Monday 23 June 2014

7th Ed Impressions

Well, I’ve actually played some 40k for once.  Got through a few games actually, and I have another one scheduled for tomorrow, so my burnout might be receding.  All these games have been with (pretty much) the same army though: Slaaneshi Chaos Daemons with CSM allies.  They’ve actually been serving me well for the most part, but the outcomes are not the point.  How have I been finding 7th?  For the most part, much like 6th, if I’m being honest.  I’m really enjoying the Psychic Phase, as a I suspected I would.  The ability to (attempt) to squash a Blessing or two has really been a great comfort and boon for me, as having a chance (however unlikely) does give me a sense of agency during the game that was missing before.  Aside from anything else, the new phase reduces the number of powers that go off (on aggregate) and makes everything that little bit more unpredictable.  I’ve yet to have anyone pulled into the Warp mid-game, but there’s still time.

I do have to say that I’ve only played the funky Maelstrom of War stuff once though.  It made the game run a touch long (in 3 hours, my friend and I only go round to turn 4, but he’d conceded by then anyway).  However, most games with me run a little long anyway, so I’m not sure if that’s really going to have an appreciable effect in most games once people are used to the changes in that type of situation.  One thing I did like in that game is the fact that you quite often find yourself trusting to luck more and lunging your guys forward to grab an opportune objective when it presents itself.  This could create chinks in your lines and weaknesses for your opponents to exploit, costing you valuable VPs in the long run, which is a dynamic I quite enjoy. I’m getting another one of these games in soon, so hopefully I’ll have a similar experience second time around.

Armies designed for Maelstrom are noticeably different from Eternal War forces in 6th ed.  And that’s before we even touch on the Unbound stuff.  There’s a greater emphasis on manoeuvrability and you’re going to encounter far fewer horrific hammer units, with a larger focus on multiple small units to increase board coverage for objective claiming.  This also provides greater tactical focus of smaller amounts of firepower, but also reduces survivability of each unit and give more ebb and flow to the combat in my view.

The change to Jink saves also had a significant impact in my games.  Not for me, as I don’t run that type of unit, but giving an opportunity to suppress bike guns for a turn was much appreciated.  Also, having the decision point be before any rolls are made was also an excellent idea and added a great deal of tension to the game.

Still not entirely sure what I feel about the change to vehicle durability.  Make no mistake, I’m happy that Hull Points are still here and mostly unchanged and I really like that my Soul Grinders don’t care about Krak Missiles much anymore.  But, aren’t they meant to care?  Krak missiles hardly feel like their designed to, well, crack tanks.  They annoy or suppress them, but don’t seem to pose a significant threat.  Autocannons still work though.  Glorious, glorious autocannons.

So they’re my brief impressions of 40k 7th edition at the moment.  Orks are incoming though, so you can probably expect some more in depth gibberish coming down the pipe shortly!

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