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Actually, the rumors at least are that Fantasy sales are super stagnant. What was the figure someone said? 12% of GW's sales? And probably well above that in terms of Fantasy's share of the production costs.

Yes, fantasy competes in a more vibrant marketplace, but if the sales were still strong, why would they overhaul it away from the mid scale battle game, where it is basically the only kid on the block, and towards a smaller scale skirmish game - a subset of the marked choked with competition, and where the majority of the existing crowd, at least in my experience, seems to take their vitriolic hatred of GW as a badge of pride?
 
If fantasy is rebuilt to scale from skirmishing to full blown regimental battles, and it does it in a way that offers the same experience those other games give AND it continues to give us the awesome regimental battles we love, then isn't that ideal? Fantasy becomes the best choice out of the various games since it can do more.

I really think fantasy is going to pull this off. I personally can see where the game can please both markets and not lose anything. At least game play wise.
 
Regardless, I started playing 3 months ago. I started because I had enough models from painting them for D&D. My group keeps end f times out for us new players.

It's a new set of rules and armies and an entirely new system for a new player still deciding on what VC army to paint and field.

Not a great initiation for a game that requires purchasing multiple books, models, paints, brushes and time to learn said rules.

I'm the king of bad timing and rolls

(24 dice for crypt ghouls with vahels, one 6 and one 5, the six did damage and on the same turn, 15 dice for my CH's regen only saved 1 wound.)

Rage quit is in the cards
 
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You have more confidence yhan i do, najo. The game isnt going to succeed at being everything to everyone. The difference of scale between skirmish and battle rules basically guarantees that a system cannot be great at both. Either it will lack the detail and granularity of rules needed to make the game of dozens of models engaging, or it will be too cluttered and complicated to make the game of hundreds of models enjoyable or even posdible to play in a reasonanle amount of time. The best one could hope for is multiple variations on a similar ruleset, but even then the underlying ruleset will be optimized for one or the other, or neither, but not both.

Blah blah textwall under cut

When we take into account gw's less than stellar batting rate in the last few years (dreadfleet and war of the ring spring to mind), combined with the apparantly poor warhammer fantasy consumer base, the likelihood of major changes alienating both that what base there is and the independant retailers needed to pitch the game to qny new audeience (apart from 40k players*), i do not eate gw's chances of success here as all that high.

Not that i necessarily disagree with the need for change, particularly a change away from battle and towards skirmish, even if that means trying to force their way into a market both more hostile and choked with competition. Their product, at least when we look at the minis, is a skirmish scale product. Has been for years. GW prides themselves on producing the best minis, and apart from the finecast blunder they really do. Better proportioned, more dynamic, more detailed, more visually interesting, far better material. Their prices arent even bad compared to other skirmish minis, often tge same price for the same number of minis, only of vastly higher quality.

But thats not what a battle scale minis game needs. When you're painting stormvermin number 40 or halberdier number 60 or skeleton number 80 more detail is the last thing you want. It just means your army takes so long to paint well that either you never finish or you ruin that great model with a lousy paint job. And what does it matter if gor 40 or even irongut 18 looks amazing when they're hidden away in a back rank? How does the fancy dynamic pose of a ghoul help anything when the unit ends up looking terrible due to having their faces up each others butts? If your large, impressively posed heroes dont rank up than they're just a pain to use.

Yes, gw offers far superior models than its nearest competitors at the same price, but that doesnt work when the competitors are pitching a game of a few dozen models snd gw is pitching a game of a few hundred. Not only does individually superior models start to feel like a bad thing when your painting zombie 200, the pricing, which is objectively quite good, starts to feel exploitative. where every other minis game, including gw's other games, offers a complete, playable unit in every box, many of fantasys units require two or three boxes to field one viable unit (or more, in the case of our skellies). And thats what matters, playable units, playable games. The price per model is great, but the price per army in fantasy is unsustainable.

GW isnt about to switch their mo from making the best minis on the market to making the cheapest passable ones, and selling high end skirmish scale figures for a battle game apparantly isnt working for them, so the only option left is to try to shove their way into the skirmish scene. Which they could even succeed at, despite competition and consumer hostility, based on model quality alone, but rules quality is a serious issue, given their spotty history and their lack of testing, especially if they try to be everything to evetyone with a game that tries to do both skirmish and battle equally well, because again, i just dont think thats possible. The characteristics of a good battle game are just irreconciably removed from those that make a good skirmish game. Honestly, thats probably an important underlying factor in what, imo, is wrong with 40k these days.

Regardless, that leaves us fans of warhammer fantasy 'battles' kind of sol, since the new game either wont cater to us at all in favor of skirmishers, or it will try to do both and be just a lackluster (at best) game in general as a result.

*which is why i think newhammer will live or die not based on its ability to attract new players or retain old ones, but rather based on its crossover appeal to 40k players

Edit: pls excuse typos, am on mobile


@Otarin bad dice happen, try not to worry about that too much. And even the looming spectre of 9th isn't something to get too worked up about. I mean, I wouldn't recommend buying tons of models right now, but we're still not sure if the rumored changes are real, how extensive they will really be if they are, or what the general reaction will be. I'm far from optimistic about the whole deal myself, but the game could easily stay good regardless, or the existing 8th ed community might stick around, who knows.

If the game takes off but individual factions are left behind, homebrew designers on the internet will pick up the slack, as we saw with chaos dwarves in 6th, 7th, and 8th editions before and even after FW finally released new rules for them.

Even negative as I am, I'm still adding to and working on my Undead Legion, albeit with far less enthusiasm than before the holiday season.
 
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From long, long experience, I can see that many ,many players will be "forced" by finances to stay with 8th ed for some time, and will gradually add 9th to their repertoire - or just shrug it off ( I know a couple of guys who still play 3rd ed 40k, because thats the game they like. And good luck to them.) New rules are only really a major issue if you play in tournaments or GW sanctioned clubs/stores. Personally, I don't like what I've read so far, but I'm happy to wait and see. Malisteen has a point,though. Unless they are very lucky, the game will either favour one scale of game, or fail on both counts. So, fingers crossed.
 
Gameplay wise isn't really a concern of mine. WHFB is pretty much a cluster of clumsy rules stapled together. If it was an animal, you'd put it down.

But it's really the only game in town for large scale fantasy battles.
 
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First. Warhammer has the best system in the industry. That's the main reason we all play it and others play it with non-gw minis. War of the rings was an awesome system as is most of GWs side line games. The problem with all those games they make is they require you to put in time and money to something other than warhammer. With how involved warhammer is, most players are not going to take hobby time away from another army. and use it to play a games that isn't warhammer. But those games are really good.

The warhammer engine is time tested. We know they are not changing a number of things. Profiles, basic rules for moving individual models, shooting, and fighting in combat are going to remain. Most of the special rules will be there. You will still have some form of unit fighting unit.

Warhammer has been skirmished before. Mordhiem was an amazing game. They have done rules for warbands before and number of chaos champion rules. All small scale or skirmished, and mostly good. All skirmished in fantasy means is being able to play realistic small scale engagements around a different set of scenarios. They have done this right before with the same system.

So, then the question is, can that scale up? The quick answer is yes. Warhammer uses dice pools. Because of that alone, you can scale units from one to hundred and quickly get results from their attacks. So, I promise you none of that is changing.

Now look at 40k, and what fantasy and it share mechanically. None of that is going away. That's allot.

So, the main thing we are left with. Regimental movement and facing. Square bases. The number one thing the game needs is for units to want to be in formation the larger they get and that there is rules for regimental facing and movement.

They leave that out, the game is going to upset alot of people. They keep that in, the game is going to be fine. They keep that in AND clean up 8ths issues, especially magic, cannons, terrain, and deathstars. Then 9th is going to make allot of people very happy.

And if you look at each edition of warhammer, they get better and better each time. So, really, we just need to chill, enjoy 8th and then check out 9th when it his and quit with all this sky is falling talk. GW is not going to shoot warhammer in the foot like people are expecting, at least not mechanically.
 
WHFB is pretty much a cluster of clumsy rules stapled together. If it was an animal, you'd put it down.
I laughed. I agree with the first sentence to an extent - I don't think it's so much clumsy rules though, as clumsily written rules. If GW could get the shit together and realise that, despite their misguided belief to the contrary, they are a games company and actually write clear, tight, unambiguous rules, we'd probably all agree with @najo.
 
Paying more attention to their rules and how they interact would certainly go a long way to fixing their problems. I think the biggest single problem they have with the rules is that they're basically just the same rules patched over and over to solve various problems as they arise, and tweaking the game in different directions as different staff put their own personal spin on it without any kind of over-riding control. They really need a clear (and permanent) design philosophy, and they need to approach the next edition of the game from a ground-up re-write, keeping their philosophy in mind.
 
GW tries to write rules in a manner that is easy to read and casual. This makes their rule books more enjoyable to read, but yes it causes some complications and need for FAQs when you play RAW. In reality though, the engine is fairly robust. They just need to year the game the same way WOTC treats MTG and be consistent and straight forward in their rules and keywords. But I understand why GW writes in the style they do, and it's is to unstand when you don't try to break it.

Mind you, good rules hold up to being tested that way. So, yes GW should up the game a notch. But they are still the most accessible and widely played, and there is a reason for that. They get their games more right than the other companies do.
 
I'd suggest Warmachine, Dropzone Commander and Infinity are three with better written rules systems, albeit catering to different game and play styles; the wording is pretty much airtight, and it really doesn't make the game less enjoyable for me; if anything I appreciate the lack of ambiguity. They even sneak the odd joke in without breaking away from an iron grip on how the rules should be interpreted. Further, Warmachine's new(ish) RPG rules use the same stats as the wargame... A true skirmish level game that scales up to firefights.
 
Which games do you feel are better and why do you think they are better?

My favourite at the moment is Hail Caesar, but I also like Basic Impetus a lot. I like them because they achieve results that I think are fair, using simple and easily understood rules, without needing to muck about with intricate and complex mechanics. There's a debate on the rules subforum at the moment about how Pit of Shades interacts with ridden monsters. This is something you'd never see in some other wargames, especially years and years after the rules were released. Warmachine is a very tight set of rules which isn't to everyone's cup of tea, but there it is. I like it for a change because of the lower number of models used, and also because steam-powered robots are freaking awesome.
 
War machine has three issues IMO that makes it inferior to Warhammer. 1) 2d6+mod doesn't scale. 2) Over detail on what jacks/beasts do 3) power combos break the tactical game and require way to much system mastery. I also personally find the war machine armies to similar in their units, but that is minor.

Drop zone Commander is small scale, like epic. It doesn't handle 28-30mm heroic scale, which requires more details (ie character models, individual casualties).

Infinity is 250 pgs of just rules. Rules that are counter intuitive and over complicated. It's current edition reminds me of warhammer 3rd to be honest. Lots of detail for small things that slow down the game.

@Blutsauger
I can absolutely respect your interest in historical wargaming. Both systems you mention are streamlined and good. Hail Ceasar ironically was written by Rick Priestley and is based off warmaster (warhammer's epic scale game). The thing with both games though, they are 10 or 15 mm and dealing with only stands of historical units. Very simple rules. There is no need for characters, monsters, magic, fantasy war machines etc not heroic scale tracking of wounds.

When I say Warhammer has the best system, I don't mean 8th. I mean the whole legacy and it's core rules every edition and 40k share. That system is very robust and does a very good job of handling is scale and fantasy subject matter well. It would take very little to tighten up the game from where it is at right now and make it scale between skirmish and regimental warfare.

My personal feelings on 8th is Matt Ward added a lot of good things to the rules, namely rolled charges and stepping up. Some things that are the right direction, but need tweaking, namely steadfast and winds of magic, and a lot of clutter that needs organizing or removal. Do that, then fix cannons, nuke spells and death stars, and be consistent in your keywords and warhammer is near perfect. Perhaps the only thing at that point would be armor saves being weird.

Oh, and go back to previous editions terrain with a smattering of mysterious terrain. I want difficult ground back!
 
When I say Warhammer has the best system, I don't mean 8th. I mean the whole legacy and it's core rules every edition and 40k share. That system is very robust and does a very good job of handling is scale and fantasy subject matter well. It would take very little to tighten up the game from where it is at right now and make it scale between skirmish and regimental warfare.

I believe this sentence right here is where every complaint is coming from, a game can go from broken to perfect with one small rule change sometimes, except as good as their initial drafts tend to be, GW historically just releases that initial draft with no revision or play testing. They take it even further and damn near outright refuse to go back and fix it, short of the very rare often equally ambiguous FAQs.
 
I believe this sentence right here is where every complaint is coming from, a game can go from broken to perfect with one small rule change sometimes, except as good as their initial drafts tend to be, GW historically just releases that initial draft with no revision or play testing. They take it even further and damn near outright refuse to go back and fix it, short of the very rare often equally ambiguous FAQs.

Exactly. I've been a loyal GW fanboy since 4th edition. 3rd was too clunky to play. And I too think 8th has been the best one so far. If Ward is responsible for that then kudos to him for once. But what mucks up every edition is not the core rules but the power creep in the army books (or just the downright inconsistencies) that take the core game and make it imbalanced. This is probably an intentional marketing scheme to make you want the latest new set of toys released.
 
Exactly. I've been a loyal GW fanboy since 4th edition. 3rd was too clunky to play. And I too think 8th has been the best one so far. If Ward is responsible for that then kudos to him for once. But what mucks up every edition is not the core rules but the power creep in the army books (or just the downright inconsistencies) that take the core game and make it imbalanced. This is probably an intentional marketing scheme to make you want the latest new set of toys released.

I doubt it, I think it's really just inconsistencies. Some new models have been released with absolutely horrid rules, but yet they still look gorgeous. The true problem with GW is that they can't get their story straight, the main goal of the company is in disconnect with its fanbase, and they are terrible at fixing it.

1. GW stated that they are a miniatures company and provides collectible miniatures. Big words here are: miniatures and collectibles.
2. GW doesn't realize that the second they attach a ruleset to the models that they supply that they are no longer a dedicated miniatures company, but a game company.
3. Ergo, there is a disconnect between the mission statement of the company and what they actually provide.
4. This disconnect is what the vocal majority of the people on the internet bitch about the most: the game and the rules.
5. However, GW already stated that they are a miniatures company and their focus is to provide collectible miniatures. Therefore, they don't care about the game or the rules, and therefore, doesn't care about the majority of the vocal majority of their fanbase. That is why are are constantly met with this disapproving silence.

This can all be solved and if they are willing to hire a dedicated position designed specifically to bridge consumer concerns with a company's business model, and that's a community manager. It's to my knowledge that they do not have someone in this role, not because they don't realize such a role exists, but they believe that they do not need one (or worse, don't care).

However, I don't think any of this matters from a 9th Ed. perspective. GW is not known for radically changing rulesets, eliminating bases (that they are still shipping), and go trash armies when the product lines already exist. Rest assured, unless GW wants to burn down their HQ themselves, 9th Ed. will pretty much be 8th Ed. 2.0.
 
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I agree that GW needs to keep in mind that we buy the miniatures to play a game with them. I also agree that GW needs to adjust their mission statement. Ironically, games is in their damn name. Even more ironically, the foundation of game design is strong from the founding designers (Rick, Jervis, Richard, Bryan, etc) that the second and third generation crews are hard pressed to much things up.

I don't think GW needs a community manager as much as they need in-house style guides with laws they follow, that keep the game design in check. Then, as issues crop up they errata and FAQ when it's needed and release a new edition when the errata and FAQ make it necessary.

They would also do to put sanctioned events in place that collects data on armies and units. Even easier, automate it and put it online for players to put their own data in. It would have some abusers, but if handled right, it would identify trouble spots too.
 
@BlutsaugerI can absolutely respect your interest in historical wargaming. Both systems you mention are streamlined and good. Hail Ceasar ironically was written by Rick Priestley and is based off warmaster (warhammer's epic scale game). The thing with both games though, they are 10 or 15 mm and dealing with only stands of historical units. Very simple rules. There is no need for characters, monsters, magic, fantasy war machines etc not heroic scale tracking of wounds.

To be fair, HC in particular was designed for 28mm, and while there is no casualty removal there is still the need to track 'wounds'. But yes, it is that simplicity that I vastly prefer in a game, rather than the extreme (IMO) granularity of games like WHFB. I think it's things like having so many different characters, and having them all compete fiercely that sort of ruins WHFB for me. I mean, it obviously doesn't ruin it for me since I still love and play the game. But too often I find, the game becomes a delivery system for the characters and the models just become wound counters for those same characters. And that problem stems, I think, from each character needing to feel distinct from his cousins despite having almost exactly the same battlefield role. So each author looks for a way to one-up the other characters, a way to make them unique, and frankly I don't think it really adds anything to the game.

Like in HC, there is one unit profile for heavy infantry. Hoplites, Legionaries, Huscarls, it doesn't matter. They all have the same profile, and while they might have a handful of special rules that differentiate them, they all operate in the same way. Now I realise that a historical game is different to a fantasy game because historicals don't need to contend with orcs and skeletons and elves, but I feel like too much emphasis is placed on making everything so wildly different. Orc infantry and Skeletons and Empire Halberdiers and Grave Guard should all work roughly the same.

I think part of THAT problem is that there is too much granularity in the game. Take close combat for example. You could simplify it so that instead of comparing weapon skills, each model simply hits on a set roll. A Vampire might hit on a 3+ always, for instance. But what about when he is fighting a Chaos Lord? Well, instead of needing to roll to hit, then roll to wound, then take armour saves, then take ward saves, you could just give the Chaos Lord a Resilience stat. Say, 3+. So the Vampire rolls his attacks, and each score of 3 or more inflicts a wound on the Chaos Lord. Then the Lord makes his resilience checks, and rolls a dice for each hit inflicted. For each score of a 1 or 2, he takes a wound.

We've then eliminated several stats. Toughness, Weapon Skill, Armour Saves and eliminated the need for Ward Saves and Regeneration and a whole host of magical and mundane items.

This would mean, for Orcs and Elves and Humans, that there would only need to be one or two stats that should be adjusted to separate them from each other. Instead of having an entirely different profile, and then bukkake-ing special rules on top of them to make them special snowflakes.

Now, this is only off the top of my head, I'm not saying this would be the be all and end all, it's just an example of how a razor could be taken to the rules to produce a much more satisfying result, IMO.

Also, the troop interactions in WHFB feel very gamey to me. Using charge redirecting units to pull enemy units out of position is frankly ridiculous. I mean, not always, but the instances where you line up the flanks of your wolf darts directly in front of the enemy to make them charge at a funny angle? That's ridiculous. There really needs to be some kind of proximity system.

And finally, I feel there's too much time spent figuring out how units line up, which models can attack which other models, etc. We all know how important it is to make sure our Wight King with Nightshroud is standing next to our Vampire Lord, and how important it is to place our characters at the edges of our units so they are less vulnerable to enemy attacks. Are these things that a general of an army should really need to concern himself with? Or should I be able to just get on with the business of commanding my troops? I really feel like I'm playing a game when I play WHFB, as opposed to controlling an army or fighting a battle.
 
EDIT: On a related note, Rick P has really shown with HC how you should write rules so that they are simple, succinct, and 'gentlemanly'. It's the tone that GW strives for, but ultimately misses.
 
I agree with you that there is some streamlining that would make the game run smoother. I think simplifying that much though could take some of the adjustment points away that a game with so many nonhuman and monstrous things in it, we need something that represents fighting prowess and resilience separately. But special rules and exceptions have gotten out of hand. As has characters in units. I think honestly being able to ignore characters and always attack the unit would go a long way to solving some of those issues.

As for redirecting, it does add a chess element to the game, but is unrealistic. How would you solve it so we keep counter movement but you don't have ridiculous circumstances like we currently do? One option, you could have the unit with fewer ranks have to close the door.

You go back and read earlier editions of warhammer though, and the rules are clean, gentlemanly and concise. I think the rewriting on top of Rick's work over the years is where the game has gotten muddied. Alessio did 6th and 7th and then Mat Ward did 8th.
 
The granularity of WHFB is exactly what makes this game so compelling to me. I don't think that watering that down would make the game any stronger.

There's certainly streamlining that needs to occur. The way the rules are written is byzantine and frequently ridiculous, bogged down by narrative suggestions and all sorts of other crap. My favorite example is the half-page of explanations on how different races issue challenges, but no concise explanation of how characters move into challenges. Does the issuer move into base contact if the acceptor cannot? Do you "make way" before or after a challenge? Can an acceptor displace another character when moving into base contact, and if so what happens then? Do solo characters "slide" when moving to issue a challenge? Must they be maximized when they do this?

Nope...none of that. Just "Grumpkins issue challenges by saying 'MURGLE WURGLE,' while Snarks issue challenges by muttering 'WURGLE SNURGLE.'"

Not to mention the number of veteran players whom I *still* find myself having to explain the rules for overrunning or pursuing into a new combat.
 
A lot of excellent points. I agree, I guess it's Warhammer's ability to heavily detail individual troop types and characters in a battle or brigade level setting that makes it stand apart from the crowd. I must say, I'd hate the units to become too generic, part of the fun's in the detail for me. How does Kings Of War compare, I'm hoping to try it out in the next few weeks?
 

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