Tuesday, July 10, 2012

All for MEQ and MEQ for all

As a player of most xenos armies I'm starting to be a little bothered by a few things in 6th edition. The game has always been harsh on xenos but 6th is a little worse in some ways.

1 FNP.
Name an imperial weapon that is ap2 and less than S6. Most xenos armies have terrible saves and toughness. Some of them rely on FNP to make up for lack of armor or toughness. Orks benefit from This rule but tyranids and dark eldar rely on this. 6th will be the plasma edition but plasma is usually s7. In short fnp changes help orks and meq but hurt everyone else.

2 vehicles
Tau. Eldar. Dark eldar. Mobility and speed come at a premium. These barely exist now. All three of these armies pay to get the kinds of benefits imperials got for free in this edition. Flicker fields, disruption pods. Pointless.

3 fleet
Orks eldar dark eldar tyranids. Fleet used to mean 12+1d6 range. It now means units have a 6+2d6 rerollable. This is horrendous. From min 13 to min 8. The averages hold up but the garuntee is gone. Not to mention fleet used to carry a range bonus. Now fleet is just averaging faster but maxes the same as other units. Some units benefit as they can now always fire but allot of fleet units care less.

4. Power weapons
Some armies got right screwed when some of their best guys lose ap2 status. Most of them are xenos.

5 sky fire, flyers, psychics.
Name a xenos with competence in all 3. Name an imperial that cant nail one of them or do all of them. Tau hasa god damned unit that is specificily an AA platform yet no skyfire. Markerlights could even grant it but no. Tau is hosed. Eldar only get psykers. DE has shitty flyers and that's it. The new toys are rare for most xenos.

6 allies.
Tyranids. Enough said. It's not fair the one sided ness of the combos. If you can't balance your fluff to give a fair explanation of combo pairs don't introduce combo pairs.

Monday, July 9, 2012

Heavies. The new fleet

I've been considering ork heavies lately. Battlewagons still rock but their sides are vulnerable and 5+ isn't going to cut it.

Looted wagons and flash gitz are still crap.

Big gunz are amazing now. T7! Kannons are going to be a go to in the next few armies. There like missile launchers but tougher.

Saturday, July 7, 2012

Orks & 6th ed

After a few games I have confirmed a few things.

-Meganobs are beastly, Unweildly hurts their output but now they hit on par with most enemies.
-Flash gitz still suck. They just cant produce enough shots.
-Dakkajets are superior to others as their main purpose is flyer targeting. Fighta Ace is a mandatory upgrade.
-Lootas seem to underperform in this edition. The randomness kills their ability to effectivly go after hull points but they lack the AP to go one shot hunting.
-Cover saves suck for orks.
-Warbikers are pretty much the same as they haven't been nerfed in any way. Its hard to tell whether bikers or mass nobs will be better. That will be the next experiment.

Monday, July 2, 2012

Fleet in construction

So with the battlewagon done, turret aside, my attention has focused on my two brand new toys.

Sunday, July 1, 2012

6th edition charts WIP






So we played our first game of 6th last night. Very impressed. The game went fluidly.

Hull points is not much of a deal. The abundance of cover/jink saves seems to prevent auto wrecks quite commonly. Vehicles Acctually seem more durable. Well rhinos at least.

Snapfire and new movement rules means the game is allot faster. I can start my lootas out of LOS and move then fire!

AP is so big in this game. Cover will no longer save you reliably.

I'm looking forward to this edition.

Saturday, June 30, 2012

The FAQs

So the FAQ's are up. Tau got hit. Half of our equipment does nothing anymore. And target lock got Destroyed.

Great now my broadsides cannot split fire like long fangs. Thanks gw.

Everything else is pointless for them.

As for orks, waaaagh got nerfed along with fleet. Bikers are now a healthy t5 all the time. Hmm. T5 4+ armor 4+ cover 5+ invulnerable 5+ fnp 2w lead by up to 4 bosses. Ork bikers might be the new shit.

DE got fuckin raped. 0 ap2 cc weapons. Jink was unnecessary. The entire edition makes everyone as fast as me. And then comes the kicker. Wwp units cannot assault the turn they arrive. Because I purchase a 30pt portal and 200 pts of useless sometimes twice just to bring my guys on the table closer to all my enemies guns. Yes DE want to face all your light weapons in one blast. We can take it.