Sunday, January 22, 2012

Prisoner expanded - how will rumored 6th ed rules affect different armies? Part 1

So, we've looked at the rumored rules and considered some of their implications, but if they're real what might they mean to a real existing army?

Let's take a look at a few of mine and see.


First up my Silver Skulls, an all-drop pod Codex: Space Marines army.

Here's the current list in 5th edition:


Silver Skulls, 1850pts



HQ
Captain – Power Weapon, Bolt Pistol
(110)

Troops
Tactical Squadx10 Melta, multimelta, Sgt PF
Drop Pod
(235)

Troops
Tactical Squadx10 Flamer, Missile Launcher, Sgt PF
Drop Pod
(230)

Troops
Tactical Squad X10 Plasma, Heavy Bolter, Sgt PF
Drop Pod
(240)

Elite
Dreadnaught Heavy Flamer, Twin-linked lascannon, extra armor
Drop Pod, Deathwind
(215)

Elite
Dreadnaught Heavy Flamer, Twin-linked lascannon, extra armor
Drop Pod, Deathwind
(215)

Fast Attack
10xAssault Marines 2xFlamer, Sgt PF
no jetpacks, Drop Pod
(255)

Fast Attack
Land Speeder, Multimelta
(60)

Heavy Support
10xDevastators 4xMissile Launchers, Sgt PF
Drop Pod, Deathwind
(290)

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My first impression is that the rules would be a boost to this type of army.  Three main areas would come into play: Defensive Fire, Reserves, and Deep Strike.

Defensive Fire - While apparently some read it as requiring having the Overwatch rule to use it at all, I don't see it that way given the current state of the doc.  Partly from how things read, and partly from a game design standpoint - if only units with Overwatch could use it, there's no reason to have both rules.  Just roll all the rules up into Overwatch and make a note under Deep Strike critical range that everyone gets to use it in that situation even if they don't have the special rule. The way it reads now, with Overwatch as an add-on, not a requirement for, Defensive Fire makes sense from a game design perspective IMO.

So, assuming that interpretation is correct, I think it would be a bonus for a Drop Pod army.  They would get to land, shoot, and then shoot at enemy assaulters (and with the turn sequence change, without getting shot at first).

Reserves - There are two ways Reserves could benefit the army. The first-turn wave comes down as normal, but when you're planning for the game you have two main choices, both of which can benefit you.

One, you could keep the units separate and get more control over which come in which turn, being able to stack multiple dice on the unit you want to arrive at that particular time.

Two, you could group the remaining squads into a Strike Force, take a -1 to the roll but be sure that they all come in at once. For me that would normally mean that first turn the dreads, assault squad and devs would drop in, then once the single reserve roll is made the three tac squads would arrive en masse. Being able to concentrate like that should enable some heavy blows to land.

Deep Strike - First of all, with Deep Striking units not scattering if they land further than 18" from the enemy, this can open up even wider areas as safe landing spots for drop pods - no more worrying about scattering off the edge if you're the required distance away - so you could safely drop right next to a board edge as long as there were no enemy units close enough. This doesn't help if you want to deliver a point-blank shot at someone, but if you're dropping for position instead of a melta shot it can make things easier.

Second, depending on how the Codex FAQ part is finalized, pods and their passengers may not trigger the deep strike within critical range Defensive Fire due to the Inertial Guidance System. If that comes to pass, Drop Pods will be even safer compared to other forms of Deep Strike.  You still can't assault (Combat move only, no Charge or Engage) out of pods, but being safe from incoming fire would be a distinct advantage.

Another area that would impact them, but not IMO as overall important as the above three, is Directed Hits. Enemy characters if placed well may be able to take out the slow-swinging power fist sergeants much more easily than under the current rules, which would affect the CC prowess of the army. With the absolute and relative boosts to power weapons and being able to use Krak grenades against MCs, it might be worthwhile to swap for more PW and fewer fists.  I doubt I'd do it, but it would be something to consider.

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Still to come, I'll try to find time to work in my Chaos Marines, Orks, and different Codex: IG armies and see how the proposed changes might affect them as well.

3 comments:

  1. Thanks for the comment Tyson. Hope that the series proves interesting.

    ReplyDelete
  2. I've been looking over my collection to see if anything might be better to purge now before the edition hammer hits.

    ReplyDelete

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