The Bissler wrote:
Sorry I never got back sooner! Greatly enjoyed reading up on the new rules!
I really like the rules about embarking / disembarking transports, I always thought that the calculating of percentages always slowed the game down. Also think allowing the transport vehicles to act independently of the troops is a great idea. It always seemed a bit daft that all of the Rhinos had to just sit about (to maintain unit coherency) after they had dropped off the Marines. Really liked the Overrun rule, I always mourned the loss of this "Stomp" rule when the rules were simplified for V.2 of Space Marine.
Not sure what I think about the movement phase changes - I'm used to all charge movement being done then all advance movement - think it too seems like a good idea and think it will be very interesting to see how the change will affect the game. I'll need to see how that one plays out before offering my thoughts on it.
I think the one reservation I have is about the reintroduction of Snap Fire. I always found this really slowed the (1st Edition) game down and I was never that mad about it. But again, I'm willing to give it a go!
If I had one suggestion (and at this stage I have only read the core rules, not any of the other books), it would be to suggest bringing back the old experience for Titans. I can see why it was dropped when the 2nd edition of Space Marine was released (due to how lethal the combat was in comparison the Adeptus Titanicus), and that in practice, there probably wouldn't be many Titans surviving battles to actually get experience but I always thought they were really nice rules for campaigns.
Overall though, the rules are a beautifully produced document which look to be a real labour of love written by true fans of the game. Well done to everyone who was involved in this project, absolutely superb!
Hi!
Glad you enjoyed it!
Regarding movement, not this is in conjunction with the revealing the orders individually instead of globally giving a fog of war effect. Since movement is alternating and you only reveal the order WHEN the unit is activated to move, it makes for many important tactical decisions.
Do I charge that unit that hasn't charged? What if it is on first fire orders? What if I wait and it moves away?
Do I snap fire and lose my ability to first fire later or take it now?
Add snap fire to interdict movement with the above and you get an extra rich layer of decisions in the movement phase. The old rules were too predictable and moving everything of a certain order type just gave either too much advantage or too little.
Also the initiative winner, regardless of how many units gets to move one unit of his choice LAST, for that extra tactical edge.
Since I played a lot of 1st edition with snap fire I found it not to slow the game much. In fact, except in specific circumstances is is mostly detrimental to fire as snap fire due to the -1 penalty. You will find that most veteran players use snap fire less not more. It a gamble, a useful one, but not to be overused. Many a newbie with too much snap fire has lost the game.
I have played over a decade with these rules. They are well tested. I don't even remember what it is to play without these movement rues anymore.
As for titan experience an "optional" book will be cobbled together when the main project is done to include all these extra ideas.
Like you I personally love the titan experience rules. By the way if I recall Titan legions under second edition has such rules. That will probably be the template.
The credit for such lovely books goes to Warmaster Nice, Ferran and people like Scream and Zap whom stepped up to make it happen.
Primarch