Wednesday, August 27, 2014

7th Edition, First Impressions





I went up to my FLGS today to do some re-learning of Warhammer 40k, and perused my shiny new Ork Codex!   Keep in mind that I skipped 6th edition, so I'm really drawing parallels between 5th Edition and 7th Edition.  Observations and questions below, and PLEASE FOR THE LOVE OF GANDALF correct anything I've misunderstood.


Psychic Powers:
   -They have their own phase between movement and shooting now, psychic powers require warp points, and this will ease a lot of "When do psychic powers happen" issues. No more psychic powers during enemy assaults, or enemy shooting....a simplified all at once.
 - Psykers got stronger.  I don't know how they work yet, but lots of dice, complementing psykers...seems like they got stronger.

Assaulting:
-Assaulting got harder?  Every enemy unit you assault gets to unload snapshots in your face.  As an Orky assaulter, that's sad to hear.
-You now 2D6 all assaults?  Difficult Terrain even in the open?  Hrm.  
-Fearless wounds are gone!  I remember staging multi-assaults so that I could inflict wounds on fearless MCs, and the horror of losing combat as a fearless Ork mob, and losing almost as many boyz after the assault as during.

Vehicles:
I had heard that vehicles got worse in 6th, and better in 7th, but I don't have reference points - the differences I see: 
-Glances remove a structure point instead of rolling on the penetrate chart with a -1 modifier.
-AP1 and AP2 get a +1 to penetrate, and you need a....7? to penetrate?  I haven't figured that one out yet.
-Vehicles only need 20% obstruction to get cover now instead of 50%?

Pre-Measuring:
-Everyone can pre-measure whatever they want, whenever they want.  
-AAAAAAHHH-HAHAHAHAHA 
-BWAH HA HA HA HA HAaaaa.....

C'mon.  I'm not the only one who remembers all the angst around people who had a shifty means of pre-measuring (Vehicle movement) and people who didn't.  This will save lots of trouble, everywhere.

Shooting:
-Running in the shooting phase is now 2D6? Mayhap heard that wrong.  I need to get my hands on a rulebook.
-You can only kill what's in range to kill.  That's an interesting development. No more torrents of fire into a unit as long as one of them are in range.  On the flip side...I can see clever positioning and firing angles being used to assassinate particular members of a unit.

I'll be headed to my first tournament in two weeks, which will correspond to my first 40k games back in the hobby.  I intend to be massacred in all three games, but am going to meet new people and get some test games in.  It's a 1550 tournament with no restrictions on Force Org (I forget what that mode is called), so I'll bring my Orks, dink around, and see what folks have to teach me. :) 

Comments (7)

Loading... Logging you in...
  • Logged in as
Hi. Glad you are getting back into 40k. 7th edition is alot of fun and certainly clears up many of the issues that the game had with 6th. Due to the scope of the game now (which is massive) it is really important to have a conversation with your opponent before the game starts about what type of game you want to play, what lists and units you are bringing ect.
A small correction - running is 1d6 in the shooting phase
Not sure what you mean by difficult terrain now in the open but if you do charge through difficult terrain you just -2 from your charge range rolled
It is 7 needed to explode a vehicle. What that means is that anything ap3 or higher cannot explode tanks. The ap2 gives you +1 to your damage roll, so if you roll a 6 and add 1 for ap2 you have blown up the vehicle on a 7. It means tanks are now much harder to one shot and dedicated anti tank weaponry is actually more effective against tanks finally than say a missile launcher.
Enjoy :)
3 replies · active 552 weeks ago
Thanks for the insights. In the fluff version of the 40k universe, missile launchers are definitely infantry killers, not vehicle killers. I'm not even talking about the template either.

So running is still 1D6, not 2D6, pick the highest. And my FLGS explained assault to me as rolling 2D6, pick the highest - even in open terrain. IE, there's not "auto-6" assault" in open terrain anymore if there is no cover/difficult terrain involved?

As for vehicles, I'm still working on wrapping my head around it. I see lots of chatter that DE need haywire grenades instead of lances to kill things now, I also thought I saw that poison can rend a vehicle. I need to do some more digging - we're in the very early stages of exploration!
Charging is 2d6 = charge range. 2d6-2 if you are charging in / from / through terrain.
I just spent an hour and a half getting some Skype mentoring on the new rules; including this piece - charging is 2D6, added together now instead of picking the highest - very interesting for assault.

I also learned about supplementals, Ghazghkull's Supplemental, Blitz Brigade, and a bunch more. I'm super excited. :)
AlmightyWalrus's avatar

AlmightyWalrus · 551 weeks ago

One pretty significant difference for vehicles that is simultaneously a nerf to assault compared to 5th is that you can't assault from non-Assault/Open Topped vehicles, even if you were stationary. Orks might not care much if at all, but it's put quite a dampener on the melee prowess of various Marines. Thought it'd come in handy, since you mentioned not seeing more vehicle changes.
2 replies · active 551 weeks ago
Things I'm trying to figure out about assaults (and my new Ork Codex) -

Fifth Edition, Ork Assault from a battlewagon:

-Battlewagon moves 12".
-Contents Disembark 2".
-Waaaugh!
-Run D6 (or 6" with Ghazghkull)
-Assault 6", or 2D6, pick the highest if gong through terrain.

7th Edition:
-No more moving 12" and disembarking?
-6" move only? WIth a 6" disembarkation?
-No running?
-Assault is 2D6 together instead of 2D6 highest.

Still working out the logistics. ><
AlmightyWalrus's avatar

AlmightyWalrus · 551 weeks ago

IIRC Waaagh! was "changed" in the 7th edition Codex to work just like the old one except better, so you get rerolls to run distance (Fleet), get to charge after running AND get rerolls to charge distance. As a Black Templars player, I'm jealous beyond belief.

The rest seems right, but remember that Boarding Planks add distance to disembark moves (at least I seem to remember that being the case, I don't play Orks myself).

As such, the old max charge distance was 26", the new one is 6"+6"+6"+12"+Whatever Boarding Plank does for a total of 30" plus plank.

Post a new comment

Comments by