Now on to part two of the review.
Terrain and playing a Game
Now I don't know about other wargamers out there but I have actually had to deal with players (mostly jokingly) asking to play with out terrain. What I really love about Warhammer 40,000 6th edition is that they clearly force players to have terrain on the field.
So playing a game the players must determine the battle and battle field for there game. This is done by rolling a d3 for deployment and a d6 for mission type (3 deployments and 6 missions). Players then role to see who goes first or second(fortifications get deployed first). Then players will determine Terrain. Terrain is placed as d3 pieces per 2x2 area on the game board. Once terrain is placed players then roll for a Warlord Trait. Now I really love this concept. It allows the HQ's to be more useful on the field then just for the sake of having an HQ. You will pick off of which chart you want and role a d6 to determine which one your HQ will have. Now I rather have the ability to choose which one but Games Workshop decided to add randomness as a balance to Warlord Traits and Psyker abilities (It turns it into a meh kind of feel). Once the armies are done deploying the player who goes second has a chance to seize the initiative. I have a huge grip against this rule. I don't like the idea since it makes the first player to bank on the opponent not role a six. I do see both sides of an argument for the rule but I would rather have it completely gone then screwing my deployment over.
In the Grim darkness of the far future there is only war.
Fluff. it's needed for any kind of wargame although depending on the gamer they just might not care. Warhammer 40,000's fluff is extensive. When I mean extensive it's roughly one hundred pages worth (Also remember that there's more fluff in books and codex's). The fluff for the game is huge. It's a lot to take in but is awesome. Along with the general fluff of the game it also goes into some of the fluff of the different factions in the game. Giving you a pretty basic idea of who they are. With sixteen different factions and the ability to create your own identity within the factions instantly propel this to a top spot for me. It really allows a player to apply his imagination to his army to really make it his own.
Miniatures Miniatures and More Miniatures!
Now we are unto Miniatures. This section of the book is nothing more then talking about and show casing there product. It's there to help players getting started with putting and painting there miniatures so they can then get them onto the battlefield. Personally I think they could of gone a bit more in depth with painting a miniature but they give the basic idea.
More things about Battles!?
Well this section way in the back of the book is talking about campaigns and alternative battles. They also mention some other supplements like Cities of Death and Planet Strike.
At the end of the book they have the rules for the different psyker abilities I was talking about in the first part of the review along with reference sheets to units, weapons, and playing a game. This is followed by a pretty good index.
Finished.
Yes this is a very large book with a lot of pages. Overall the game looks very fun. They seem to have a very cinematic feel to the game along with adding more strategical value out it (At least more then I can remember out of 5th edition). I thoroughly enjoy a lot of the rules and the game feels more like a large movie battle. There are still some problems that could make the game better but overall I am happy spending the money on the book.
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