Cool, so I'm back. 6th edition is here, and now so is my desire to actually talk about wargames via blogging, lol.
Anyways, as per usual, I'm just a tournament dude, trying to make sense of how this is all going to turn out. I have some thoughts on it, so let's have a
So! By now we've all read the rules, and interpreted them as best we can, with the full understanding that nobody really quite has quite as good a grasp on them as we ourselves do. Yes, yes, we all rock, nobody is as cool as us, nobody should have the audacity to hope to be as correct as us.
Now that all of the awkward back-patting is over with, let's delve into some stuff I'm sure others have covered, and though (obviously) less skillfully than myself. Mostly, I want to talk about some changes that we need to be aware of. The fundamentals of how the game is played hasn't exactly changed so much as shifted.
My goal is to explain these perceived shifts and my reasoning behind them.
It's not much of a secret that transports have changed a bunch. I won't insult your intelligence by listing the changes. Instead, let's try to make it into a logical progression of sorts.
We can all agree that in 5th edition, a transport with cover was a tough nut to crack. In fact, it was never really a sure thing that an entire army could kill a single transport, with the elusive 5+ damage result looming over our heads like a grail-shaped beacon.
I like to think of this as a dependability issue.
Our ability to kill transports wasn't dependable. Yes, two multi-lasers might kill two smoked rhinos in a single burst of awesome, but let's be honest - if someone started shooting S6 weapons at our vehicles, we just didn't care. In fact, it was awesome, because they weren't shooting at the other stuff we had that they could wound on a 2+. They had a terrible shot at doing any real damage to whatever metal box we had.
Now, if a S6 weapon shoots at a rhino, we can (rightly) cringe, because whereas it may not be likely to kill the transport outright, if it gets a result, progress is made toward the vehicle being destroyed.
How many times have you rolled like nine 'stunned' results in a row on a penetrating hit and lost a game for that exact reason? Just think - those nine results in 6th edition now equate to three destroyed transports.
Let's get a quick summary in here, before we move on:
1) In 5th, vehicles weren't dependably destroyed
2) In 6th, vehicles can be destroyed dependably
This means that if a competitive player wants your mans out of their transport, it will happen, and unless you can roll 5+ consistently (cheater), you can't really defend against it.
Add this to the fact that transports can no longer contest objectives, that troops inside a transport can no longer contest/hold objectives, and that we can only move a transport 6" if we want to take guys out. This all equates to objective-grabbing by transports laden with soldiers as a risky proposition. Here's why:
- In 5th, you couldn't just ignore a transport, as it might eventually contest an objective and lose you the game.
- In 6th, you really can ignore them once the troops have gotten out, unless it's a kickass transport with lots of shooty (i.e. more of a support vehicle than anything)
- If someone keeps troops in their transport for a last-minute move-disembark6"-run2d6, their opponent has a choice to stop them from getting that extra 6" of movement from the transport because they can destroy that vehicle at will.
I hope so. Let's move on.
This one should be easier.
It's better to take things that glance vehicles in 6th than it was in 5th. In 5th, it was nearly impossible to glance a Land Raider to death, whereas in 6th, that's pretty much the easiest way to get rid of Land Raiders.
Things like Scourges still suck, because the unit is so flimsy.
But, things like the Voltaic Staff the Necrons have suddenly become awesome (Assault 4, Haywire).
Also, things like Riflemen Dreads are much more consistent, being able to get rid of transports and other vehicles dependably, while still providing solid anti-troop if you need it.
Honestly, whereas sometimes you'll get the lucky explosion from a Pen, competitive players are going to gravitate toward the 'sure thing' rather than 'potential'. Glancing hits are where it's at now.
Which touches on a different shift, that I'll discuss a little later:
High-volume mid-str weapons are suddenly awesome, because they can kill both tanks and troops reliably.
Things that can serve dual roles are... useful. Obviously, lol.
You're probably wondering then:
- If transports aren't that great anymore, then
- why on earth would taking lots of glancing weapons be good, since nobody will use transports??
|Your reward for reading the whole thing|
- In 5th, volume fire would kill troops, but was much less dependable vs. vehicles
- In 6th, volume fire also kills vehicles, as well as being even more effective vs. troops due to worse cover saves.
Thoughts? Adulations? Am I wrong about something?
I want to know!