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Sception

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Posts posted by Sception

  1. The scenery suggestions are nice, but I'm very worried about the terrain rules.  I'd love to have some simple but intuitive rules for basic terrain like forests, walls, hills, ruins, water features, defensible buildings, letting people use their own terrain in a way that makes sense.

    But I'm worried we'll instead get a bunch of hasslesome and arbitrary rules for specific weird terrain feature models that GW sells, or pretends to sell (but is perpetually out of stock), or used to sell (but never will again), similar to the stronghold rules from the recent dawnbringers book, which in no way generalize to the sort of generic terrain that most game stores, even most warhammer stores, typically have available for players to use.

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  2. 2 minutes ago, Acrozatarim said:

    Glad to see grand strategies getting the boot, as they were basically the 'strategy of what I was going to do anyway'.

    sadly battle tactics are as if not even more important than they were before.  I know they're a convenient and remarkably effective balancing lever for the devs, but in terms of the raw gameplay experience I kind of hate them in 3e.

    Will have to wait for the specific battle tactics article (later this week?) to see if they've somehow changed them for the better, but I'm not holding my breath.

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  3. https://www.warhammer-community.com/2024/04/24/heres-how-battlepacks-battleplans-and-the-generals-handbook-work-in-newaos/

    Battlepacks/plans article is up.

    heavy weight to battle tactics, which I as a battle tactics hater don't like.

    Core rule battleplans are 4 rounds, which sounded like a good/exciting move to me, making games shorter & thus more likely to complete, but actual tournament/generals hadnbook plans are still  rounds so bleh.

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  4. I like the concept and gameplay of underworlds, but the way the game is structured to require you to buy each and every product in order to keep up with available cards, only to watch those cards rotate out or updated to new versions - which require you to buy entirely new products, or sometimes buy the exact same products again?  Like, the updated cards for the models you already bought and painted are only available in a box that comes with and charges for another set of exactly the same models?  It was just way too much to keep up with.  By the time they started to address this with newer limited formats I was already out entirely.

    If I wanted to play a game with that kind of constant purchasing cycle I'd play magic - a much better game that I already quit for basically the same reason, one that doesn't tack on arbitrary extra toy purchases to the cards, and that lets you play old versions of the same cards if they get reprinted, with online errata if need be.

     

    Warcry on the other hand is a fun skirmish game in the AoS universe, but it's terrible for on-boarding new players due to the rules being completely different and the warbands getting wonky afterthought rules in AoS and the first edition or two of the game having been fully dedicated to weird outlier units for a single AoS faction instead of bringing all the AoS factions in - and the more they fix the latter the weirder and wronger it has felt that like fully half the available warbands were variously themed chaos cultists.

    Warcry's basically one of the weird hyper-focused and super-thematic side games, like say Gorkamorka or Necromunda, that got slowly and awkwardly forced into the position of being a generically themed & non-focused skirmish game due to the there not already being an AoS kill team equivalent to fill that niche, a niche made necessary in the modern incarnations of both 40k and AoS due to how poorly they scale down to small game sizes, and now with the retiring of the 1e warbands we're finally seeing that transformation completed as the last vestiges of unique thematic focus are trimmed away and it really does just become 'AoS: skirmish'.

    I make that sound like a bad thing, but if there had already been an AoS version of kill team to fill that niche and Warcry had been allowed to stay its own separate fenced sandbox then the whole game would have likely been retired by this point anyway, as so many similar niche side games had done before it.  I doubt it would have had the stand alone longevity of an outlier like bloodbowl.

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  5. Hope springs eternal, and the initial release ~does~ seem to have been a lot more positively received than GW was expecting, so we may yet see expansion beyond the limited scope that the game finally launched with.  I certainly wouldn't complain if we see a return to something closer to the scope that the Old World was initially previewed with, including entire new ranges for Kislev and maybe even Cathay, and more legacy factions returning to full support as their ranges are slowly replaced or retired from AoS.

    But even if The Old World persists more or less as it is now, I'm still pretty happy with it.

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  6. Rather than a horus heresy type future, I expect more of an eventual middle earth style status quo - a good game that plays well sleepily persisting on a mostly static old model line available exclusively through the online store, seeing rare updates and even rarer new releases, yet well thought of and well appreciated by its players.  A game largely unbothered by the constant meta uphevals of regular new army books, editions, and balance patches that the main games get - on the down side lacking the hype that drives new player interest, but on the up side you can buy a unit without worry that its in-game abilities will change dramatically by the time you get it painted.

    We'll see, though.

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  7. not sure on rules interpretation.

    Otherwise, as a sniper/jezzail leader this hero seems pretty cool, though character sniping is an archetype prone to cause feel-bads at the table.  Mainly though, I feel like if this is what 'warlock engineers' are now then they've lost a lot of what made them cool.  No connection to other weird skaven warmachines other than jezzails, not a wizard, no weird lightning tech, etc.

    I like it for what it is, decent rules that fit a cool model, but it's not super satisfying as a 'warlock engineer'.

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  8. Yeah, 3e had so many rules that were trying and failing to be 'character just joins a unit'.  Short range wholly within auras & buffs, strike-after, bodyguard, look out sir, gallatian champions, and more I'm not thinking of.  And we STILL have situations where the hero will charge into battle alone while their loyal bodyguard sits back and watches them die unsupported because one makes a charge roll that the other fails.

    Especially now that 4e is getting explicit keywords for unit types (infantry, cavalry, etc), I'm sorely disappointed that we're keeping all that garglemess instead of just having a more intuitive small-heroes-can-join-units-of-the-same-unit-type situation that replace all of those awkward rules at once.

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  9. 5 hours ago, Sarouan said:

    It had nothing to do with competition, just a question of GW building up the Hype and failing to estimate correctly what would be the demand in this COVID time period. Once the sale window is missed, you can't go back.

    Here with TOW, you could argue competitors are "way better" and already established (Conquest, Kings of War, 9th age (lol)...). Still didn't stop people from buying same old design miniatures. Because it's not really about the "quality of rules" or "playing a better game" ; it's about going back to Warhammer Fantasy Battle, most of the time.

    It was more than just underestimating initial demand.  After the initial release and immediate out of stock, GW scrubbed cursed city from its website as though it never existed.  None of the expected announcement of expansions, mixed messaging on whether or not it would ever be back in stock, gw people refused to discuss it when asked, while models that seemed like they were intended to be cursed city expansions were released for AoS directly instead.  It was bizarre, and the complete info blackout on Cursed City lasted several months.  So long that people who liked the base game gave up on ever seeing official GW expansions and started writing their own, while speculation went wild over what exactly happened.  The going rumor for a while was that some part of the cursed city rulebook had been plagiarized from some other game.

    Eventually the Cursed City box came back in stock, but it was weirdly and way later.  And eventually expansions for it were released, though instead of having new models like previous warhammer quest expansions, they were just rules for using models that had already been released for AoS in Cursed City, which only reinforced the impression that some products originally intended for Cursed City had been re-routed to AoS.  And given the long, long period with only the base game having been available at all, however briefly, it really didn't help that the base game wasn't very good.

    I don't know what the actual situation was, but it manifested ~very~ differently from the usual GW struggles to keep a popular product in stock, and absolutely hurt Cursed City far more than, say, Old World or Horus Heresy have been hurt by their constant stock issues.

    • Like 2
  10. 6 minutes ago, Neil Arthur Hotep said:

    Legends rules have an image problem. They are treated as a warscroll graveyard, when it would be much better to treat them as non-tournament legal rules. Legends rules are perfect for casual matched play and narrative games.

    until the end of whatever edition they're published in, at which point they stop being playable even for casual & narrative due to not being updated to work with the current ruleset.  Every previous legends scroll will still have bravery instead of control, for instance, and many already have rules text that makes no sense in 3rd edition, let alone 4th.  The stuff going into legends in 4th will be relatively playable until 5th (unless their legends scroll has some unit breaking typo in it that never gets fixed), at which point they'll not really be playable anymore.

    It's not the end of the world, there's always homebrew, but I don't think there's any spin or purely perception based change that will fix why most players don't care for legends rules and consider their units being shifted to legends the same as if they were removed outright.

    • Like 4
  11. I'm not surprised by splitting ironjaws from kruulboys - they are radically different ranges and simply do not look coherent together.

    It does feel like we have too many factions in the game though, so I'm not exactly happy about it.

  12. I'm pretty sure there are not 'basic' magic rules, just core rules with no magic, then add the magic module to have any.  That was the impression I got from the 'modules' article, though.

    "So why would I use wizards if I'm not using the magic module" - you wouldn't.

    "but what about spearhead?" - units will have separate warscrolls for spearhead, presumably wizards in spearhead boxes will get abilities on their spearhead warscrolls emulating their magical abilities - eg extra ranged attacks or the like - without involving rules for spells & such.

    .......................

    Overall I like the look of this, particularly the return of proper spell lores in place of the generic arcane bolt & mystic shield.  Especially with my plan to run the Liche's Hand RoR in a Soulblight Gravelords army in order to emulate the old Legion of Sacrament, this should solve the current problem with the Liche's Hand where you're paying for Arkhan, a triple caster, without any spell lore access.

    .....

    Re priests, the main thing I'm not clear on is ritual points on a level 2+ priest.  Are ritual points built up separately for each prayer, or cumulatively on the priest?  For example, could a level 2 priest chant "unimportant prayer", roll 4 ritual points, then chant "important prayer", roll 5 more ritual points, and then use all 9 ritual points to activate the higher level effect of "important prayer" all in the same Hero phase?

    • Like 2
  13. Stormcast in every starter box?  What?  I'm thinking back, and I'm pretty sure there weren't any stormcast in the 2e starter box already.

    image.png.a0b55974293f441b262cb5723ec44efa.png

    Do you mean the stormcast pictured on the box cover & rulebook?  I did think it was weird that they were pictured so prominently when there weren't any stormcast models in the starter box, plus it was a bit awkward to run demo games with only a single faction in the box.

    So I guess I'd prefer stormcast in every starter box over that.

    • Haha 1
  14. yeah nighthaunts will be a pain in the butt with this coherency.  Heck, skeletons with their skirts and lowered spears will be a pain.

    Time to finally break down and get unit trays, I guess.  The only way to get units into reliable coherency is to fix them in place relative to each other.

    Yeah, I think I actively hate the new coherency rules.  3e coherency was bad and a pain, this is somehow worse.

    • Like 1
  15. with 1/2 inch double coherency infantry units might as well go back to being ranked up on squares.  1 inch double coherency, or 1/2 inch single coherency is fine, but half inch double, and we're /still/ doing obnoxious wholly within bubbles (albeit fewer of them due to commands not being 'issued' by models with ranges) is just obnoxious.

    the only bit I havent liked from the 4e previews so far.

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  16. 3 hours ago, Gitzdee said:

    Funny thing that some are using citadel paint because of availability and not the quality of the product. 

    I'm one of these, but to be clear I have no complaints about the quality of the product.  Would prefer dropper bottles, but otherwise it's perfectly good paint, and for some colors & purposes better than alternatives.  If I didn't like the paint I wouldn't use it, convenience be danged.

    • Like 2
  17. I mostly use citadel just because I that's the gaming store I most commonly frequent, but I do also use other brands for various things - vallejo metal colors for grey metalids, greenstuff world metal pigments + vallejo metal medium for yellow metals, handful of individual vallejo model color, P3, or army painter speed paints for particular colors here and there, occasional artist inks (usually just white for zenithal undercoats), I recently picked up some oil paints to experiment with oil washes in future projects, etc.

    I play around with whatever really, but use citadel more than the rest combined, but again mostly just due to the convenience of happening to be at a warhammer store, and because hobby stores tend to have the fully line of GW stuff.  the other stuff I use I typically have to get online even when I go to indie stores, because they never maintain a full range like they do for the GW stuff.

  18. On 4/10/2024 at 11:53 AM, Kronos said:

    This is the second post I’ve seen in a week about Vampire Counts returning because of the Success of Old World. Anyone heard similar. I don’t know the reliability of this but it’s not too far fetched ? Consume with salt. 

    IMG_7508.jpeg

    In the same handful of posts this "rumor" says TOW is "underperforming against projections" and selling so far above those same expectations that they're bringing back more old factions.  It can't even maintain consistency with itself, let alone with reality.  It's bologna.  A bunch of baseless speculation - if any of it does happen it will be by coincidence only.  Ignore it.

    • Like 2
  19. Yeah, looking back at wiki lore, Mourngul's are starvation revenants associated with frozen mountaintops and tundra wastelands.  Unless someone can think of a particular reason they belong with vampire pirates other than the TWW2 devs saying 'here's an undead unit we haven't used yet', I'm much more inclined to put them elsewhere, probably with the strigoi, as their starvation & cannibalism associations to me line up better with ghouls than anything else.

    I would say that opens up room for something else on the vampire pirate side, but even without mournguls they already have several units, so maybe not.

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