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