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!