So...
Has anyone played with the 5th Ed rules enough to start forming an opinion as to how the rules are working for the members of the Unforgiven?
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Grand Master Belial |
It's awfully quiet here. |
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So...
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Master Garbiel Macleod |
#1 | |||
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I have only played a few games. I have use the outflank rule for Ravenwing with mixed results. I will have to get back to you later on the 5th Ed.
No Surrender, No Retreat
Repent or Die!!! |
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Master Uriel |
#2 | |||
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Ive played a few 5th ed games. I really like these new rules and the Unforgiven do fine with them. The Ravenwing bikers get a nice bonus for having the
scout rule. Outflanking fearless attack bikes and bikers with special weapons are fun especially if your playing a pure ravenwing army as they are also scoring
since youd take them as troops. I also think our variant whirlwind missile may see more play against horde and guard armies since cover is more abundant and a
large blast template that ignore cover saves is nice. Also whirlwinds in general may make more of a comback in general although if points allow i still think
people will field a vindicator over it. I enjoy my whirlwinds though.
Last Edited By: Master Uriel 22-Jul-2008 13:27:17.
Edited 1 time.
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Lemariont |
#3 | |||
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I only play one match only for see the rules.
This week end I´ll play a tournament, I hope make a conclusions. |
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Darkangeldentist |
#4 | |||
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I've played a little over half a dozen games under the new rules. (Only a couple of them with my dark angels though.) I'm finding the new rules fun and
overall just add to what was already there. The true line of sight rules have yet to really cause any arguments in my games and the improvements to cover (and
cover saves) have generally improved the way casualties occur and how people decide on their shooting. Blast weapons are seriously awesome and target
aquisition more calculated. Massed fire is also more dangerous as wound allocation means if you can focus enough fire the special weapons, sergeants etc...
will die before they can cause trouble.
I also got my first real try with a doublewing/black and white list, against Tyranids! The exclamation is justified because I reckon tyanids are one of the armies that most benefited from the new rules. (So many blasts.) His list was mainly focused on shooting and had rather a lot of it. A couple of carnifex, zoanathropes, tyrant, lots of gaunts of several types, gargoyles and warriors with deathspitters and rending. I was very worried. However this is where the new rules really change the way to game plays. The missions being completely random for both objectives and deployment mean it's much harder to clearly set you mind for how best to deal with opponents. The objective missions are not as similar as they first look. One requires a mobile army to move onto and capture/hold objectives whereas the other really just needs you to hold onto one whilst clearing the other of enemy troops (a gunline is perfect). Lastly kill points which require more simply just requires you to wipe out the opponent so is probably the most familiar to everyone. Lastly knowing who'll go first along with the guy going second getting to see where the enemy deployed has a huge impact. My tyranid game was a seize ground mission with table quarter deployment. The nids won the roll to deploy and he chose to go first. My bikes deployed and the game proceeded very entertainingly. I was quite lucky with my saves for the first turn which really swung the game. Although it got so late we had to call it at turn three because of the mission objectives it was clear the nids despite being in the commanding position in terms of what was left would lose. Although some might see this as a flaw (the army that's wiping out the enemy losing) it does make for a much friendlier, more tactical and considered game. You don't have to wipe out the enemy to win. It's much harder to wipe out an enemy who's playing defensively. Objectives and missions require more mobile thinking when you write your army. Lastly the changes to the core rules hugely change how much people seem to be able to control the game separate from their opponent. Against a shooty army it's harder to hide in combat and vice versa. My current opinion is a still slightly tentative two thumbs up. |
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Lemariont |
#5 | |||
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"The true line of sight rules have yet to really cause any arguments in my games and the improvements to cover (and cover
saves) have generally improved the way casualties occur and how people decide on their shooting."
The new rule perhaps will be good but, I don´t like when you see only a miniature of squad and can kill all miniatures. Example. Hidden in a wall with a window and you can see one of ten marines, you can with the new rule kill all. I don´t like this. If will be only ith area weapons, ok, but with bolters shoots for example.... |
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Chaplain Lucifer |
#6 | |||
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Still only played a couple of with orks and Space wolves so far. I'm liking it so far... sunday there's a tournament so i'll draw more conclusions.
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Onisuzume |
#7 | |||
The new rule perhaps will be good but, I don´t like when you see only a miniature of squad and can kill all miniatures. Example. Hidden in a wall with a window and you can see one of ten marines, you can with the new rule kill all. I don´t like this. If will be only ith area weapons, ok, but with bolters shoots for example.... House-rule it then... And, unfortunatly, I haven't had the chance to play a game of 5th edition.
Fatum est eternus. Omnis animus quirito pro salus. Ibi est haud salus sine dolor.
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