Monday, 25 June 2012

Wraithlords and 6th ed thoughts


Finished! One more Wraithlord in the bag....and plans underfoot for the next one...

So....6th ed. Its out the bag now. Rumours are heading in thick and fast and a lot are confirmed by WD. I'm lucky neough to have managed a preorder for a Gamers Edition, which have now sold out in the UK!

6th's success will come down to 2 things for me, neither of which we know yet;

- How exactly allies work? Can you for instance take 4 Hvy Slots in an army with allies
- What are the physic powers on the cards? And how does selecting them work?

A lot of other things have worried me;

- Grenades throwing (bad news for MC?)
- Being able to choose to run away from a MC combat you can't wound (better be a drawback/option to catch you)
- Hull Points make vehicles really weak (2-3 glancing hits to kill?)
- Challenges - How exactly?
- Most Power Weapons becoming AP3 makes Terminators VERY VERY hard
- 5+ FNP hurts Dark Eldar very hard

Hull Points is a big one. Makes 35 points for holofields stupid if you can only take 2-3 hits anyway. All Eldar vehicles are VERY overpriced now. Reconsidering my list

Things that encourage me;

-Fliers. Eldar with a permanant 4+ save are going to be win
-  Skimmers. 12", fire everything, and get a 5+ save
- Perils of the Warp - 1 auto wound, no saves. Makes Eldar runes WINNING

But will just have to wait and see on Saturday. Sunday for me due to family matters. Joy

See you on the other side

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