rryannn wrote:I played my first 6th edition game on sunday. I lost, but had fun as I watched my sternguard and command squad rapid fire a lord of change to his plasma death.
I consistently forgot to use my UM chapter tactics (which would have been big when a combat squad of sternguard rolled 5 "1"s while rapid firing plasma at a demon prince), forgot that my land speeders had "jink", forgot to use my devastator sgt's signum numerous times, etc etc.
I had fun because I wanted to have fun and made it fun for myself. Lining up all my little toy men that I paint and watching them do battle was fun, because I made it fun.
It's great you had fun, I had a 750 point game last night which I thoroughly enjoyed, had the most mediocre first turn you'd ever wish to see (literally all of the likely things to happen in terms of inflicting casualties failed to occur) and was pleasantly surprised at how my Daemons handled themselves.
But, while it apparently didn't bother you in this game, you still mention something which certainly happened in our game too, and does highlight a problem which I do find frustrating, and that is that there are simply so many rules going on it is very easy to forget or overlook things - the ruleset is simply so bloated with special rules and exceptions it is easy to do.
Now, I've retroactively realised things in the past, and in terms of stuff that benefited me or worked against me, it is probably a wash but as a 25 year vet of
GW, having played
40K regularly in 2nd and again since 5th, I've played around 100 games of 6th, I've also played Magic and the Decipher Star Wars
CCGs competitively, (plus numerous other current and historic tabletop games) so if I'm having trouble getting to grips with a ruleset some, 18 months and 100 games after it's release, I'm pretty sure that the problem isn't me.
Ironically, I'm still one of the people others come to at my club if they've got a rules question!