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

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

What changes are you concerned with?

What changes do you think will really hurt game play?

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

etc etc etc



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

I just read Warmaster's post on Positive.

What do you mean true line of sight?!?!?!

AAAAAAAAAAAGH my necrons are screwed.

That's okay, I was planning on switching to SM soon anyway.
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Old 06-25-2008   #3 (permalink)
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Default Re: 40K 5th Edition Negative Changes

After playing about 10 or so games, this is my only beef with 5th edition:

You cannot advance into another squad after winning assault combat... this gives the guard an extreme advantage over SM imo... win combat, then you get murdered by lasers. Anyone have a solution to that?

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Old 06-25-2008   #4 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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Originally Posted by Radeon View Post
After playing about 10 or so games, this is my only beef with 5th edition:

You cannot advance into another squad after winning assault combat... this gives the guard an extreme advantage over SM imo... win combat, then you get murdered by lasers. Anyone have a solution to that?

Radeon
plan your assault better!

terrain set-up is more important and you should be using more terrain than ever before now because of the true line of sight rules...
you also really must co-ordinate your assaults now instead of being able to get away with hitting the enemy line piecemeal and relying on consolodation moves to win the day.

the new assault rules also highlight just how crucial it is to not build those insanely powerfull 'overkill' squads that so many players think are needed... 10 assault marines is plain bad! it's far too killy and will leave the squad open to counter actions... 2 squads of 5 however can not only support eachother well, but also will hit with just the right amount of force to win, but hopefully not break the enemy!

the assault phase is far less geared towards the assault armies who typically used to dominate because of the massacre/consolodation into new combats... assaults are still a huge part of the game, but it's now a bit more balanced towards the non-assault armies who used to have maybe 1 or 2 turns of gameplay before they got their collective faces beaten!

cheers!
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Old 06-25-2008   #5 (permalink)
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Default Re: 40K 5th Edition Negative Changes

I think if your army works together and actually makes a couple of kills before the combat squads start trying to do their job then they won't get teamed up on so easily. The Guard player can't sit in one fire base if he wants to win the objective based missions so you should be able to isolate some units. If you were really that into all assault forces then you are at a disadvantage. I don't think that an all assault force was ever really a part of 40k fluff though. In all reality men running across a futuristic battlefield with nothing but a chainsword would never survive. Even a few small pieces of fluff with World Eaters show a degree of tactics that show you they would actually employ tactics and have a balance of shooting for their army.

The only thing I don't fully agree with is that a transport can contest objectives.
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Old 07-09-2008   #6 (permalink)
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Default Re: 40K 5th Edition Negative Changes

Defensive weapons being downgraded to STR 4 really hurts chimeras and hellhounds ( as well as most other armies). There isnt a good reason to take sponsons on Leman Russ tanks since it is doubtful they will ever get used.
The flanking rules are good EXCEPT that you must commit before the game starts as to how you are bringing your reserves in. This takes away the tactical advantage of a flank attack since your opponent knows it's comming at least 2 turns in advance and can easily neutralize it.
The sniper rifle changes pretty much defeat taking them. The increased missed shot are not compensated by the possibility of a rending hit that will get a cover save anyways.
True line of sight dosen't work too well in a game with no scale to it. If every model is stylized as to size, why not terrain?
The new cover saves for forests means jungle fighters and Kroot lose one of their best special abilities ( 4+ cover saves in woods when all others were 5+).
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Old 07-10-2008   #7 (permalink)
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Default Re: 40K 5th Edition Negative Changes

Hopefully Kroot and Jungle Fighters will get revamped in their respective codexes, Although my Light Infantry with Camelioline will be getting a nice bonus of +1 to all their new cover saves!
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Old 07-10-2008   #8 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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Originally Posted by 325504503 View Post
Hopefully Kroot and Jungle Fighters will get revamped in their respective codexes, Although my Light Infantry with Camelioline will be getting a nice bonus of +1 to all their new cover saves!
Ah yea... expect all of those to see the chopping block. But trust me I dont want to see them die as much as you do
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Old 07-10-2008   #9 (permalink)
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Default Re: 40K 5th Edition Negative Changes

Stitch you gave me a idea....Must split up my assualt squads now.... COMBAT SQUADS AHOY! GO GO DARK ANGELS CODEX!
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Old 07-10-2008   #10 (permalink)
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Default Re: 40K 5th Edition Negative Changes

Only thing that confuses me is how do you miss a Leman russ that is behind a very very small wall? lol, also i don't think flame weapons should be able to go through large buildings....
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Old 07-15-2008   #11 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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Ah yea... expect all of those to see the chopping block. But trust me I dont want to see them die as much as you do
Well, I can use them until the new codex comes out! so at least I have some compensation while waiting for it.
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Old 07-15-2008   #12 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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Only thing that confuses me is how do you miss a Leman russ that is behind a very very small wall? lol, also i don't think flame weapons should be able to go through large buildings....
the rules are very clear; if there's less than 50% of the vehicle that's actually obscured, then it doesn't get a cover save...
so that little fence covering the bottom half of a russ' tracks doesn't afford it a cover save!

and yes, it does indeed make perfect sense that flame-type weapons would go through buildings... fire likes oxygen - it seeks it out like i seek out a freshly baked cake!!!
that's actually how troops used to, (and still do!) clear out emeny held bunkers; get up close and just burn the enemy to bone scraps... grenades became pointless as engineers began to design special grenade stumps within a bunker. so fire became the ultiment weapon for infantry to crack open enemy emplacements!

cheers!
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Old 07-15-2008   #13 (permalink)
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Default Re: 40K 5th Edition Negative Changes

the defensive weapons being made STR 4 is a bad choice IMO. wtf? my pred destructors are damn near pointless now.

the only other thing annoying me really is the blast weapon scatter
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Old 07-15-2008   #14 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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the defensive weapons being made STR 4 is a bad choice IMO. wtf? my pred destructors are damn near pointless now.

the only other thing annoying me really is the blast weapon scatter
vehicles were a bit too powerfull vs. infantry unless you loaded up on lots and lots of anti-tank...
for example, a lone predator destructor or leman russ loaded down with heavy bolters would run roughshod over anything not in power armour!

vehicles just need to try different tactics now... flanking is a better option as the tank can move faster than the infantry and get into a good position within a turn or two and then pour enfilading fire into the advancing enemy...
or else a tank can support the infantry push - keeping the same speed as the assaulting infantry and netralising threats like enemy transports/tanks or other fire support. once at the target, the tank then uses it's anti-infantry guns to shred any enemy assault forces!

walkers also have a more defined role now as they've got a clear advantage over a tank; more options for bigger guns!!! if you really need say mobile anti-tank, then something like a dreadnought w/twin-lascannon & rocket launcher or eldar war walker w/2x missile launchers is a better choice than kitting out say a falcon or predator for pure mobile anti-tank...

cheers!
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Old 07-15-2008   #15 (permalink)
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Default Re: 40K 5th Edition Negative Changes

I wish enfilading fire was actually enfilading fire.
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Old 07-15-2008   #16 (permalink)
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Default Re: 40K 5th Edition Negative Changes

For me, speed issue.

I play eldar and tyranids, and I always was able to rely on speed, that I could move faster to my opponent or away from in a lot of cases. Don't get me wrong, I love 'running' with my wraithlord and monsterous creatures now, it just that well, everyone can run now so a running carnifiex is moot. So I'm still getting used to that.

Those doesn't effect my eldar as much, since I can hop them in transports, but I have to completly re-work my 'nid stragtegy.
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Old 07-16-2008   #17 (permalink)
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Default Re: 40K 5th Edition Negative Changes

Really? I find the nids work great now....running makes your opponent closer, and your genestealers\hormagaunts really like that
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Old 07-16-2008   #18 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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Really? I find the nids work great now....running makes your opponent closer, and your genestealershormagaunts really like that
that's because you don't run towards the 'nids - you run away from them!

a good tactic now is to 'leap-frog' shooty units; get one unit up into rapid fire range and then 'run' any other nearby unit further away.
yes the rapid firing unit will get eaten, but you're still keeping the bulk of the bugs at arms length...

lather, rinse, repeat! guard are especially good at this as they have the numbers to make this really effective! however the most brutal army with this tactic is the necrons thanks to the veil of darkness!

cheers!
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Old 07-16-2008   #19 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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that's because you don't run towards the 'nids - you run away from them!

a good tactic now is to 'leap-frog' shooty units; get one unit up into rapid fire range and then 'run' any other nearby unit further away.
yes the rapid firing unit will get eaten, but you're still keeping the bulk of the bugs at arms length...

lather, rinse, repeat! guard are especially good at this as they have the numbers to make this really effective! however the most brutal army with this tactic is the necrons thanks to the veil of darkness!

cheers!
Ahh the cover me while I move. Or bounding overwatch as we call it in the Army. Nice to see some real life tactics being placed into 5th Edition. now if we could only change the whole Rapid Fire issue. The fact that rifles with pistol grips and semi-automatic fire and bayonets can't shoot and assault in the same turn is IMO ridiculous.
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Old 07-16-2008   #20 (permalink)
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Default Re: 40K 5th Edition Negative Changes

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Ahh the cover me while I move. Or bounding overwatch as we call it in the Army. Nice to see some real life tactics being placed into 5th Edition. now if we could only change the whole Rapid Fire issue. The fact that rifles with pistol grips and semi-automatic fire and bayonets can't shoot and assault in the same turn is IMO ridiculous.
it's actually more of a balancing trick than anything else... just like the rule forcing you to assault the unit you shot at.

think for a moment just how deadly a tactical squad would become if they could rapid fire their bolters and then still assault!!! even large ork mobs or tyranid swarms would vanish under that kind of punishment!

cheers!
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Old 07-17-2008   #21 (permalink)
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Default Re: 40K 5th Edition Negative Changes

"So your telling me If I put the conscripts in front of the enemy's target there is a 50% chance that the shots will disappear into thin air? Who the **** made up the physics for this world" - Unknown Imperial Commander
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Old 07-17-2008   #22 (permalink)
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Default Re: 40K 5th Edition Negative Changes

626 I am just saying I know I can plug away with my rifle and get nice and personal with the bayonet if needed.

Haven't needed to......yet.

Perhaps if you "select fire" your rapid fire weapons (only one shot) you should still be able to assault. or maybe no bonus attack on the charge. or maybe Lasguns should be assault 1 with 24 inch range!
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Old 07-17-2008   #23 (permalink)
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Default Re: 40K 5th Edition Negative Changes

I'm still not a big fan on the tank nerf, but anything to keep balance is necessary however stupid the rule is.

I'm dissapointed with most new rumors for my SM army, I'm going to have to remove all the flamers from my assault marines and take away their sergeants' combiweapons.
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Old 07-18-2008   #24 (permalink)
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Default Re: 40K 5th Edition Negative Changes

YOu know I think no matter how they change the rules, someone, somewhere will be unhappy and think they are picking on his army. Just have to adjust to the rules and make new tactics is all.
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Old 07-18-2008   #25 (permalink)