|
Looking back through the old editions of Codex Space Marines (£0.42 for 4th edition from amazon) it seems like options have become more limited to the point that the slightest change is presented as a major innovation.
In 3rd, all marines were vanilla (except DA, BA, SW) until Codex Armageddon and so on. Then, in 4th, these non vanilla chapters were watered down, but all chapters could have their own combination of rules which was an improvement overall (ignoring broken combinations etc.). Then 5th, the vanilla is back and the only way to change this is to take a special character which made it all generic and made special characters a lot less 'special.'
And now we have chapter tactics which may be a good thing or not; given the option of selecting forgeworld chapter tactics, there are a lot more options. Whatever they are, it isn't progression in the long term. I'm not saying they should be getting more powerful with each codex, but if it must be changed each time, then removing options and calling it innovation is a massive cop out. I remember IG were given a load of similar options in 4th as well, but now everyone is a Cadian.
I think the hardest thing to achieve is balance with a lot of options, and it would take a writer who is invested in the game, not just the army. It would also help if they are not a talentless hack.
I might be wrong. I am jaded by the loss of Salamanders rules in Codex Armageddon and Iron Hands no longer having Terminators leading Tac squads.
What is the general concensus on this subject? Are the changes between editions seen as a good thing or not?
|