This topic contains 20 replies, has 5 voices, and was last updated by sundancer 2 years, 7 months ago.
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Tagged: unofficial weekender
This topic contains 20 replies, has 5 voices, and was last updated by sundancer 2 years, 7 months ago.
Oh, definitely. GW tried to reinvent the wheel with the changes to the new styles…then decided that their new wheel had to have lots and lots of straight edges because that approximates a wheel close enough. I really wish stat cards were a thing in GW games (I did think of making my own at some point), but they would have to be so big to fit all the rules that they just wouldn’t be viable (main reason why I never bothered). I like having flavour to an army, so things like Chapter Tactics for different Marine Chapters is a nice addition for me, but the Strategems just ruin the game… “I’m going to shoot Marine Bloggins at your Necron Termobot5000” shouldn’t be followed with “YOU FOOL! YOU’VE ACTIVATED MY TRAP CARD!”; it drags down the game away from a fun night out with friends to a game of ‘I have to declare something stupid to drag out your counter before I try and do the thing I want’. I play Magic, I deal with that enough in THAT game… If you want a more simplified ruleset (which I believe was the purpose of 8th and AoS), then you can’t bloat it with useless fluff and still call it simple… That being said, I personally find AoS to be a much more streamlined game than 40k right now. It ain’t perfect, but it’s better.
there wasn’t anything wrong with strategy and tactics cards …
they simply made too many of them after they discovered people were ignoring the concept.
Meanwhile I’m reading Firefight and they got tactics/strategies done right. Just one or two special things per commander/faction that are relatively easy to remember and don’t read like they could ruin the game.
Team Yankee / FoW 4th edition did something similar … a lot of the faction specific bits were removed and replaced by more generic bits that still add flavour without ruining the game.
Yeah, GW’s different tiers of strategies across 4 or more books was just a bad idea…
A little late but not a bad weekend for me. I’ve finished all of the miniatures from the Sláine starter set today and I got a golden button for my Five Leagues From The Borderlands project.
Next I plan on building the two roundhouses from the starter set.
Compare this to Mantic’s Firefight. All possible ‘special’ abilities in the rulebook and all faction forces in the other.
I believe Games Workshop did this in 40k 6th edition. There was a whole list in the main rulebook of special rules and the Codices referenced these for each army. It may have taken a little longer to look stuff up, but you quickly got to learn these and it was quicker and simpler in the end.
they probably stopped doing that, because they couldn’t add new ‘features’ in codexes in order to make things extra complicated …
Like they’ve done with that insane ‘crossfire’ strategem/rule/thingy they’ve done for the Genestealer Cults in their 9th edition codex.
I really want to know what kind of drugs they’re using when creating things like that … the inane complexity just boggles the mind. Especially when concepts like ‘pinning’ and the advantages one might gain have been more elegantly covered by competing rule sets.
My working theory is that they do this so they can ensure the faction is more powerful and thus sells more of them at release (at the very least you want the codex as even their previews only tell half the story … ). I honestly don’t believe they do any kind of balancing (except perhaps making sure no balance exists … ).
It really makes me sad that a setting with as much potential as 40k (and AoS) gets crippled by a system and other gamer-hostile features that only exist to sell more product instead of improving the system and hobby as a whole.
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