pm713 wrote:
kodos wrote:For creating a new game, 8th was the worst point to start at.
But than they just promised a more balanced 8th edition to get the
ETC so needed to stick with it.
And I never liked Magic in 8th and preferred the 6th/7th Edition were it was good but optional
but for 9th I don't see magic as optional now as it is needed (some factions need it more than others), but you need that
lvl 4 wizard if you want to make it worth.
What made 6/7 better? I only played 8th.
Quite a bit was touched on as why 6th/7th was better.
7th had some main rules that I thought did the game no favors, and the army books from the beginning were showing the book creep that Warhammer is famous for. By the time we got halfway, the books were simply out of control.
6th started out revamping the system from 5th, and coming up with a better way of organizing forces. They took percentages out entirely and focused on the slot system. Some bemoan that you can break the slot system by only taking the required min sized units at your points level, but savvy players knew that if someone decided to overload on their Specials, Rares, and Characters that almost any decent Core heavy army could still keep them at bay, if not win.
And that was the beauty of it. All through 6th, your standard bog simple foot troop unit had a chance. Blender Lords in 6th could kill about 6 models if they wound up rolling perfectly, which we know doesn't happen. Monster mounts also were not as game breaking.
The magic phase was supplementary. There were spells that could potentially have high output, but those were outliers. Typically 2Dd against one unit was the most egregious offensive spell. There were spells that had some open ended random, but for the most part that was the high end.
The only real issues I had with 6th were the ways that certain armies were able to abuse the composition/organization charts, with the modularity of Chaos. There were also some flat out imbalanced lists, but even those weren't unbeatable.
There were a few rules from 7th that my club wound up keeping for 6th: A wizard could only use dice they themselves generated, or dice from the community pool, a natural roll of two 1's passed any psychology test, and we're on the fence about needing 5 man front to have rank bonus.
But yeah, if you were looking for streamlined balanced play, 6th with RH was the way to go.