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Re: 7th On the 24th

PostPosted: Wed May 07, 2014 12:48 pm
by swampthing
the word Mongolian ClusterFoque :roll: comes to mind.

Re: 7th On the 24th

PostPosted: Fri May 09, 2014 6:26 pm
by Generalissimo_Fred
http://greenblowfly.blogspot.com/2014/0 ... ition.html


Tau and Space Marines are Desperate Allies in 7th edition. No more Battle Brothers for them. What other changes are in the allies matrix?

Re: 7th On the 24th

PostPosted: Mon May 12, 2014 8:42 am
by Generalissimo_Fred
Some of the Command benifits Battle-Forged armies get vs. Unbound armies.

Reroll Warlord trait

Secure Objectives - Troops as scoring units always score the objective and can not be prevented from scoring by a contesting unit, unless that contesting unit also has the Secure Objective rule.


Both of these came from an interview with Jervis Johnson where pages of the new rulebook were shown.

http://pinsofwar.com/jervis-johnson-tal ... n-options/

Re: 7th On the 24th

PostPosted: Fri May 23, 2014 12:34 pm
by Cptn_Snuggles
I'm getting more and more underwhelmed on the change to 7th.

Only things that really look new are the psychic phase and how bound/unbound armies are generated. Battle brothers are even more nasty and imperial got buffed (they can all be bros with each other) well xenos got limited.

Seems like most everything else basically stayed the same. No changes in the assault phase.

I'm not trying to be a Debbie Downer but seriously, why does this seem so underwhelming?

Re: 7th On the 24th

PostPosted: Fri May 23, 2014 1:30 pm
by rosco
the psychic phase isn't new, any old timer that played 2nd edition can tell you it's brought back. back then eldar kicked ass with it along with tzeentch.

there was also mission cards you pulled from and a separate pile for your opponent so you guys might both got lucky and have the same mission overall or 1 could have a bunker assault, the other assassination.

the only thing 2nd had that blew was the hth. in 1rst the hth was just like fantasy and our current system. other than that the system wasn't that bad.

Re: 7th On the 24th

PostPosted: Fri May 23, 2014 4:51 pm
by Redbeard
The assault phase did change a little - flying monsters now have to stop and wait for the opponent to shoot them before continuing. :(

Re: 7th On the 24th

PostPosted: Fri May 23, 2014 6:53 pm
by Generalissimo_Fred
Cptn_Snuggles wrote:I'm getting more and more underwhelmed on the change to 7th.

Only things that really look new are the psychic phase and how bound/unbound armies are generated. Battle brothers are even more nasty and imperial got buffed (they can all be bros with each other) well xenos got limited.

Seems like most everything else basically stayed the same. No changes in the assault phase.

I'm not trying to be a Debbie Downer but seriously, why does this seem so underwhelming?


I'm interested to see how the psychic phase shakes out. Is it possible to reliably deny one power a turn? If so you only need to pick fortune to keep the Beastar and Seerstar at bay

Another major change could be in army selection. Are unbound armies going to be allowed in tourneys? How about Lords of War and Fortifications? If the skies the limit this could shake the meta up enough to make it interesting.

They did nerf D weapons enough to make them playable now.

Re: 7th On the 24th

PostPosted: Sat May 24, 2014 8:10 am
by Redbeard
You need to roll as many sixes as your opponent rolled fours to dispel a power. I don't see denying anything being considered reliable.

If you're worried about the rerollalble invul saves, D-weapons were the perfect answer to those, but now ignoring cover/invul on a 6 only makes them extremely overpriced and underwhelming. Knights would have been a nice counter to seercouncils...

Re: 7th On the 24th

PostPosted: Sat May 24, 2014 9:17 pm
by tg787
Alex, you should be rejoicing from ever thing that I can see flying shooting demons are the top of top tier now. You wont be able to kill them and the demon summoning table means you can have 400-900 extra points per game.

Re: 7th On the 24th

PostPosted: Sat May 24, 2014 11:17 pm
by Redbeard
I prefer a game that's balanced to one that isn't, even if I have one of the armies that's doing well. I'd much rather be able to pick any unit in any codex and have it work, than be happy because one build of one of my armies looks awesome now.

Re: 7th On the 24th

PostPosted: Sun May 25, 2014 2:25 pm
by tg787
I hear you, this edition was looking like a cleaned up 6th with a buff to flying shooting MC. Then I read the demonology psychic powers and LOLed. Its pretty bad and I really hope its a errata that they missed putting in you have to be the correct ml level to cast that ml level psychic power.

Re: 7th On the 24th

PostPosted: Sun May 25, 2014 7:20 pm
by Redbeard
I watched a battle report by Reecius's crew, where the daemon player brought in something like 60 extra daemonettes on turn 1, but still lost the game because the card-based objectives screwed him over. I mean, we could cut out the dice and the models and play Go Fish...

Re: 7th On the 24th

PostPosted: Mon May 26, 2014 10:22 am
by tg787
It doesn't matter if he didn't win, that chart is stupid and the most obvious ban for tournament I have ever seen. On a side note are levels gone? I can't find them on the book except for it takes 3 inches to get up.

Re: 7th On the 24th

PostPosted: Mon May 26, 2014 7:54 pm
by cjputrich
tg787 wrote:Its pretty bad and I really hope its a errata that they missed putting in you have to be the correct ml level to cast that ml level psychic power.


I'm slightly confused by this. Are you saying that it states this somewhere? If so, I could not find it. Having to be at least the ML of the power would defeat part of the whole role a D6 for generating warp charges thing. I actually quite like this approach. I never really use Psykers but I may start with how it's setup now.

Overall I'm fairly pleased with the new edition I suppose. Like others have said, pretty subtle changes other than the psychic phase and unbound armies (and related maelstrom missions/cards). I don't think the changes warrant the price tag though - maybe $50 for the rules like a codex and then you can buy the other books separately. I'm also a bit annoyed that things like the aegeis defense line and seemingly the table for mysterious forests are now in stronghold assault. I had no intention to purchase this but now I suppose I will need to. I'm actually not sure on the mysterious terrain piece though - just references a data sheet :?

All that said, I quite enjoyed 6th, so other than this seeming like just another money grab, I'm looking forward to games in this new edition since it doesn't diverge that much from 6th. I'm also not someone that cares about the current inserttrendystar lists. It's annoying if everyone plays those at a tournament but that's just because I like the variety the 40k universe has to offer and like seeing different, fluffy armies. If people feel the need to bring them, so be it. I like to think that playing against tough lists makes you a better/smarter player.

Re: 7th On the 24th

PostPosted: Tue May 27, 2014 5:53 am
by Redbeard
It's one thing to want to play against tough lists. It's another to want to play against an army that has a super-unit that can only be hit on 6's, and has a 2+ re-rollable save when you do manage to hit them. I don't see how that game is either fun, or educational, other than perhaps to remind you that math sucks when it's working against you.