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Old 06-24-2008   #1 (permalink)
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Default 40k 5th Edition Positive Changes

Use this thread to answer questions (for find out information) about:

What changes are you looking forward to?

What changes do you think will really benefit game play?

How will 5th Edition be better than 4th edtion (or even 3rd edition)?

etc etc etc



Please note: f you have complaints about 5th ed. please post them in the "40k 5th Edition Negative Changes" thread. Thanks!
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Old 06-24-2008   #2 (permalink)
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Default Re: 40k 5th Edition Positive Changes

im looking forward to all the changes
but my wallet isnt
i really like the new vehicle damage
not so thrilled about the true line of sight
im gonna have to file down all my weapons and field bolter carbines
so that the barrel of my gun doesnt get my guys killed
but that is my only worry
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Old 06-24-2008   #3 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Hmmmm....

How will Necrons change? And how will Space Marines, which I am hopefully going to field soon (right as soon Ias I find my codex... which it turns out I have...) change?
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Old 06-24-2008   #4 (permalink)
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Default Re: 40k 5th Edition Positive Changes

from what ive read the rules change is supposed to improve the game
but what i havent read how this is goin to effect chaos marines.
any help????
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Old 06-24-2008   #5 (permalink)
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Default Re: 40k 5th Edition Positive Changes

True line of sight removes a lot of rules exploitation from theoretical terrain.
Cover saves removes a lot of rules exploitation from True Line of Sight.
Anything can be held in reserve increases the amount of game planning right from the beginning.
Strict victory conditions make for exciting final turns and makes for a real tactical battle.
Outflanking plays a huge part in planning but is universally exploitable and fair.
Skimmers aren't invincible and deadly. Mostly just one or the other.
Rending isn't the end all and be all.
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Old 06-25-2008   #6 (permalink)
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Default Re: 40k 5th Edition Positive Changes

After playing about 10 games of 5th edition, these are my thoughts so far:

Vehicle Damage charts and Vehicle cover saves are awesome.

True line of site against infantry is very fair, because you can actually hide units if you need too. Also, getting rid of the "terrain level" concept is fine by me!

True line of site can be a pain though, example: Lascannon sniped my Land Raider through 3 windows! NOTE WELL: It is hard to hide a tank!! However, they do let you get the cover save for those buildings, so I have to admit that it is fair, I mean honestly... how does one hide a tank!?

I'll think of more later, but that's all for now,
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Old 06-25-2008   #7 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Quote:
Originally Posted by Warmaster Romulas View Post
im gonna have to file down all my weapons and field bolter carbines
so that the barrel of my gun doesnt get my guys killed
but that is my only worry
actually, the new ture line of sight rules make very specific points as to what counts as line of sight...
basically, you need to 'see' an actual part of the model itself; a head, torso, arms etc... just seeing a gun barrel, banner pole, sword or similar doesn't cut it and such a model will still count as out of sight!

overall, the game play is alot faster and much more tactical thanks to the true objective based system. (ie: gunline armies for example are screwed in 5th edition as they'll never get anywhere!)
assaults especially are insanely brutal! the addition of proper combat resolution means that combats will very rarely last more than a single round! (so no more games that take forever because absolutely everything is bogged down in assaults!)

cheers!
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Old 06-25-2008   #8 (permalink)
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Default Re: 40k 5th Edition Positive Changes

I've found that the games are more tactical like you said Stitch but the games I've played have been much slower. I'm not sure what it is. Maybe the extra move phase when I'm running 50 Guardsmen. There is a lot more thinking and maybe the mulling over of tactics is causing longer games.

In all this game is not at all streamlined from last edition. It is a more complicated and in depth game. Which I'm fine with. I'm a veteran player the more complicated the better. As long as we don't go back to 2nd edition complicated. (Necromunda skirmishing is fine but battle size games 2nd ed. just doesn't work.)
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Old 07-09-2008   #9 (permalink)
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Default Re: 40k 5th Edition Positive Changes

I really enjoy the LOS change as my group has been playing that way since our inception. We just couldn't agree on interpreting "levels."

I think once we all get familiar with 5th ed. the games will pick up pace naturally. With anything new there is always going to be some growing pains.

Most Positive change for me: Plasma's only get Hot on 1's even for Rapid fire. Watch out, here come 8 Plasma shots from my Hardened Vets at BS 4!
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Old 07-09-2008   #10 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Where does the 8th plasma shot come from?
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Old 07-09-2008   #11 (permalink)
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Default Re: 40k 5th Edition Positive Changes

I haven't played a game yet, but based on a reading of the rules thus far (in no particular order)
The blast weapon rules really help out the Guard. A conscript platoon with grenade launchers should inflict casualties on almost any infantry unit out to 24", making them more than just a tarpit.
The specifying that mortar templates can overlap and the allocation of all hits before rolling for wounds will help in pinning units and forcing armor saves. The fact that cover saves are determined from the center hole will also help out tremendously. The mortar is almost a long range (though light weight) inferno cannon.
The Basilisk can fire indirect even if it has line of sight. This was not stated before, so most of my opponents claimed the opposite. The fact that it strikes on side armor when fired indirect is an added plus.
Cover saves gained from intervening troops will increase the survivability of the infantry. The more uniform cover saves is also a plus.
Close combat on tanks being made against rear armor means that there is now a reason to take krak grenades. It also will make it possible to have the ridiculous and hillarious situation of rough riders taking out preditors with a lance assault ( STR 5 lance vs. AV 10 armor).
The flanking rules for reserves are interesting, and could be useful.
The deepstriking rewrite makes droptroopers much more useful. The squad will only be obliterataed on a bad scatter roll 1/3 of the time and the running rules give you a chance to deploy heavy weapons on the turn you drop so they can be fired on the next turn. You also don't have to spend an enemy fire phase base to base in a 4" circle.
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Old 07-09-2008   #12 (permalink)
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Default Re: 40k 5th Edition Positive Changes

One other thing. Sisters now have the possibility of AP 1 flamers!( new hit rules plus Devine Guidance act of faith)
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Old 07-10-2008   #13 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Quote:
Originally Posted by JoeGuardsman View Post
Where does the 8th plasma shot come from?
3 Plasma Guns x 2 shots at Rapid Fire + 2 Plasma Pistol Shots from the Vet SGT for a total of 8!

Of Course someone is going to have to be foolish enough to let me get within 12 inches... but there are some overconfident players out there who always love to charge the Guard, "cause they suck at Close Combat" (their words not mine).
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Old 07-15-2008   #14 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Walkers, from what I've read, it seems walkers can do a lot now, they can run, and flank. The new damage chart seems to help them as well. I didn't like using them in 4th since they went kablooie on me all the time, but now I think I can get some good milage on some Eldar walker scatter laser varients ^ ^
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Old 07-16-2008   #15 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Quote:
Originally Posted by 325504503 View Post
3 Plasma Guns x 2 shots at Rapid Fire + 2 Plasma Pistol Shots from the Vet SGT for a total of 8!
But a pistol in 5th is only Assault 1 and in 4th it could only shoot twice if you were standing still. I found that I would never get my shots off unless I was moving so I always just counted them as having 7 shots.
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Old 07-16-2008   #16 (permalink)
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Default Re: 40k 5th Edition Positive Changes

Quote:
Originally Posted by Seath_Tt View Post
Walkers, from what I've read, it seems walkers can do a lot now, they can run, and flank. The new damage chart seems to help them as well. I didn't like using them in 4th since they went kablooie on me all the time, but now I think I can get some good milage on some Eldar walker scatter laser varients ^ ^
walkers also have a new big advantage over those battletanks; more mobile heavy guns! as walkers can always move and shoot upto 2 weapons, this allows them to become much better mobile tank-hunters for instance than say a predator which will only get 1 big gun on the move!

cheers!
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Old 08-03-2008   #17 (permalink)
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Default Re: 40k 5th Edition Positive Changes

I love outflanking! in my stores 5th ed. tourney my scorpions won the game( twice! )by contesting an objective near my opponents side of the table. also i see an ork horde army with scouts and infiltrators supporting would OWN. kommandos and deffkoptas pin down the shooty units and take out tanks so the horde advances unhindered.
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