine, 5+ save from gargoyles screening, then a further FnP save - My Tyrannofex took a crazy amount of shots from Dark Lances and Disintegrator Cannons!

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PostSubject: Re: First 6th ed games - i like!   Sun Jul 08, 2012 4:24 pm

just when I thought I had them, FnP deny me..
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 6:43 am

wish i could have stayed and watch.. i notice AK witches were nasty.. clearing all dann gargoyle in a single assault. Nasty.
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 7:14 am

Ya, i made a mistake with the gargoyles, they shouldn't have gone forward... they are screening units at best Very Happy
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 7:54 am

so fnp only applies to shooting and not CC is it. Sorry no rulebook yet
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 11:02 am

Nah, I think Dann's just saying the gargoyles died to easily, he casted FNP to the Tyrannofex, not to the gargoyles.

My gargoyles are like meatshields now also, more than ever. But with fearless, at least I can lock a unit for a turn or two.
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 11:09 am

Omg, just read ur bat rep... I WANT To Play!
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 12:41 pm

come! let's roll dice!
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PostSubject: Re: First 6th ed games - i like!   Mon Jul 09, 2012 2:23 pm

dif2find wrote:
so fnp only applies to shooting and not CC is it. Sorry no rulebook yet

FnP can be taken against anything, as long as it doesn't cause Instant Death. That's a huge boost for Eternal Warrior and High Toughness creatures Very Happy
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