View Full Version : 7th ed opinions?
Jay Lindsay Anderson
06-01-2014, 07:45 AM
what are all your opinions on the 7th edition of warhammer 40k.
i honestly cant wait to start playing 7th ed!
Blood Shadow
06-01-2014, 12:24 PM
Very good, I think it'll be fun..... A bit worried about the meta becoming some weird unfluffy mix of "come the apocalypse" allies....if it encourages background development for one's army then great, if it's just about squeezing the most rules stretching combo, then the community should rally against it outside of tournaments.
Chumbalaya
06-01-2014, 04:41 PM
Meh
biteymcrunrun
06-01-2014, 08:00 PM
Overall I think it seems great- open to abuse, but so was 6th. I am a bit annoyed at my traitor guard/iron warriors army being very awkward to play, but aside from that I am quite excited
Caitsidhe
06-01-2014, 10:19 PM
Ignore the crappy new Missions with the Candyland results and get the people you play to not summon 1K+ Daemons a turn or run the broken 2+/2+ Invisible Deathstars and you are basically playing 6th Edition with some Faqs. So about as good as 6th Edition which isn't saying much.
silashand
06-01-2014, 10:44 PM
The pre-existing rules that carried over and were tweaked are fine IMO. The new rules (Maelstrom of War cards and psychic phase) are essentially broken. For the latter I watched a space marine army with 1 level 2 psyker against a CSM army with two ML3 sorcerers not get off a single casting over 6 turns and likewise not once was he able to deny the witch against a blessing cast with 6+ dice (always Invisibility). It was very clear that the psychic phase is now "go big or go home."
White Tiger88
06-01-2014, 11:31 PM
So in short it seems the game got more broken.....?
Blood Shadow
06-01-2014, 11:54 PM
The pre-existing rules that carried over and were tweaked are fine IMO. The new rules (Maelstrom of War cards and psychic phase) are essentially broken. For the latter I watched a space marine army with 1 level 2 psyker against a CSM army with two ML3 sorcerers not get off a single casting over 6 turns and likewise not once was he able to deny the witch against a blessing cast with 6+ dice (always Invisibility). It was very clear that the psychic phase is now "go big or go home."
Ok...so if you want to do well in the shooting phase take lots of good shooting units, if you want to be good in the assault phase take assault units, if you want to be good in the movement phase take fast units.....if you want to be good in the psychic phase you need to take psykers??!
Not sure how stopping a Marine player from casting Invisibility is breaking the game?
White Tiger88
06-01-2014, 11:57 PM
Ok...so if you want to do well in the shooting phase take lots of good shooting units, if you want to be good in the assault phase take assault units, if you want to be good in the movement phase take fast units.....if you want to be good in the psychic phase you need to take psykers??!
Not sure how stopping a Marine player from casting Invisibility is breaking the game?
Not sure how some armies can do anything in that phase if 1000+ points of demons are summoned in a turn.
DWest
06-02-2014, 12:04 AM
Not sure how stopping a Marine player from casting Invisibility is breaking the game?
It was the CSM player casting Invisibility, which in its current form is broken, and the Space Marine player had no way to stop it. The default answer people will throw out for this situation, "just shoot the psyker", doesn't work very well if the Psyker himself is in the unit getting Invisibility.
John Bower
06-02-2014, 04:16 AM
I like it overall; it's got things I don't like but let's face it none of us will ever like everything in the rules. I'm looking forward to my campaign hitting it and the 2 games I played against a mate were both the most fun I've had losing a game in forever.
freddieyu
06-02-2014, 07:04 AM
Meh, and on eof the options should have been "Can we have 5th ed back?"
OverwatchCNC
06-02-2014, 07:43 AM
Meh, and on eof the options should have been "Can we have 5th ed back?"
I too feel the poll wasn't written well. The option shouldn't have said can we have sixth back. It should have simply been: Great (a top notch edition), Good, Average, Bad, Terrible (I don't even want to play).
thePirv
06-02-2014, 08:43 AM
I'm underwhelmed by the massive moves away from Assault.
The game's getting more geared towards armies standing shooting at each other across the table.
Colour me unimpressed.
Lost Vyper
06-02-2014, 09:12 AM
Today we tried the game, with 7th edition rules for the first time. We played two games, both with 1000p. First was with LOADS of Psykers and the other CC -oriented. First game (Maelstrom mission 1) was a blast. Eldar won the CSM with about 4-5 points. I had one 3rd lvl and 3 x 2 lvl Psykers and CSM had (about) one 3rd and two 2 lvl...Casting was easy, due to a certain phase (improvement), but getting the powers off was a different story. I use Psykers (duh, Eldar...), but iīm still optimistic about the new Psychic phase. It cuts my powers yeah, BUT, I can also "dispel" Force-weaponry, Ignores Cover or Prescience (mainly facing BA,GK and IG), so iīm happy. CSM -player was on the same page with these changes. Second game was Maelstrom mission 2 with Dark Eldar vs. CSM...letīs just say that Landraiders are back! I had just Haywire Wyches and tlHeatlance that could hurt it and it wrecked havoc! CC is ok, but in this mission the randomness of the Tactical objectives worked in my favor...my friend was 3 points in lead and i had one Tactical card to pull...i pulled the Kingslayer, d3 KPīs, if the Warlord is killed/is ALREADY killed in previous turns, which i did...i threw a 6...a draw...:) Thank the godz these were learning games, cos this would ruin someoneīs day in a jiffy!...
With two games under my belt, i like the 7th edition. We already kept the two house rules intact...
First, choosing a Warlord trait. Roll a die and pick the number you threw from ANY possible tables (and re-roll in Battleforged army)...
Second, when rolling for Psychic powers (and you are not going to Focus just on one table), roll a die and choose from any Discipline available...
Had fun, now waiting for the new games with hunger!
- Lost Vyper
Andrew Thomas
06-02-2014, 09:28 AM
This is repetitive.
Anyway, I maintain that while the new edition is fun, especially with expansions, the FAQs have missed some things. And, I maintain that having USRs that are only available in quantity to one faction is a little annoying. (i.e.: Tau and Interceptor)
Defenestratus
06-02-2014, 09:45 AM
I made this thread last week :P
Lordofchaos
06-02-2014, 10:24 AM
First of all to summon a 1000 points worth of units a turn you need between 60-66 warp charge dice in your pool (that is throwing 5-6 per attempt) and with all your casting attempts succeeding, good luck with that. Second if you are throwing all you warp charge dice in summoning units, you are not doing much else to benefit your army. I have played two games now using daemons starting 26+ warp dice and found cursed earth, flickering fire, invisibility, forewarning, Iron Arm, enfeeble and others to be more beneficial than summoning. I did use summoning as when I felt lit was tactically useful and only got a couple of units out of it, I failed about half the attempts and was denied a couple time. The first game I played nids and he had 5+ warp dice and the second was against eldar and he had 7+ dice. Also soulgrinders got better in 7th and exalted seeker chariots were my MVP's in both games.
SnakeChisler
06-02-2014, 10:27 AM
This is repetitive.
Anyway, I maintain that while the new edition is fun, especially with expansions, the FAQs have missed some things. And, I maintain that having USRs that are only available in quantity to one faction is a little annoying. (i.e.: Tau and Interceptor)
I know they needed a buff but the Interceptor/Skyfire/Tank Hunter/Monster Hunter/Ignores Cover/Split Fire is way too cheap and whats with the warlord traits again way to powerful, not only that but they got a further boost with Enclaves to pimp Deny the witch to a 4+ and a steal the initiative/preferred enemy buff + a Riptide that can re-roll his gets hot & Nova Rolls.
I really don't see the point in giving them so much stuff that ignores every rule in the book it just shuts your opponent down tactically and the games are really boring coz they still don't want to come anywhere near you
silashand
06-02-2014, 11:23 AM
Ok...so if you want to do well in the shooting phase take lots of good shooting units, if you want to be good in the assault phase take assault units, if you want to be good in the movement phase take fast units.....if you want to be good in the psychic phase you need to take psykers??!
Not sure how stopping a Marine player from casting Invisibility is breaking the game?
It's not about "being good in the psychic phase." It's an issue of an opponent being able to completely shut down the opponent's psychic phase while simultaneously being unstoppable in his own.
As for Invisibility, all you have to do is cast it on whatever deathstar unit you want (in this case it wasn't even a really bad one - just Khorne Chosen with plasma) and it is essentially invulnerable both to shooting and assault. This same unit did not take any casualties at all until it got in combat, and then proceeded to kill three units by itself, including Shrike with assault marines, devastators and a unit of scouts. The whole not being able to shoot anything but regular fire (no flamers, no blast) combined with only hitting on 6's in close combat make it stupidly good. If this were Magic the Gathering a card that broken would be banned within a day of release. We are likely to either ban it in our group entirely or come up with some mitigation elements such as blast weapons can shoot at the unit, but do not subtract the firer's BS. Flame weapons would have to reroll successful wounds. As we learned quite clearly that power is absolutely zero fun to play against when you combine it with a deathstar-style unit.
Oh, and add in a spell familiar (reroll failed psychic tests) means you will pretty much never fail to get the spell off :(.
cpt_safety2
06-09-2014, 10:17 AM
Has anyone bought the Tactical Objective cards? I know they're not expensive, but it seems that I may only be able to order them through GW direct - and they charge a lot for postage.
cpt_safety2
06-09-2014, 10:27 AM
Anyone bought the new Tactical Objective cards? Are they good to have/necessary? They are inexpensive, but look they're exclusive to GW, so I have to pay high postage. What have been your opinions to having these in your games?
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