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I was hoping to see more anti-vehicle/anti-infantry keywords in general. Like I feel like anti-infantry makes a lot of sense on a Foetid Bloat Drone's fleshmower. Low strength but anti vehicle or anti monster on entropy cannons on a plagueburst crawler would be great.
Ah well, I've been saying for a while if I do get back into 40k I will probably start a new army cause DG don't really suit my playstyle, and with the new lack of restrictions on troop types in lists a full speed waaagh ork list seems like a fun way to go.
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100%. The reliability should come from pushing wounds through. Also devastating wounds shouldn't exist as a thing but that's a rant for later. My big hope for 10th was them removing the amount of exploding 6s, instead that seems to be the crux of the entire design philosophy and I hate it.
Orks seem fun, and very well priced points wise. Better defense now too. They'll run over a lot of armies in record time.
I've not finished building my Ossiarch Bonereapers let alone played a game with them but I really like the models for the Hedonites of Slaanesh and kinda want to start a second AoS army already.
Death Guard got pretty badly shafted too, even worse than votann. I liked the original idea behind changing guns like meltas so they aren't the best choice in to everything, make units more specialised across the board. But to do that they should have added more anti-vehicle, anti-infantry etc. Instead we've got some things with devastating wounds which are either unreliable or broken, no inbetween, and except grav cannons, no infantry can now hurt vehicles.