Before considering how 6th can potentially even the field, the first thing to consider is: what are the strengths of GK? Based on the Adepticon lists (Blood of Kittens Lists)
-Cheap scoring units in AV 12 vehicles (with Coteaz)
-Universally useful S7 shooting (psycannon saturation)
-Cheap, reliable S8 vehicle shooting (Psybolt Dreads)
-Flexible, powerful psychic powers
Other than the psycannon properties, all of these can at least be partially influenced by some slight tweaks to the 6th edition ruleset. I think some of these changes are likely moving into the future and those changes might also alleviate some of the problems other codices have as well. So let's start at the top while I speculate on some of the rumors!
-Cheap scoring units in AV 12 vehicles
It takes 5 Marines or 3 Naked Henchman to capture an objective! |
-Universally useful S7 shooting (psycannon saturation)
Feed a Heavy Bolter HGH and you get this. Hits 65 HR a season. |
Also note, this Force Org change would enable units with over saturated inexpensive Elite/Fast slots to fill out their force a bit more. I am looking at you Tyranids!
-Cheap, reliable S8 vehicle shooting (Psybolt Dreads)
Adding to the abundance of GK shooting are the Missile Launcher wannabe dreads. Once again pulling from the 'more like fantasy' rumors and the way deployment worked in 4th edition I think these guys can be mitigated by a change to initial deployment. The deployment order used to start with Heavies (which these guys are) which means they would hit the field first and provide opportunities for a player to avoid them with vulnerable (later deployed) troop selections. These dreads remain cheap, but every army is going to have strong selections. Rumored changes to the damage table (multiple stuns will eventually wreck a vehicle) makes these now unsuppressable units a bit more vulnerable to shooting as well. A change to cover would also help bring them in line - with cover rumored to go to 5+.
Further, as backfield shooting units any changes to the reserves and Deep Strike (or outflanking) rules could have a big impact. Nothing concrete has emerged with respect to reserve modifications, but I expect to see the system reworked to make battles a bit more dynamic. The ability to tie up these non-power weapon wielding units with some cheap 4+ save guys will really change the way they are used.
A modification of the psychic powers will also influence these guys which brings me to...
-Flexible, powerful psychic powers
I only have one power and I got a movie deal. |
That is it for now, I hope this both excites players a bit more for 6th edition and assuages their hearts that the tyrranical rule of GK might soon end. Many of these changes would also influence Space Wolves but that is a story for a different article.
I think the thing they need to do to really balance things out between armies is change how games are won all together. Having a 5 man horror squad worth the same number of KP's as a 10 man maxed out paladin deathstar is just silly.
ReplyDeleteWhen it comes to competitive GK builds, I think Draigo wing is the tamest of them. In KP missions it can be brutal, but in general Daemons also benefit pretty substantially for not taking metal boxes.
DeleteI actually like the general format for Kill Points, if I was going to recommend any change it would be that a unit is worth 1 KP if it costs less than (for example) 200 points, 2 KP for less than 400 et cetera. This would provide the MSU penalty of KP while evening out deathstar style builds.