Okay, now we've seen just about everything (except the objective decks): indexes, point values, everything.
What do we think?
I think that first off some of my doomsaying was premature. GW has actually done some of the things I wanted them to to make the game better. Namely:
1) Shooting is Weaker
The shooting phase took a much-needed kick in the teeth. With Toughness rising across the board, AP went down and the number of dice you can roll went down. You just aren't going to be tabling opponents in a walk anymore, which is GREAT NEWS.
2) Complexity is Down
Granted we are dealing with just the indexes and, honestly, the index period of 8th edition was one of the best times in the game in recent memory. That said, a massive slash of extraneous special rules, a return to USRs, easy list-building--I love all of it. There will probably be a downside to this (lascannon spam, anyone?), but right now it is really refreshing.
3) Transports have new life
I'm expecting we'll see a lot more mechanized armies and a lot more maneuvering than we did through a lot of 9th. Infantry is still just about as squishy as it ever was, and walking dudes up the field is probably unwise. Plus, with the cut-down of stratagem-related shenanigans, the ways you can drop your guys onto the field have been curtailed. I'm interested, given that I've always found mechanized to be a fun way to play.
Things that Might Be Problems
1) Everything is CHEAP
Point costs went down across the board and, when coupled with no incremental costs for gear, I'm guessing you will get LOT of army for not many points. Will we be sticking with 2k as a standard? If so, man, it's going to get nuts.
2) Just as Many Re-rolls
They said re-rolls would be down, but from where I'm sitting that just isn't really true. SOOO many re-rolls out there.
3) The Xeno Indexes are BAD
I've only gone through a couple of them, but its pretty damned clear that Imperium/Chaos (and maybe Nids) are MASSIVELY better than, say, Eldar or Tau or Durkhari. Like, a LOT better. The Tau are truly awful in this iteration and I'm struggling to see how you could *possibly* play a Wych Cult if you wanted to. Even straight Aeldari seem pretty lackluster.
4) Psychics? What Psychics?
There isn't too much there for anybody who isn't running Thousand Sons to be excited about regarding psychic powers. On the one hand, this is a good thing--that whole phase was a pointless drag for a long time--but on the other, psychics just aren't the force multipliers they once were and seem really hit or miss. Just about all of the psychic shooting weapons are pretty terrible, in my opinion. We're going all the way back to 5th edition for that stuff.
Anyway, those are my initial impressions. I'm excited to get a game in, whenever I can get my hands on the actual book/cards/etc.