Post by gabus on Jun 6, 2014 10:01:42 GMT -5
The intent of this thread is to point out some of the differences that you noticed about the change from 6th to 7th ed. We did this for Fantasy when the editions changed, and some found it helpful. I have the 7th ed book, and I am reading it currently. Post the rule, and page, and then have your thoughts after. The psychic phase is new and completely different. This thread is more for those small changes that are easy to miss.
The start of a turn (pg 17)
I noticed there is a specific "start of a turn" phase now, like there is in fantasy. This wasn't so clear in 6th edition. This can help with some sequencing of events. If multiple things need to be resolved at the start of a turn, the active player decides what order they are resolved in.
Vertical Coherency (pg 19)
Coherency is now measured vertically 6" from base to base. This should help with ruins, and take away the advantage of abnormally large models. It should help clean up some assault rules.
Shooting (pg 30)
You now resolve each weapon type completely, before moving to the next one. Casualties are still taken from the closest. So, shoot your pistols first, before your longer range weapons. A real decision has to be made with blast weapons though... do you fire them first while you have a good concentration of models? or wait till after the shorter range models have fired?
Out of Range (pg 35)
Another wrinkle has to do with rapid fire weapons. (I cant think of another example where this would come up) Excess wounds can spill over to models within the max range of the weapon, even though you have to check range for rapid fire distance. It actually worked the same in 6th, but this was really poorly worded. It is clear as day in the book, which is nice.
Go to Ground (pg 38)
+1 coversave, no move, run, or charge, can only snap fire. This is the same. The new piece is that a GTG unit cannot fire overwatch, and a unit charging a GTG unit in cover, no longer has the Initiative penalty. A great change, and incentive to pin a unit before assaulting. (this is very similar to how FoW works) GTG units still take morale checks, and if forced to fall back, they recover from GTG. It might make some sense to leave a unit alone once you pin them.
Salvo Weapons (pg 42, 43)
Not so much a change, but MUCH better wording. People seemed to struggle a bit with remembering how salvo worked. Excellent graphic on pg 43.
Declare Charge (pg 45)
A flying monstrous creature that changes flying modes during the turn cannot charge. This is a big change if you were playing Daemons or Tyranids in 6th.
Resolve Overwatch (pg 45)
Did you know that overwatch fire doesn't cause pinning, or morale tests? I can't remember if thats a change or not, but I was making morale tests for really horrible overwatch!
Charging Through Difficult Terrain (47)
Roll 2D6 - 2 for the charge. This is different, and better, than the roll 3 dice and take the lowest. You can fail a charge on a double 1 now, no more automatic charges.
Allocate Wounds and Remove Casualties (52)
Wounds are allocated to enemies in base to base with a model attacking at that Initiative step first. I don't remember exactly if this is different, but we were allocating wounds to any models in base to base first, not nessecarily in contact with the model striking. It could become important to know this in combats where you are engaged with 2 different units, in contact with a character, or a specialist weapon.
It clearly says that once you allocate a wound to a model, you keep allocating wounds to it till it dies. I have seen multi-wound shenanigans with 6th ed wound allocation in melee. Perhaps this is also not new, but worth mentioning with all those multi-wound models around.
Thats as far as I have read in the new RB so far. I know special rules changed. I will either detail them here, or rip them off from somewhere that someone has done a detailed list.
The start of a turn (pg 17)
I noticed there is a specific "start of a turn" phase now, like there is in fantasy. This wasn't so clear in 6th edition. This can help with some sequencing of events. If multiple things need to be resolved at the start of a turn, the active player decides what order they are resolved in.
Vertical Coherency (pg 19)
Coherency is now measured vertically 6" from base to base. This should help with ruins, and take away the advantage of abnormally large models. It should help clean up some assault rules.
Shooting (pg 30)
You now resolve each weapon type completely, before moving to the next one. Casualties are still taken from the closest. So, shoot your pistols first, before your longer range weapons. A real decision has to be made with blast weapons though... do you fire them first while you have a good concentration of models? or wait till after the shorter range models have fired?
Out of Range (pg 35)
Another wrinkle has to do with rapid fire weapons. (I cant think of another example where this would come up) Excess wounds can spill over to models within the max range of the weapon, even though you have to check range for rapid fire distance. It actually worked the same in 6th, but this was really poorly worded. It is clear as day in the book, which is nice.
Go to Ground (pg 38)
+1 coversave, no move, run, or charge, can only snap fire. This is the same. The new piece is that a GTG unit cannot fire overwatch, and a unit charging a GTG unit in cover, no longer has the Initiative penalty. A great change, and incentive to pin a unit before assaulting. (this is very similar to how FoW works) GTG units still take morale checks, and if forced to fall back, they recover from GTG. It might make some sense to leave a unit alone once you pin them.
Salvo Weapons (pg 42, 43)
Not so much a change, but MUCH better wording. People seemed to struggle a bit with remembering how salvo worked. Excellent graphic on pg 43.
Declare Charge (pg 45)
A flying monstrous creature that changes flying modes during the turn cannot charge. This is a big change if you were playing Daemons or Tyranids in 6th.
Resolve Overwatch (pg 45)
Did you know that overwatch fire doesn't cause pinning, or morale tests? I can't remember if thats a change or not, but I was making morale tests for really horrible overwatch!
Charging Through Difficult Terrain (47)
Roll 2D6 - 2 for the charge. This is different, and better, than the roll 3 dice and take the lowest. You can fail a charge on a double 1 now, no more automatic charges.
Allocate Wounds and Remove Casualties (52)
Wounds are allocated to enemies in base to base with a model attacking at that Initiative step first. I don't remember exactly if this is different, but we were allocating wounds to any models in base to base first, not nessecarily in contact with the model striking. It could become important to know this in combats where you are engaged with 2 different units, in contact with a character, or a specialist weapon.
It clearly says that once you allocate a wound to a model, you keep allocating wounds to it till it dies. I have seen multi-wound shenanigans with 6th ed wound allocation in melee. Perhaps this is also not new, but worth mentioning with all those multi-wound models around.
Thats as far as I have read in the new RB so far. I know special rules changed. I will either detail them here, or rip them off from somewhere that someone has done a detailed list.