- Three Ways to Play
I am a huge fan of this. The 40K Community as it stands today isn't a good fit for the kind of open-ended play that 6th and 7th seem to have been designed for. People travel too much, and play in too many different places, to be able to just work things out each time. Some sort of consistency is needed, and it will go over far better coming from GW than from outside groups like the ITC.
- Army Selection/Command PointsTo me, this sounds a lot like one of the two main arguments for Formations: Providing extra bonuses for fluffy lists. And as with Formations, I like the concept, but it's really going to depend on the execution, and how balanced the "Command Point" system ends up being.
- Movement ValuesI'm fine either way with this one, honestly. I like the extra variety that varied movement rates bring in, and it's definitely fluffy for a Howling Banshee or Tyranid Warrior to be able to move faster than a Guardsman or Ork.
- Save ModifiersMixed feelings here. I recall this being one of the things that slowed down 2nd to some extent, and I do like the simple binary nature of the AP system. Also, back in the day, I heard a fluff-based argument for it that has always made sense to me:
Let's take Power Armour as an example. It has stronger and weaker areas. A solid hit (i.e. successful to-Wound Roll) to a joint or eyepiece with basically any Weapon will go through. A hit on the plating will bounce most things just fine, no matter where on the plating. So if the AP value is worse than 3, it all comes down to whether or not the Attacker manages to hit one of those weak spots, which the Game abstracts to a 1/3 chance. If the AP is 3 or better, it will go right through any part of the Power Armour, plating or gap, so it just denies it altogether.
The Save Modifier system, on the other hand, starts from the basis that all Armour is composed of a variety of variably durable materials, so that a cheap slug-thrower has still that same 1/3 chance of hitting something it'll punch through, while a Bolter will find something half the time, and a Heavy Bolter two times in three. And it assumes that the distributions of those various strengths are the same across all makes of 3+ Armour, whether that's Loyalist or Traitor Power Armour, Dark Reaper Aspect Armour, or a Carnifex's Carapace.
- Chargers Strike FirstGetting the Charge is already pretty crucial for most Assault Units, and the ones that are good at absorbing Charges, it's generally because of their durability, not because they get to hit first. It does help some things, notably Orks, but it leads to just as many weird situations as the current system. Instead of Stealers going last because of some tall grass on the way in, now Guardsmen can strike before them if they Charge, even with the Stealers in an amazing defensive position.
- MoraleAnother take it or leave it change. Well, something should change, there are too many things that largely or completely ignore Morale as it is, but I don't really care if that takes the form of switching to a Battleshock-type system, or nerfing ATSKNF and reducing the availability of Fearless.
Monday, April 10, 2017
8th Ed Rumours and Reactions
Sticking with the reliable ones, from the Warhammer Community Post: