Your Weekly Wargaming Sterotype and First Impressions on 7th

warhammerplayers-23124811Howdy everyone!  Severus here, after a weekend of games to share my opinion on 7th ed.  Before we get to that though, I just want to set the scene for you.  I managed to get a hold of my rule book Friday night so I had a evening of passionate caressing with her.  I got to learn her secrets, and yes my rulebook is a she.  Don’t ask.  There was a very good showing at critical hit, with a lot of gamers I haven’t seen for a while showing up.  Good on you guys, I hope you keep coming back!

So I played two games this weekend.  A game against Ralshenik with summoning daemon list.  If you want to know how that worked, just watch the frontline gaming batrep on it.  Felt like deja vu watching that thing this morning.  I played my tau, it was an 1850 game using the maelstrom missions.  In short Ralshenik was able to summon 1762 additional points of daemons (yes I counted), and won handily.

I also got a game in with my Iron Hands againsts Shorereaper’s Tyranids.  2000 points and once again using the maelstrom missions.  This one ended up decidedly going in my favor, by about 4 victory points in the end.  I changed up my list from the usual to fit a librarian in to test out a theory (which I will leave for another post).

I swear to God, Saturday night when I was thinking about how to title this article, I wanted to call it the good, the bad, and the ugly.  Damn it if frontline didn’t gaming beat me to it.  Screw it, I am doing it anyway!

The Good:  Essentially, refined game mechanics from 6th.  A lot of the confusing rules have been cleared up.  Cover is not much simpler.  There has been some attempts at re balancing monstrous creatures and vehicles.  Psychic powers in most cases are going to be less dependable, which to me means a little less power gaming.  Overall the movement, shooting, and assault phases seem to run smoother.

Everything scoring is a huge change.  I repeat, this is a huge change.  Yes, troops are still valuable with their objective securing rule.  You will never be out of the game like you were in 6th though.  If a crafty opponent killed all your troops in 6th, you had no way to score.  Now they have to table you, a much more daunting task in most cases.  I personally love this change and can’t wait to really start to play around with some lists that don’t start off with 4-6 troop choices.

Probably my favorite addition though is what I have cleverly dubbed the “Don’t be a Douche Rule”.  In the army selection section in bold print reads the following: “Players must agree how they are going to select their armies, and if any restrictions apply to the numbers and type of models they can use.”  In other words, if you don’t like unbound lists, or multiple force org spamming lists, or something simple like flyers, it is now completely within your right to not play that opponent.  Should this have been a written rule, probably not.  It is though, so you can justify not playing those crazy unbound game breaking lists that have run around the internet.

The Bad: Malefic in short.  I am tempted to say all of daemonology is a problem, but I haven ‘t experienced the santic powers yet, so I will reserve judgment on them.  Playing against’s Ralshenik’s daemon summoning daemon army was ridiculous.  I was playing tau in hammer and anvil deployment with not a lot of line of site blocking terrain.  It was a shooting gallery.  I managed to kill about 2200 points in total (with only 1850 of tau) and I still couldn’t beat that list.  It was just silly.

In short, allowing any army that has a ton of psychers access to a power that lets them bring in new units is bad.  It’s even worse when the new units are also psychers themselves.  I played Ralshenik knowing it was going to be bad.  It was.  It’s like playing mario the lost levels.  You only do it because it is crazy and you just want to say you played that damn game and won.  Trust me, you will lose way more times than it is worth.

The Ugly:  These are all the clunky things in the new rules.  I think they could work given a little work either by FAQ’s from GW, the major tournaments, or just simple house rules.

Maelstrom Tactical Objectives are a ton of fun.  It is a completely different way to play.  There is very little in terms of long strategy in those games; it is really about making good tactical choices each turn.  The different missions that use them seem okay so far.  The problem is the tactical objectives themselves.  I think you should be able to discard as many as you want each turn or maybe discard ones you can’t actually do and immediately draw a new one.

If you ever end up with multiple cards that you can’t use, it can give your opponent to get a good lead on you before you can draw cards you can actually use.  Examples are the card that you get for casting a psychic power, which I got while playing my tau.  Or the card Shorereaper got that gave him points for killing a flyer, which I had none.  There are plenty more examples of things that you just can’t do.  I don’t care about the randomness of it or drawing cards that try to make me go kick an opponent off an objective.  Just don’t give me ones I can’t physically do.  I got three of those in one turn against Ralshenik and that was when the game started to get away from me.

The other ugly thing we have come across is the unlimited warp charge dice.  For the most part, casting is going to require a lot more dice than people initially expect.   There needs to be some sort of limits.  If your opponent can generate 20 more dice than you can, they are going to always control both psychic phases.

I can see three ways to try to correct this.  Limit the total number you can generate.  Limit the total number you can have more than your opponent.  Limit the number you can use per casting attempt.  I am not sure which one of these would work the best or where the limits should be.

Case in point, Ralshenik having 20 more dice than me meant each turn meant he could summon things at will.  Shorereaper’s Tyranids against Augustus’s Eldar on the other hand saw both players only getting one to two spells a turn.  My Iron hands vs Shorereaper’s ‘nids saw us both only getting one off a turn, sometimes none.  Personally, I think limiting the amount you can exceed your opponents pool might be the best way to fix it.

Overall, I am liking the new addition.  In short I think everything is a general improvement from 6th; except the psychic phase, tactical objectives, and maleific powers all need some work.  Its definitely worth checking out to see if it’s for you.

Since you made it this far, I will reward you with another wargamer stereotype that feels appropriate after writing this.  I may make these stereotypes a weekly thing.

The GW Fanboy:  This guy loves GW, even if that love does seem to be one way most of the time.  They can do no wrong in his eye.  Everything they produce, whether it be a rule book, codex, or model, is awesome.  He goes to every GW event he can, and usually has the shirts and event only merchandise to prove it.  He loves to tell stories about that time he met Graham McNeill.  Collector’s editions and limited run items were made for this guy, even if they do mean he can’t move out of there parents house for another few months now that his savings is gone.  No amount of internet hate can stop the GW Fanboy from keeping on his path.  Good on you GW Fanboy, we need some positive people in our community some days.

4 thoughts on “Your Weekly Wargaming Sterotype and First Impressions on 7th

  1. You want Psyker defense…. I give you Space Wolves. Codex ove rules rule book. I’ll take my 4+ deny or 3+ if I take Njal. Or run grey knights they have a lot of defense.

  2. John, I would be interested in seeing how the old space wolves work in the current edition. I don’t have there codex, so I don’t know they exact wording. I would assume that there 4+ only applies to spells cast within a certain distance of a rune priest. You need to get as many success at denying as your opponent got at casting. So, you still could try to power some spells through with fists full of dice, but it definitely would be hard against the space wolves.

    • The way the rule reads, is that psychic powers within 24″ do not go off if the space wolf player rolls a 3+ or 4+. Obviously that is going to disappear, but the question is when they bother to FAQ it.

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