Post by Court on May 25, 2014 18:19:54 GMT -7
Well the new edition is here, and deffinatly more of a clean up to 6th than a new edition. I have no problem with this as the new rules book and layout is gorgeous, the rules themselves are bigger in page count and come alot more straight forward to help with some of those old RAI/RAW arguments.
But there are quite a few small changes that are quite huge in the overall scheme of things, so in the interest of teaching as a group and making all of us better players lets post some of these things below and discuss some of the issues your having in your 7th edition games.
Keep it to a simple format, state what phase the point or question is and go from there, i'll start it up with a few quick ones.
Movement
- not too much in here, some changes to how difficult terraign affects charging, but thats assault.
Psychic Phase
- this is a whole new thing, with new ways of casting and dispelling powers.
- i can already forsee issues with certain armies (demons) overloading casters and outpowering their opponent, but needs to be played first.
- ability to negate everything your opponent casts is big, even buffs. Means that not as many will be going off everyturn as a stalwart player will drop most dice to get 1 clutch power off.
Shooting
- you do firing form a unit weapon to weapon now, makes it abit crafty to snipe special weapons for those who know what they are doing
- INTERCEPT DOES NOT NEGATE SKYFIRE, this is the biggest change imho in this book, simply meaning if you have Skyfire as a rule, you ALWAYS snapfire on non flyer/skimmer units
But there are quite a few small changes that are quite huge in the overall scheme of things, so in the interest of teaching as a group and making all of us better players lets post some of these things below and discuss some of the issues your having in your 7th edition games.
Keep it to a simple format, state what phase the point or question is and go from there, i'll start it up with a few quick ones.
Movement
- not too much in here, some changes to how difficult terraign affects charging, but thats assault.
Psychic Phase
- this is a whole new thing, with new ways of casting and dispelling powers.
- i can already forsee issues with certain armies (demons) overloading casters and outpowering their opponent, but needs to be played first.
- ability to negate everything your opponent casts is big, even buffs. Means that not as many will be going off everyturn as a stalwart player will drop most dice to get 1 clutch power off.
Shooting
- you do firing form a unit weapon to weapon now, makes it abit crafty to snipe special weapons for those who know what they are doing
- INTERCEPT DOES NOT NEGATE SKYFIRE, this is the biggest change imho in this book, simply meaning if you have Skyfire as a rule, you ALWAYS snapfire on non flyer/skimmer units