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Post by James 40K Champ *** on Oct 7, 2006 13:57:33 GMT 1
Read this article on the GW homepage: uk.games-workshop.com/spacemarines/tactica%2Dlibrarian/1/ Not only do they dare mention 2nd ever existed, but they say they overdulled the rules when they created 3rd Ed. Seen as this is on the GW website, thats as good as them saying they miss 2nd Edition
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Post by tturen on Oct 7, 2006 15:08:38 GMT 1
My I never thought I would see the day! Had to copy this before the Inquisition discovers it...
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Post by James 40K Champ *** on Oct 7, 2006 15:49:13 GMT 1
yeah I was so shocked to read it. That never would of made the website 4 years back. hmm.. maybe they think the die hard 2nd Ed fans have died out? never!
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Simon
Unydun
Fantasy & Magic Champion 2005. Leeds co-ordinator
Spongeman
Posts: 693
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Post by Simon on Oct 7, 2006 18:10:15 GMT 1
I read that a while ago. What annoyed me was the massive over dramatisation of psykers in 2ed. Routing entire armies? That has never happened. Dark Millenium was not a supplement devoted to psykers either. GW just chose to provide the powers/wargear in card form rather than a nice list. Yeah, they messed up 3ed, but they use it as an excuse to bash 2ed. Gits
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Post by tturen on Oct 8, 2006 5:03:34 GMT 1
At least they admit they messed up with 3rd Ed. I agree psykers are not that powerful in 2nd Ed but are rather balanced.
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bot
Cbayghan
Posts: 115
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Post by bot on Oct 8, 2006 13:41:01 GMT 1
ork wagh powers ruled most of my games. orks have plenty of force cards and unleash uber destructive da krunchas and shit. supercharged librarians with prescience on, strength 10 toughness 10 - invulnerable slashers ruled as well. hive tyrant's psychic scream were horrific and frenzied genestealers, or tyranid warriors on 2+ 2d6 armour. and here i must say that tyranids have just poor selection of powers, as they should have at least 6. ogc have more tyranid powers than basic four ?
2ed rules were designed to rpg-ish style of play as chamber said in the interview i've seen on eastern fringe forum. you all right tturen?
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Post by tturen on Oct 9, 2006 5:20:15 GMT 1
Me? I'm fine. I just don't see psykers as any more dangours than any other unit at a given points cost.
I also woudn't call 2nd Ed an RPG style system. Now if he means a detailed wargame I have no problem with that.
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Post by El Capitan on Oct 9, 2006 10:59:58 GMT 1
The older staff must recall that it was a business decision to retardise the game at the expense of hobbyists. I always find it amusing that most staff now dont even know what 2nd ed was save for some scary and evil thing that should be kept as a dark secret. When they were goin on about how great cities of death was i just mentioned that 2nd ed did all the special rules naturally without a load of crap to try and make combat work, they just walked off... morons
as for psykers, only orks are the most uber, as they have access to some of the best powers....well actually its more just Da Krunch. In our games because of the charcter limit, take a warphead and a bigboss leads the army, the LD reduction is a big sacrifice for more psychic power, plus if you catch a warphead it dies. Whats more ork powers are generally anti-vehicle, psyker and individual rather than mass destruction, which is something of a game balancer. + you could always turn some spells into LOS ones for added orky risk.
i would recommend a change the Eldar power guide however. It reads that the farseer basically takes the shot, not the pilot, allowing it to pick out an enemy charcter using the charcter chooisng a target rules....poor simons hive tyrant on the opening turn of the 2005 tournament. Still sacrifices mean experience, and so guide is now literally the model gets an extra shot on its own BS and no double range, basically like farseer speeds up time or something like that. It still makes guide one of the games best powers but doesnt turn a falcon into a horrific assisination device.
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Post by James 40K Champ *** on Oct 9, 2006 14:59:11 GMT 1
lol.. sounds about right
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Adoni-Zedek
Unydun
From the Crossroads of the West...
Posts: 551
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Post by Adoni-Zedek on Oct 9, 2006 17:44:46 GMT 1
I suppose if a Librarian got lucky and hit several enemy squads with one Salamander, you could rout half the army. But you'd need to be exceedingly lucky, and have an enemy with tightly packed squads.... I personally haven't had much trouble with Ork powers, but I've only faced a weirdboy once or twice, and my buddy'd still getting the hang of running orks. Anybody have some good advice for him? He's got 3 killa kans, a handful of orks in Mega Armor, 5-6 warbikes, a warbuggy, two wartrucks, 3 artillery pieces, 20-40 gretchin, and probably about 40-60 boyz of various types. Plus Mad Doc Grotsnik, Gazkull Thrakka (new quasi-dreadnought model), and at least one each of the odd boyz (painboy, mekboy, runtherd, etc). So he's got a fair selection of choices. He just needs to know how to put them together, and what to do with them on the board. I suppose this really belongs in its own thread.
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Post by tturen on Oct 10, 2006 5:32:35 GMT 1
I'll have re-read Guide but as far as targeting other characters it can't be done by a character with a heavy weapon. Any weapon he fires in any way should follow this rule and fire at the closest monster/vehicle or trooper.
In regards to Orks pick up a shock attack gun, a few gobsmashas and the Orks become hard as nails combined with his other forces. Also consider using a Blood Axe Commando squad with Boss/wargear.
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