logan054 said:
I don't see whats so complex about rolling 2D6 and adding your movement value, it is no more complex to understand than charging a set distance.
It's not complexity that's the issue. It's a lack of refinement, and ultimately far greater potential for abuse, and also undermining other aspects of the game. Like I said, Games Devs can choose to make select units or whole factions swiftstride, meaning a rule that should be consistent for all
isn't. No ruling is immune from this but you know where you stand with fixed movement. That's what I like about it.
logan054 said:
Charging a set distance doesn't add anything to the game, it simply MC and MI will get even more powerful. I do like how if I decide to use a infantry army my opponent bar sloppy movement isn't guaranteed the charge. I dunno, I find that a little more fun and less predictable.
Set distances don't add anything to the game, sure. They don't take anything away from it, either. Monstrous Cavalry and Monstrous Infantry being too powerful is an issue in and of itself, and whilst this is one of the advantages of the current system, it's far from a selling point. The game should be balanced to the point that it doesn't need gimmicks to counter other gimmicks. Sadly I think that is also something we'll not see fixed.
Besides, it can happen to the one unit you have that could mulch a MC/MI unit, I'm rather divided on whether or not that's fair. Whereas I know fixed charge ranges work because I use them in so many wargames. D6+M can work as a charge, but I've only seen it work really, really well in smaller scale games where the impact is mitigated by having more things going on.
logan054 said:
Certain magic lores are ridiculous, thats a different subject. The only thing that has been hampered this edition is cavalry and skirmisher's, they others are fine (monsters are no worse off than they have been since 6th ed). I don't disagree that the rules are clunky, as I said before, its just how GW tries to solve problem, sledgehammer. I can't stand 40k, fliers ruin the game for me.
In spite of flyers, I enjoy
40k. It definitely has a slightly better playerbase in my experience, although not by much. If I had any choice I don't think I'd play a single GW game that wasn't an SG, but of late I'm trying to relax my standards (it's not going so well).
Sadly that means giving GW money, but most of that is down to the fact that for once, my local GW has an actually good staffer manager, who makes an effort, and listens. It doesn't take much, but sometimes I think desiring even the smallest concessions from GW is overly optimistic. On rare cases such as this I get quite a bit of a surprise. I don't expect it to last though. The Ork Codex is due an update and there are rumours as to who's wrote it.
logan054 said:
I agree we have no reason to assume they will change, I doubt they will tbh, if it was likely to change it wouldn't have been added to 40k. It might be slightly tweaked, thats it. As I said I have no issues with the idea. The stupidest rule i encountered in a wargame was the 40k flying rules.
Whilst Flyers are daft, TLOS (in the
40k context) and Wound Allocation from 5th ed
40k are up there. Worst rule ever, I'd argue, is the contact rule from Hell Dorado, but it's definitely not as well known as those 3. Mind you there is also Divination and Magic from Confrontation 3.1, although they're more complicated and badly translated than badly written. But that's a bit off topic.
logan054 said:
They are all daft in your view because you dislike random, you like predictability, that's your person choice, I have no problem with having a few pints while playing and taking risks and letting the dice decide.
This is so completely wrong. I love random, actually.
But I like it done well. I mean, I play Orks and Skaven. I wouldn't get far with either if I disliked random. What I despise in a gaming sense is silly gimmicks and badly conceived rules that don't work (whether random or not) and the random charge ranges as they are constitute both to me. Besides, with random there's usually risk/reward, but a kind of risk reward that isn't game breaking, nor being based on something that is too necessary.
Getting into combat is too important, especially in a game where there aren't many dice rolls to begin with. Meaning far too much is on the whim of chance. Throw in GW's tendency to start making latter factions considerably superior at utilising them, and I just get sick and tired of the same nonsense. This is the bit in particular that gets me. I could potentially live with a better form of random movement if I knew that GW would leave it alone and not start altering it halfway through the ruleset, but I know better.
Incidentally, if I were playing a game with a few drinks and a fully nonchalant attitude, I definitely wouldn't play
WHFB when
40k is far more entertaining, and LOTR offers entertainment and the opportunity to use tactics that don't revolve around army lists. And the company is better. I take
WHFB a bit more seriously, but I always saw it as the more mature, and refined game, not ashamed of its roots. Besides, I don't have a lot of time to play games each month, so taking it without some amount of mental awareness isn't going to happen. And GW games are too expensive for me to ever consider it otherwise.
Want a proper game to play drinking? Try FUBAR. It's free.
logan054 said:
That's why beer/vodka and warhammer work a treat
I tend to cut out the warhammer in that context. Makes for a better evening.
logan054 said:
I see no point in the ward hate, I've plenty of interviews with ex designers online making vague comments about the people above. Sadly I think they have a much bigger influence than we like to admit.
I don't care what the excuse is, and I wont make excuses for them either. The rules are awful. Either they fix it, or I wont be around much longer. It's no more complicated than that. But as to Ward, well, the evidence of his fail is far too strong to offload all (or much) of the blame elsewhere. He's the latest in a line of hate figures, but nobody in GW's history has
ever been as hated.
I do see point in it. Every time I try to kick back and forget about it, I remember GW's business statement on their website, and then think of Ward...
logan054 said:
...like I said, Warhammer has always have issues with balance, they will be gone, 8th ed bar magic lores has seem more balanced than most previous editions.
Again, just because it's more or less always been that way is no reason to continue the trend. I know I'm preaching to the converted with everyone reading this thread with this comment, but it's so true it's worth stating outright.
As to the magic system, by and large, I prefer it. Magic is more interesting, if anything, and at least the power/dispel dice ratio has less potential to be ridiculously disproportionate. But, as has already been mentioned (by you if memory serves) my main issues are that Lv4s are too cheap and too obvious, and some spells are just too devastating. Overall I like the direction magic is going, but it needs considerable refinement.
logan054 said:
For me, changing a rule from ASF to simply having the words striking at I10 makes zero difference to my life, just as in 40k when they changed powerfists from asl to striking at I1.
In spite of an example I've shown where it isn't just aesthetic. Something always going last goes after something with I1. Something going first always goes before everything else, except the same thing, but some races are better than others (i.e. Elves are gits, and yet another gimmick gets modified by army books). Considering how common these rules are, perhaps a better change would be to get rid of initiative, as it tends to revolve around units having one of those two utterly redundant rules.