Anyway, I bring you some thoughts about 7th edition and some weird rules.
Revised 7th Edition v1
Adjustments for streamlined rules to
Blasts and vertical height:
After the final position of a blast
marker has been determined; hold it vertically to see if and part of
a model (including it's base) is seen through the marker.
Real-talk: This essentially makes each
blast have a sphere of effect. If it can't be physically held
vertically, i.e. something blocks your hand or its ground level;
measure the radius of the blast with a tape measure to the best of
your abilities. This stops players from targeting the top floor for the sole purpose/exploit of hitting everything below, even if the ruin has a height of over 12".
models that use a USR in a specific way that were unlikely considered
when the USR was redone for 7th and had their effectiveness reduced or made
the rule have no actual effect.
Example 1: USR “Strikedown” and the
melee weapon Teeth of Terra(and any weapon with this USR). Strikedown
used to halve initiative if it was hit by a weapon with this rule as
well as treat terrain as difficult for the next turn. So this
functioned in melee as well as shooting should a shooting weapon have
that rule. Now it only forces the model to treat all terrain as difficult. Thus making it non-functioning on any melee attack.
Example 2: USR Blind now is only 1 test
per unit/model hit by a weapon with this rule at the end of the phase
as opposed to every-time a unit/model is hit they take an initiative
Adjustment: Models with USRs that
became non-functioning or altered their effectiveness in a
non-logical manor use the previous edition rules. Thus Teeth of Terra
will still halve enemy initiative.
Real-talk: The change to Strikedown
makes no sense and the change to Blind was probably to streamline it
with other rules that force tests.
Real-talk Example 2b. Eclipse Missiles
are blasts that have Blind. They are used to blind opponents
temporarily and used in the shooting phase. So taking a test at the
end isn't an issue because your opponent won't be shooting/striking
back at the end of your shooting phase. The problem lies with it
being only one test. Eclipse Missiles fire twice because it is
to double the chances of successfully blind the enemy. It went from
logical and realistic to “I got flashbanged by two missiles, good
thing I only have to test once.” It could be argued that that
single test is to avoid all instances of blinding. But what happens
when a single unit gets it with say, six Eclipse Missiles from 3
different units? If they passed that would mean they covered/averted
their eyes at the initial blast and kept doing so during the entire
barrage. Would they be prepared for an enemy assault seconds after?
Unlikely since each units shooting has to be resolved sequentially
after once another and remove any casualties. Thus they have endured
numerous-I'm going to stop myself here because it's digging too deep
for any side of the argument. Fortunately I have another example.
Example 2a. Corax's Panoply of the
Raven Lord melee weapon has blind. His unique ability to use advanced
hand-to-hand fighting stances to counter his opponent and keep them
off balance is reflected through his “Fighting Stance” rule and
the Blind rule attached to it. Because of his high initiative and
ability to knock around opponents, keep them off their footing and
not get hit it translated to the Fighting Stance rule and how old
Blind functioned. Since he could have upwards of 10 attacks on the
charge at initiative 8 he can have up to 10 chances to Blind an
enemy. Essentially knocking them off balance and down to WS1 through
his advanced hand-to-hand before they even got to swing back. Flavorful, fluffy and made sense. Now
under new Blind his opponent only makes one test after they get to
swing back at full WS. So they only have to counter one attack after
they have already been hit.
Say they fail. That means that:
Corax attacks/wounds first if his
oppoent has a lower I.
Opponent swings back if he
Opponent takes one Blind test,
Suddenly is knocked off balance
after being hit and getting to hit first chronologically.
Real-Talk Blind-sided Models Part Two:
It is likely these cases, as they are few and sometimes obscure, will
get unique rules that give them the old version of their current
rules renamed in updates. Such as melee weapons with Strikedown
getting something named Knockdown that halves initiative, while
shooting weapons retain Strikedown. Or old Blind in assault renamed
to Stagger that forces an I test for every hit and fails reduce enemy
WS to 1 while shooting weapons retain Blind(Though it should probably
be a test for every hit, even at the end of the phase. Minimum of a test for each unit that hit.).