7th
>artillery guns and tanks were powerful weapons capable of destroying hordes of enemy infantry if they are clumped together
8th
>mortars, artillery guns, and tanks now will only kill about 2 people from a 50 man horde standing in the open on average
7th
>Initiative was a simple dice roll that each side had a fair chance of winning
8th
>mechanized and deep strike armies will always get to go first forever and have a distinct advantage the entire game
7th
>deep striking was a high risk high reward maneuver that if properly executed could turn the tide of the game with a few lucky hits causing havoc in the enemies back line
8th
>deep striking is completely 100% safe and there is literally no reason not to do it
7th
>tournament lists were performed by intricately stacking a myriad of special rules, units, and characters together to make incredibly broken forces
8th
>Tournament lists are just finding the most optimal unit in your army and mindlessly copy-pasting up to points limit
7th
>a squad of people with flamethrowers jumps out and burns an enemy squad, the ones in the front being incinerated instantly
8th
>same squad jumps out and one of their flamers randomly decides to sputter out and only hit one guy, then people in the back of the squad far away from the fire proceed to die
7th
>vehicles fire from their weapons
8th
>a taurox prime can fire 2 autocannons, a 20 shot gatling cannon, and a storm bolter from an antenna
7th
>loyalists and traitors have storm bolters and combi-bolters, storm bolters offering more firepower at a farther range but with combi-bolters becoming the superior choice in close range reflecting the fighting styles of their armies
8th
>literally the exact same weapon now
7th
>some vehicles were too heavily armored and powerful to even be scratched by small arms fire
8th
>lasguns wound Raiders on 5s
7th
>flyers flew fast and high above the battlefield, requiring specialized equipment to reliably hit
8th
>flamers are the best anti-air