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4th Edition - New, but Improved? - Shas'o Sodit | |
| (Editor's Note - This editorial looks at the changes previewed in the PDF mentioned below, NOT after viewing the new rulebook) For 6 years we've been using the 3rd Edition Rules. During this time, we've seen not 1 new race, but 3! The Dark Eldar, The Tau and the Kroot. As well as the major updating of the Necron army list. Rules wise we've seen many chapter approved ideas and rules, many of which are of real merit. We've seen trial rules such as Trial Assault Rules (TAR) & Trial Vehicle Rules (TVR). The latest trial rules we've received is the 4th Editon Rules summary where it lists alot of the changes that will happen in 4th Edition 40k. To see this PDF file, go to: GW 4th Ed Preview This as to be the most anticipated thing in the 40k Universe for a while. This is shown by the amount of the posts/threads in the Games Workshops 40k Forum with people asking "Is it monday in the UK yet?" with people expecting the new rules to posted on the website at the stroke of midnight of Sunday. Much more confusion was added when moderators saying the rules was up only to say wait until the following day. This was met with claims of violence and legal action (that one was me by the way). But luckly GW listened to reason and the rules was posted that day. The forum went quiet for 10-20 minutes as people read the rules, only to spring to life in questions of the new rules, "Do AP1 Weapons always penatrate even with Hull Down, Smoke Launchers, etc", "Are fearless troops automatically pinned from exploding transports" & requests for a FAQ already. I was one of the first few who read the new rules. Straight away it changes the way you will use your units and your army. Bikes are much faster now and are able to keep up with there Fast vehicle comrades (Very useful for Speed Freak bikes). The Line of Sight (LOS) rules have changed, personnally a small step bike in terms of 2nd & 3rd edition 40k, where you had to shoot the closest target. Although these rules arn't as serious as that now. Troops armed with Rapid Fire weapons can now be much more mobile, but for assaulting armies like Orkz and Dark Eldar with Rapid Fire it isn't much of an advantage (especially for Orks with their low BS). Guess range now has no skill to it whatsoever, simply place the template where you want, and roll to scatter. AP now counts more on weapons versis vehicles, the AP1 rules makes Melta-weapons very deadly tank hunters. But this can be overridden by the simple affects of Hull Down, Kustom Force Fields and Smoke Launchers. Tanks can now be even more mobile with "defensive weapons" where weapons of a lowish strength can fire in addition to normal weapons (basically pintle mounted). Ordinace is now more mobile and reflects the battles tanks of modern armies. The rules are parhaps a bit powerful as your just as accurate as before. The automatically pinned for being in a destoryed transport has been rumoured for many a while, not the nicest thing unless you use the destoryed transport as shield (destoryed transports block LOS) while your pinned. Combat is alot more deadly with the "no more chuck-ins" rule, where everyone in 2" of combat fights with full attacks and abilties. This has more affect for combat armies like Khorne and Ork armies, while having little affect for shooty squads like Imperial Guard, Tau Fire Warriors and Sisters of Battle. The outnumber special is also unqiue, but can be hard to make use of it, as the outnumbering squad has to beat their fearless combatants. Very hard to do especially versus walkers & dreads. So far I've played one game using the summary rules, the game wasn't majorly affected by the new rules. The ordinace moving abilty was made very useful by my Demolisher as the new rules means it has a affective 30" range. In all the new rules are very good to use, but needs a cool calm head to read through and make reasonable examples from the text, for example, the "Ap- always glancing" rule can be seen as AP- weapons do not need to roll armour penatration, and automatically glances the vehicles, doing this may result in no game being played. In all, the summary works very well with the present rules, and are well worth a go if you have the time. | |
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