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Made in de
Oozing Plague Marine Terminator





pros to 7th.:
- vehicle rules
- psyker rules, very smooth and straight forward
- AP-system
- Close combat (though it's not as lethal as before, it's much more tactical)
- CP system/ stratagems, I love it
- movement stat instead of countless unit types
- pretty good balance
- narrative play
- open war cards

needs work:
- terrain, it's simply pretty useless aside from LOS blockers
- morale system, similar to last edition it's actually pretty useless and hardly comes into play due to a lot of exceptions (Orks, tyranids, poxwalkers, Abaddon...) or MSU, but at least it's simple now
- IGOUGO - the biggest downside of 40K
- "no model, no rules" - reduction of unit options and dataslates is frustrating, though I appreciate the current solution via indizes
- former template weapons feel to weak/ expensive

I must admit I miss templates, at least the flamer one. But I can live without them, though the current way of basically rolling to times in order to hit with non-flamers makes those weapons pretty weak and unreliable.
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Oh, and being to just get bored and wander off from combat.

Loving that. Haven't quite figured out how to make the most of it like, but a far more welcome option of 'oh, I'll just stand here and take the kicking then, yeah?'

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Hey look! It’s my 2025 Hobby Log/Blog/Project/Whatevs 
   
Made in us
Pestilent Plague Marine with Blight Grenade





cedar rapids, iowa

Oh man where do I begin.

My opponent no longer gets super breaker combos that persist no matter what I kill. (Formations)

Movement is much more varied and important.

Every army is pretty well balanced, we expect broken units to get fixed and they do.

Mission variety is up, needs more imo.

The rules are teachable now, the game is not this giant book of tables and rules you have to memorize, datasheets are fantastic.

Units are more useful across the board, there are small pockets but much better than past editions.

As much as the interwebz says plasma is king, the weapon variety is nice. IMO plasma is not king, it's costly, it really doesn't kill hoards well, and you need special snowflakes to keep them alive.

 
   
Made in gb
Frenzied Berserker Terminator




Southampton, UK

 Mad Doc Grotsnik wrote:
Oh, and being to just get bored and wander off from combat.

Loving that. Haven't quite figured out how to make the most of it like, but a far more welcome option of 'oh, I'll just stand here and take the kicking then, yeah?'


Yeah, I guess unless you have another more melee-capable unit you can charge in to take your boys' place, you're only really going to be letting the other guy charge you again...
   
Made in gb
[DCM]
Chief Deputy Sub Assistant Trainee Squig Handling Intern






Depends how much firepower I've got knocking around elsewhere.

Certainly a tricky one to not quickly render into a liability to yourself!

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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Crispy78 wrote:
 Mad Doc Grotsnik wrote:
Oh, and being to just get bored and wander off from combat.

Loving that. Haven't quite figured out how to make the most of it like, but a far more welcome option of 'oh, I'll just stand here and take the kicking then, yeah?'


Yeah, I guess unless you have another more melee-capable unit you can charge in to take your boys' place, you're only really going to be letting the other guy charge you again...


You still get to overwatch again, flying units can shoot while doing so and you can switch places with a less valuable unit. For example, I often pull my plague marines from combat and then charge that unit with my pox walkers or some daemon engine that the enemy struggles to kill. Of course, he can then fall back from that unit, but my plague marines will shoot them the turn after. Last editions: Both units fight to the death and cannot be shot.

In general, I really like how combat works now. It feels much more like an exiting phase, instead of clean up phase where units wipe each other.

Other things I like:
- Psychic phase, including smite (unless spammed)
- Data slates have all rules for one unit in one place (though they could still call similar abilities the same for easier understanding)
- Stratagems
- Vehicle rules
- No more all-or-nothing AP and armor
- New wound table, AP and damage working to make more weapons feel unique
- Wound allocation
- Mortal wounds instead of random amount of low strength, AP whatever hits

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in is
Angered Reaver Arena Champion





1. I loved how they streamlined a lot of issues and went back to the basics with the core ruleset.

2. Removing templates was a stroke of brilliance.

3. Removing vehicle facing was also a stroke of brilliance. It means it is easier to balance vehicles and get creative with the designs.

4. Movement stat was a nice comeback that removed a lot of excessive ruling.

5. The new AP system finally made gakky saves at least useful once in a while.

6. They removed a lot of excessive randomness and/or merged them with an existing rule.

7. Living ruleset that actually addresses issues.

What I would see improved is cover rules, otherwise I am mostly a happy camper.

This message was edited 1 time. Last update was at 2018/04/27 14:43:01


 
   
 
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