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The Elephant in the Room: Why Matched Play Should Not Be The Default


wayniac

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When I first heard about Age of Sigmar, I was skeptical.  It had been some 15 years since I last played a Games Workshop game (circa 3rd edition 40k) and while I never had much of an attachment to the Warhammer Fantasy world, the fact it was just destroyed and replaced with something else was a little weird.  After I gave it more thought and saw how streamlined (NOTE: This is not the same thing as "dumbed down" which is a common anti-AOS retort I've seen) it was, and the fact there were no points, I had a revelation:  Finally, there was the style of game that I had long since wanted, being able to buy a force, and add things to it as you went along and just use them next game, without fiddling around with points to fit them in.  The idea that I could decide after a game, you know I really want to add a unit of Retributors, and then just buy them and assemble them and next game just set them down with my force, was great.  I had long lamented the concept that you needed an X point list to start playing, it's discouraging to new players who need to spend a large amount of money just to get started and to those starting new armies because you can't start small when everyone is playing 2,000 point games; my experience has been that if you aren't playing the same points everyone else is it's very hard to get a game in because people would rather play at their preferred points level than bring the points down to entertain a new/expanding player.  In fact this very thing stopped me from getting back to Warhammer several years prior, because I didn't want to immediately start playing at 2,000 points or whatever the preferred points was just to start getting a game, and the impression I got was that people did not prefer to want to play at lower points.

As I read reviews, I saw more and more people slam the game for the "lack of balance", seemingly ignoring the fact that you were supposed to A) Not be a ****** and try to game the system and B) Have a chat with your opponent to decide what made sense.  Still, I saw lots of posts laughing about how one could do something stupid like field 10 Nagashes or 16 cannons or other unrealistic things that never would happen, forgetting again that if someone tried that, they would likely not even get a full game as anyone setting up against it would call them out, likely not play, and worse that person would then get a reputation as "that guy" to be avoided since they try to game the system.

When The General's Handbook was announced, and the world rejoiced.  Points, finally!  The game is "complete" now.  It will be balanced.  And I felt a lump in my throat, because I knew what that meant: That any other way to play is now dead and buried.  Points, once introduced to the game, will consume any other style and become the default way of playing.  Communicating with your opponent goes out the window, because you no longer need to; the points are the only communication you need.  When The General's Handbook finally came out, and not everything had points, that fear grew larger, because it meant anything without points might as well not exist.  And that proved to be true:  Those nice battalions in the Start Collecting boxes, or the larger boxed armies, or the new (Christmas 2016) battleforces?  They don't exist, because they have no points.  Grombrindal, the legendary White Dwarf himself, has zero reason to be bought by most players because he has no points, so you can't use him, and GW has stated that not everything is intended for all three playstyles, which as a result means they won't be used at all.  As I feared, Matched Play quickly subsumed everything else to become the only way to play Age of Sigmar.  The General's Handbook might as well have started on page 98 (that's the section where Matched Play begins).

My problem with this is twofold:  First, Matched Play is one of the styles to play, not the only style.  It's clearly intended for tournament type events where you need something to balance and can't reasonably chat with your opponent.  Yet here we are, I would wager, where the vast majority of games have boiled down to two questions:

  1. How many points?
  2. Which of the six Pitched Battle scenarios will we use?

Everything else may as well not even be there because god forbid a scenario require deployment other than the standard.  All those interesting Battleplans from the various campaign books and Battletomes might as well not exist anymore, because they aren't roughly even Pitched Battles with roughly even Matched Play army construction.  The game goes from being wildly varied to droll and boring, with most of the options gutted because nobody wants to take the time and effort to be responsible hobbyists.

But wait, you say.  We need points.  Otherwise nothing will stop someone from fielding nothing but the most powerful units.  Except yes, things will.  Someone who does that is going to face the same problem that someone doing the hypothetical "ten Nagash" list is going to face, that is they will be labeled a ******, refused a game and then get a bad reputation around the group until either they are forced out or learn to play nicely.  

Warhammer, perhaps more than any other wargame, is a social game.  There is an implied agreement to not game the rules.  There is an implied agreement to not try to out cheese one another.  A little communication goes a long way, and could still go a long way.  There is no reason other than not wanting to bother with talking anyone beyond asking points that Matched Play is now, for many people, the only way to play.

Perhaps the biggest issue with Matched Play is what it implies.  You see, before Matched Play , the onus was on the player.  If you saw someone who tried to game the system by taking only the best units, or infinite summoning, or the hypthetical ten Nagashes, or any other boogeyman situation, you knew they were a ****** who had zero regard for their opponents and only cared about themselves.  With points though, you can still in many cases field very powerful units, even game the system in other ways, because the points aren't balanced across the board (look at any hypothetical power list), except now the player can pretend they aren't really a ******, that they're playing by the rules so there's nothing wrong or that the rules are to blam.  Communication, responsibility and accountability take a backseat because there's a fallback that absolves the player from any of those things.

Note I'm not at all saying Matched Play is bad.  I'm saying that Matched Play being the default way to play is bad, not because of what it is but because it cuts out a large swathe of the game, for fear of hypothetical situations that never actually happened and likely will never happen except with the rudest of players who literally don't care about anything other than saying they won a game, and it's just as likely those players wouldn't play Warhammer because of all its flaws as a competitive game.  Matched Play is perfectly fine, dare i say it necessary, for tournaments, and I'm glad it exists.  I just dislike that Matched Play has become, for many of us, the only way to play Age of Sigmar and anything that isn't Matched Play no longer has a place in the game.

In short, I feel that Matched Play should remain an option for Age of Sigmar, not the option.  There is IMHO more fun to be had by using Open Play and actually communicating and not being a ****** than there is just throwing down with a 2,000 point list and pretending that it's somehow balanced because it has 3+ Battleline units, 0-6 Leaders, 0-4 Behemoths and 0-4 Artillery.  Plus, this puts the onus back on the player to play responsibly.  And as a result the game will be better off.

Keep Matched Play where it belongs: The domain of tournaments and structured leagues.  For everything else, show some responsibility towards an enjoyable game.

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Wayneic - I suspect you and I would get along very well.  I didn't even realize you wrote this post until after I read it and found myself  agreeing with it.  I should really make the drive up to your neck of the woods sometime and we should have a game.

More important than asking "is this balanced?" is asking "is this fun?"

My best AoS games so far have been non-pointed games.  My most recent example is a loose form narrative campaign I started in Friday with 2 buddies.  I am serving as GM and the 2 other guys are the players.  Our opening game was 500 points... for a reason.

One of the players is a very structured kind of guy.  Doesn't typically touch no points games.  So I told them both to bring 500 points.  I know, I know.  I said no points games.  Just keep reading.

Then I put them on this board and told them that points no longer mattered and the summon book was wide open:

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"But Chris," they cried, "this board is too small!"

"Aha," I laughed.  "That tunnel opening leads into that cave..."

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"...and in that cave is a Realmgate and other secret treasures!  Whoever gets more models through the gate wins!  And whoever finds the secret treasures takes them with them going forward!"

And so they fought.  The Chaos player created some Spawn.  The Flesh Eaters player added some Ghouls... and encountered a pack of angry Ogor living in the cave!  And when the dice turned and the FEC player won the Initiative Roll that would surely end the game, I dropped the big bomb...

"Oh yeah, if you table your opponent, the game ends.  Whatever treasures go unfound and gone forever."

All of the sudden, the game had new life.  The FEC retreated from all the combatd he was fighting and tried to get deeper in the caves.  The Chaos player charged his few remaining models in an effort to die, in order to deny the FEC their prizes!  The FEC kept opting not to pile in to diminish his return attacks...actively trying not to kill his opponent!

Eventually, the game ended.  And then, the other foot fell.  I made my players roll on an unjury table to determine their forces for the next game.

The FEC player now has 19 Ghouls instead of his original 10.  But he only has 1 Crypt Horror that made it through the adventure.  And his Ghoul King now has only 5 Wounds to start the next game.

The Chaos player went from 10 Chaos Warriors to 6, kept all his knights and Sorceror.  But one of the Spawn survived and joined the warband for later!

Now their warbands are placed on a map and set to explore a fully populated world I've prepared for them.  Their warbands will encounter tribes of Giants, villages of Men, Grot hunting packs, frothing Brayherds, crusading Stormhosts, and, of course, each other. 

Throughout these adventures, I hope to show them both a new way to play the game, and frankly can't wait to see how the warbands evolve based on their decisions along the way.

I hope more people have the Bravery (heh...that's a game term!) to pave the way  to a thriving Narrative and Open Play community.

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I wish I could triple like this! amazing GMing. Would love to see your injury table. 

10 hours ago, Criti said:

Throughout these adventures, I hope to show them both a new way to play the game, and frankly can't wait to see how the warbands evolve based on their decisions along the way.

 

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1 hour ago, HobbyHammer said:

I wish I could triple like this! amazing GMing. Would love to see your injury table. 

 

Nothing complicated.

For Heroes, we rolled on the Mordheim table and I was prepared to make adjustments on the fly for certain things (if someone rolled -1 Toughness, for example, all enemies would get a +1 on To Wound rolls against that Hero going forward - since Toughness doesn't exist anymore).  Both generals died, but both rolled full recovery.  Boo...

Beyond the injury table, I had all non-Hero models that removed from the game roll a d6.  On a roll of a 1, those models were dead and gone from the warband for good.

After that, I had all multi wound models that survived the game and the death chart roll an additional d6.  For each result of a 1, a wound was lost for the next game. After next game, they get to roll for those wounds again, so that's not a permanent wounds loss.  The Ghoul King, for example, rolled his 6 dice and got a single 1, putting him at a max of 5 wounds for the next game.  After that game, he'll roll for all new wounds taken, and the missing wound.  So he may be back up to 6 for the game after that... or may be lower.

I had units roll one die for each wound on the unit, rather than individual model to save time.  The caveat here was that no model could die as a result of this roll.  The Chaos Warrioe unit, for example, rolled three 1s.  Rather than losing an additional model  and carrying a wound, 3 Warriors will start next game with 1 Wound each.

It sounds more complicated than it is.

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That is absolutely brilliant!

 

The guys I play with seem to think that the GW point system is infallible and didn't take too kindly to me questioning what possible algorithm is used to balance. A consistent formula that produced measurable points.

 

I agree with you both, and I love how you managed to evolve that scenario.

 

"Is it fun?" should be the most important question, and I openly told my gaming group that I really genuinely didn't enjoy it.

I enjoyed it when we were playing open play, and if at any point one player felt over-whelmed or out matched then there was a reinforcement allowance. "If things feel unbalanced, then you can bring a unit of xxx on". 

 

I played 8th for years with Woodies, and enjoyed it. Never super competitive. My favourite model is Orion so I want him in a list attitude, but won games ...or at least had the chance of winning.

Using any amount of points of my woodelves can not compete with a Frostlord on a stonehorn AND a huskard on thundertusk. They wipe my army out in a matter of 2 turns everytime.  I liked how you made eliminating the opponents army detrimental to the objective of the game.

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I agree 100%. My first game of Age of Sigmar was shortly after the game was released, my Lizardmen vs. a buddy's Chaos Warriors. We had a short talk about how long we wanted to play and talked out our choices as we deployed. It was quick and fun. We had a great time.

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My problem with matched play being dominant is that even with current pricing policy it still makes getting into the game very difficult. I really don't want AoS community to be reduced to a bunch of crazed maniacs talking only about points and how everyone else (GW, other TT games, video games, members of completly unrelated fandoms etc.) is responsible for lack of newcomers.

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I was (and still am... at least a little) probably what could be referred to as a 'cheesy player', I like winning and in competitive games I love nothing else than to make a really ridiculous combination. that has probably earned me a reputation in some games that I'd prefer not to have, nevertheless when aos first came out I was skeptical I feared other people would abuse this freedom as I imagined myself doing. After playing Warhammer fantasy I was used to the strong competitive lists of other players. But as I played something occurred to me not only was i enjoying aos but I actually preferred it to Warhammer fantasy, I had always played to beat my opponent to prove myself a better list builder and tactician (probably not the healthiest thing for one's ego XD) but in age of Sigmar an aspect of this was taken away and in that void grew a desire to see cool scenarios and to tell a story (much more enjoyable for both players i find). But when matched play came out something in my head must of clicked, I defaulted back to just trying to win which has left me not enjoying aos as much. I don't want matched play to disappear like wayniac said, I just don't think it should be the default. it is especially unfortunate when considering the fact that things like narrative play came out in the same book.

 

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I've noticed a big change in our local players after the GHB came out. Many players who left and then returned after the GHB only play points and only the matched play battle plans.  Whenever I bring out my campaign book and convince them to try a narrative game they field crazy powerful combos.  I discuss with them, hey not sure that will be a balanced game, and most of the time they just kind of give me the "Well I can't play this in matched play so I want to use this in narrative/open".

It seems like the community is more focused on winning than everyone having a good time.  

 

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11 minutes ago, chord said:

I've noticed a big change in our local players after the GHB came out. Many players who left and then returned after the GHB only play points and only the matched play battle plans.  Whenever I bring out my campaign book and convince them to try a narrative game they field crazy powerful combos.  I discuss with them, hey not sure that will be a balanced game, and most of the time they just kind of give me the "Well I can't play this in matched play so I want to use this in narrative/open".

It seems like the community is more focused on winning than everyone having a good time.  

 

Yes, and that was something I was very afraid of when the General's Handbook came out; that "winning" would trump everything else because now there's the one thing missing from pretending a game is "competitive" (i.e. some kind of balancing factor beyond talking to your opponent), so we are right back to pretending that Warhammer can be a competitive game (which technically it can be, but there are much better games with better rules for competitive gaming), and worse points have replaced everything else so that we are basically back to the pre-AOS style of "buy an X point army to play" instead of "buy what you want and build your force slowly adding to it".  

Luckily it seems people at my GW care more about narrative/themed play than they do competitive, but the fact remains that points are the bugbear that always rears its head as "balance".

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Personally I feel like I'm the type of person GW needs to attract to keep it growing.  I started playing in April when they opened a store 6 miles away.  I've known about Warhammer games but never played.  I went into the store, played the demo of AoS and 40K.  Looked at the 4 page ruleset of AoS and said sure. Grabbed the paint and build kit of liberators to see , would I like the building.  I did enjoy it so I grabbed the starter set and have been enjoying since (mostly narrative).  Since I've not been playing for years, it wouldn't hurt me much to walk away and grab a different hobby.  I feel if GW does not ensure the other play methods get as much focus as matched play, then it will go back to the way Fantasy was (at least from what I'm told and read).

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What a comforting thing to hear, thanks for writing this up!  I agree with your points on all accounts. To me if anyone has never played a true narrative campaign before they are REALLY missing out.

IMO the feeling of being part of a story trumps "winning" by miles and points have only ever been the "illusion of balance" that serves as a platform to support someone feeling that they beat someone else fair and square in order to pump up their ego.  Wish we had more players like you here in Georgia! I would be thrilled. We have a fairly large "in it to win it" crowd here and it's pretty disheartening.

Edited by Lord Veshnakar
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7 hours ago, Lord Veshnakar said:

What a comforting thing to hear, thanks for writing this up!  I agree with your points on all accounts. To me if anyone has never played a true narrative campaign before they are REALLY missing out.

IMO the feeling of being part of a story trumps "winning" by miles and points have only ever been the "illusion of balance" that serves as a platform to support someone feeling that they beat someone else fair and square in order to pump up their ego.  Wish we had more players like you here in Georgia! I would be thrilled. We have a fairly large "in it to win it" crowd here and it's pretty disheartening.

Side comment,  I'm in SC, are there are any SouthEast tournaments, etc?  PM Me if you know of any.

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I'm often part of a story in the games my group play. My role is the rank amateur who's army gets flattened in two or three turns every week. Its really promoting a growth mindset in how I approach games. 

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