SickSick6 wrote:Yeah this was a terrible idea and I regret everything. Tried to delete the thread, but I guess I'm a boomer cuz I can't find the option. Please just let it get buried. I'll suck it up and learn 10th.
I don't actually think it was a terrible idea, but I do think you'll generate more interest if you do something to fix 10th because it's what everyone is going to be focused on moving forward.
I found myself in a similar situation- I wanted to have an effective Imperial Agents resource, and I vastly prefer 9th to 10th. So when I contemplated how to create the resource Agents deserve, my instinct was to lean on 9th, which gave me SOOO much more to work with. I quickly realized, however, that if I did so, the only person interested in the resource would be me.
10th is so barebones, that it's really easy to fix. Really, points and combi-weapon fixes would solve 60-70% of the complaints I've seen.
But before I leave, I have to address one comment in the thread because I've seen it elsewhere:
tneva82 wrote:Vastly prefer 10e spells though 9e psychic overall mechanism work is more interesting. But mw spam is very definition of boring psychic attacks. And 10e has plenty of interesting spells. Teleports, being hidden from long range shooting, buffing your squads attacks...beats mw spam any day.
Now problem with 10e psychic isn't spells(which are more fun than 9e roll bunch of dice for 2-3 mw.
MW spam is boring) but that it's automatic without much of counter. No sense of dangerous power you have to control or you are in trouble.
Now originally, I was going to do a knee-jerk reaction and come out of the gate screaming about this, but upon reflection, I think it's better to just respectfully disagree. Here's why:
The only powers that caused
MW in 9th were Witchfire powers, and from my cursory search of 4 dexes, I couldn't find a single discipline that had more than 2 Witchfire powers, and I found a Discipline that had ONE and another that had NONE.
Blessings buff- either a targeted unit, self, or as an aura effect. In tenth, I've never seen a blessing that had any other target except the unit to which the character is attached. So variety goes to 9th.
Maledictions debuff- either as a targeted unit, or as an aura effect. In 10th, I've only seen Maledictions that affect a target unit, and even those are far more rare than the proliferation of Witchfire and Blessing powers... So variety goes to 9th.
Finally, any power in 9th could be assigned to any unit, where in 10th, identical datasheets always get the same power; you'll never be able to give the power that a Termie Librarian can use to someone in power armour, or Gravis armour, or Spectrus armour... So again, variety goes to 9th.
And finally, there were anti-psychic armies in 9th, and various ways to represent that. I think 10th's only anti-psychic effect is a save vs
MW... so again, surprising no one, variety goes to 9th. If you want to see how uninteresting anti-psyker is in 10th, compare 9th
SoS to 10th
SoS.
Now I'm going to try and be somewhat objective: there is more variety in 10th for WHEN psychic abilities happen, and I will say there's a chance that there are a wider variety of blessings (though not in ways of targeting them) and there might be more variety in the Witchfire powers too, since they may have multiple
USR keywords.
But if all you ever faced off against in 9th was
MW spam, that was your meta, not the rules
GW wrote. I tended to pick mostly blessings for my Imperial psykers and mostly maledictions for my chaos psykers. If a unit got to pick two powers, I always made sure that one was a Witchfire power, but never both. Some of the dudes I played with prioritized Witchfire powers, but like me, if they got to choose more than one, they made sure their second was a blessing or a malediction.