Well, the rumors were true and GW did indeed release a new rule set. A scant two years after the last one. So, is it worth it? I'll go through the changes in depth later on, but I want to do a quick and dirty look first.
First up, the biggie (IMHO) The psycic phase.
This was the change I was most looking forward to reading about when I got the book. As a long time Eldar player, psy powers are of great importance to me.
The good: Most of what I have to say about the psy phase is good. I have no problems with it as a separate phase. It prevents my psykers that like to ride in vehicles ( where else would a fragile Eldar psyker be) from being totally worthless. Before, powers had to be cast at the start of the movement phase, this meant that my embarked spirit seer or whatever couldn't do anything once he disembarked since technically he didn't get out until after the start of the phase. That changes now.
The bad: Not really bad, just disappointing. Did they have to make it exactly like the Fantasy magic phase? Unless they intend to go full on Warmahordes and make the two systems compatible with each other, there was no reason to do this. They could have introduced the psy phase and left the powers just as they were.
Also in the bad column, it is next to impossible to deny big powers from going off. Depending on how many dice your opponent throws at the power, you could need a ton of 6's to deny it. I've played one game now and we did powers every turn. In that experience only one out of dozens of casts was actually denied. If you're gonna put a deny mechanic in, at least make sure it has a chance of succeeding, other wise the defending player just feels like they're rolling dice for no reason. Of course, if you're playing Tau, Necrons or Dark Eldar with no allies, you're not rolling any dice at all.
The Ugly: Demonology. I have yet to play against it, or see it in action, but it's potential for game breaking asshatary is amazing. I'll update this when I get to face it.
The Book
The Good: Totally redesigned. The best layout of any of the GW books I've owned so far. I love how they separated the Fluff, the Models and the Rules sections into three different books so now you don't have to lug all three around in one massive tome. The layout of the rules book is outstanding as well. Everything is well separated and there is very little flipping back and fourth like there has been in previous editions.
The Bad: You can't purchase them separately. Seriously GW? You give us this nice separation and then make us buy all three? Some of us (GW included it seems) don't give a rats ass about the fluff and just want to play the game. And while pretty models are nice to look at, the internet is full of them, I don't need a book from you to show me what a terrible painter I am.
The Ugly: 85 f#^&ing dollars! Just two years after I bought the last edition. Not to mention the 15 bucks for the new psycic cards and the 8 dollars for the new tactical missions cards. My credit card is starting to melt down and so is my wife.
Tactical Missions
The Good: Wow. What a difference these make IMHO. Loved 'em from the first time I heard the rumor, liked 'em even better after playing a game. They bring an entirely different dimension to the over all game since you don't really know from turn one where you need to end up.
The Bad: They are however, a bit random and there can be some useless ones in the deck. Like the one that says to destroy the enemy psyker. Well, what do you do if your opponent has no psyker, or in the game I played last week, you destroyed it the turn before you drew that card. This is a quick fix with just a little bit of house rules. Just say that you can show the useless card to your opponent and then redraw. I add in that you have to show it since some people out there may say "oh, that's too hard" and it may not be totally useless. I'm specifically talking about needing to destroy things that aren't there.
The Ugly: Nothing here to note.
Unbound Army Lists
The Good: You are now able to take those really fluffy lists that fit your ideas perfectly.
The Bad: Hey, remember when we made this system of rules called Apocalypse and you spent money on all those books? Yeah, just throw all that out the window cause you can do all that in a "regular" game of 40k now.
The Ugly: You are now able to play the most broken, insane army you can put on the table. Making the game so un-fun for your opponent that they want to step away from the game. Yes, you don't have the "objective secured" USR on your units, but what difference does that make when you're stomping someone under the heels of your 14 Wraithknights?
Vehicle Damage Table
The Good: Vehicles are now harder to blow up!
The Bad: Not really. You can still glance them to death just as easy as the last edition.
The Ugly: You have no shot of ever blowing up a vehicle if you don't have AP1 or AP2 weapons or unless the vehicle is open topped.
That's all the big things I can think of for now. Overall this has much more of a 6.5 feel rather than a true 7th edition. I've only had one game so far and I'll update this when I get a few more under my belt and see if that opinion changes.
7th editon at a quick glance
by FunDave | Jun 9, 2014