I'm also going to have to pare down the list of armies that I run from somewhere around 10 down to 2. I've realised that I've never really run most of the armies that I own and that I'm not really going to have the time to do so in the future. I'm fairly certain that I'm going to stick with Tau and Chaos Space Marines/Chaos Daemons as my final two armies, even though it means I'll be getting rid of a lot of models that I've owned for a long time and have an emotional attachment to. My Eldar and Imperial Guard, for example, I've owned for almost 20 years and are mostly the older models (mostly in lead).
Well, Tau just received an update to their 6th Edition codex (literally, nothing in the 6th Edition book changed, they just added to it, not that much in there actually needed help), and Chaos Marines are hoped to be done soon as they are the oldest, but if you like Khorne, they have their own codex now as an option with both Daemons and Marines in the same book!
Changes from 5th Edition, there are a lot of them, but most came in 6th:General Principles:
* Measuring any time is fine, and often encouraged.
* More definitions on how modifiers work (important, there are a lot), and how rules interact (not that there aren't still problems here).Army Building:
* Armies are made up of detachments. You can have as many as your points or TO allows.
* The old FOC is now the Combined Arms Detachment.
* There is a smaller Allied Detachment option available, but the units cannot be from the same codex as your Warlord (baring some exceptions). Allows for 1 HQ, 1-2 Troops, 0-1 Elites, 0-1 Fast Attack, and 0-1 Heavy Support.
* New detachment type: Formations. They have a set list of units to work with, and give some new Special Rules to play with.
* New detachment type: Choice Detachments. They treat Formations and units like the Combined Arms treat Troops and HQs. They have a Core Formation and a list of optional Formations and units. All the Formations keep their Special Rules AND get the bonuses from the Detachment. It is brutally effective. Necrons get more durable, Space Marines can get free Rhinos, and Tau can fire multiple units as one!
* Your army gets a Warlord. Like Fantasy's General, but they can access buffs that are just for them!Deployment:
* As noted a few more missions are available in the rulebook, including 66 card objectives which 6 are changeable for any 7th Edition codex.
* Infiltrators and non-Infiltrators cannot join during this phase. So Shrike can join only Scouts unless you find a way to give someone else Infiltrate.Movement Phase:
* Only basic movement allowed here. Advanced movement like Flat Out and Run is moved to Shooting officially.
* Arriving from Reserves can be punished because of a USR called Interceptor. A unit with a model or weapon with this rule can shoot at you at the end of the Phase you arrive.
* Movement only affects the model's shooting. If you moved 9 Marines with Bolters and didn't move the Lascannon-carrying Marine, the Lascannon can fire as normal!Psychic Phase:
* Yes, it has its own Phase now.
* You generate power dice and then try to get 4+ successes with them to power your spells.
* If you have a Psyker, you can summon Daemons now. Yes, even the Ultramarines. But not Tau, Necrons, Dark Eldar, or Black Templars.
* You can attempt to Deny the Witch by rolling 6+s to match or beat their 4+ successes. Good luck.Shooting Phase:
* Weapons are fired by name. If a unit has Pulse Rifles, Pulse Carbines, and a Markerlight, than each group is fired and resolved separately. Such as all Pulse Rifles fire together and their Saves against them are rolled before moving on to Pulse Carbines. Markerlights are still only useful to their firing unit if Networked.
* Snap Shooting (aka Snap Firing) is a thing. Under certain conditions, a model may choose to Snap Fire or be forced to Snap Fire. In those cases, they fir at BS 1, and if the weapon uses a template or hits automatically, it is not allowed to fire.
* Moving and using a Heavy Weapon causes it to Snap Fire instead of just being completely denied.
* The range of the weapon may cause Wounds to be not Allocated if the target has models farther outside of the weapon's range.
* Wound Allocation is applied to the nearest model first.
* Characters like Sergeants and Ethereals can take a Look Out Sir! roll and have the Wound Allocated to a nearby model.Assault Phase:
* Overwatch has returned! Great for Tau and Dark Angels, everyone else is meh about it. If you are being Charged you can Snap Fire back. Templates can do a Wall of Death maneuver instead of not shooting!
* Assault Phase order of operations has changed: Declare all charges; Pick unit to Charge; Resolve Overwatch; roll Charge Range (usually 2D6); See if you made it base to base; Fight.
* Characters can d-d-d-d-Duel! in a Challenge similar to Fantasy. It was pretty broken in 6th, but not as bad now.
* Charging two or more units lose you any Charge Attack bonus.
* If your unit has no way to harm what they are fighting (Kroot v Walker), they can choose to Fall Back, but still have to take the hits from the enemy that round.
That's the basics of the games mostly covered. There are a lot more when it comes to unit types (such as the previously mentioned Vehicle Hull Points) and other Special Rules. But I need to get going, and will come back to provide more updates if no one else gets to them first.