Jump to content

Nezzhil

Members
  • Posts

    2,352
  • Joined

  • Last visited

  • Days Won

    19

Posts posted by Nezzhil

  1. 8 minutes ago, Asbestress said:

    Finally

    Surprisingly decent. Feel like less chunky Annihilators, which is a good thing imo.

    Add that the unit they could have standard bearer now and it is a must buy for everyone that don't want to kitbash

  2. 16 minutes ago, Garrac said:

    Can't find my original quote, but again, if GW chops the clans I'm dropping AoS forever and never looking back, too many other generic flavourless systems to use my rats in to just conform with one, etc. Not gonna waste time on an experience/game system I would struggle to enjoy with those decisions, life is short.

    I'd hype up just the skaven minis releases, buy them, sell the rulebook, sell the fantasy marines, and be happy with my OPR group for the rest of my existence

    You don't need to be worried about that. Skaven flavor of the army will stay as ever but with a more fun design.

    • Like 2
    • Thanks 1
  3. Skaven will be more integrated in next book.
    Orruk Warclans will be more integrated in next book.
    Ogors will be more integrated in next book.
    Slaves to Darkness and Darkoath will be more integrated in next book.
    DoK and Malerion aelves will be more integrated in next book.

    The future is a new way of making factions after cleaning the "bad design heritage" of the actual system. More variety, more integrated, more possibilities and more deep lore. I am hyped about the future.

    • Like 4
  4. 22 minutes ago, Baron Klatz said:

    I mean we’re looking at possibly 3 removed armies(hopefully not fully) of BoC, Bonesplitterz, Dispossessed and possibly CoS Darklings too. So the unify isn’t exactly necessary here.

    Also tone it down on the “reality” stuff. You did this same song & dance back in 2021 about duardin in AoS3 and even had Whitefang behind you and it turned out to be hot air.

    End of the day only GW know what they’ll do next so let’s just enjoy some cool art and factions working together as they do in the lore without going overboard, eh?

    I am not claiming about Duardin unification.

    A lot of people is speaking about splitting factions (Orruk or Ogors), maintain all the content (Dispossesed, Bonesplitterz, Spiderfang, BoC) and add new content always as new factions (Malerion outside Dok, Chaos Duardin, Silent People). All these is impossible without removing other stuff when in 40k to add new content they are doing all the things that they don't want for a smaller game as AoS is.

    • Like 1
    • Confused 2
  5. 1 hour ago, Gutsu17 said:

    Comparing GK or DW or Inquistion, or any other faction of the Imperium, to two separete factions is just wrong 

    They are souping lines that are not on the roadmap to be expanded. We can argue that we want standalone factions but the reality is that they want to expand new concepts every year because they found that new things are more profitable that updates and revamps of the same all the time.

    We are gonna have new factions every edition and that implies remové old stuff or unify to have space

    • Like 1
    • Thanks 1
    • Confused 3
  6. 42 minutes ago, PJetski said:

    Soup books are terrible

    Un-soup ogors, orruks, and gitz

    We are gonna have more soups instead of splitting armies. While Workshop use physical books of factions as launch references for update factions the number is limited to the production of books.

    • Like 1
    • Sad 1
  7. 15 minutes ago, Sarouan said:

    Mordheim is the living proof that a game doesn't need to be balanced or have "good rules" to be played and loved.

    It's funny you mention Necromunda, because the version before Mordheim was exactly the same situation : using rules of 40k edition as its core mechanisms. It wasn't that balanced as well with experienced gangs vs less experienced ones.

    But 40k 2ed was almost a skirmish game. If you played, 40k was a bad game, so complicated and plenty of rules that doesn't make any sense. The 2ed ruleset was perfect for a game like Necromunda but really bad for a big game.

  8. 28 minutes ago, 01rtb01 said:

    Strange as there's a fair whack of people that'd say mordheim is one of the best rule sets

    The choice of Fantasy as a combat system was silly and unbalanced. At that time games like Necromunda or Confrontation were alive and more balanced, deeper and satisfactory.

    • Thanks 1
  9. 6 hours ago, Sarouan said:

    Mordheim isn't difficult to learn, but it has a lot of clunky mechanisms that come from the fact it was a mere adaptation of Warhammer Battle rules to a more skirmish level - even so Battle was made for mass battle games. That's why there are a lot of weirdness in its core rules, and for example why armors are completely useless in the game (critical hits tend to completely nullify them, and if it's not, it's the save modifiers from weapons / strength that are way too easy and common to have...saves were already way too low from the start, anyway). If you knew the edition of Battle from that time, it was actually very familiar and easy to move from one to another...and that was the intent, IMHO.

    Warcry isn't at all the "anti Mordheim". If you read its background, it's actually quite grim. Surrounding is hostile, death is at every corner and there's a heavy hint on the futility of these bands' actions in the way most of them die in the dark with their dreams of glory and riches unfulfilled.

    But the difference with Mordheim is that Warcry's campaign rules don't translate very well that, because they're meant to be balanced and less frustrating than Mordheim. Wounds are in most cases temporary, death of one of your miniatures in campaign mode is rarer and, in most time, quite without real consequences (you replace the lost guy much more easily, and the "progress" system is so light that it doesn't really matter if you lose an "experienced fighter".

    On the other hand, Mordheim campaign rules are cruelly random, it's easy to completely mess your band because of a few bad rolls and the way you gain money to recruit / equip more guys punishes you really hard if you actually play the scenario to the end (ie fight to the last model). Basically, if you lose a Mordheim game, you tend to get punished in the campaign phase because if your heroes were out of action during the game, well guess what, they're also your only money makers - so they give you no money. It leads to stupid situations like routing voluntarily as soon as you lost the minimal numbers of fighters and keep your heroes away from action so that they can search optimally for wyrdstone in the exploration phase.

    In Warcry, you care not for your models because they have no depth. In Mordheim, you better care not for your models because they die / get crippled to the point of being useless easily (even your warband, before you simply make a new one from scratch). I'm not sure Mordheim is really that narrative friendly on that matter, TBH (I mean, if you get unlucky with some wounds rolls / got your band heroes wiped out and you just restart your band because it's otherwise unplayable, it's not really narrative driven either).

     

    And I said that as a Mordheim player, who started from the very first day it released to still nowadays, 25 years later. ;) I'm just very aware of Mordheim's flaws, what it is and what it is not. And I certainly don't paint a lovelier picture of it because of nostalgia's bias. I'm not demeaning Mordheim players at all...I'm just amused at how some people tend to believe Mordheim is way better than it actually is / was (mostly those people don't play anymore or certainly not the core rules without heavy "patches" / fanmade rules to make the rules better, which is not my case).

    The truth is that Mordheim was a bad skirmish game even when It was released. Mordheim have a few competitors and all were better on system gameplay or balanced games, even Necromunda from the same company was way better.

    • Like 2
    • Confused 3
  10. 4 hours ago, GloomkingWortwazi said:

    I hadn't given it a thought. I feel like Warhammer Quest is in a weird spot now... Blackstone Fortress was a triumph, but Cursed City was not well received even after the initial issues. It makes me wonder where it sits on their list of things to do.

    If we're getting a Mortal Realms WQ and not a 40K WQ next, then Talaxis or the ruins under Embergard / in Ashenmount seem like interesting contenders if we're sticking with what we know. Having said that, I think usually WQ comes from somewhere unexpected that isn't tied to current lore events I don't recall the Silver Tower being a lore focus at the time, nor Hammerhal, a newly discovered Blackstone Fortress or Ulfenkarn.

    Still, now I'm wondering when we might see the next WQ.

      

    I wish! Updated squiggly spiders with night goblin riders 😍. One can dream lol

    Cursed City was well received and was sold out before the preorder. The problem is that was unprofitable because of the increase of cardboard and logistics. The second wave and expansions were well-received but the margin was really low.

     

    About the problem of the cardboard you can check a lot of kickstarters were ruined that days because the savage increase of costs.

    • Like 1
  11. 7 minutes ago, Clan's Cynic said:

    Priority Roll article for 4.0. Nothing new here, just more marketing talk and another reiteration that it'll stop you selecting Battle Tactics if you take it. Also a tease that list building/composition has changed somehow, but that'll be in another article. 

    If I win the priority and let my rival to have a double turn then he will score less

×
×
  • Create New...