Posted 24 June 2012 - 09:40 PM
Wound Allocation
Yeah, I'm a bit worried about it too.
The rumors are that you roll each model individually for each batch of incoming wounds.
Here's the good
-No more "I'll put both the plasma hits on this guy and everyone else takes bolter hits"
-1 failed save = 1 wound caused (no more, this guy fails 3 times and this guy passes 3 times)
-Outflanking and mobility become even more important, as the important guys are going to be in the back/side
Here's the bad
-It's going to slow the game down
-Removing from the front will hurt foot slogging assault armies
-I personally think that a melta gun is just picked up by the next guy over when the guy holding it dies
Allies
From a business perspective, it's brilliant.
GW will sell more models from different armies. Then you're going to have a couple units that you'll probably want build into a new force.
From a hobbyist perspective, it's brilliant.
Primarily, I can once again have real Daemons with my Chaos Marines. That's freakin' AWESOME!
I could also take traitor guard, which I have been slowly building up for a while now.
For my Orks, I can have Deathskulls that literally loot anything. I'm really tempted to make some Orks in looted power armour just for the fun of it. I can have speeders and cool tanks.
I could even bring Chaos Androids (Necrons).
Balance
It simply unbalances things. There's just too many ways to fill in weaknesses in your book with things from other books.
Those wonderful power gamers are going to take full advantage of this and it's going to hurt.
I bet that allies are going to be house-ruled all over the place.
Tyranids
I am really disappointed that Tyranids can't have IG allies in the form of Genestealer Cult. That would have been awesome.
I would allow this in any league I was running (if it was converted, of course).
Vehicles
I don't know if it's as bad as everyone seems to think. Yes, vehicles are going to be less survivable, but not that much.
Raiders & Venoms/Chimeras/Razorbacks are actually going to see an improvement, I think. Glancing hits will no longer shake them, so they're going to get to fire more often. Penatrating hits are going to destroy vehicles less (except AP 2 and AP 1), so all of the missle/autocannon spam is going to have to remove all hull points to be as effective. Those squads already do a lot of damage against lower armour vehicles. That's not going to change. But 4 missles at a Chimera currently will probably kill it and if not, it will mostly likely be unable to shoot. In this ruleset, the Chimera has a very decent chance of being alive and able to shoot. Will it survive another volley? No. Doesn't matter, it will still get to shoot again, most likely at that devastator squad.
Dark Eldar vehicles are already paper. But now, there's a decent chance that if they are not destroyed from being shot at, they will be able to fire at full effect the next turn. I really think people are underestimating how often they shoot at an enemy until it is shaken, then move to the next target. That won't work anymore, so they will be taking an increased amount of fire from enemy vehicles. That means mech armies are going to see an increase in ability to front load damage. Mech armies are going to lose their tanks more often, but it will be on later turns than people currently expect.
Also, if rumors are true, you can only move 6" and disembark, so Melta guns are going to be much harder to get into 2D6 armour pen range. While Str 6, 7, and 8 volume of fire is great, EVERYONE that can take melta guns, does take melta guns. They're simply too good in this edition. That's going to increase survivablility of Land Raiders and Battlewagons. Sure they get +2 on the damage chart, but without that 2D6 for armour pen, they really aren't amazing. Land Raiders I think are going to get better, as just about the only thing that ever killed them reliably was Melta guns. Getting 4 glancing hits on a LR is not an easy task.