|These pictures are to break-up my wall of text.|
Now don't get me wrong, I love 40K; I always have. It's also the game I probably have played the most of in my lifetime, but the amount of games I've played of 5th edition have been countable on two hands. I guess what I'm getting at is that I'm not a competitive player. I don't care about the scene's "meta" (a silly term used to describe trends, and tactics, amongst the players of a given area instead of anything involving the game itself. For instance, do all Vancouver gamers use lots of tanks? That would change Vancouver player's tactics), and I don't care about what might make the game unbalanced insofar as it's still fun. And 5th edition ain't fun.
|Spanish, I reckon.|
|Are those dice holders?|
First way to fix the "fun" aspect of the game is to make it feel more like a sci-fi conflict and less like I'm actually moving 28mm figures around a table (I already know I'm doing this, I don't need a $90 book to show me). Make missions an important part of the game. one thing 3rd edition did well was the plethora of missions in the back of the book. Most people just played the damned Standard Missions anyway, but at least I could've played a breakthrough if I wanted to.
Amp up the psychic powers. Make them a random element in the game, and I don't just mean an unreliable part of the game, but make them exciting. Warhammer's magic phase is exciting; Joe Schmoe the Librarian casting Psychic Bolt on a Ld of 10 isn't. He's gonna make it. Give me some powers I can build tactics around, and may backfire, not just a fancy upgrade.
Vehicles being powerful have put me off of 5th edition as well. Sure they can be taken out in one hit, but when a Space Marine Rhino only costs 35 points, and is a movable bunker they get irritating. Vehicles should have a presence, many armies use them (I imagine this won't change 38,978 years into the future), but when one army in the game has access to so many of them, for such an inexpensive price, I don't know... Besides, Space Marines come equipped with ways to deal with vehicles, while every other army has to pay extra for the vehicle-killing grenades. My Dire Avengers don't stand a chance against a Rhino, and Marines are only marginally more in points cost and can take one out, no problem.
|Holy crap! Psychic cards!|
The Codex Creep is a phenomenon whereby each codex produced is more powerful than the one before it. For years I decried this crackpot theory, and chalked it up to the excitement one felt at the new book, and just general strange behaviour gamers have around Games Workshop products. However, lately I've noticed such a scene arising. It almost seems like each new codex for 40K follows a different philosophy in games design. It's very patchwork quilty and irritating. Never mind that there are still codices that have yet to see an update (which of course will be meet with complaints aimed at the fact that they have to buy a new codex to replace the one that sucked and they hated using in the first place).
Solutionio! Step over to the Warhammer side of the offices and peep what they're doing with the army books. With the exception of the Ogre Kingdoms book being pretty good, and the Tomb Kings book being more challenging to play with, all the army books so far released are ace! They're balanced, they're well-written, and they're cohesive as a whole, while still retaining individuality. If 40K codices received the attention that Warhammer ones do, it'll be a solid game, indeed.
Oh! And bring back movement values, for Chrissake! I'm not a moron. I can remember that Eldar move 5" and Space Marines move 4".
So that's it. Later today I'll hopefully have a copy of the White Dwarf in my meaty paws, so I'll be able to talk at the Internet more about this game. Prepare yourselves for Friday's update when I'll have something to say about a D&D play test (once I read over what I can and can't mention about it). Also, once I get a new camera (don't hold your breath) I'll start posting pictures of my models again. Won't that be lovely?