Sep 1, 2012

Some initial 6th ideas.

I really should apologize for not posting in…a while, especially since I don’t have school as an excuse anymore (well, until this past week anyway). But this will be the last time I do so.

The last time I apologize, I mean. Warhammer has kind of fallen behind for me, including reading articles from YTTH, Implausible Nature and 3++ (something that I will be trying to start again soon), and with the new school year, I’m just going to not post very often. I’m saying this now so that anyone interested has a heads-up and won’t be expecting regular posts. That said, I will be able to finally get some 6th edition games in soon and I will likely be sharing my thoughts and ideas as they come to me.

Speaking of which I haven’t had a chance to really examine the changes in 6th edition, but I have been able to look at a few and I thought of some things which might affect Black Templar List building. Like the changes to the vehicle damage chart and my thoughts on the little I’ve read about Black Templars now being worth fielding for close combat, but first, Terminators.

Again, I haven’t read much since before 6th came out but I did catch a couple of articles by Marshal Learoth about Terminators being more durable now and Terminator based armies (such as 3-5 units of CML Terminators in a single army). Frankly, I don’t really see that happening for a number of reasons.

First, Mech is generally less durable, especially against Torrent of Fire weapons. So there will likely be more anti-infantry firepower in general now. Second, AP 2 is actually different against vehicles than AP 3, so Plasma will begin to re-emerge to replace some of the Missile Launchers. People will also become more aware that Terminators will need to be cleared out by low-AP firepower instead of protected Power Weapons, and Plasma is again a good choice for that.

So while Terminators will be more durable in close combat, I’m expecting there to be more options taken to handle them. They will still be usable, but not really a huge power-boost.

But I mentioned Torrent of Fire being much more effective against vehicles. That’s true now that we have Hull Points you can be guaranteed that three glancing hits will kill most vehicles. Penetrating is still more effective, but without a low AP you’re relying on a chance to score an instant kill and I see weight of fire becoming more rewarding than before.

Since AP 2 is also more effective, Assault Cannons become a more valid choice over the Cyclone Missile Launchers. Twice as many shots and I think rending hits are AP 2 (they were against Infantry, and I think I saw that they are against vehicles now, too). Range isn’t too much of an issue when you deploy correctly, and with Tank Hunter and harmful glances their lower strength isn’t too much of an issue.

They may not become the new standard, but they are a little bit better choice than they were in 5th.

Related to Terminators and as a side note, Artificer Armor is now “Power Weapon proof” armor. 20 points is still too expensive in my opinion, and Terminator Armor is still better 90% of the time, but it’s worth a brief mention.

Now then, Close Combat. How are we supposed to be better at it again? Rage is a little better than the old Preferred Enemy when we charge, and now we can stack that with Litanies of Hate? Is that it? I guess our Terminators are more durable against Power Weapons, but as I mentioned above they are more likely to be targeted outside of close combat. So what’s our big advantage that makes us a close combat army?

It’s still dead. We will lose our Power Weapons early because we have no Sergeants and after the initial charge we are, at best, marines with an extra attack each. Before we could get by with Accept Any Challenge, because it made us always better in close combat, but now we have one shot and then we wail uselessly against our foes.

I don’t know, maybe I’m just not looking for a close combat advantage because I started out wanting to play more shooty Black Templars, but I just don’t see any real steps in the direction of Close Combat aside from Powerfists being more effective on the first round of combat (but worse afterwards).

Anyway, that’s about all I have for now. Well, there’s a little issue in that we can no longer take Drop Pods in our entire army, but that is a mistake on GW’s part and should be fixed when they get a chance to update the FAQ.

Any comments, thoughts or questions are, as always, welcome. Once I actually get a chance to really read through the 6th edition rules I may have more thoughts and the same will likely happen for the first few games I get in. Until next time.

1 comment:

  1. A follow-up note about Rending and AP 2: that only triggers on rolls to Wound, so no such benefit against vehicles.