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7th Looks Like ChooseHammer and Building 7th Armies

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7th Looks Like ChooseHammer and Building 7th Armies Empty 7th Looks Like ChooseHammer and Building 7th Armies

Post  Uktena Wed May 28, 2014 1:21 pm

Why ChooseHammer? Because it it has so many wonky things in the rules now that you can really play however you want too by picking and choosing what rules you wish to use or not to use.

For those you whom have not been reading the webs here is a list of what seems to be the hot topics for competitive play and the rules.

(I hope this helps you to start planning out your new armies for 7th, that is what I'm trying to do.)

Summoning = Talk is strong that it is way OP and makes games much to lengthy. T.O.s might ban it.

Maelstrom Missions (the one with the objective cards) = Much to random and often the one getting the best cards wins. T.O.s may not be using this.

Invisibility = OP. T.O.s may ban or limit it somehow.

Force Orgs = No Unbound, limit to 2 or 3 detachments only.

Objective Secured = Probably the most important new rule for competitive play. You will want lots of troops. The rise of MUS's in Rhinos will make a comeback.

Vehicle Rules = Vehicles are at least twice as hard to kill now and most likely won't blow up but just get wrecked from loss of hull points.

Psychic Powers = More unreliable to use, spamming psykers is the way to make them more reliable. T.O.'s may cap Warp Points for an army at around 18.

I'm sure there is lots I didn't mention, anyone else got some good bits to share?

Sources for the above information is from articles by/from: Reecius, Goatboy, Daemons 40K blog, BOLS, and others I forget.
Uktena
Uktena

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Post  Chaos Pat Wed May 28, 2014 2:11 pm

Choosehammer, I like that, and since games workshop didn't give this edition a actual edition number I vote that choosehammer be the edition name Smile

While I agree that summoning is powerful, it is in no way overpowered, the army that uses it has no reliable way to kill multiple flyers, mass heavy armor, and the summoned troops do not have objective secured, only the original troops that they bought do.

I concur that as it stands maelstrom of war missions are way to random and unreliable for tournament play, and on top of that it makes the game a little longer which is bad.

I also agree that invisibility is AMAZING, but is only creates a deathstar, and in this edition deathstars do not have objective secured, which as you said is the single most important rule in the game right now.

I completely agree here, unbound allows cheeseballs to break the game, and limiting it to one primary detachment and one other type of formation/ally/knight/inquisition is the way to go.

I agree with you on the new vehicle rules, as well as how valuable objective secured is.

If someone wants to spend 1500pts on psykers to get 30 warpcharges I say let them, since psykers can't really add to the fight, so if they do that they limit their actual shooting/close combat potential.
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Post  Uktena Wed May 28, 2014 8:23 pm

Here is something else to think about when planning your new army.

Come the Apocalypse Allies = There is some chatter about this being banned by T.O.s.
Uktena
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Post  Uktena Sat May 31, 2014 12:27 pm

Something nobody is reporting is that precision shots/hits are no longer listed under 7th edition characters or independent characters. The USR for precision shots/hits is still listed in the book though just not given to characters anymore. Is this correct or did I miss something?
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Post  Chaos Pat Sat May 31, 2014 12:38 pm

as far as i can tell you are correct, neither characters or independent characters have precision shots anymore.
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Post  Uktena Tue Jun 03, 2014 12:05 pm

This is a great summary of the changes from 6th to 7th.

Torrent of Fire 6th to 7th Changes Summary
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