As I figured, I'm finding less stuff to gripe about in the basic non-(flyer/allies/fortification) rules in 6th. So in no particular order, here's the stuff I either don't mind or actually (gasp!) kind of like.
You pick an HQ at the start of the game to be your 'Warlord', and that model gets a special random rule depending on what table he's eligible to roll on.
While I'd prefer not to have the randomness of it in competitive games, there's nothing in here that's really that far out of whack. It adds flavor without the abilities being overpowered. Certainly it's no worse than the random Tiger skills in Flames of War, and adds some spice to the game. I can live with it. :)
Moving In The Shooting Phase
Basically, every unit gets a run move, even vehicles. How far depends on the type, and there's a long table that tells you what to roll for each type.
Over on the M42 Project, we've been working on rules that allow you to mix up your movement and shooting too. So while these particular rules aren't as conceptually clean as I'd like, and are more random than I prefer; it is a step in what I feel is the right direction for the game.
Time will tell how this plays on the field, with Tanks scooting in front of units that just shot to give them some cover or block LOS. But given the other nerfs to vehicles, I don't think it will be unbalanced.
Cavalry And Beasts Have A Longer Base Move
Needed to happen. Six inches was stupid. It nerfs their overall threat range by a couple of inches (on average), but I'm OK with that.
The 'Deny The Witch' Rules
This one is very clean conceptually. All units get a 6+ save vs. Psychic Powers. Units with a psyker in them get a +1 or a +2 depending on the relative mastery levels. Psychic Hoods simply let a model/unit with one perform the test for any other unit within 6".
I like these rules. Not sure if I like the Psychic powers themselves yet, but that's a whole other post.
The 'Heroic Morale' Rule
Characters improve the odds of rallying a unit if they're below half-strength. Cool.
Characters And Special Rules
Character special rules don't pass to units, and unit special rules don't pass to Characters.
This one is crystal-clear and logical. Sillyness like Camo-Cloaked Commissars giving their units Stealth won't happen anymore. Good!
Not sure what that will do to Nids, but we'll see when the FAQ comes out.
Characters And Precision Shots
If a Character rolls a '6' to hit, you can allocate the wounds instead of the defending player. It works the same way in Close Combat.
I like it.
Grenades Have Been Consolidated And Precisely Defined
All of the grenade types and their effects are now defined in the core rules instead of scattered around the Codices. Good!
Oh, and defensive grenades give you stealth if the shooting unit is within a certain distance. That actually makes... sense!
The Battle Prep Step Is Very Nicely Laid Out In Simple Steps
Six missions, three deployments. Do this and then that. Competitive is this way, casual is another.
Yay for clarity!
Units That Can't Hurt An Enemy In Combat Can Choose To Fail Their Morale Check
Makes sense (finally!).
I guess folks will be NOT be taking kraks and Fists now, so that Dreds can't tarpit them. :)
Deep Strike Mishaps Are Now More Forgiving
You only have a 1 in 6 chance of being destroyed now. As a Blood Angels player, this makes me happy. :)
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