Back for Part 2 of my gift giving to the forces of 40K...
Imperial Guard – Sorry, guys. You
did your part to ruin 5th, edition too so you get coal and this one
was a no-brainer. The Vendetta goes up by 25 points. An AV 12, 3 hull point
flyer with 3 twin linked lascannons is just way too good to cost so little.
It’s the unit all other flyers are compared to and they pretty much all fall
short. The only one that compares favorably is the stormchicken, and it rightly
costs over 200 points.
Necrons – The last of 5th
edition’s new hotness that hinted at what would be awesome in 6th
edition. You waited so long for a new codex…were basically unplayable for 3
years and now you’re an army of insanity. You have to get coal, but again
justified coal and not unreasonable coal either. That damn croissant of doom
can’t be a dedicated transport for any troop choice. Having 7 flyers on the
board at once is nuts, but it’s also not much fun for either player and if you
look at the rest of your codex, there’s some really awesome stuff in there
outside what’s broken. Think outside Cron air and you’ll probably find an army
that you and your opponent will both have fun with…this is a game,
right?
Orks – We’re back to tough ones
again. Orks do pretty well in 6th. Horde is good, they got some
great flyers and the fact that shooting sometimes needs 6’s to hit really didn’t
trouble the green tide much. The change to fleet made the WAAAGH a little less
effective, but still decent. Pretty much the only thing that hurt Orks is the
loss of the initiative boost to Furious Charge, so here it goes…on the turn you
WAAAGH!, any units that assault also get +1 Initiative. It’s once a game so not
really broken, but it makes that one turn very entertaining and brings back a
bit of strategy to the WAAAGH!
Sisters of Battle – Oh where to
begin. I didn’t want to give anyone a book and I stick to it, but the fact that
you don’t have one at all anymore makes it very tempting…the fact that your
White Dwarf semi-codex sucks makes it even more
tempting.
Space Marines – Good old Space
Marines. Space Marines have a really decent codex. That is, until you compare
them to the Space Marine+ books that came out after them. Once you see that
those books all got a decent boost over regular marines with losing very little
and you see why I’m bitter. There are lots of little tweaks I’d like to see,
but one thing has bugged me for a while so I’m going to fix it. You pay more
for your devastator squads then any space marine army does for their equivalent,
so to validate this, your missile launcher Devestators get Flakk missiles
free.
Space Wolves – Well…you guys don’t
need any boosts at all. You’re a good army. You really don’t deserve coal
either. Long Fangs are still stupid cheap for what they do, but that isn’t
quite as horrible as it used to be…Grey Hunters, too but MEQ lost some bite when
Razorbacks became a fragile free victory point.
Tau – Again, I’m not giving new
codexes to anyone. Mind you you’ve needed that for about 5 years now but
6th did make you guys much better overall. I think I’d give the
Devilfish a point reduction. It’s a great transport, but it’s just too
expensive and I’d like to see the return of the fish of
fury.
Tyranids – Big bad bugs. For
Tyranids, I give a friend. Nids can ally with IG. ONLY if the main force is
nids and IG are the auxiliary force. This is tro represent the small group of
Genestealer cult followers joining in a fight and the bugs tolerating their help
before they’re eaten with the rest of the
population.
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