auticus wrote: Yeah I was still playing WM back then (and I played Cryx) and I got out because of that. That and no one wanted to do anything except for tournament play.
Well the latter part is another issue entirely, but the former is basically what I meant. You can have lists that are both fluffy and extremely good, lists that aren't fluffy at all that are extremely good, lists that are fluffy and near-worthless, and everything in between. So ultimately I think there isn't a real definition of when it's "too much", it's totally subjective. Which, incidentally, is a big reason why I think it's so hard to know when to tone it down because what constitutes it is often not easy to pinpoint.
I do, however, think the majority of cases have clear cut and dried "this should be toned down" attitudes, which again brings us back to the person not wanting to or even saying the other person needs to "git gud" and stop caring about the fluff/theme/etc. when picking a list. How many times have we seen people here say how they shouldn't have to tone down their list, but their opponent needs to pick better units so they can play with a "good" list too? That attitude is the one that's damning because it immediately comes off as hostile and puts you at odds with the overall design of the game when you are straight up told that you should be choosing an army and units based on everything *except* how good they are (judging from the vast majority of material put out by GW themselves).
I guess what it really boils down to is that competitive players only find enjoyment in competitive games; they are often unwilling to broaden their horizons to narrative or, god forbid, Open play. Now sometimes the reasons are valid if exaggerated (yes, open play lets you field whatever nonsense you want without limit but are you really that concerned about "winning" an open play game that you would do it just to be an ass? If not, then what's the issue as you can just exercise self-restraint and not rely on boogeymen to gak on the entire idea of that game style) but I do feel that your die-hard competitive people are missing out on the vast majority of the game by taking 1/3 and making it the whole game.
However, I also feel that there is no point in approaching a game to lose. In one way or another, any game you play whether it's open, narrative, matched, or cutthroat competitive is a player vs. player game, so you should be trying to win. It's the level of that attempt which casues the issue. I haven't talked to anyone who plays to lose; I've talked to plenty of people who aren't concerned with winning to min/max, but that's not the same as trying to lose. In most cases, the person just wants to pick what appeals to them and not get their teeth kicked in because someone brought an optimized LVO-style tournament list to a casual or fun game night. If you ask me, the person who brings an uber-optimized list to a non-tournament event is at fault because that's the outlier (in the majority of cases) so should be the thing with advance warning, even if it's a simple "I'm testing out my tournament list" or "I play a competitive list" sort of addendum to a Facebook post when you say you're going to be there for games.
It's apparently the lack of mutual respect for fellow gamers that is the issue, which is why we see so many "Power Level is garbage and anyone who uses it or even thinks its okay is a virtue-signaling CAAC dumbass" type of vitriol where there's absolutely no respect for other people who like a different style or even bothering to understand that there are 3 ways to play for a reason, that is the underlying issue here and in my experience that comes way more often and more broadly from the comp players. The complaints against comp players are often misattributed to your WAAC type that only gets fun when winning, doesn't care a lick about the game beyond a unit's stats, would prefer that books had zero fluff and just statlines, and in general are the sort of player who is only happy in a tournament environment but still goes to game night to wreck face. It's often too broad a label as the majority of tournament players don't behave that way and simply enjoy one aspect of the game. As I said earlier it seems to be mainly a US thing as Europe and Australia they tend to embrace more than just playing to min/max and win.
Wayniac wrote: How many times have we seen people here say how they shouldn't have to tone down their list, but their opponent needs to pick better units so they can play with a "good" list too? That attitude is the one that's damning because it immediately comes off as hostile and puts you at odds with the overall design of the game when you are straight up told that you should be choosing an army and units based on everything *except* how good they are (judging from the vast majority of material put out by GW themselves).
It's worth pointing out that you have two people asking the same thing of the other. Both essentially come down to the idea that the other should buy more stuff and change what they play to conform to the other's expectations. Both come across as rather hostile to the other perspective. It's very easy to perceive a player asking someone not to use a tournament list is demanding the opponent let them win. The sense of "how much is too much" makes stepping down feel like a risky prospect, as its easy to step back, still win and make the opponent no less happy. I've certainly run some pretty silly and fun stuff that still gets labeled cheese, but that's just more down to certain people that are unwilling to accept their own failings and need to find something to blame. Personally, I side the other way, but mostly because I get a lot of joy out of the opportunity to learn and improve. Taking something that failed and getting it working is half the fun and I think its overall healthier to rise to the challenges you face then expect them to conform to the reality you're imposing on yourself.
I think where a lot of players get stuck is the idea that the only thing they can do is play whatever faction and list is currently on top. There's a lot of ways to improve lists without just copying the top and there's a lot of room to play suboptimal units as long as you're not insisting on spamming them. Having the humility to expect failure and coming in with an attitude seeking to improve has made me a lot happier compared to the days when I used to approach games seeking or expecting success.
So, I was listening to podcasts again today, and besides the usual suspects I tried a 'normal' 40k podcast as the guys listed their most under-rated units in 8th 40k.
The podcast was enjoyable, and the discussion intelligent enough, even good-hearted.
One thing that stood out were the dimensions brought to bear in analysis.
Each of these under-rated units were evaluated in terms of combo-buffing, shrink-wrapping, probability maximizing point cost efficiency, as well as the value of a standard model kit being small, and so easily hidden (so, modeling for advantage OEM style, let's call it shopping for modeled advantage...).
There is a language community that trades in terms of these dimensions of value. I believe that this is what these people see when they look at these models - bonuses, buffs, unlocked combos...
But that has me wondering - again - why bother with the models at all?
If - as I have read so often lately - Apoc is the new 9th edition that everyone wants, e.g. even faster gameplay! moar models! more abstraction, why bother with the models, at all?
Stack cards in rows, power them up with adjacent cards, burn command point cards to counter hard targets or save damaged units - why bother with the models when the desk/list building is the most important determinant. Terrain? Cover? There are cards for that.
See, this is the issue, for me. I liked listening to the podcast, sure, but I would not wan to play that game. I did enjoy some CCGs about 30 year ago. But Warhammer was different, and I liked that better. The tournaments valued sportsmanship and fair play, rules knowledge and modeling, themed armies and respect for the mythology all equally with winning. People didn't want to be "that guy" (the one with the 33 dark reapers behind a wall - spam). Sure, this is fun, once or twice, but the idea of collecting 33 dark reapers just to beat people made this person "that guy".
Now that it is a "competitive" CCG, it seems that everyone is supposed to line up to be that guy, next, I like the "game" a lot less.
So, maybe comp 40k is less 'off the rails' than 'the only train in town'.
And, this feeds the exclusionary attitudes in both directions, the "casuals" (if you can call 30yrs of hobby "casual") feeling excluded and the "competitive" players at least tacitly excluding these others simply through the use of a common evaluative framework and language.
That is something I notice. Everything now has this quasi-CCG language. Bubblewrap, Daisychain (both of which may have existed before but I certainly never recall seeing these ever used in White Dwarf's battle reports or games years ago), buff synergy, etc. It's like a different language that has bled into everything.
It used to be a running joke in Warmahordes that the models weren't really necessary and you might as well use the bases (everything went off the base size) with a portrait of the model in the middle; it would make moving them much easier. Seems like it's almost the same for Warhammer, although thankfully not at that extreme.
It seems the days of "do I like this model" or "Does this model fit my army background" being the major questions are long gone, and I seemingly missed the memo. There's too much emphasis even on the non-competitive (I think that word is better suited than "casual") side of things on the metagame, and less on the spectacle of the game.
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jeff white wrote: See, this is the issue, for me. I liked listening to the podcast, sure, but I would not wan to play that game. I did enjoy some CCGs about 30 year ago. But Warhammer was different, and I liked that better. The tournaments valued sportsmanship and fair play, rules knowledge and modeling, themed armies and respect for the mythology all equally with winning. People didn't want to be "that guy" (the one with the 33 dark reapers behind a wall - spam). Sure, this is fun, once or twice, but the idea of collecting 33 dark reapers just to beat people made this person "that guy".
This resonates with me since I too remember a time when tournaments rewarded themed armies and having respect for the background material and punished people who would gak on the lore for the sake of min/maxing a list to focus on winning all their games. And I remember when if you spammed plasma or took 33 dark reapers or 3 Wraithlords (back when they were really, really good) you weren't the sort of player most groups wanted around and it was clear that you were a "hardcore" tourney player who only cared about getting 1st place in events and probably were only playing 40k not because you really wanted to, but because there was a large community with regular tournaments.
Well, you're listening to a non-visual medium that somewhat limits what can be discussed in terms of visuals. I guess the question is what would you like them to talk about? Keep in mind, part of the problem is that there's not really a shortage of impressive looking models out there, and much of what draws people's attention is color scheme. You get quite a bit of "amazing looking model/paint job" comments in most podcasts, but it's hard to speak with substance and I think we all just kind of dismiss it after a while.
It's also worth noting that even when analyzing rules (which admittedly generally could be represented by a token base) there's an element of playing with cool toys that draws in even the most competitive players. In fact, a lot of the rules analysis comes down to the fact that the rules are kind of the features of the toy. Yeah, that Boba Fett is really cool, but how much cooler would it be if its backpack could shoot the missile?
At some point the quality of the features of a toy affect how much fun you can have with it. Boba Fett with missile backpack sounds cool, but if the missile spring is so weak it just barely gets past his helmet still doesn't live up to the description. Similarly, a lot of models have rules that sound really cool, but don't practically work unless your opponent gives you the perfect setup or chooses to ignore them long enough to trigger or it or chooses TO ignore them to avoid triggering it. A lot of rules analysis really comes down to "does this play as cool as it sounds?" and honestly, a lot of the disappointment people have comes from the reality that highly random abilities that sound fun aren't nearly as entertaining when the reality is they just don't actually happen.
If GW could come up with a more balanced rule-set then the questions of "do I like this model" or "does this model fit my army background" or even "does this model fit my preferred method of play or strategy" would be much more community wide accepted questions.
This is why the hate towards tournament players wanting a more tight and balanced rule set is so crazy to me. If the difference between a true to the fluff 2nd company UM list and a triple disco list + Morty wasn't an auto-lose in two rounds for the UM player EVERYONE would have a better time.
Stacking buffs, daisy chaining, character targeting, tri-pointing and a slew of other feels bad, immersion breaking in-game moments are not things that have to happen. They are a result of bad GW rules writing (which after 9 editions and 30+ years shouldn't be a thing). Better technical writing, more in-depth and harder play-testing and moving away from the idea of 40k as a gentlemen's game between friends where you are to house rule how the rules work and what is "cheesy" vs what is "allowed" would make the game better for all consumers of the game.
A tighter, more balanced rule set that focused on list building as putting together a tool-box for strategies you want to try to execute would help bring in the other elements of the game that a lot of players are finding missing (army themes, fluffy forces, faction identities). Instead finding the most broken combos/units to just brute force your way to victory is how a lot of armies are built and it ruins the game for people who don't want to make that sacrifice.
Encouraging things like theme'd armies, actual faction tactics/strengths/weaknesses and the narrative side of the game part through balanced rules/units is something that should be the goal and we shouldn't let GW wiggle out of their responsibility of providing rules that promote that. What we have now is a bad frame work of sloppy rules which only really work when you either agree to push them to the limits (tournaments) or house rule them to fit your group (narrative/open/casual within a close group).
Mind you, I really like going to tournaments and engaging in competitive play because the game does work when you push it to the limits and everyone has the same idea of what is going on. The community is bigger and more accepting, there isn't some weird gate-keeping where I have to prove my worth to join the secret club. No one cares if I can't play but once a month or can't spend hours painting/building terrain/units for the battle of Andraxas reenactment. I find tournament play more casual than a lot of what people call casual play.
It used to be a running joke in Warmahordes that the models weren't really necessary and you might as well use the bases (everything went off the base size) with a portrait of the model in the middle; it would make moving them much easier. Seems like it's almost the same for Warhammer, although thankfully not at that extreme.
Is it? Apoc is basically a CCG with two types of cards - those oddly shaped ones you move around the table and garrison predefined spaces with, and those you play from hand, which contain a vast majority of flavor mechanics and interactions this game has to offer. The last major difference is that you still measure distances from card to card with tape measure and not spaces, but actual minis do not really matter anymore - you don't even remove miniatures as a way of recording sustained damage so you can have the same overcrowded looking table with full, half or quarter of your initial force.
Haven't' played apoc to really know, honestly. Also while I'm not going to quote it 100% agree with bananathug about how the "immersion breaking" tactics exist due to overall poor rules writing. I don't think anyone is really hating competitive players wanting a better set of rules, it's the fear/thought that these "better rules" will eschew everything BUT those immersion breaking things and remove anything that's narrative from the game. That's the fear.
Warmahordes was like that. Amazing set of rules, extremely clear and concise and with no ambiguity. And the game was pure garbage for everything BUT competitive focused tournament play because it had all of those rules that encouraged that sort of incredible depth that tournament players loved (daisy chaining, laser precise movement, combo stacking that you could build up and hit at a moment's notice, etc.) but which made it feel totally unsuited for narrative play since the entire game felt so gamey that it made you not care about anything but the game. Besides that it had little to no customization and what amounted to special characters in every game, and the end result was an amazing tournament game that pushed that mindset above everything else, even if you wanted to play it narratively you still ended up playing suboptimal competitive just because of how the rules were written.
The rules didn't encourage narrative play because they weren't cinematic, they were mechanical. That's what people are afraid of when they seem to "argue" against wanting better rules, it's not wanting the game to lose everything that doesn't fit a competitive set of rules.
Starting with WM, wargames began intentionally moving towards hybridizing board games and CCGs for commercial reasons.
The language of CCGs and board games has become lexicon in wargames now as well.
When I say 40k seems like a CCG, its not just because I see the similarities in CCG mechanics and have played classical wargames since the 1980s. Its because as a game dev as well I attend conferences and I know for a fact from those conferences that it is intentional that wargame designers intentionally for commercial reasons moved away from wargame tropes and began taking from CCG and board games.
Because those things sell hot and wargames never really did until the CCG hybridization started. It was Warmachine that was the real first commercial success of the magic the gathering hybridization of models and ccg mechanics.
And its only getting more and more blatant.
Classic wargames and maneuvering and battlefield tactics on a table is hugely niche. It was niche in 1975 and chainmail, it was niche in the 80s and 90s, and is even more niche today as classic wargames have shrunk in sales and desirability. Table skill is quite simply not fun for most people. Losing because you can't figure a game out is frustrating and causes people to quit.
However, list building, combo chaining, board games and card games, those have some kind of draw that cannot be matched by traditional wargames, nor will they ever. There is an addiction mentality at work when it comes to those mechanics, similar to how we learned to monetize mobile apps through addiction mentality hooks.
Honestly, one of my favorite things about Apoc is that there's a lot fewer specific rules tied to things. Like, I can pick whatever power weapon I think looks the coolest and make my guys however I want. Things don't die until they get to do something cool for the most part, stuff like that.
Because those things sell hot and wargames never really did until the CCG hybridization started. It was Warmachine that was the real first commercial success of the magic the gathering hybridization of models and ccg mechanics.
I think that's largely because those mechanics are engaging and rewarding. A lot of classic wargames are either really fiddly as a result of trying to simulate really complicated ideas with very limited tools or excuses to do something with your excellent diorama. Honestly, even in those rules, the concepts of resource management and meaningful decisions that drive modern gaming still exist; they're just not something the developers were aware of and therefore didn't use in ways they can control. Ultimately though, I don't really feel like classic wargames really made the models any more important than current games do; current games are just trying to do more with what is inherently a static, featureless toy.
I feel like where modern games have really stumbled is their attempts to broadly codify terrain into their rules without forcing construction requirements on their players. That element is easily the most DIY that remains in gaming and the sheer amount of potential variety that creates has lead developers to come up with increasingly non-impactful rules to limit unintended interactions. Its one of the genre's more unique features but one that I feel has rarely been leveraged properly.
Because those things sell hot and wargames never really did until the CCG hybridization started. It was Warmachine that was the real first commercial success of the magic the gathering hybridization of models and ccg mechanics.
I think that's largely because those mechanics are engaging and rewarding.
There is an addiction mentality at work when it comes to those mechanics, similar to how we learned to monetize mobile apps through addiction mentality hooks.
All reward. No risk. Indeed, they are very rewarding. I have had to do many projects with that exact design goal.
And boy does it sell.
That leads me back to what I say regularly: GW has horrible balance in 40k and AOS because they intend it to be so, because thats part of the addiction cycle.
I guess I don't equate engaging and rewarding gameplay with addiction mechanics. I mean, I guess in the sense that anything enjoyable has an addictive element associated with it, but if we're literally arguing that we shouldn't design things to be fun because people might enjoy them... I think that's taking the argument a bit far.
The mobile app problem comes less from the rewarding elements of the game designs and more from the attempts afterward to create artificial barriers to that enjoyment and charge to circumvent them. There was a whole era of mobile game design the exploded the gaming market almost entirely on the back of really good game design and I'd largely label that era a good thing. It was the next wave of those games with "energy bars" and other systems designed to frustrate players into paying to enjoy games as they used to that really created the problems.
auticus wrote: All reward. No risk. Indeed, they are very rewarding. I have had to do many projects with that exact design goal.
And boy does it sell.
That leads me back to what I say regularly: GW has horrible balance in 40k and AOS because they intend it to be so, because thats part of the addiction cycle.
If that were true new releases wouldn’t have garbage rules. Primaris and CSM were incredibly disappointing releases except for a small selection of models.
auticus wrote: All reward. No risk. Indeed, they are very rewarding. I have had to do many projects with that exact design goal.
And boy does it sell.
That leads me back to what I say regularly: GW has horrible balance in 40k and AOS because they intend it to be so, because thats part of the addiction cycle.
If that were true new releases wouldn’t have garbage rules. Primaris and CSM were incredibly disappointing releases except for a small selection of models.
This is a fair point, actually. I'm not really sure what Games Workshop intend when they release their new kits with sub-standard rules.
auticus wrote: All reward. No risk. Indeed, they are very rewarding. I have had to do many projects with that exact design goal.
And boy does it sell.
That leads me back to what I say regularly: GW has horrible balance in 40k and AOS because they intend it to be so, because thats part of the addiction cycle.
If that were true new releases wouldn’t have garbage rules. Primaris and CSM were incredibly disappointing releases except for a small selection of models.
I doubt that, the new stuff certainly has it's massive ups, not the shadowspear stuff, but the new CSM f.e.with red Corsairs trait.
The reaper chaincannon.
Lord discordant.
The improved rules access via Vigilus ablaze etc.
Edit: especially the havocs and csm needed some kind of additional lure /bait to be sold and they got it.
Or gw atleast attempted to give it to these units.
nou wrote: but actual minis do not really matter anymore
The miniatures have never mattered. 40k has always been a game where the miniatures are just pretty tokens, comparable in function to the cardboard tokens of older hex-grid wargames. Yeah, you can say that LOS exists, but honestly is the difference between TLOS and an approximated LOS drawn between base centers really significant outside of how many arguments it can cause? Not really.
nou wrote: but actual minis do not really matter anymore
The miniatures have never mattered. 40k has always been a game where the miniatures are just pretty tokens, comparable in function to the cardboard tokens of older hex-grid wargames. Yeah, you can say that LOS exists, but honestly is the difference between TLOS and an approximated LOS drawn between base centers really significant outside of how many arguments it can cause? Not really.
Wayniac wrote: This resonates with me since I too remember a time when tournaments rewarded themed armies and having respect for the background material and punished people who would gak on the lore for the sake of min/maxing a list to focus on winning all their games.
I too remember the days when tournaments were dominated by cliquish "soft scores" where any list that beats you is "overpowered cheese" and "poor sportsmanship" and anyone who doesn't comply with your personal headcanon on what their army is supposed to consist of is a "WAACTFG" who "doesn't care about the fluff". Let's not ever go back there again.
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jeff white wrote: If - as I have read so often lately - Apoc is the new 9th edition that everyone wants, e.g. even faster gameplay! moar models! more abstraction, why bother with the models, at all?
Stack cards in rows, power them up with adjacent cards, burn command point cards to counter hard targets or save damaged units - why bother with the models when the desk/list building is the most important determinant. Terrain? Cover? There are cards for that.
You're missing the point of why people like Apocalypse. It isn't the poorly designed and easily discarded CCG mechanic, it's the fact that GW has cleaned up a ton of rules bloat without sacrificing any meaningful depth, and has even increased strategic depth by finally getting rid of the idiotic IGOUGO system. Instead of having to roll to see how many shots you roll, roll to hit, roll to wound, roll to save, roll to FNP, and add various re-rolls and modifiers at every step of the process you translate all of that rules bloat into a simple D12 roll. Instead of wasting time trying to figure out which melee weapon is 5% more effective against the metagame you just have "small arms" and "close combat weapons". Etc. Trying to get rid of the models in favor of more CCG mechanics is going in the exact opposite direction!
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Wayniac wrote: I do, however, think the majority of cases have clear cut and dried "this should be toned down" attitudes, which again brings us back to the person not wanting to or even saying the other person needs to "git gud" and stop caring about the fluff/theme/etc. when picking a list. How many times have we seen people here say how they shouldn't have to tone down their list, but their opponent needs to pick better units so they can play with a "good" list too? That attitude is the one that's damning because it immediately comes off as hostile and puts you at odds with the overall design of the game when you are straight up told that you should be choosing an army and units based on everything *except* how good they are (judging from the vast majority of material put out by GW themselves).
Thank you for demonstrating the problem with CAAC attitudes. Why shouldn't both players have an obligation to meet in the middle regarding power level? Why should the player with the stronger army have the entire obligation to buy and paint new models, use units they don't like, adapt their approach to the game, etc, while the player with the weaker list is entitled to use exactly the models they have chosen to use and never improve their list strength or on-table skill? FFS, you're even declaring it a "hostile attitude" to suggest that both players should take on an equal share of adapting. This is ridiculous favoritism towards a particular style of play and in no way reasonable.
I guess what it really boils down to is that competitive players only find enjoyment in competitive games; they are often unwilling to broaden their horizons to narrative or, god forbid, Open play. Now sometimes the reasons are valid if exaggerated (yes, open play lets you field whatever nonsense you want without limit but are you really that concerned about "winning" an open play game that you would do it just to be an ass? If not, then what's the issue as you can just exercise self-restraint and not rely on boogeymen to gak on the entire idea of that game style) but I do feel that your die-hard competitive people are missing out on the vast majority of the game by taking 1/3 and making it the whole game.
You could say the exact same thing about "open play" players who refuse to consider competitive play. Why don't you criticize them just as strongly for being unwilling to broaden their horizons?
or even bothering to understand that there are 3 ways to play for a reason
PL is not a separate "way to play" and has zero reason to exist. It's functionally identical to the conventional point system, except the point costs it assigns are less accurate due to systematic flaws. I criticize PL like I do because it's literally true: there is zero reason to ever use PL instead of conventional points unless you are trying to make a statement about how opposed to competitive play you are.
(And don't forget, narrative games can work just fine with the conventional point system and did so for decades before 8th edition invented PL.)
auticus wrote: All reward. No risk. Indeed, they are very rewarding. I have had to do many projects with that exact design goal.
And boy does it sell.
That leads me back to what I say regularly: GW has horrible balance in 40k and AOS because they intend it to be so, because thats part of the addiction cycle.
If that were true new releases wouldn’t have garbage rules. Primaris and CSM were incredibly disappointing releases except for a small selection of models.
You cant have the cycle if everything is good. They join an overall collection of models that rise and fall in power.
auticus wrote: You cant have the cycle if everything is good. They join an overall collection of models that rise and fall in power.
Of course everything can't be good and still have this cycle. But you can (and obviously should) make the new releases the strongest options so that people have to buy them. It's bad business to make new releases weak and give little reason to buy them until some hypothetical future date where they maybe become good. The fact that GW is failing so spectacularly at this approach to sales is pretty strong evidence that balance issues are the result of GW's rule authors being really bad at game design, not a calculated attempt to use unbalanced rules to drive sales of models kits.
Except that, at least on the AOS side of things, there are rules designers on the team that were part of fan comp systems for AOS that did a really good job.
So if its true that GW rules authors are really bad at game design, there must be something special about walking through the door of the Ivory Tower that strips them of their mental facilities and renders them inept.
Twenty plus years paying attention to Games Workshop leads me to conclude that their design team with a few exceptions here and there over the years are just unprofessional and incompetent as feth. Particularly when it comes to long term planning and maintaining design consistency from codex to codex. I don't think they are masterminds planning things carefully to maximise profits, just a bunch of lazy and clueless wasters slapping stuff together based on whatever excites them week to week.
They are carried by their artists, both 2D and 3D, and that spark of genius of the 40k setting, growing gradually dimmer by the year as it is bastardised by people who do not understand it.
Peregrine wrote: PL is not a separate "way to play" and has zero reason to exist. It's functionally identical to the conventional point system, except the point costs it assigns are less accurate due to systematic flaws. I criticize PL like I do because it's literally true: there is zero reason to ever use PL instead of conventional points unless you are trying to make a statement about how opposed to competitive play you are.
(And don't forget, narrative games can work just fine with the conventional point system and did so for decades before 8th edition invented PL.)
Unless you don't want to spend a couple hours writing up a list. At which point PL is handy, say for the first time player who doesn't know what a point is or how many of them would be an army. It's accessibility that costs you nothing.
Da Boss wrote: Twenty plus years paying attention to Games Workshop leads me to conclude that their design team with a few exceptions here and there over the years are just unprofessional and incompetent as feth. Particularly when it comes to long term planning and maintaining design consistency from codex to codex. I don't think they are masterminds planning things carefully to maximise profits, just a bunch of lazy and clueless wasters slapping stuff together based on whatever excites them week to week.
They are carried by their artists, both 2D and 3D, and that spark of genius of the 40k setting, growing gradually dimmer by the year as it is bastardised by people who do not understand it.
For 40k absolutely, the design team definitely seem to not "get" design. But for AOS at least the majority of the team are new (it used to be the same people in the original AOS days and expanded) and are regular names in the UK tournament circuit, which is why I think you see at least more of an attempt at balance (with the usual caveats of wanting listbuilding and CCG-style combo stacking to be the norm) there. When it comes to 40k however it seems like it's the same people from 6th and 7th edition who showed in interviews that they seem to design like children do ("It would be so totally awesome if..." instead of having solid math and formulae).
They have stated unequivocally in the past though that the miniatures come first and then the studio makes rules for them. Even in the most recent White Dwarf, while the article is for AOS, Jervis gives the example of some Deepkin model, and it was basically that the sculptors make the model first, and then the studio uses the model to determine what it should do (e.g. "It has a large bladed weapon, so that's probably Rend -1"). Which to me seems totally backwards as there should be an open communication between the two of them; the rules team and the miniature team should be constantly talking about what needs to be done, when it sounds like the miniature designers work in isolation (or best case scenario might have an idea of things themselves) and then "hand-off" the finished model to the rules team to shoehorn in. Which is why we see some things that feel out of place popping up in the lore; because the model was designed for looks and the rules team had to come up with how it slotted into the setting. Which is all fine and dandy in AOS because of how it is, but hurts in 40k because of the 30 years of history.
nou wrote: but actual minis do not really matter anymore
The miniatures have never mattered. 40k has always been a game where the miniatures are just pretty tokens, comparable in function to the cardboard tokens of older hex-grid wargames. Yeah, you can say that LOS exists, but honestly is the difference between TLOS and an approximated LOS drawn between base centers really significant outside of how many arguments it can cause? Not really.
I am going to have to call you on this one.
This is false, especially given the current state of affairs relative earlier incarnations.
We managed LoS, proportions of models, even talked through "it is only the wing-tip" issues just fine.
Only see the antennae? Not enough to affect anything on the damage chart, so - no shot.
Laser pointers work wonders to work out percentages if this is the issue, facing and so on, easy.
Realistic terrain and cover presumptions,
reflected in rules that at least try to capture this battlefield dynamic,
help also.
So, granted the current state of affairs may as well be a card game,
it certainly wasn't this way when I committed to this system so long ago.
They are carried by their artists, both 2D and 3D, and that spark of genius of the 40k setting, growing gradually dimmer by the year as it is bastardised by people who do not understand it.
jeff white wrote: If - as I have read so often lately - Apoc is the new 9th edition that everyone wants, e.g. even faster gameplay! moar models! more abstraction, why bother with the models, at all?
Stack cards in rows, power them up with adjacent cards, burn command point cards to counter hard targets or save damaged units - why bother with the models when the desk/list building is the most important determinant. Terrain? Cover? There are cards for that.
You're missing the point of why people like Apocalypse. It isn't the poorly designed and easily discarded CCG mechanic, it's the fact that GW has cleaned up a ton of rules bloat without sacrificing any meaningful depth, and has even increased strategic depth by finally getting rid of the idiotic IGOUGO system. Instead of having to roll to see how many shots you roll, roll to hit, roll to wound, roll to save, roll to FNP, and add various re-rolls and modifiers at every step of the process you translate all of that rules bloat into a simple D12 roll. Instead of wasting time trying to figure out which melee weapon is 5% more effective against the metagame you just have "small arms" and "close combat weapons". Etc. Trying to get rid of the models in favor of more CCG mechanics is going in the exact opposite direction!
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
So great.
GW took a terrible game, got rid of the worst of it, and made something even simpler to sell more models to people who want moar models and faster games with fewer discussions because, you know, people can't discourse with civility when their own vested interests are at stake over a miniatures war game.
OK.
This is not a satisfactory status quo, by my measure.
You OK with this?
In the end, I can see Apoc being the new tourney rule set, or at least informing some new edition that adopts some of the mechanics,
as it lets people showcase super nifty and huge (commission) painted armies and work through three games a day without anyone running out of time.
For garage and basement play, unless the idea is simply to put everything on a table today, I can't see the appeal.
As for a pickup game, maybe OK - solves some problems I guess, matching expectations,
and list-buildiness becomes even more of the central thing.
Not my expectations - I have zero interest in investing time into 28mm EPIC when it looks weird on a 6x4 table.
6mm epic, sure. Liked that game when I played it decades ago.
But, the charm that was squad level play - "Jones!" - is absent in a flurry of mad plastic that might as well be cards in a deck.
LunarSol wrote: Having a regularly scheduled game night where people just show up and play is pretty nice on everyone's schedule. You don't have to really put any effort into making the game happen, its just there waiting for you and when someone moves to the area they can just ask what night it is and likely show up to meet everyone and join the group. Basically, the negotiation was done years ago with the group's momentum carrying itself without any real intervention.
Even with a scheduled game night I see people communicate on social media in the store/club's Facebook group or otherwise to arrange games, or at the very least a "Hey I'm going to be at the shop if anyone wants a game" sort of message, which often gets someone to respond and a get set up in advance.
Sure, but there's still not much effort in that. Certainly not the kind of effort we're talking about in negotiating armies.
There doesn't need to be that much effort, though.
We have a club that meets on a regular night (Wednesday evenings). However, nobody here wants to carry their army around at work all day and THEN on public transport to the club after unless they know they're gonna get a game, so games are organised on social media. The club has a default 'level' for 40k of 'pretty casual, don't be a dick' and then people can state if they want something different.
That might be as simple as posting "Anyone want a game of 40k this Wednesday? I can bring Tzeentch or Eldar" to something like "Anyone want a competitive game on Wednesday? I'm practising for a tournament."
That's it. Generally it works pretty well. Occasionally someone new asks on the forum what sort of games we play, and they get pretty much the same in response.
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
What version of 40k was this not the case? It sounds like the issue is more that you've played enough to see the machinery behind the curtain. Is it having the statline on cards that breaks the illusion, because a card is just a summary of a unit profile. Realistically there's always been a "card" floating behind any unit on the table that determines how it interacts with the cards behind any other unit. I don't see how that's ever been different.
auticus wrote: All reward. No risk. Indeed, they are very rewarding. I have had to do many projects with that exact design goal.
And boy does it sell.
That leads me back to what I say regularly: GW has horrible balance in 40k and AOS because they intend it to be so, because thats part of the addiction cycle.
If that were true new releases wouldn’t have garbage rules. Primaris and CSM were incredibly disappointing releases except for a small selection of models.
My issue with my Chaos Bois is that there are just way too many model profiles in the codex. I will never use half of them.
To be honest I would rather see a tighter pool of models for each faction, with better rules. Right now, I have to make choices for my Chaos marines in the Heavy Support spot between like 8 different units, I can't run them all, so I am forced to pick and choose. I don't like that.
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
What version of 40k was this not the case? It sounds like the issue is more that you've played enough to see the machinery behind the curtain. Is it having the statline on cards that breaks the illusion, because a card is just a summary of a unit profile. Realistically there's always been a "card" floating behind any unit on the table that determines how it interacts with the cards behind any other unit. I don't see how that's ever been different.
Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
Not my expectations - I have zero interest in investing time into 28mm EPIC when it looks weird on a 6x4 table.
6mm epic, sure. Liked that game when I played it decades ago.
But, the charm that was squad level play - "Jones!" - is absent in a flurry of mad plastic that might as well be cards in a deck.
Sorry but the charm that was squad level play has been dead for a minimum of 5 years, if not closer to 10 years.
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
What version of 40k was this not the case? It sounds like the issue is more that you've played enough to see the machinery behind the curtain. Is it having the statline on cards that breaks the illusion, because a card is just a summary of a unit profile. Realistically there's always been a "card" floating behind any unit on the table that determines how it interacts with the cards behind any other unit. I don't see how that's ever been different.
Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
What version of 40k was this not the case? It sounds like the issue is more that you've played enough to see the machinery behind the curtain. Is it having the statline on cards that breaks the illusion, because a card is just a summary of a unit profile. Realistically there's always been a "card" floating behind any unit on the table that determines how it interacts with the cards behind any other unit. I don't see how that's ever been different.
Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
Gotcha. I get what you mean there. It's been a long time since 40k has had meaningful ranges, so that aspect is hardly new. I do think its weakness has long been its lack of positioning and a part of the reason I really like games like Infinity that really make LOS and facing important. I don't think Apoc really loses anything in that regard over normal 40k, but I don't think 40k does those things well either.
nou wrote: Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
So, using rules that are decades old and from a game that is completely different from 40k on terrain that hardly anyone has? Not exactly a convincing argument there.
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jeff white wrote: We managed LoS, proportions of models, even talked through "it is only the wing-tip" issues just fine.
Only see the antennae? Not enough to affect anything on the damage chart, so - no shot.
Laser pointers work wonders to work out percentages if this is the issue, facing and so on, easy.
Yes, there were ways of resolving it, but how often did any of it matter? Let's say we have an enemy model taking cover behind an obstacle and you send a squad around to flank it and get a clear shot. Does TLOS really matter for that? No. The vast majority of the time drawing a laser line between base centers is going to give the exact same strategy and narrative events as TLOS, and the only thing TLOS can add to the situation is arguing over whether or not a tiny corner of a model is visible. You're still going to have the model taking cover behind the obstacle, and you're still going to be rewarded with a clear shot when you flank it. And these events will still play out the same way if you're using cardboard tokens on a hex grid.
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Apocalypse does not require more models. The basic rules are a much better replacement for normal 2000 point 40k games. And it isn't a simpler card game because positioning still matters. Lining up cards doesn't account for terrain, line of sight, etc, like playing out the game on a tabletop battlefield does (whether you use miniatures or tokens to represent units). In fact, Apocalypse becomes even less of a CCG than 40k once you remove the unnecessary stratagem deck because it strips out all the "I have aura X and special rule Y and special rule Z and buff card A and therefore I roll a million dice and win" nonsense in favor of basic interactions between units on the tabletop.
GW took a terrible game, got rid of the worst of it, and made something even simpler to sell more models to people who want moar models and faster games with fewer discussions because, you know, people can't discourse with civility when their own vested interests are at stake over a miniatures war game.
Apocalypse being a better game has nothing to do with the balance arguments and "civility" required to negotiate a power level for a game. It's about removing the rules bloat of 40k, all the pointless mechanics that add to the word count of the rulebook and turn it into a tedious slog of dice masturbation and trying to figure out how all the various special rules interact.
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YeOldSaltPotato wrote: Unless you don't want to spend a couple hours writing up a list. At which point PL is handy, say for the first time player who doesn't know what a point is or how many of them would be an army. It's accessibility that costs you nothing.
This is an absurd argument. PL is a point system, just one that has less accurate evaluations of unit strength. You use it the exact same way that you use the conventional point system. If you can't figure out how to use normal points then how exactly are you going to use PL? And honestly, how are you going to understand how to play the game at all if something as basic as "you have a budget of X points and each thing you add to your army spends some of those points" is a meaningful obstacle to overcome?
Don't turn this into PL vs. Points. Both are fine, regardless of your personal views. Someone who likes PL isn't "doing it wrong" just like someone who likes points aren't.
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
What version of 40k was this not the case? It sounds like the issue is more that you've played enough to see the machinery behind the curtain. Is it having the statline on cards that breaks the illusion, because a card is just a summary of a unit profile. Realistically there's always been a "card" floating behind any unit on the table that determines how it interacts with the cards behind any other unit. I don't see how that's ever been different.
Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
Gotcha. I get what you mean there. It's been a long time since 40k has had meaningful ranges, so that aspect is hardly new. I do think its weakness has long been its lack of positioning and a part of the reason I really like games like Infinity that really make LOS and facing important. I don't think Apoc really loses anything in that regard over normal 40k, but I don't think 40k does those things well either.
While 8th 40k actually uses minutest positioning in the charge and fight phases - which drives me nuts. The one phase in the game meant to represent the maximum amount of motion and chaotic interaction slows to a standstill while players measure millimetres between models.
YeOldSaltPotato wrote: Unless you don't want to spend a couple hours writing up a list. At which point PL is handy, say for the first time player who doesn't know what a point is or how many of them would be an army. It's accessibility that costs you nothing.
This is an absurd argument. PL is a point system, just one that has less accurate evaluations of unit strength. You use it the exact same way that you use the conventional point system. If you can't figure out how to use normal points then how exactly are you going to use PL? And honestly, how are you going to understand how to play the game at all if something as basic as "you have a budget of X points and each thing you add to your army spends some of those points" is a meaningful obstacle to overcome?
A first time player may not want to invest the time to find out what difference there is in the points value between, say, a chainsword and a power axe. I find the ability to drop a small army's worth of models onto the tabletop without checking each individual's exact wargear while still being able to approximate (albeit loosely) the force's value very useful. But I'm that strange kind of person who believes that expecting two 2,000-pt 40k armies to both be worth exactly 2,000 points is laughable at best. Which points the finger back at GW and a lack of balance, I suppose.
But I'm that strange kind of person who believes that expecting two 2,000-pt 40k armies to both be worth exactly 2,000 points is laughable at best. Which points the finger back at GW and a lack of balance, I suppose.
I agree that it's often laughable to expect 2,000pts to be equal to 2,000pts. However, I disagree that it points the finger back to gw. Simply truth is it's often laughable to expect 75pts in warmachine to be equal to 75pts, or 300pts in infinity to be equal to 300 other points. It's true for pretty much all ttgs. Accurate points values, essentially is a unicorn.
No, it's fundamentally an issue with 'the system' itself. and by 'the system', I mean table top games themselves, in general. As systems, they're extremely limited in the amount of 'weight' they can carry, and what they can be expected to do.
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There's things you,can do to mitigate it (such as multiple lists, and multiple winning conditions in WMH) or reduction of 'scale/variety' in infinity - a small scale skirmish game where essentially everything is the equivelant of 40ks T3 or T4, with a 4+ or 5+ save. Oh, and rending 'lasguns' and 'stubbers'.other options include homogenisations of options and formats. Thing is, there is a 'cost' to every choice, and they often divide and build resentment within the often smaller communities of other games other than 40k in unhealthy ways. I can only imagine the furore if gw ever copied these ideas.
And to compound this, to a very large extent, 'the system' itself is fundamentally unfixable. You cannot have any kind of a system that imposes flat, universal values to denote 'worth' on things with anything approaching even the vaguest sense of balance, or accuracy when the reality on the ground is that something's worth is entirely situational, and depends both on what it's fielded with, what it's fielded against, the terrain type, quantity, layout, objectives, player 'skill', and a dozen other variables. Unless you can create a self-correcting algorithm that can account for all of that, you will never have an accurate value system.
And The truth is there is only so much developers can do, and be expected to do. Personally, I put some of the responsibility on players as well. Do I blame them for the flaws in the system? No, but I don't hold them as faultless when they take the flaws, grab them with both hands, run with them, and beat their opponents over the head with them, while shrugging their shoulders and pretending there was nothing they could do or should do about it. On a point of principle, just because it's in the book doesn't make things 'right' or 'fair ' or that you have to do it. There is a reason 'we were just following orders' doesn't get much traction at The Hague.
And to compound this, to a very large extent, 'the system' itself is fundamentally unfixable. You cannot have any kind of a system that imposes flat, universal values to denote 'worth' on things with anything approaching even the vaguest sense of balance, or accuracy when the reality on the ground is that something's worth is entirely situational, and depends both on what it's fielded with, what it's fielded against, the terrain type, quantity, layout, objectives, player 'skill', and a dozen other variables. Unless you can create a self-correcting algorithm that can account for all of that, you will never have an accurate value system.
And The truth is there is only so much developers can do, and be expected to do. Personally, I put some of the responsibility on players as well. Do I blame them for the flaws in the system? No, but I don't hold them as faultless when they take the flaws, grab them with both hands, run with them, and beat their opponents over the head with them, while shrugging their shoulders and pretending there was nothing they could do or should do about it. On a point of principle, just because it's in the book doesn't make things 'right' or 'fair ' or that you have to do it. There is a reason 'we were just following orders' doesn't get much traction at The Hague.
And to compound this, to a very large extent, 'the system' itself is fundamentally unfixable. You cannot have any kind of a system that imposes flat, universal values to denote 'worth' on things with anything approaching even the vaguest sense of balance, or accuracy when the reality on the ground is that something's worth is entirely situational, and depends both on what it's fielded with, what it's fielded against, the terrain type, quantity, layout, objectives, player 'skill', and a dozen other variables. Unless you can create a self-correcting algorithm that can account for all of that, you will never have an accurate value system.
This here is pure heresy in the eyes of the many who worship The Adequately Pointed Gods.
And The truth is there is only so much developers can do, and be expected to do. Personally, I put some of the responsibility on players as well. Do I blame them for the flaws in the system? No, but I don't hold them as faultless when they take the flaws, grab them with both hands, run with them, and beat their opponents over the head with them, while shrugging their shoulders and pretending there was nothing they could do or should do about it. On a point of principle, just because it's in the book doesn't make things 'right' or 'fair ' or that you have to do it. There is a reason 'we were just following orders' doesn't get much traction at The Hague.
This is probably the most accurate description of the issue ever seen on dakka.
Yes gw is doing questionable design rulewise.
Massively abusing the flaws are however the players.
And to compound this, to a very large extent, 'the system' itself is fundamentally unfixable. You cannot have any kind of a system that imposes flat, universal values to denote 'worth' on things with anything approaching even the vaguest sense of balance, or accuracy when the reality on the ground is that something's worth is entirely situational, and depends both on what it's fielded with, what it's fielded against, the terrain type, quantity, layout, objectives, player 'skill', and a dozen other variables. Unless you can create a self-correcting algorithm that can account for all of that, you will never have an accurate value system.
It helps to recognize that points are more just another stat on a model than something that can balance a model all on its own. The "points stat" being too good is no different than a model having too many wounds or attacks. For the most part, if two models fit a similar design space, points efficiency simply determines which one of them is viable, rather than give players any meaningful choice between the two. Sometimes the point stat is the problem, but you don't create real diversity by adjusting it. Games get in real trouble when designers believe in points as their balancing mechanic instead of focusing on ensuring that models have unique design space and compelling features.
I think it is a fair point that points will never balance exactly, but they can do a much better job than they do currently. The biggest problem is the release schedule being one faction at a time in my view, with favourite factions getting several updates before the red headed stepchild factions get one, resulting in factions designed for entirely different paradigms having very limited options to compete. A newbie does not know this and blunders into the problems after spending a large amount of time and money. That is the most compelling reason for balance to me. I thought GW were on the right path with the indices but it seems they veered into the ditch again before too long. No doubt some manchild at GWHQ got excited about his favourite toys and got carried away, AGAIN.
auticus wrote: I find the "points will never be balanced so thats ok that 40k and AOS are not balanced because its impossible" to be mega cop outs.
It is true, points will never be perfectly balanced.
But they can damn sure well be 1000x better than what they are today, and the fan comps of AOS before it had points were proof of that.
This is what I find so amusing. "It can't be totally balanced, so mediocrity is acceptable" is fething bullgak, plain and simple. That doesn't excuse poor quality because you can't get it to be perfect (which nobody wants). There are tons of smaller companies that manage to run circles around GW's rules with a fraction of the resources.
Because its the biggest game in town and your financial investment into it is secure and you know others will be found everywhere on the globe to play against is what I'm thinking.
Wayniac wrote: There are tons of smaller companies that manage to run circles around GW's rules with a fraction of the resources.
It's because they are smaller that they can get away with it. If Infinity had as many people playing - and thus trying to break - the game as 40k does, its rules would collapse in exactly the same way. If there's a small exploit that only 1 in 10,000 players will notice, it won't get noticed in Infinity but a half dozen will notice it in 40k, and that exploit will be posted to the internet and become common knowledge. The smaller games aren't better designed, they just have security through obscurity.
I mean, GW isn't trying to make airtight rules though, so somebody pointing out that the rules aren't airtight is just pointing out that they are working as intended. I really don't understand why people play GW games competitively then complain that they aren't competitive enough, when they were never intended to be.
Sqorgar wrote: It's because they are smaller that they can get away with it. If Infinity had as many people playing - and thus trying to break - the game as 40k does, its rules would collapse in exactly the same way. If there's a small exploit that only 1 in 10,000 players will notice, it won't get noticed in Infinity but a half dozen will notice it in 40k, and that exploit will be posted to the internet and become common knowledge. The smaller games aren't better designed, they just have security through obscurity.
I mean, GW isn't trying to make airtight rules though, so somebody pointing out that the rules aren't airtight is just pointing out that they are working as intended. I really don't understand why people play GW games competitively then complain that they aren't competitive enough, when they were never intended to be.
Err, no. You can't have it both ways. Either GW deserves credit for trying and only fails because the task is impossible, or GW is deliberately not intending to make competitive games.
Err, no. You can't have it both ways. Either GW deserves credit for trying and only fails because the task is impossible, or GW is deliberately not intending to make competitive games.
Reality isn't black or white. Things can be somewhere on the spectrum between two extremes.
GW does not intend to make these games competitive games - primarily. They do pay lip service to competitive play and since the "three ways to play" and the General's Handbook making points a separate document, they have thrown competitive players a bone. But if you listen to ANY of the designers talk about the game, not a single one of them has a competitive mindset. Almost universally, they talk about the stories behind their characters and the fiction of the game universe over how to maximize competitive advantage. That's not to say that they don't care about competitive players (and their money), but the people making the game are explicitly not competitive players and are designing a game they enjoy playing.
That being said, the points they put out are about as good as it possibly could be, given that points are an extremely imperfect system for determining balance. They update them twice a year based on player response and tournament successes. GW does make an attempt to use them in a way for the betterment and health of the game. They are more successful at breaking up specific strategies than they are providing true balance though, but that's the nature of points.
The problem is, within a week of the points updates, there've been a few thousand games played and hundreds of forum posts applying every mathematical formula to the new balance, essentially breaking it before it even gets a chance to be used. This new understanding of balance informs people's purchases and within two weeks, entire armies built around these imbalances have been purchased. A less popular game, like Malifaux or Infinity - their balance is just as suspect, but mostly shows up in specific combinations of elements that someone might realize early on, but it might take months before this imbalance is so commonly known that it becomes a standard to build armies against.
Malifaux also has strong faction loyalty, to the point where I've seen people say that so-and-so master is overpowered and they won't play as them or against them, and will stick to the masters they enjoy. Balance is somewhat maintained simply by the fact that most people don't bother to use the exploits. Meanwhile, 40k has people who plop down hundreds of dollars to buy entire armies built around exploits that will undoubtedly be errata'd in a few months. Even one of these types of players, not even locally, but regionally, can force an arms race the spreads across a large territory.
If GW's rule authors do not have a competitive mindset then the points aren't as good as they possibly could be, because the best balance comes from the competitive-style approach to the game and not from "just having fun" or "telling stories about their characters".
Wayniac wrote: There are tons of smaller companies that manage to run circles around GW's rules with a fraction of the resources.
It's because they are smaller that they can get away with it. If Infinity had as many people playing - and thus trying to break - the game as 40k does, its rules would collapse in exactly the same way.
No, and in the very biginning the guys in my club back than tried and those thing they found were FAQed after wards
We have also done those things with each Fantasy Army book when it came out. ~6 people with some who played the army and some who did not (to get a different point of view), played for 1 day and found everything that was broken
Not talking about a minor difference in power level or points, but things that made the army overpowered or rules that did not work at all
of course, the more games played the more issues are found and you get the way of eternal balancing if you want to change from 45:55 to 49:51
but broken rules or clearly overpowered compinations that are found by some players on day one making it more a 20:80 is a diffent issue
also the different experience here is while for Infinity it was changed and GW just did not cared and changed minor issues instead
GW changed that in between and for some time it looked like they would really care, but this somehow we ended up in the same situation that we always had at the end of the lifetime of the current edition. The other GW game is the better one although it was worse when it current edition started and we get Supplements which fix some of the major issues but are advertised as optional and/or use a different point frame so that it is for now use in standard games (would have been easy to say for everything between 1500-2500 points use the Apocalypse rules without the big stuff)
Peregrine wrote:If GW's rule authors do not have a competitive mindset then the points aren't as good as they possibly could be, because the best balance comes from the competitive-style approach to the game and not from "just having fun" or "telling stories about their characters".
It’s my understanding that the people who make the rules and the people who make the points are different groups of people. I believe the points are largely outsourced to the tournament community. I don’t know about 40k, but AoS originally used a community comp system for points and the players who did that are still in charge - or at least consulted and involved in play testing. The points are created by the competitive players directly.
kodos wrote:For just play and have fun we have power points which are made without a competitive mindset and just to play the narritive
It’s worth pointing out that power levels are included on the data sheets, while the points require purchasing a second product (repeatedly). That says to me that power levels are what GW wants to be the default for the majority of their players.
Peregrine wrote: This is an absurd argument. PL is a point system, just one that has less accurate evaluations of unit strength. You use it the exact same way that you use the conventional point system. If you can't figure out how to use normal points then how exactly are you going to use PL? And honestly, how are you going to understand how to play the game at all if something as basic as "you have a budget of X points and each thing you add to your army spends some of those points" is a meaningful obstacle to overcome?
Can you flip through the book, including flipping to the points appendix and build a list in your head? Because you can do that with PL, it's a vastly simplified points system. Which no matter how much you dislike it has a point, you just refuse to acknowledge that. I mean hell, would you rather sit in a chair and count to 1000 or count to 50? That's literally the difference here.
The AOS team however ARE mainly tournament players, at least from what they've indicated. So on that front I'd say it's deliberate to reward finding those combos, a staple of game design now since CCGs dominated. It's only the 40k designers, they're different teams now, who are the "throw some models down with me mates over a pint" type.
Part of the issue, in general, is that GW has *made* their game so bloated it's become harder and harder, dare I say nearly impossible, to balance. It's a symptom of their lack of caring for so long (if they even do today) about having a good *game* versus having a lot of good *models* that just so happens to have something resembling a tabletop game along with it to let you do more than have your models sit in a display case. There's no reason for the huge amount of bloat in 40k; it serves no useful purpose and actually hurts more than it helps because of how unstable the game has become, even with a total revamp for 8th edition, as a result. There's what, 25 codexes? Or close to that? And, despite not actually needing all of those documents to play, now over 100 FAQ documents that each and every book needs to fix things that should either be caught in proofreading or caught with even a basic amount of testing beyond "Oh that sounds about right".
Peregrine wrote:If GW's rule authors do not have a competitive mindset then the points aren't as good as they possibly could be, because the best balance comes from the competitive-style approach to the game and not from "just having fun" or "telling stories about their characters".
It’s my understanding that the people who make the rules and the people who make the points are different groups of people. I believe the points are largely outsourced to the tournament community. I don’t know about 40k, but AoS originally used a community comp system for points and the players who did that are still in charge - or at least consulted and involved in play testing. The points are created by the competitive players directly.
kodos wrote:For just play and have fun we have power points which are made without a competitive mindset and just to play the narritive
It’s worth pointing out that power levels are included on the data sheets, while the points require purchasing a second product (repeatedly). That says to me that power levels are what GW wants to be the default for the majority of their players.
I think the outside testers are only for testing, GW still comes up with points and supposedly they have a spreadsheet with formulae although I question that since the way they price things seems like it has little rhyme or reason, and certainly not a formula grounded in probability and statistics since mathhammer that comes from fans consistently shows different results
Again let's not derail this into PL vs. Points as many threads do when Peregrine gets involved but it's clear the idea is that PL is for more quick and dirty games, likely asymmetrical, where you aren't too concerned about things. And, as stated many times, if you aren't the type of person like Peregrine clearly is, who will immediately look at "options cost no points" and think how that means you can take everything and anything, and only pick the best because it's all the same. The mindset instead is "I built this model with X so I'll use X" or "I envision this squad equipped with Y for my army theme" and basically everything EXCEPT considering raw output. Which seems to be an incredibly hard, if not impossible, thing for some people to even consider exists, let alone do.
You might be using more models, but it is difficult to see how this game isn't just a simpler card game.
Miniatures, realism, so much less...
What you describe seems like a card game with fewer unique cards lined up in rows that get removed when card Ax can target card By and player A rolls high enough given some comparison between stats on Ax and By. On a D12.
What version of 40k was this not the case? It sounds like the issue is more that you've played enough to see the machinery behind the curtain. Is it having the statline on cards that breaks the illusion, because a card is just a summary of a unit profile. Realistically there's always been a "card" floating behind any unit on the table that determines how it interacts with the cards behind any other unit. I don't see how that's ever been different.
Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
nou wrote: Try playing 2nd ed on Necromunda levels of terrain density with just bases, cards and paper tokens and then do the same with miniatures and tell me the experience was exactly the same and TLOS did not change anything...
So, using rules that are decades old and from a game that is completely different from 40k on terrain that hardly anyone has? Not exactly a convincing argument there.
That terrain is not unlike much available today - and the rules, well, these are sort of what is at issue here in this thread, no? I mean, limited variance implies more consistent expectations across gamers feeding the competitive scene with, well, more like-minded gamers... no?
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Peregrine wrote: If GW's rule authors do not have a competitive mindset then the points aren't as good as they possibly could be, because the best balance comes from the competitive-style approach to the game and not from "just having fun" or "telling stories about their characters".
I disagree here, unless you intend to mean 'look out for the competitive mindset' as otherwise we get stripped down cardgames wherein the miniatures don't matter any more than the mythology or the sarcastic double-take on pc doublespeak that inspired the originals especially...
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auticus wrote: Because its the biggest game in town and your financial investment into it is secure and you know others will be found everywhere on the globe to play against is what I'm thinking.
So, who wants to buy 15000 points of mixed metal models collected for characteristic representation of available resources rather than uber optimized with the cutting edge rule-bending plastics that litter the side tables of today?
Wayniac wrote: The AOS team however ARE mainly tournament players, at least from what they've indicated.
Huh? The AoS design lead is Jervis Johnson, who's very name causes competitive players to burst into fire like a vampire stepping into daylight. This is the guy who literally wrote the book on "you don't need points to have fun" and the reason why AoS 1.0 went over with competitive players about as well as sexual assault. I don't think I could name a designer who is LESS of a tournament player than JJ. He can't even beat his wife at backgammon. AoS's second in command, according to Stormcast, is Sam Pearson, who I know is not a competitive player from his posts in defense of AoS here.
Part of the issue, in general, is that GW has *made* their game so bloated it's become harder and harder, dare I say nearly impossible, to balance.
That's because their business is built around constantly expanding a game to continue selling you new product. That's what they care about and GW would literally die if their games stopped growing. GW is like a shark. If it stops moving, it dies. That's also the case for Warmachine, which is (was?) a completely competitive game that was starting to buckle under its own girth well before players started to abandon it. That's just what miniature games are. Even the competitive ones.
There's no reason for the huge amount of bloat in 40k; it serves no useful purpose and actually hurts more than it helps because of how unstable the game has become, even with a total revamp for 8th edition, as a result. There's what, 25 codexes? Or close to that? And, despite not actually needing all of those documents to play, now over 100 FAQ documents that each and every book needs to fix things that should either be caught in proofreading or caught with even a basic amount of testing beyond "Oh that sounds about right".
The amount of actual rules in a single codex is a minority of the book. The vast majority of the books are pictures of models and background fluff. I just got the Syvaneth battletome, so it is here right next to me, and the rules don't even start until page 64 and last just under 40 pages. When the GHB or Chapter Approved comes out, people only look at the 10 pages of matched play content, but there's TONs of non-matched player stuff in these books - some of which is absolute gold. GW sells rules, both intended for competitive play and decidedly lot, but it also sells novels and characters and settings. And this stuff is important to competitive players too, or else they'd go play actual competitive games like Chess or Go rather than a bunch of space marines fighting cenobites and xenomorphs.
if you aren't the type of person like Peregrine clearly is
The AOS lead is Ben Johnson. Jervis may sit over it all but Ben Johnson last I checked was the "lead" developer. Sam Pearson (bottle) is another active developer. Both were big into the tournament scene. The rules testers are a pool of tournament players in the UK involving guys like Ben Curry, and the folks that wrote the SCGT comp that turned into official points in 2016.
I'm not sure who the other devs are. However the AOS team and testers are primarily hardcore tournament guys.
auticus wrote: The AOS lead is Ben Johnson. Jervis may sit over it all but Ben Johnson last I checked was the "lead" developer. Sam Pearson (bottle) is another active developer. Both were big into the tournament scene. The rules testers are a pool of tournament players in the UK involving guys like Ben Curry, and the folks that wrote the SCGT comp that turned into official points in 2016.
I'm not sure who the other devs are. However the AOS team and testers are primarily hardcore tournament guys.
So, the guy at the top - the guy who has written articles about how competitive gamers are bad for the hobby and how you don't need points - doesn't have any influence over the game? And I know bottle went to tournaments, but he wasn't (primarily) a competitive player. If you go back and read his posts here, and look at his accomplishments as a designer - heck, if you listen to interviews with him or go to his Twitter page, he's not a competitive player.
auticus wrote: The AOS lead is Ben Johnson. Jervis may sit over it all but Ben Johnson last I checked was the "lead" developer. Sam Pearson (bottle) is another active developer. Both were big into the tournament scene. The rules testers are a pool of tournament players in the UK involving guys like Ben Curry, and the folks that wrote the SCGT comp that turned into official points in 2016.
I'm not sure who the other devs are. However the AOS team and testers are primarily hardcore tournament guys.
This, pretty much. Jervis is the head and clearly isn't a competitive player, but from everything that's been indicated the rest of the AOS team enjoy competitive play, and the people they consult with are also regulars on the UK tournament circuit or bigtime UK organizers (like the guys who run SCGT) so at the very least they seem to "get" what matters to competitive players. I'm not sure at what point the AOS team branched, but the original 1.0 team was I think the same as the 40k team (which explains that debacle) and post-GHB expanded to be different.
1-Dice Masturbation. Great term But I don't think we come at it from the same angle.
Dice rolling is GOOD. It allows for the player's plants to work great, be super effective.. or fail spectacularly.
SKILL in a game should be encouraged and skill isn't doing the Mathhammer to be unbeatable. Skill is being able to handle what the dice give you.
Which leads to my divergence from Apoc being "good" new rules. Yes, it reduces unneeded dice rolling. That's good. But it also starts to remove so much that the game starts to get flat, stale, cardboard.
The problem in 8th and the bloat of dice is due to it's idiotic rules design.
Dice masturbation is rolling lots of dice when you 1-shouldn't and 2-it isn't adding to the game.. its dice for dice sake.. because dice. Which is 8th.
Why? Because it has so many mulligans built in that it's lame. Part of having skill is winning despite the dice. When the dice hand you a win no one says.. wow you so skilled! No, it's the dice gods that won the day, not the player.
But when a player with bad dice ends up winning through skill. then it is clearly the player who is laudable.
Re-rolls, roll more re-rolls, bubbles of re-rolls. There were a lot fewer re-rolls in 8th. Even with FNP being abused.. you didn't get bubbles of re-roll all misses in ranged and combat and also re-rolls of 1s plus every six is another roll.
Rolls rolls rolls. Let alone the rolls for "shots" by AOE weapons then rolling AGAIN to hit, then to wound.
So I get the perspective on excessive dice for dice sake. But Apoc is as tasteful as cardboard pizza.
Right now abusing -1 to hit is a huge thing and the WACs field it at all costs (-2 being even better, zero ork shooting possible!).
8th is bloaty with special rules that could have been handled in just a few pages in the main rule book.
2- Game Complexity-weapons
Nothing wrong with the games variety of weapons. The problem is the copy-paste job version of them. Weapons used to actually be DIFFERENT and MEANINGFUL. In today's game you could safely cut about 3/4 because they are just dupes of each other.
In the old days, weapons had short and long range stats. These variables made different weapons.. different. Auto-guns were different than lasguns and minus to hit at long range OR short range (for unwealdly things) was a thing.
So an Auto-pistol was not the same stat line as a Las Pistol which was different from a slug thrower (yeah there were three tiers of weapons back in RT/1st edition days.)
So from today's perspective flattening out the weapons isn't so bad since they kept stripping "features" from weapons and combat to "streamline" things which resulted in many weapons becoming superfluous
3- TLOS.. yeah it sucks. By far the best LOS system was that in Warmachine where BASE SIZED was a thing. It made everything straight forward. No arguments or wasted time on visible, not-visible, in-cover, not-in-cover.
GW should have gone to base size (cylender) LOS a long time ago. If you want to "streamline" without turning the game into boring gak.. that's how you do it.
If Warmachine can do templates in fast, clock controlled, play then removing the templates does not abjectly speed up the game.. but it does make it more boring.
Tournaments need CLEAR, SPEEDY, but rules that maintain randomness to limit the ability to Mathhammer to "total victory".
Complexity is GOOD if it limits tactical moves and makes bad moves COSTLY. Dice for dice sake sucks and wastes TIME. TLOS sucks use base-size LOS. Bring back templates (sorry horde guys, but as a long time ork guy I've lived with templates my entire 40k time and its not the end of the world.. you just have to be cunni'n brutal.. not just brutal.... use yer 'eads)
AoS has gotten a lot smoother over the years than 40k. A lot of their stuff is pretty streamlined and workable. Your AoS games are faster and more "time efficient" than your 40K games atm despite the rules copy-pasta from AoS into 8th.
But AoS will never be a "fantasy battle" game. It's a fantasy skirmish game. Totally different than the old battles which felt great... if they were time consuming.
I know people don't like to have to REALLY think.. or think REALLY HARD.... REALLY FAST (on the tourney clock) but hey.
Not everyone is a winner.
But I totally understand GWs goal of Race-to-the-bottom approach to modern wargamming as it hopefully will draw in more people to an otherwise fairly static or shrinking field of players.
auticus wrote: The AOS lead is Ben Johnson. Jervis may sit over it all but Ben Johnson last I checked was the "lead" developer. Sam Pearson (bottle) is another active developer. Both were big into the tournament scene. The rules testers are a pool of tournament players in the UK involving guys like Ben Curry, and the folks that wrote the SCGT comp that turned into official points in 2016.
I'm not sure who the other devs are. However the AOS team and testers are primarily hardcore tournament guys.
This, pretty much. Jervis is the head and clearly isn't a competitive player, but from everything that's been indicated the rest of the AOS team enjoy competitive play, and the people they consult with are also regulars on the UK tournament circuit or bigtime UK organizers (like the guys who run SCGT) so at the very least they seem to "get" what matters to competitive players. I'm not sure at what point the AOS team branched, but the original 1.0 team was I think the same as the 40k team (which explains that debacle).
Hah, well that explains it all doesn't it. Wow, no wonder 8th was such crap and now is a bloaty wonky system. Newer AoS is actually pretty lean and mean and functional. You could totally play it on a clock.
A lot of the problem is just development lag. Anything tied to physical medium is particularly problematic as its got to be designed sometimes a year out in an environment that can only guess at what environment it will actually release to. Digital is a lot more fluid, but still pretty heavily constrained by time.
auticus wrote: The AOS lead is Ben Johnson. Jervis may sit over it all but Ben Johnson last I checked was the "lead" developer. Sam Pearson (bottle) is another active developer. Both were big into the tournament scene. The rules testers are a pool of tournament players in the UK involving guys like Ben Curry, and the folks that wrote the SCGT comp that turned into official points in 2016.
I'm not sure who the other devs are. However the AOS team and testers are primarily hardcore tournament guys.
So, the guy at the top - the guy who has written articles about how competitive gamers are bad for the hobby and how you don't need points - doesn't have any influence over the game? And I know bottle went to tournaments, but he wasn't (primarily) a competitive player. If you go back and read his posts here, and look at his accomplishments as a designer - heck, if you listen to interviews with him or go to his Twitter page, he's not a competitive player.
Before he was a gw designer and was just Bottle, he and I talked about competitive players and he struck me as someone that, while not an uber espn competitive player, was still very very interested in min/max tourney play and coming up with the uber combos as that was fun.
I would say that the AOS design team minus Jervis are very much creating a game whose primary function is tournament play and the rest is being bolted on to appease everyone else.
Before he was a gw designer and was just Bottle, he and I talked about competitive players and he struck me as someone that, while not an uber espn competitive player, was still very very interested in min/max tourney play and coming up with the uber combos as that was fun.
If I remember correctly, he talked about going to a tournament with a free guild army that was heavily converted and beautifully painted - what kind of competitive player goes to a tournament with an old, barely supported army that doesn't even have a battletome? I mean, I don't want to speak for him, but his interview on Stormcast had him talking about units that he named and had backstories for, that actually died in battle. And if you look at Hinterlands and Warcry, those are first and foremost narrative by a country mile. Heck, Warcry seems to have more Open Play content than Matched Play.
I would say that the AOS design team minus Jervis are very much creating a game whose primary function is tournament play and the rest is being bolted on to appease everyone else.
I could see how you would think that, if you never read any of the rules they wrote, listened to any of the podcasts, or read any of the White Dwarf articles and battle reports. The way these guys talk about Age of Sigmar is not from the perspective of a competitive player. Even when actually talking about competitive play. Like, here's what the GHB19 says for Matched Play:
GHB19 wrote:People play Warhammer Age of Sigmar for all kinds of reasons. Many want to play games that test their skill as the commander of an army, in as evenly balanced a competition as possible. If the thought of games like this appeals to you, then read through the matched play rules detailed on the following pages to learn more.
Even when talking about matched play, they still describe it in a narrative way as players being "the commander of an army". Competitive players would never talk this way. And doesn't it read a bit like a begrudging admission? Here's matched play, if you like that sort of thing. Lots of people do, I guess. Now here's how they describe Open Play, probably the most offensive idea in existence to competitive players:
GHB19 wrote:The best ideas are usually the simplest, and open play games of Warhammer Age of Sigmar epitomizes this philosophy. Open play is a style of gaming that allows you to take to the battlefield with any army, made up of any Citadel Miniatures from your collection - with no restrictions. It's as straightforward as wargaming gets.
I mean, they flat out say that AoS open play epitomizes the philosophy that the best ideas are usually the simplest. And just to drive the point home, here's Narrative Play:
GHB19 wrote:With a cast of indomitable heroes and fearsome villains, plots of conquest, zealous loyalty and ruthless betrayal, and a near-endless array of spectacular locations, Warhammer Age of Sigmar is replete with legendary stories. Narrative play is all about re-enacting these epic tales on your own battlefield.
Holy gak, I'm sold. That's exciting as feth!
And I think you are greatly underplaying how important Jervis is to the AoS team. Every interview, these guys are in awe of Jervis. He's the keeper of the big rule book that they all reference when writing rules. Saying everybody is competitive except Jervis is like saying that God's word is irrelevant to the sermons of the preachers.
The fact that GW's marketing department hypes up open play as a way to sell the new space marine kit to tyranid players does not change the fact that it's a ing stupid idea from a game design point of view.
I mean Ben Johnson is a pretty wel-known tournament player. Don't know about the other guys, or what his specific role on the team is, but he's one I am absolutely certain is a competitive player. He just also happens to not be the type of player who ONLY gives a feth about competitive play and is equally happy to throw down a bunch of models in an Open Play scenario or go all out naming models in a narrative campaign without using Matched Play rules at all.
You know, the ideal kind of competitive player instead of the type who only has one mode of play and can't ever deviate or even fathom not using points/matched play. The sort who knows when to bring out the facebusting GT-level list and when to bring something for fun and make suboptimal but cinematic choices during the game because winning isn't their only concern.
Convenient how the ideal competitive player is defined by how they do things other than competitive play, while nobody ever complains about how the ideal narrative player also plays in hardcore competitive tournaments and narrative-only players are somehow inferior.
I don't pay much attention to what they say in podcasts. I pay attention to their product. Their podcasts are marketing speak. Marketing speak does not reveal the truth of the person behind the speak. It is something that they say as a mouthpiece for the company that they work for. Their product and how they write rules often goes against what they say in podcasts and in interviews.
Yes Bottle wrote a narrative ruleset, primarily as a way to signal to GW that he wanted to write rules for them. His work was basically an early access app that he then used in conjunction with getting to know the devs to get a job there. He did a great job. His Hinterlands rules were ace, and I find them much more to my liking than his work in Warcry which I know was watered down by GW to appeal to more people. I would love to see a game where he was not restrained by GW.
We also went round and round on the subject of narrative vs competitive and he was of the mindset that the two weren't mutually exclusive and you could both love min/maxing and love narrative and he loved tournament play.
He also discussed how a lot of his collection didn't get much use because they weren't as optimal with the SCGT points but that that was part of the hobby and that he felt GW would make it so everything was viable.
Whatever we want to draw from that becomes personal conjecture.
I do agree Ben and Bottle both have shown that they can be both powergamers and narrative fluff players that will build a force on its visuals and story presence over its mathematical optimization, which is good. Most people cannot do both, they are one or the other.
TLOS has been a thing since (at least) 2nd ed 40k. I'm not sure how you can think something that has been in the game for the last 25 years made the game worse. Or do you pine for the days of RT? Which I'm sure also used TLOS and exactly the same language that is in the 2nd ed rulebook.
TLOS has been a thing since (at least) 2nd ed 40k. I'm not sure how you can think something that has been in the game for the last 25 years made the game worse. Or do you pine for the days of RT? Which I'm sure also used TLOS and exactly the same language that is in the 2nd ed rulebook.
I pine for the days of not having this horsegak where if you can see a tiny portion of a model sticking out from a wall, it's like the wall isn't even there and it provides absolutely zero benefit.
GW should have long ago gone to measure base to base, with models having "height" that indicated if they were blocked by something (e.g. a human sized model might be blocked by a high wall, but an ogor sized model would not). Warmahordes had this perfect IMHO, and it left zero ambiguity. Plus it differentiated between soft cover and hard cover so had much more tactical flexibility.
Peregrine wrote: The fact that GW's marketing department hypes up open play as a way to sell the new space marine kit to tyranid players does not change the fact that it's a ing stupid idea from a game design point of view.
TLOS has been a thing since (at least) 2nd ed 40k. I'm not sure how you can think something that has been in the game for the last 25 years made the game worse. Or do you pine for the days of RT? Which I'm sure also used TLOS and exactly the same language that is in the 2nd ed rulebook.
I pine for the days of not having this horsegak where if you can see a tiny portion of a model sticking out from a wall, it's like the wall isn't even there and it provides absolutely zero benefit.
GW should have long ago gone to measure base to base, with models having "height" that indicated if they were blocked by something (e.g. a human sized model might be blocked by a high wall, but an ogor sized model would not). Warmahordes had this perfect IMHO, and it left zero ambiguity. Plus it differentiated between soft cover and hard cover so had much more tactical flexibility.
Again, if you can see a wingtip, you might hit the tip of the wing.
Not enough to do 'damage'...
If a dude is moved into cover, and the model could adopt a different posture, and the player states that the model(s) in question is(are) in cover, then it is in cover even if you see the wingtip.
Or....
Sort it out with a sense of realism and with a running 'forged' narrative -
"My marines advance into cover behind the wall."
"I can see that one marine's bolter barrel."
"Are you going to dedicate that squad to firing at that marines bolter tip?"
"No."
"OK, then what do you want to shoot at?"
Or...
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auticus wrote: I don't pay much attention to what they say in podcasts. I pay attention to their product. Their podcasts are marketing speak. Marketing speak does not reveal the truth of the person behind the speak. It is something that they say as a mouthpiece for the company that they work for. Their product and how they write rules often goes against what they say in podcasts and in interviews.
Yes Bottle wrote a narrative ruleset, primarily as a way to signal to GW that he wanted to write rules for them. His work was basically an early access app that he then used in conjunction with getting to know the devs to get a job there. He did a great job. His Hinterlands rules were ace, and I find them much more to my liking than his work in Warcry which I know was watered down by GW to appeal to more people. I would love to see a game where he was not restrained by GW.
We also went round and round on the subject of narrative vs competitive and he was of the mindset that the two weren't mutually exclusive and you could both love min/maxing and love narrative and he loved tournament play.
He also discussed how a lot of his collection didn't get much use because they weren't as optimal with the SCGT points but that that was part of the hobby and that he felt GW would make it so everything was viable.
Whatever we want to draw from that becomes personal conjecture.
I do agree Ben and Bottle both have shown that they can be both powergamers and narrative fluff players that will build a force on its visuals and story presence over its mathematical optimization, which is good. Most people cannot do both, they are one or the other.
I like a stronger integration but admire the zeal nonetheless.
auticus wrote: The AOS lead is Ben Johnson. Jervis may sit over it all but Ben Johnson last I checked was the "lead" developer. Sam Pearson (bottle) is another active developer. Both were big into the tournament scene. The rules testers are a pool of tournament players in the UK involving guys like Ben Curry, and the folks that wrote the SCGT comp that turned into official points in 2016.
I'm not sure who the other devs are. However the AOS team and testers are primarily hardcore tournament guys.
So, the guy at the top - the guy who has written articles about how competitive gamers are bad for the hobby and how you don't need points - doesn't have any influence over the game? And I know bottle went to tournaments, but he wasn't (primarily) a competitive player. If you go back and read his posts here, and look at his accomplishments as a designer - heck, if you listen to interviews with him or go to his Twitter page, he's not a competitive player.
Before he was a gw designer and was just Bottle, he and I talked about competitive players and he struck me as someone that, while not an uber espn competitive player, was still very very interested in min/max tourney play and coming up with the uber combos as that was fun.
I would say that the AOS design team minus Jervis are very much creating a game whose primary function is tournament play and the rest is being bolted on to appease everyone else.
A bit more about my perspective on TLOS and whether or not it is game worsening garbage:
that heavily depends on typical terrain you play on. On a planet bowling ball or typical tournament table abstracted terrain interaction rules a'la 4th ed or Warmahordes can indeed work better than TLOS, because TLOS is an overkill in those cases, as those are fundamentally 2D games played with 3D tokens. But as soon as you want to play 40K on fully 3D dioramas TLOS with inclusion of area terrain obscuration is actually the most clean way of implementing LOS resolution and there is nothing else that can work as well. Old editions (except 4th) could accomodate dioramas, BRB 8th cannot, 8th with Cities of death can, Apoc cannot.
Infinity cylindrical model space based on size stat works fine in Infinity because a) it's a skirmish with so low model count that substituting actual model for it's envelope is not cumbersome and b) nearly all models are humanoid and come in just few sizes. But in 40K models based on the same base size can be drastically different in shape/size and non-based vechicles exist so again, TLOS paired with common sense is the most clean approach to LOS resolution. But the amount of common sense varied a lot from edition to edition and use of laser pointers is considered too much hustle for many.
And I simply must: "playing on Necromunda levels of terrain density" does not read as "playing on content of original Necromunda box". But apparently reading comprehension is hard for some people. GW now produces two modular terrain systems that can easily accommodate for very complex and very crowded tables - and many, many players do own such bought or scratch built magnificent tables in their garages or dedicated playrooms and need rulesets that can easily and intuitively provide ways of interacting with those. 2nd ed provided those but even in 8th ed Cities of death obscuration and height advantage rules provide those. Highly abstracted LOS rules do not.
LOS is tricky even in games built around 1 model attacking another. It gets really messy when you abstract it to groups attacking other groups. The focus on area terrain generally works better and I overall rather like how the cover mod works mechanically (models out of cover tend to die first). I generally don't like TLOS, but its not tremendously important to a game as abstracted as 40k. I think it demands larger terrain with either no or few holes in it, but its a functional way to get the job done. The primary issue is just that terrain people (including GW) intend to have block LOS is far too often not created tall or wide enough to actually obscure targets the size of 40k units or vehicles.
nou wrote: A bit more about my perspective on TLOS and whether or not it is game worsening garbage:
that heavily depends on typical terrain you play on. On a planet bowling ball or typical tournament table abstracted terrain interaction rules a'la 4th ed or Warmahordes can indeed work better than TLOS, because TLOS is an overkill in those cases, as those are fundamentally 2D games played with 3D tokens. But as soon as you want to play 40K on fully 3D dioramas TLOS with inclusion of area terrain obscuration is actually the most clean way of implementing LOS resolution and there is nothing else that can work as well. Old editions (except 4th) could accomodate dioramas, BRB 8th cannot, 8th with Cities of death can, Apoc cannot.
Infinity cylindrical model space based on size stat works fine in Infinity because a) it's a skirmish with so low model count that substituting actual model for it's envelope is not cumbersome and b) nearly all models are humanoid and come in just few sizes. But in 40K models based on the same base size can be drastically different in shape/size and non-based vechicles exist so again, TLOS paired with common sense is the most clean approach to LOS resolution. But the amount of common sense varied a lot from edition to edition and use of laser pointers is considered too much hustle for many.
And I simply must: "playing on Necromunda levels of terrain density" does not read as "playing on content of original Necromunda box". But apparently reading comprehension is hard for some people. GW now produces two modular terrain systems that can easily accommodate for very complex and very crowded tables - and many, many players do own such bought or scratch built magnificent tables in their garages or dedicated playrooms and need rulesets that can easily and intuitively provide ways of interacting with those. 2nd ed provided those but even in 8th ed Cities of death obscuration and height advantage rules provide those. Highly abstracted LOS rules do not.
Though we are diverging a bit from the OE topic. You bring up a lot of points.. but cylindrical LOS abstraction is not that great of an abstraction as you portray. It does incorporate any level of terrain intricacy as you need. Its in the basic WMH rule book.. Page 38, LOS
A wall or structure will not block line of sight if it is less than 1.75", 1.75-2.25" block LOS to small bases, 2.25-2.75 block LOS small and medium bases2.75+ will block all but HUGE (gw superheavies,knight titans). That's very fast. No matter what the terrain is made of an intervening barrier will block LOS based on the above.
Next, LOS based on different levels of terrain. You draw LOS from the top edge of the "cylinder" closest to the target to the top edge of the "cylinder" of the target closest to the shooter. Again, it is fast, it is easy, it leaves no room for argument. It is straight forward. Also WMH has some pretty crazy models that have all sorts of gak sticking out at odd places.
As far as cover, that can get a little more complicated but again, the "Volumetric" system of LOS is fast, simple, and clear based on model base size. GW has never done it that way because it likes to play fast and free with base sizes in a totally nonsensical way. It even covers "looking over" other models in regards to shooting through models giving cover/blocking shot, etc.
The volumetric system works with as complex of terrain as you want. It covers elevation, elevation vs elevation, it covers models of different sizes, etc. I am hard pressed to see how it doesn't work with complex terrain as in essence you are using the volume of the base as the method of determining TLOS if you will. I recall TLOS in 40K being abused by placing all the models laying down and similar BS.
A nice hard firm rules set like volumetric LOS (VLOS?) works a lot better. As for small details such as cracks or whatever, it can be assumed the models are not exposing themselves in an undue fashion.
This makes terrain awesome, when you have hard rules that can adapt to any terrain you can come up with things become a lot more fun.
nou wrote: A bit more about my perspective on TLOS and whether or not it is game worsening garbage:
that heavily depends on typical terrain you play on. On a planet bowling ball or typical tournament table abstracted terrain interaction rules a'la 4th ed or Warmahordes can indeed work better than TLOS, because TLOS is an overkill in those cases, as those are fundamentally 2D games played with 3D tokens. But as soon as you want to play 40K on fully 3D dioramas TLOS with inclusion of area terrain obscuration is actually the most clean way of implementing LOS resolution and there is nothing else that can work as well. Old editions (except 4th) could accomodate dioramas, BRB 8th cannot, 8th with Cities of death can, Apoc cannot.
Infinity cylindrical model space based on size stat works fine in Infinity because a) it's a skirmish with so low model count that substituting actual model for it's envelope is not cumbersome and b) nearly all models are humanoid and come in just few sizes. But in 40K models based on the same base size can be drastically different in shape/size and non-based vechicles exist so again, TLOS paired with common sense is the most clean approach to LOS resolution. But the amount of common sense varied a lot from edition to edition and use of laser pointers is considered too much hustle for many.
And I simply must: "playing on Necromunda levels of terrain density" does not read as "playing on content of original Necromunda box". But apparently reading comprehension is hard for some people. GW now produces two modular terrain systems that can easily accommodate for very complex and very crowded tables - and many, many players do own such bought or scratch built magnificent tables in their garages or dedicated playrooms and need rulesets that can easily and intuitively provide ways of interacting with those. 2nd ed provided those but even in 8th ed Cities of death obscuration and height advantage rules provide those. Highly abstracted LOS rules do not.
Though we are diverging a bit from the OE topic. You bring up a lot of points.. but cylindrical LOS abstraction is not that great of an abstraction as you portray. It does incorporate any level of terrain intricacy as you need. Its in the basic WMH rule book.. Page 38, LOS
A wall or structure will not block line of sight if it is less than 1.75", 1.75-2.25" block LOS to small bases, 2.25-2.75 block LOS small and medium bases2.75+ will block all but HUGE (gw superheavies,knight titans). That's very fast. No matter what the terrain is made of an intervening barrier will block LOS based on the above.
Next, LOS based on different levels of terrain. You draw LOS from the top edge of the "cylinder" closest to the target to the top edge of the "cylinder" of the target closest to the shooter. Again, it is fast, it is easy, it leaves no room for argument. It is straight forward. Also WMH has some pretty crazy models that have all sorts of gak sticking out at odd places.
As far as cover, that can get a little more complicated but again, the "Volumetric" system of LOS is fast, simple, and clear based on model base size. GW has never done it that way because it likes to play fast and free with base sizes in a totally nonsensical way. It even covers "looking over" other models in regards to shooting through models giving cover/blocking shot, etc.
The volumetric system works with as complex of terrain as you want. It covers elevation, elevation vs elevation, it covers models of different sizes, etc. I am hard pressed to see how it doesn't work with complex terrain as in essence you are using the volume of the base as the method of determining TLOS if you will. I recall TLOS in 40K being abused by placing all the models laying down and similar BS.
A nice hard firm rules set like volumetric LOS (VLOS?) works a lot better. As for small details such as cracks or whatever, it can be assumed the models are not exposing themselves in an undue fashion.
This makes terrain awesome, when you have hard rules that can adapt to any terrain you can come up with things become a lot more fun.
Agreed on the part that VLOS works with any terrain - that is how Infinity does it. Where it fails with GW compared to TLOS is huge model variety - you can have tall Eldar Wraithguard or Primaris Marines on the same base sizes as crouchy GSC models and low and sleek vehicles on the same bases as AdMech Dragoons or baseless/flying bases vehicles of all shapes and sizes. You would have to introduce huge number of height classes for each base size at which point it is just more straightforward to play with TLOS. But of course, at the cost of arguments between more stubborn people. Personally I never had a problem with TLOS arguments, but I don't mind using laser pointers (laser levels to be exact, that produce a line instead of a dot) and tabletop periscopes and immersion is more important for me than an occasional LOS checking.
Edit: to emphasize - for me TLOS work better for cinematic immersion but I do unterstand why it can be perceived as a lesser way in the eyes of more competitively focussed players. Do read this post as a "not everything that makes game better for tournaments improves the game for narrative players and vice versa".
nou wrote: You would have to introduce huge number of height classes for each base size at which point it is just more straightforward to play with TLOS.
You really don't. Is a primaris marine taller than a guardsman? Sure. Does that extra height make any meaningful gameplay difference? No. Considering them to be the same height works just fine.
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nou wrote: immersion is more important for me than an occasional LOS checking.
Then why do you use TLOS, where a model built in a crouching pose is unable to stand up and shoot over a low wall?
Personally, I'm fond of a height stat in inches for models. Models never conform to exact heights in inches, but it gets the point across and more importantly, gives people good dimensions to work with when designing or defining terrain. This is 7.3" tall, so it blocks LOS for everything except that height 8 guy there. Being part of the statline makes design space and helps people be aware of how the rule works without needing to know what the table says.
jeff white wrote: "I can see that one marine's bolter barrel."
"Are you going to dedicate that squad to firing at that marines bolter tip?"
"No."
"OK, then what do you want to shoot at?"
Or...
So what you're saying is that TLOS works as long as you don't use TLOS and replace it with abstracted LOS rules?
nou wrote: A bit more about my perspective on TLOS and whether or not it is game worsening garbage:
that heavily depends on typical terrain you play on. On a planet bowling ball or typical tournament table abstracted terrain interaction rules a'la 4th ed or Warmahordes can indeed work better than TLOS, because TLOS is an overkill in those cases, as those are fundamentally 2D games played with 3D tokens. But as soon as you want to play 40K on fully 3D dioramas TLOS with inclusion of area terrain obscuration is actually the most clean way of implementing LOS resolution and there is nothing else that can work as well. Old editions (except 4th) could accomodate dioramas, BRB 8th cannot, 8th with Cities of death can, Apoc cannot.
Infinity cylindrical model space based on size stat works fine in Infinity because a) it's a skirmish with so low model count that substituting actual model for it's envelope is not cumbersome and b) nearly all models are humanoid and come in just few sizes. But in 40K models based on the same base size can be drastically different in shape/size and non-based vechicles exist so again, TLOS paired with common sense is the most clean approach to LOS resolution. But the amount of common sense varied a lot from edition to edition and use of laser pointers is considered too much hustle for many.
And I simply must: "playing on Necromunda levels of terrain density" does not read as "playing on content of original Necromunda box". But apparently reading comprehension is hard for some people. GW now produces two modular terrain systems that can easily accommodate for very complex and very crowded tables - and many, many players do own such bought or scratch built magnificent tables in their garages or dedicated playrooms and need rulesets that can easily and intuitively provide ways of interacting with those. 2nd ed provided those but even in 8th ed Cities of death obscuration and height advantage rules provide those. Highly abstracted LOS rules do not.
Though we are diverging a bit from the OE topic. You bring up a lot of points.. but cylindrical LOS abstraction is not that great of an abstraction as you portray. It does incorporate any level of terrain intricacy as you need. Its in the basic WMH rule book.. Page 38, LOS
A wall or structure will not block line of sight if it is less than 1.75", 1.75-2.25" block LOS to small bases, 2.25-2.75 block LOS small and medium bases2.75+ will block all but HUGE (gw superheavies,knight titans). That's very fast. No matter what the terrain is made of an intervening barrier will block LOS based on the above.
Next, LOS based on different levels of terrain. You draw LOS from the top edge of the "cylinder" closest to the target to the top edge of the "cylinder" of the target closest to the shooter. Again, it is fast, it is easy, it leaves no room for argument. It is straight forward. Also WMH has some pretty crazy models that have all sorts of gak sticking out at odd places.
As far as cover, that can get a little more complicated but again, the "Volumetric" system of LOS is fast, simple, and clear based on model base size. GW has never done it that way because it likes to play fast and free with base sizes in a totally nonsensical way. It even covers "looking over" other models in regards to shooting through models giving cover/blocking shot, etc.
The volumetric system works with as complex of terrain as you want. It covers elevation, elevation vs elevation, it covers models of different sizes, etc. I am hard pressed to see how it doesn't work with complex terrain as in essence you are using the volume of the base as the method of determining TLOS if you will. I recall TLOS in 40K being abused by placing all the models laying down and similar BS.
A nice hard firm rules set like volumetric LOS (VLOS?) works a lot better. As for small details such as cracks or whatever, it can be assumed the models are not exposing themselves in an undue fashion.
This makes terrain awesome, when you have hard rules that can adapt to any terrain you can come up with things become a lot more fun.
Agreed on the part that VLOS works with any terrain - that is how Infinity does it. Where it fails with GW compared to TLOS is huge model variety - you can have tall Eldar Wraithguard or Primaris Marines on the same base sizes as crouchy GSC models and low and sleek vehicles on the same bases as AdMech Dragoons or baseless/flying bases vehicles of all shapes and sizes. You would have to introduce huge number of height classes for each base size at which point it is just more straightforward to play with TLOS. But of course, at the cost of arguments between more stubborn people. Personally I never had a problem with TLOS arguments, but I don't mind using laser pointers (laser levels to be exact, that produce a line instead of a dot) and tabletop periscopes and immersion is more important for me than an occasional LOS checking.
Indeed. I've never really had any issue with TLOS, but I did find VLOS to be hmm, faster? More reliable/consistent? I mentioned the base problem with GW who have always been more "artistic" in their base size choices rather than X-class of model = X sized base and Y-class model = Y sized base. Though that has begun to shift with their moves towards 32mm bases but GW still has a LOT of base sizes and even shapes. That does break VLOS but that would not be a major thing to change if they actually wanted to. They just don't want to be bound to anything like that. They want to play "fast and loose" with things that work better tight and solid. If anything that's been my complaint about much of GWs rules. Not outright bad but.. loose where they should be tight and tight where they should be loose. Arguably abstracting 40k to WMH rules isn't hard (FEX I love the idea of Chaos being a damage type, Fire being another, etc) There is some awesome things that 40K could implement that made armies both "thematic" and "unique" to each other by "damage types" and "resistances/invulns". Though WMH always seems to have been "logical" about it, I'd expect GW to be "silly" about it if they tried. HAHA. Kind of like their bases.. where no one seems to know what is going on or why a size is chosen except.. REASONS!
I always felt that the GW Tournament side of things would really benefit from a "tightening" up of rules and that would result in a more streamlined game without actually 'reducing rules' rather just take out the confusion and lack of focus.. bad wording.. or just nonsensical way in which a rule is implemented. I feel that current edition 2019 AoS seems to feel a lot "tighter" than 40k does in 8th at the moment and having done a few 2019 games of AoS I feel that it indeed works really well in tournament style play. Better than 8th at least.
nou wrote: A bit more about my perspective on TLOS and whether or not it is game worsening garbage:
that heavily depends on typical terrain you play on. On a planet bowling ball or typical tournament table abstracted terrain interaction rules a'la 4th ed or Warmahordes can indeed work better than TLOS, because TLOS is an overkill in those cases, as those are fundamentally 2D games played with 3D tokens. But as soon as you want to play 40K on fully 3D dioramas TLOS with inclusion of area terrain obscuration is actually the most clean way of implementing LOS resolution and there is nothing else that can work as well. Old editions (except 4th) could accomodate dioramas, BRB 8th cannot, 8th with Cities of death can, Apoc cannot.
Infinity cylindrical model space based on size stat works fine in Infinity because a) it's a skirmish with so low model count that substituting actual model for it's envelope is not cumbersome and b) nearly all models are humanoid and come in just few sizes. But in 40K models based on the same base size can be drastically different in shape/size and non-based vechicles exist so again, TLOS paired with common sense is the most clean approach to LOS resolution. But the amount of common sense varied a lot from edition to edition and use of laser pointers is considered too much hustle for many.
And I simply must: "playing on Necromunda levels of terrain density" does not read as "playing on content of original Necromunda box". But apparently reading comprehension is hard for some people. GW now produces two modular terrain systems that can easily accommodate for very complex and very crowded tables - and many, many players do own such bought or scratch built magnificent tables in their garages or dedicated playrooms and need rulesets that can easily and intuitively provide ways of interacting with those. 2nd ed provided those but even in 8th ed Cities of death obscuration and height advantage rules provide those. Highly abstracted LOS rules do not.
Though we are diverging a bit from the OE topic. You bring up a lot of points.. but cylindrical LOS abstraction is not that great of an abstraction as you portray. It does incorporate any level of terrain intricacy as you need. Its in the basic WMH rule book.. Page 38, LOS
A wall or structure will not block line of sight if it is less than 1.75", 1.75-2.25" block LOS to small bases, 2.25-2.75 block LOS small and medium bases2.75+ will block all but HUGE (gw superheavies,knight titans). That's very fast. No matter what the terrain is made of an intervening barrier will block LOS based on the above.
Next, LOS based on different levels of terrain. You draw LOS from the top edge of the "cylinder" closest to the target to the top edge of the "cylinder" of the target closest to the shooter. Again, it is fast, it is easy, it leaves no room for argument. It is straight forward. Also WMH has some pretty crazy models that have all sorts of gak sticking out at odd places.
As far as cover, that can get a little more complicated but again, the "Volumetric" system of LOS is fast, simple, and clear based on model base size. GW has never done it that way because it likes to play fast and free with base sizes in a totally nonsensical way. It even covers "looking over" other models in regards to shooting through models giving cover/blocking shot, etc.
The volumetric system works with as complex of terrain as you want. It covers elevation, elevation vs elevation, it covers models of different sizes, etc. I am hard pressed to see how it doesn't work with complex terrain as in essence you are using the volume of the base as the method of determining TLOS if you will. I recall TLOS in 40K being abused by placing all the models laying down and similar BS.
A nice hard firm rules set like volumetric LOS (VLOS?) works a lot better. As for small details such as cracks or whatever, it can be assumed the models are not exposing themselves in an undue fashion.
This makes terrain awesome, when you have hard rules that can adapt to any terrain you can come up with things become a lot more fun.
Agreed on the part that VLOS works with any terrain - that is how Infinity does it. Where it fails with GW compared to TLOS is huge model variety - you can have tall Eldar Wraithguard or Primaris Marines on the same base sizes as crouchy GSC models and low and sleek vehicles on the same bases as AdMech Dragoons or baseless/flying bases vehicles of all shapes and sizes. You would have to introduce huge number of height classes for each base size at which point it is just more straightforward to play with TLOS. But of course, at the cost of arguments between more stubborn people. Personally I never had a problem with TLOS arguments, but I don't mind using laser pointers (laser levels to be exact, that produce a line instead of a dot) and tabletop periscopes and immersion is more important for me than an occasional LOS checking.
Indeed. I've never really had any issue with TLOS, but I did find VLOS to be hmm, faster? More reliable/consistent? I mentioned the base problem with GW who have always been more "artistic" in their base size choices rather than X-class of model = X sized base and Y-class model = Y sized base. Though that has begun to shift with their moves towards 32mm bases but GW still has a LOT of base sizes and even shapes. That does break VLOS but that would not be a major thing to change if they actually wanted to. They just don't want to be bound to anything like that. They want to play "fast and loose" with things that work better tight and solid. If anything that's been my complaint about much of GWs rules. Not outright bad but.. loose where they should be tight and tight where they should be loose. Arguably abstracting 40k to WMH rules isn't hard (FEX I love the idea of Chaos being a damage type, Fire being another, etc) There is some awesome things that 40K could implement that made armies both "thematic" and "unique" to each other by "damage types" and "resistances/invulns". Though WMH always seems to have been "logical" about it, I'd expect GW to be "silly" about it if they tried. HAHA. Kind of like their bases.. where no one seems to know what is going on or why a size is chosen except.. REASONS!
I always felt that the GW Tournament side of things would really benefit from a "tightening" up of rules and that would result in a more streamlined game without actually 'reducing rules' rather just take out the confusion and lack of focus.. bad wording.. or just nonsensical way in which a rule is implemented. I feel that current edition 2019 AoS seems to feel a lot "tighter" than 40k does in 8th at the moment and having done a few 2019 games of AoS I feel that it indeed works really well in tournament style play. Better than 8th at least.
I have edited in one sentence to my previous post while you were typing, so I'll just repeat - please do read my posts only as "not everything that improves the game for competetive players improves it for the narrative and vice versa". I'm not stating, in any way, that what GW does is gospel. In fact, my group and I have run out of available design space in 3rd-7th iterations of core rules and since we don't like the turn that 8th made we work on our own ruleset. It will have TLOS and other cinematic features as this is the main focus of our playstyle, but there is indeed a lot to improve above what GW delivers.
Sunny Side Up wrote: If Nu-Apoc is the better game (objectively, not subjectively in the eyes of a few ... every game has somebody who thinks that particular game ever is the bestest), people will gravitate towards it and GW certainly wont mind that the game that finally improves upon 40K after 30 years of non-GW companies producing nothing but pretentious garbage is one of their own.
That's not how gaming works. Inertia is a thing. Apoc has to not just be better. It has to be better enough to justify people switching away from guaranteed games, to a maybe game, and justify its own 100 dollar no models price tag. There is a tipping point where apoc could overtake 40k, but, like, Middle earth SBG is also strictly a superior rules system with flat out the best balance of GW games, and it has never overtaken 40k.
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meatybtz wrote: I still think GW has been on the support the Tourney train and the "yearly" updates because it makes them gak-tons of money.
Since tournament players have to be the leetest of the leet they as said above, churn and burn. That is any business' dream come true. It means they can nerf and buff and sell product that isn't moving by making it into a must have and those tournament players will gobble it up at ANY price.
This of course makes buying on the secondary market nice because the more they churn the more the value on the secondary market diminishes due to basic rules of supply and demand.
I see the future of 40K being what is currently Apoc. They've been watering down the rules over the years to make it faster and more simple. The goal being to boost the "leet" market. The.. ehem.. short attentionspan Death Match type.
GW has been searching for a way to make gains in those areas and its been hard since wargamming is so niche. They have to alter it to be more "common" compatible.. but also faster.. and also to have "leet" builds that attract the WAC mindset to blow money like it's water.
I still hate 8th. It's utter broken gak breaking rules set down in the RT era because of common sense and the nature of D6 and statistics.
It IS faster. It is "more simple". There are much fewer mechanics and many rules are just duplication that can be removed by making a core rule such as "6+FNP" instead of the flavor texted version same with "death to false emperor" is just "every six to hit in combat gives an additional attack". Orks have that as do other armies but they are fluff named for no reason making the game seem bloated when it isnt.
They have also been moving towards the "card game" kind of play for a while now. Selling cards is great. Esp if they go WoC and pull from MtG and make the cards used in battles of Apoc come from booster packs that have rares, commons, etc and the ultra-rares are the best moves and thus you have to buy tons of boosters to get that ONE card to WAC.
That's money money money to GW.
new Apoc is utter gak. But.. again.. it is a FAST playing game that is simple and straight foward.
I can see 9th being Apoc rule set. They've been trying special rules and trying to break out of D6 for a while now and Apoc fits that bill.
Wargamming to me will always be what is supposed to be.. a complex tactical and strategic game where a single misplay or bad roll can hurt and you have to be smart enough and capable enough to overcome it (mostly you can). I still miss weapon arcs and charge arcs and wheeling and more because you had to THINK ahead, plan, and movement was critical as well as facing (for vehicles).
Point being. I am a dinosaur. My age is long over. Today is MOBA. They've been moving that way for a while. So it will.
I loved BFG, Epic Armageddon (I played epic from when it was called Space Marine till it was shelved).
For the record my start in wargamming wasn't GW... it was FASA's products. So hex bases still have a special place in my heart.
I've done the tourney thing back in the 90s. So I understand WAC and LEET builds as well as broken game mechanics abused.
But remember I played 40k when a single battle took 3 DAYS. HAHA.. and "combat squading" required you to write down orders on a piece of paper and your unit was required to follow those orders till it got back with it's old squad again.
Fun stuff. Also Turn Rate Radius.. accell and decell.
We actually made special templates and tools for TRR and ACC/DEC and it wasn't that hard once you had the tools to simplify it. But boy did you have to think ahead about your vehicles or you'd smack into your own squads or terrain. HAHA.
But yeah. I may often feel superior to the plebeian squeakers but the reality and future (as well as the big money for GW) is Apoc, Tournies, and simplified rules for "everyone" (tm). I realize that my era is over. I am a triple webber side draft guy in the era of advanced computer controlled fuel injection. Injection today is plug and play. A caveman could do it. So many more people are "tuners" when I remember being a "builder".. big cams, nasty exhaust, and hot days at the track trying to fix whatever broke. Just as the era of custom crazy vehicle rules in 40k and deodorant hovercraft is over.. and in a way it's good.
You don't like good games. You like complicated games. They're not the same thing.
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auticus wrote: Except that, at least on the AOS side of things, there are rules designers on the team that were part of fan comp systems for AOS that did a really good job.
So if its true that GW rules authors are really bad at game design, there must be something special about walking through the door of the Ivory Tower that strips them of their mental facilities and renders them inept.
Or ... its intentional imbalance.
They need to get Jay Clare and Adam Troke to write all their rules obviously
nou wrote:
This here is pure heresy in the eyes of the many who worship The Adequately Pointed Gods.
Shrug. When it comes to believing in points, it's often a bit like a religion. You have the zealots and true believers who will never be swayed, and even those who are struggling to hold on to their faith in the 'god of the gaps'. Then there's me, and when it comes to 'faith' in points, I'm a bit of an atheist really.
Da Boss wrote:I think it is a fair point that points will never balance exactly, but they can do a much better job than they do currently.
It's all relative though. It will never actually be 'good enough' for a lot of people, regardless, who will still insist on being critical, come what may. And that will be the vibe that will be transmitted online. The sad truth is that accurate points costs, and even balance is a unicorn. Heck, chess has a something-like-a 60% win rate for white, and that is with identical armies and 'set' lists.
Now. Like I said earlier in my spoiler tags, there are things you can do that help. Sure. Absolutely. The question is are you (or gw) willing to pay the cost that implementing these will require? Bearing in mind as well you also need to maintain the 40k legacy items that currently exist, and allow for future 'waves' to be released, as this is a business, and most of your profits will come from the shiny new stuff, rather than what's already there (the humble tactical marines being a weird exception to this rule!)
It doesn't take long to find complaints towards any of these potential options in other games - google the complaints towards multiple win conditions/caster kill in WMH? Multiple lists? Or would you gut the entire range of 40k and file it down to guardsmen with lasguns, hellguns, flak armour and play it to the scale of infinity? Or do you implement 'formats' and chop up the player base into even smaller groups? For balance, Will you gut options, and streamline/homogenise the game to the point that a lot of the character and options that a lot of people love is removed? Hell, will you include a 'negotiation phase' like Aos where people are instructed to talk it out and game-built collaboratively? I like this myself, but I can't imagine lunarSol and his mates being too pleased!
There are no easy choices. So yes, they could maybe do a much better job depending on your perspective, but would it be worth the cost?
Da Boss wrote:I The biggest problem is the release schedule being one faction at a time in my view, with favourite factions getting several updates before the red headed stepchild factions get one, resulting in factions designed for entirely different paradigms having very limited options to compete. A newbie does not know this and blunders into the problems after spending a large amount of time and money. That is the most compelling reason for balance to
Sounds like an unfortunate convergence of staff turnover (which is ALWAYS going to happen) and the money makers getting more attention. You can't stop the former and you can't blame a business for making a business-focussed decision with regard to the latter.
auticus wrote:I find the "points will never be balanced so thats ok that 40k and AOS are not balanced because its impossible" to be mega cop outs.
It is true, points will never be perfectly balanced.
But they can damn sure well be 1000x better than what they are today, and the fan comps of AOS before it had points were proof of that.
It's not a cop out, it's calling it as it is.
Imean, for example, can you square the circle of, for example, having an exact cost, for, say, a dreadnought with a lascannon, that can both accurately state (to a standard of 95% accuracy) its value on planet bowling ball against an army of light armour, with the exact same value simultaneously accurate for the same dreadnought, with the same lascannon on an 80% forested board, against 300 grots.
If it can be 1000x better than what it is now, then this should be Solvable. and should be solvable, simultaneously, for all units across all situations. And I don't think it is, unless you can have a self correcting algorithm, that can account for a couple of dozen different factors like I said earlier.
But you are essentially correct auticus. There are options. The question is are they worth the price. Regarding the fan comps - I am not too familiar with them. But wasn't aos at the time a much smaller game?
Wayniac wrote:this is what I find so amusing. "It can't be totally balanced, so mediocrity is acceptable" is fething bullgak, plain and simple. That doesn't excuse poor quality because you can't get it to be perfect (which nobody wants). There are tons of smaller companies that manage to run circles around GW's rules with a fraction of the resources.
So why accept a half-assed job?
It's not about 'accepting mediocrity'. It's about accepting these are limited systems, and really, they can only be pushed so far. There is no god In the gaps Wayne.
Those smaller companies don't have the player base for the most part pushing those games to breaking. But let's be fair here. No one expects A ttg to be 'perfect', but when I see people talking about 'good enough' instead it is ultimately so functionally close to 'perfect' it might as well be identical. I mean, warmachine was a reasonably well balanced game, aside from some horrendous flaws. Mk2 cryx. Epic Haley? 'Good enough'? Or if this was gw doing it, would it be screamed at to the moon and back? Same with malifaux and infinity. Or any other game you care to name. Let's also point out these games often get a free pass from those who would criticise gw for doing the exact same thing.Those smaller games 'running rings' around gw also use a lot of the mechanism I outlined earlier, that, while they may help in some ways, create their own host of problems. I mean, can you imagine the hostility that would be generated by the 40k community if gw brought in 'caster-kill' as you see in WMH? Or the requirement for multiple lists? Or fully destroyed the concept of options in favour of 'set' wargear and set squad sizes? Or reduced the scale to a ten-man skirmish between guardsmen? those game are not necessarily 'better' and I say that as a long time player of warmachine, and I also hold infinity to probably be the most technically brilliant wargame out there with the best metals in the industry.
Wayniac wrote:
Part of the issue, in general, is that GW has *made* their game so bloated it's become harder and harder, dare I say nearly impossible, to balance. It's a symptom of their lack of caring for so long (if they even do today) about having a good *game* versus having a lot of good *models* that just so happens to have something resembling a tabletop game along with it to let you do more than have your models sit in a display case. There's no reason for the huge amount of bloat in 40k; it serves no useful purpose and actually hurts more than it helps because of how unstable the game has become, even with a total revamp for 8th edition, as a result. There's what, 25 codexes? Or close to that? And, despite not actually needing all of those documents to play, now over 100 FAQ documents that each and every book needs to fix things that should either be caught in proofreading or caught with even a basic amount of testing beyond "Oh that sounds about right".
Every game gets bloated over time. Happened I never warmachine twice. To be fair, these companies make their money on the 'new waves'. All those books, all those new releases - that's gw living and breathing. These games will always expand and bloat will always happen. And while I don't like it personally, I acknowledge it's gonna be there, come what may.
And the funny thing is some people like that. When you see a dude with a huge belly and unkempt beard, you might very well say 'bloat'. Someone else willing say 'bear'. Gw do care. They just care about other things.
Sqorgar wrote:
If I remember correctly, he talked about going to a tournament with a free guild army that was heavily converted and beautifully painted - what kind of competitive player goes to a tournament with an old, barely supported army that doesn't even have a battletome? I mean, I don't want to speak for him, but his interview on Stormcast had him talking about units that he named and had backstories for, that actually died in battle. And if you look at Hinterlands and Warcry, those are first and foremost narrative by a country mile. Heck, Warcry seems to have more Open Play content than Matched Play.
I could see how you would think that, if you never read any of the rules they wrote, listened to any of the podcasts, or read any of the White Dwarf articles and battle reports. The way these guys talk about Age of Sigmar is not from the perspective of a competitive player. Competitive players would never talk this way.
With respect Sqorgar, while I am more and more sympathetic towards a lot of what you are looking for, you need to back down here. I've said this to you since you've started posting here, and you are as wrong now as you were then- you are completely out of line when you are talking about 'competitive players' like this and need to back up. Your view is warped and inaccurate and often more than a little bit condescending. And you never seem to want to take on or accept any perspectives or evidence to the contrary. And it does no one any favours, least of all yourself. Why is it so hard to believe someone could want to play tournaments, and still love painting converting and lore? its not zero/sum.xompetitive is a spectrum. And means different things to different people. Some of the best friends, coolest guys and best painters I know are frequent tournament goers. Heck, back when I wasn't a regular goer, I had 350 odd models for warmachine (khador, circle, mercs and retribution) and all armies were 100% painted and based. And me pointing this out to you goes back to when I was playing warmachine too as I have frequently pointed out to you. You have a go at others here in this thread for being toxic, but this view of yours towards competitively is equally toxic.
Sqorgar wrote:
If I remember correctly, he talked about going to a tournament with a free guild army that was heavily converted and beautifully painted - what kind of competitive player goes to a tournament with an old, barely supported army that doesn't even have a battletome? I mean, I don't want to speak for him, but his interview on Stormcast had him talking about units that he named and had backstories for, that actually died in battle. And if you look at Hinterlands and Warcry, those are first and foremost narrative by a country mile. Heck, Warcry seems to have more Open Play content than Matched Play.
I could see how you would think that, if you never read any of the rules they wrote, listened to any of the podcasts, or read any of the White Dwarf articles and battle reports. The way these guys talk about Age of Sigmar is not from the perspective of a competitive player. Competitive players would never talk this way.
With respect Sqorgar, while I am more and more sympathetic towards a lot of what you are looking for, you need to back down here. I've said this to you since you've started posting here, and you are as wrong now as you were then- you are completely out of line when you are talking about 'competitive players' like this and need to back up. Your view is warped and inaccurate and often more than a little bit condescending. And you never seem to want to take on or accept any perspectives or evidence to the contrary. And it does no one any favours, least of all yourself. Why is it so hard to believe someone could want to play tournaments, and still love painting converting and lore? its not zero/sum.xompetitive is a spectrum. And means different things to different people. Some of the best friends, coolest guys and best painters I know are frequent tournament goers. Heck, back when I wasn't a regular goer, I had 350 odd models for warmachine (khador, circle, mercs and retribution) and all armies were 100% painted and based. And me pointing this out to you goes back to when I was playing warmachine too as I have frequently pointed out to you. You have a go at others here in this thread for being toxic, but this view of yours towards competitively is equally toxic.
I'm sorry you feel that way, but let's see if you can follow my thought process and see where I'm coming from.
A "competitive player" is not "a player who plays competitive games". They are "a competitive player that plays games". That is, their very character is categorized by being competitive. It is not that they want or need to win games, but that they feel compelled to compete. Like if you are sitting on a toilet in a public bathroom and the guy from the next stall asks how many pieces of toilet paper you used, and you say, I don't know. Maybe like a dozen. And he goes, "Ha! I did it in nine!" That's not a person being competitive. That's a competitive person.
Competition is like exercise. When done right, in an appropriate and healthy way, it can bring out the best in us. By constantly pushing what we think we can do, we end up growing and strengthening our abilities, becoming stronger as a result. But just like exercise, when done wrong, can be extremely unhealthy, so too can competition, when done wrong. That is, unhealthy competition is a thing that exists.
A player who is seeking healthy competition is willing to compromise in order to make the competition as healthy as possible. They know that competition is only healthy when the players have similar goals and similar means. When winning (or losing) is a foregone conclusion, the competition simply rewards or punishes us, without giving us the proper stress needed to push us to the next level of ability. Finding the right level of competition for you and for your opponent (who is really more of a partner in this exercise) is more important than the outcome of the competition. A marathon runner may not get any exercise out of jogging with a 400 pound man who can barely walk, but he can be the perfect partner for that heavy man to find the proper level of exercise so that he can grow stronger. The 400 pound man will likely not ever be a good partner for the marathon runner, but the marathon runner is the best partner for the 400 pound man, if he is supportive and generous with his time. With his help, the 400 pound man won't stay 400 pounds for long.
A competitive player is not looking for healthy competition though. He is just looking for competition, healthy or not. In the right circumstances, he can be part of healthy competition, bringing out the best of those around him, and elevating the game to exercise that builds you mind and body. The problem is, the pool of potential players being so small, and the diversity of players being so large, the opportunities for this healthy competition is slim - and not knowing the difference between healthy and unhealthy competition, they become abusive, neither exercising themselves nor allowing any others around them to exercise.
In the wrong circumstances, these types of players, unable to tell the difference between healthy and unhealthy exercise, turn the game from exercise into abuse. In the example of the marathon runner and the 400 pound man, it would be like them having a race and the marathon runner taking it seriously, yelling back, "get gud, fatty". Perhaps most insultingly, a lot of competitive players think they are marathon runners when, in fact, they are the 400 pound man. They use tricks to give off the appearance of being a marathon runner, but usually the only person they are fooling is themselves.
The ultimate goal for any game and any player, I would say, is to create the good (healthy) competition and do whatever it can to prevent the bad (unhealthy) competition. A competitive player is just one that can't tell the difference, or worse, wants all the rewards of being good without having to do all the work of building the skill necessary.
I've been a marathon running in a room of fat people, and I've been the fat guy in a room of marathon runners - and in no situation has it ever been appreciated to yell "get gud, fatty". I'm very much a believe in healthy competition and I think all participants should do their absolute most to create the healthiest competition possible.
Sqorgar wrote:
If I remember correctly, he talked about going to a tournament with a free guild army that was heavily converted and beautifully painted - what kind of competitive player goes to a tournament with an old, barely supported army that doesn't even have a battletome? I mean, I don't want to speak for him, but his interview on Stormcast had him talking about units that he named and had backstories for, that actually died in battle. And if you look at Hinterlands and Warcry, those are first and foremost narrative by a country mile. Heck, Warcry seems to have more Open Play content than Matched Play.
I could see how you would think that, if you never read any of the rules they wrote, listened to any of the podcasts, or read any of the White Dwarf articles and battle reports. The way these guys talk about Age of Sigmar is not from the perspective of a competitive player. Competitive players would never talk this way.
With respect Sqorgar, while I am more and more sympathetic towards a lot of what you are looking for, you need to back down here. I've said this to you since you've started posting here, and you are as wrong now as you were then- you are completely out of line when you are talking about 'competitive players' like this and need to back up. Your view is warped and inaccurate and often more than a little bit condescending. And you never seem to want to take on or accept any perspectives or evidence to the contrary. And it does no one any favours, least of all yourself. Why is it so hard to believe someone could want to play tournaments, and still love painting converting and lore? its not zero/sum.xompetitive is a spectrum. And means different things to different people. Some of the best friends, coolest guys and best painters I know are frequent tournament goers. Heck, back when I wasn't a regular goer, I had 350 odd models for warmachine (khador, circle, mercs and retribution) and all armies were 100% painted and based. And me pointing this out to you goes back to when I was playing warmachine too as I have frequently pointed out to you. You have a go at others here in this thread for being toxic, but this view of yours towards competitively is equally toxic.
I'm sorry you feel that way, but let's see if you can follow my thought process and see where I'm coming from.
A "competitive player" is not "a player who plays competitive games". They are "a competitive player that plays games". That is, their very character is categorized by being competitive. It is not that they want or need to win games, but that they feel compelled to compete. Like if you are sitting on a toilet in a public bathroom and the guy from the next stall asks how many pieces of toilet paper you used, and you say, I don't know. Maybe like a dozen. And he goes, "Ha! I did it in nine!" That's not a person being competitive. That's a competitive person.
Competition is like exercise. When done right, in an appropriate and healthy way, it can bring out the best in us. By constantly pushing what we think we can do, we end up growing and strengthening our abilities, becoming stronger as a result. But just like exercise, when done wrong, can be extremely unhealthy, so too can competition, when done wrong. That is, unhealthy competition is a thing that exists.
A player who is seeking healthy competition is willing to compromise in order to make the competition as healthy as possible. They know that competition is only healthy when the players have similar goals and similar means. When winning (or losing) is a foregone conclusion, the competition simply rewards or punishes us, without giving us the proper stress needed to push us to the next level of ability. Finding the right level of competition for you and for your opponent (who is really more of a partner in this exercise) is more important than the outcome of the competition. A marathon runner may not get any exercise out of jogging with a 400 pound man who can barely walk, but he can be the perfect partner for that heavy man to find the proper level of exercise so that he can grow stronger. The 400 pound man will likely not ever be a good partner for the marathon runner, but the marathon runner is the best partner for the 400 pound man, if he is supportive and generous with his time. With his help, the 400 pound man won't stay 400 pounds for long.
A competitive player is not looking for healthy competition though. He is just looking for competition, healthy or not. In the right circumstances, he can be part of healthy competition, bringing out the best of those around him, and elevating the game to exercise that builds you mind and body. The problem is, the pool of potential players being so small, and the diversity of players being so large, the opportunities for this healthy competition is slim - and not knowing the difference between healthy and unhealthy competition, they become abusive, neither exercising themselves nor allowing any others around them to exercise.
In the wrong circumstances, these types of players, unable to tell the difference between healthy and unhealthy exercise, turn the game from exercise into abuse. In the example of the marathon runner and the 400 pound man, it would be like them having a race and the marathon runner taking it seriously, yelling back, "get gud, fatty". Perhaps most insultingly, a lot of competitive players think they are marathon runners when, in fact, they are the 400 pound man. They use tricks to give off the appearance of being a marathon runner, but usually the only person they are fooling is themselves.
The ultimate goal for any game and any player, I would say, is to create the good (healthy) competition and do whatever it can to prevent the bad (unhealthy) competition. A competitive player is just one that can't tell the difference, or worse, wants all the rewards of being good without having to do all the work of building the skill necessary.
I've been a marathon running in a room of fat people, and I've been the fat guy in a room of marathon runners - and in no situation has it ever been appreciated to yell "get gud, fatty". I'm very much a believe in healthy competition and I think all participants should do their absolute most to create the healthiest competition possible.
That is very well put. There is in fact a difference between a healthy attitude and an unhealthy one that while the same two attitudes may on the surface appear to be the same when encountered.. they are in fact different. One being constructive and the other destructive.
We are not a "big" hobby, never will be. We should always seek the healthy side of things for that reason. That doesn't mean "easy" or even sometimes "gentle". I was part of the wargamming school of hard knocks. I learned by being beaten by my betters who didn't hold back on punishing a stupid move.. but they'd always point it out to me, discuss WHY it was foolish, show me alternatives. I would come out of the ass-kicking, better, smarter, and the next go round.. well it was up to me now to apply what I learned.
My best Martial Arts instructors were BRUTAL, but insightful, exacting, but precise in their teaching as well. A "healthy" tournament attitude or player attitude does require "kindness" or a "gentle touch", nut up snowflake, its going to hurt but you will learn best that way can be healthy. In fact you might find you learn better. But if you can't take the heat.. well "unhealthy" does not apply only to the Teacher, it also applies to the Student. A healthy dose of effort, willingness to learn, not taking offense at everything, and having a thick skin (if your Dad didn't tan your hide till you had a thick skin, now is the time to grow one). If one "teacher" style doesn't fit. Find another one. Just realize that the Unhealthy Attitude can be in both camps. Self Analysis is always a good thing.
Sqorgar wrote: A "competitive player" is not "a player who plays competitive games". They are "a competitive player that plays games".
That is a nonsense argument. By your standard someone who wins a major tournament is not a "competitive player" if they ever tone down a list to help a newbie or talk about how they enjoy painting. You might as well admit that you're defining "competitive player" as "anyone I don't like" and at least be honest about it.
That is a nonsense argument. By your standard someone who wins a major tournament is not a "competitive player" if they ever tone down a list to help a newbie or talk about how they enjoy painting. You might as well admit that you're defining "competitive player" as "anyone I don't like" and at least be honest about it.
I just spent a lot of words to say that I use "competitive player" as shorthand for a player who creates an unhealthy, unfun game environment because they can not tell the difference between good competition and bad competition. I think it is fair to say that winning a tournament does not factor in one way or another. It's an attitude, not an achievement.
But that's an individual. A competitive community as a whole, I think, is largely unhealthy for a game and its players when it becomes a dominant mindset with the only voices being heard. I think this is partly because an echo chamber is created which reinforces a certain Spartan attitude towards competition that can be extremely unhealthy, but because there are a lack of dissenting voices, goes unnoticed.
My primary example of this would be Warmachine. That game is certainly not in a healthy state now, but the writing has been on the wall for years. It's just that nobody acknowledged it because the echo chamber reinforced bad behaviors. For WMH, I blame both the echo chamber and the unhealthy competitive attitude of its players. I'm not sure the two are separate, and may be related. You've got the guy who ruins every game night locally and you've got the community which ruins the game globally, and while they are both driven by a bad competitive mindset, they may be two different issues.
But there's a few other examples of games that have gotten like that. Netrunner is an example of a game that pushed the non-competitive players out (I've seen multiple testimonials to that affect). Some MMOs, like WoW, really went down the "raid" attitude rabbit hole (not sure, but I think WoW may have come back from that). More recently, I think Fortnite is hemorrhaging players for exactly this reason. It's why everyone I know stopped playing (well, it was a combination of the "lol. just build" attitudes, the video game homework, and FOMO fatigue).
I think it is possible that an overly casual echo chamber could be just as bad for the health of a game. Does anybody know of any games that were in an unhealthy state because they were too casual?
Sqorgar wrote: I just spent a lot of words to say that I use "competitive player" as shorthand for a player who creates an unhealthy, unfun game environment because they can not tell the difference between good competition and bad competition. I think it is fair to say that winning a tournament does not factor in one way or another. It's an attitude, not an achievement.
Yes, and that's exactly the problem! The vast majority of people would consider the winner of a major tournament to be a competitive player since, you know, they just successfully competed in a major competitive event (and probably one that requires a significant commitment of time and money to attend). Your definition is completely out of line with the one anyone else uses because you need to attach your moral judgement to the term.
But that's an individual. A competitive community as a whole, I think, is largely unhealthy for a game and its players when it becomes a dominant mindset with the only voices being heard. I think this is partly because an echo chamber is created which reinforces a certain Spartan attitude towards competition that can be extremely unhealthy, but because there are a lack of dissenting voices, goes unnoticed.
Just as long as you say the same thing about a "casual" or narrative mindset becoming dominant.
Does anybody know of any games that were in an unhealthy state because they were too casual?
40k and MTG are two obvious examples. The reason it took so long for me to get into 40k was seeing the local players and their obsession with making everyone follow their personal ideas about what is "fluffy" and judging anyone who took "unfluffy" choices because they're the best strategy. Some MTG groups I've seen have been a toxic mess of CAAC behavior, especially in multiplayer games where politics about who is "too competitive" dominate the game and decide who wins. In both of these cases the cliquishness and unwritten rules made the community incredibly unwelcoming to new players, and that can't possibly be good for the game.
Togusa wrote: Yesterday afternoon, I brought a list.
2 Captains with Bolters
2 Lieutenants with Bolters and Chainswords
30 Bolter Marines
4 Missile Launchers
4 Lascannons
4 Heavy Bolters
2 Dreadnoughts with assault cannons and stormbotlers
3 Centurions with Hurricane Bolters and Heavy Bolters
1 Land Raider
1 Laser Predator Tank
I ran them at Blood Ravens (Using the IF tactic for them).
The game was fun, enjoyable and excitable! It swung both ways until turn 4 when my opponent, playing ork boyz horde finally got the up on me. End score was 9-6.
Competitives will constantly moan about every model in my list. They'll tell you they suck, they're too many points, they're not enough firepower. But, I've learned that the competitive version of 40K isn't as "wonderful" as they'll have you believe, and playing with these "sucky" units can be loads more fun.
Don't listen to that community. It's not the only way to enjoy this hobby.
See this is it.
I might have taken one fewer captain,
and maybe run with a techmarine instead,
that or a unit of scouts, maybe a skimmer
... but that is the sort of "list" that screams "balance".
I do hate centurions and would personally feel compelled to assassinate them asap.
This already makes me want to play against the army, probably more than once.
This sort of "list" should score pretty high composition points,
add to the sportsmanship score,
and in general reinforce the idea that VPs do not equal win.
Plus, if vehicle rules weren't so ridiculously bad this edition,
the "list" should be pretty hard in the right situations.
Sqorgar wrote: Does anybody know of any games that were in an unhealthy state because they were too casual?
40k and MTG are two obvious examples. The reason it took so long for me to get into 40k was seeing the local players and their obsession with making everyone follow their personal ideas about what is "fluffy" and judging anyone who took "unfluffy" choices because they're the best strategy. Some MTG groups I've seen have been a toxic mess of CAAC behavior, especially in multiplayer games where politics about who is "too competitive" dominate the game and decide who wins. In both of these cases the cliquishness and unwritten rules made the community incredibly unwelcoming to new players, and that can't possibly be good for the game.
Really?
This is what you would call "unhealthy"?
I suppose WAAC = rational self-interest?
Sure, intolerance is, well, intolerable.
But, something tells me that you have struck on something important here.
The crested wave of MtG addicts lurking in the wings,
flooded into 40k out of apparent resentment
(likely due teasing from wargaming nerds likely also to be their older brothers,
and the unhappy looks of the people like myself who had to clean up after them
after they had filled the comic book shop with the smell of old sweat and cat urine
after spending all of 3dollars on a pack of cards,
and littering the shop tables with soda and floors with chip crumbs for 5 hours,
while the Warhammer and RPG set were typically older, better behaved,
and tended to spend more money.)
and since then have been able to correct for the mistakes of those early days
and deliver us into this current age of otherwise untapped potential
to be what it is, now...
A CCG with big cards.
Where you write: "especially in multiplayer games where politics about who is "too competitive" dominate the game and decide who wins. In both of these cases the cliquishness and unwritten rules made the community incredibly unwelcoming to new players, and that can't possibly be good for the game."
Most people have common assumptions about most things realistic, say gravity for example.
If the simulated battleffield retains these assumptions, reinforces them, and indeed reduces much of the complexity
(how many soldiers get thirsty or need to defecate or vomit during turn 2 in a game of 40K? If it were me out there, I probably would...)
but the point here is that it is this shared common sense that makes the game playable and the table inviting. When I started, I played with people who had military experience,
with people who were into guns of all sorts, with actual lawyers... And everyone learned something from each other about how to get things done.
Yeah, this experience and the home rulings may differ from group to group, but if core rules and core assumptions most importantly may stay the same for a while,
then a general mindset emerges, say, as it seems to have now with GW encouragement at the other end of the spectrum.
For instance, I had no trouble going from my relatively isolated little gaming group to GTs - had wonderful games, didn't win too many, but really wasn't there to be number 1, was there to be there...
Now, realism is out the window, as is the common sense that may have made my experiences possible,
but this makes sense for a generation of people who may have never seen actual stars unpolluted by city lights,
or who have since infancy spent most of their time staring at monitor raised in video simulations
wherein all things are made clear and are determined in a strong way inaccessible to reinterpretation.
Developing in this sort of environment,
it is understandable that people might also develop an intolerance for ambiguity,
for the smoke and haze of the smouldering battlefield and the uncertainty that accompanies it...
Sometimes, things aren't as they seem, and don't go as we intend, and indeed, sometimes there is compromise....
This sort of thing goes out the window along with the immersion afforded by the realism
once the hobby becomes a list building exercise with pretty buildings through which to parade said list to reliable victory
(by the gods of math-hammer, let it be so!).
Seriously, why not simply compile a database, compose lists, and compare probabilities.
Then do it again.
Whoever gets highest probabilities to win for three unique "lists" wins Warhammer 40K...!!!
Yeay!
No more trouble with LoS - that must be a good thing.
No more table to feel uninviting - must be a good thing.
May the best deckbuilder win...
See, it seems that what you have struck on is that
40K is not MtG,
and people should please stop evaluating the hobby in similar terms.
You want to build decks to reliably win short games so that you can demonstrate this reliability over the course of an afternoon?
Great.
That is not what Warhammer was all about, any more than it was what D&D or Traveller or Stalking the Night Fantasitc or Champions or Call of Cthulu were all about...
it is however what CCGs seem to be all about, except for where people are dissatisfied with the lack of depth even there, and from which some have apparently run to 40K for some relief
with the result being a tipping point - a saturation point - and the crux of the present thread,
seemingly different language communities
attempting to correlate fundamentally different understandings of the structure of a shared space of action, the 40K game table.
Yeay!
No more trouble with LoS - that must be a good thing.
No more table to feel uninviting - must be a good thing.
May the best deckbuilder win...
See, it seems that what you have struck on is that
40K is not MtG,
and people should please stop evaluating the hobby in similar terms.
You want to build decks to reliably win short games so that you can demonstrate this reliability over the course of an afternoon?
Great.
That is not what Warhammer was all about, any more than it was what D&D or Traveller or Stalking the Night Fantasitc or Champions or Call of Cthulu were all about...
it is however what CCGs seem to be all about, except for where people are dissatisfied with the lack of depth even there, and from which some have apparently run to 40K for some relief
with the result being a tipping point - a saturation point - and the crux of the present thread,
seemingly different language communities
attempting to correlate fundamentally different understandings of the structure of a shared space of action, the 40K game table.
When a random thread on 40k explains language philosophy better and group behaviour then your proffessor.
Man, you guys are way off topic. The original question in the OP was why do competitive players hate on casuals? The numerous rants in this thread about how they are playing it wrong have adequately shown reason for that.... because live and let live is not enough for casuals, they must denigrate competitive players themselves. Question answered then. Competitive players hate on casuals because CAAC players are just as toxic as WAAC players.
Horst wrote: Man, you guys are way off topic. The original question in the OP was why do competitive players hate on casuals? The numerous rants in this thread about how they are playing it wrong have adequately shown reason for that.... because live and let live is not enough for casuals, they must denigrate competitive players themselves. Question answered then. Competitive players hate on casuals because CAAC players are just as toxic as WAAC players.
Yet most of the toxic horsegak here has been from the competitive side...
Horst wrote: Man, you guys are way off topic. The original question in the OP was why do competitive players hate on casuals? The numerous rants in this thread about how they are playing it wrong have adequately shown reason for that.... because live and let live is not enough for casuals, they must denigrate competitive players themselves. Question answered then. Competitive players hate on casuals because CAAC players are just as toxic as WAAC players.
Yet most of the toxic horsegak here has been from the competitive side...
Only if you ignore the toxic comments by "casual" players.
Peregrine wrote:Yes, and that's exactly the problem! The vast majority of people would consider the winner of a major tournament to be a competitive player since, you know, they just successfully competed in a major competitive event (and probably one that requires a significant commitment of time and money to attend). Your definition is completely out of line with the one anyone else uses because you need to attach your moral judgement to the term.
All these terms tend to be used differently by everybody, not just me. There's not really an acceptable term for someone who is competitive inappropriately. WAAC describes someone who is willing to lie, cheat, and even steal in order to win a game - and while unhealthy, that's not really what I'm talking about. Tournament player describes a player who goes to tournaments, which isn't, itself, a problem. I've decided to load the term "competitive player" because it implies someone who is primarily competitive, above all else, and in general, being competitive is seen as a negative character trait in others. If I say Ted from marketing is competitive, it generally doesn't imply a healthy and helpful guy. Maybe I should just describe these players as "Teds from Marketing"?
Just as long as you say the same thing about a "casual" or narrative mindset becoming dominant.
I think any singular voice can create an exclusionary community that is unwelcoming to others. That's just sort of the nature of niche fandom. But I'm not convinced that a dominant casual or narrative mindset is unhealthy for the game - as a business, as a community, or as a game system. Like, I would think that a gang of narrative-only players would be able to support a single game system for decades without issue, but I think a competitive-only gang would be 10 minutes to midnight the entire time.
Sqorgar wrote: Does anybody know of any games that were in an unhealthy state because they were too casual?
40k and MTG are two obvious examples.
You literally just listed the two games with the most toxic competitive communities in gaming.
Horst wrote:The original question in the OP was why do competitive players hate on casuals?
I don't know. Let's ask your next three sentences...
The numerous rants in this thread about how they are playing it wrong have adequately shown reason for that.... because live and let live is not enough for casuals, they must denigrate competitive players themselves. Question answered then. Competitive players hate on casuals because CAAC players are just as toxic as WAAC players.
To show you how amazing this thing you just wrote is, I will give it the highest compliment I can give to a gak post - this looks like something Peregrine would write.
Sqorgar wrote: All these terms tend to be used differently by everybody, not just me. There's not really an acceptable term for someone who is competitive inappropriately. WAAC describes someone who is willing to lie, cheat, and even steal in order to win a game - and while unhealthy, that's not really what I'm talking about. Tournament player describes a player who goes to tournaments, which isn't, itself, a problem. I've decided to load the term "competitive player" because it implies someone who is primarily competitive, above all else, and in general, being competitive is seen as a negative character trait in others. If I say Ted from marketing is competitive, it generally doesn't imply a healthy and helpful guy. Maybe I should just describe these players as "Teds from Marketing"?
So, exactly like I said: you don't like that "competitive" doesn't carry enough moral judgement for a trait you disapprove of, so you're changing the definition away from one that the vast majority of players would agree with.
But I'm not convinced that a dominant casual or narrative mindset is unhealthy for the game - as a business, as a community, or as a game system. Like, I would think that a gang of narrative-only players would be able to support a single game system for decades without issue, but I think a competitive-only gang would be 10 minutes to midnight the entire time.
Clearly you don't understand business or communities. That gang of narrative-only players often becomes cliquish and unwelcoming to new players, cutting off the supply of new revenue to replace older customers who finish buying their projects or drop out of the hobby. Narrative players often play at home or in private clubs, cutting off the free marketing provided by in-store gaming. And narrative players often have specific fluff concepts in mind when planning their collections, creating an end point to their spending instead of continuing to buy new armies as the game changes. And that's on top of throwing away all the potential revenue from competitive players who are turned away from the game because it doesn't support their interests.
You literally just listed the two games with the most toxic competitive communities in gaming.
They also have extremely toxic "casual" communities.
II was not trying to be toxic and if I came across as such in text I apologise.
What stood out for me was that the common language seems compy...
but I like mathhammer stuff because I think that
someday
it will be used to handicap certain models and
hopefully
help to tune a decent set of rules.
Until that time,
I'll go with common sense realism over GWs typists.
.
Automatically Appended Next Post:
LunarSol wrote: Personally, I'm fond of a height stat in inches for models. Models never conform to exact heights in inches, but it gets the point across and more importantly, gives people good dimensions to work with when designing or defining terrain. This is 7.3" tall, so it blocks LOS for everything except that height 8 guy there. Being part of the statline makes design space and helps people be aware of how the rule works without needing to know what the table says.
Almost missed this post.
Truth - man when we moved from SK I shipped my terrain.
Still in the box - busy as @.
Sqorgar wrote:
I'm sorry you feel that way, but let's see if you can follow my thought process and see where I'm coming from.
A "competitive player" is not "a player who plays competitive games". They are "a competitive player that plays games". That is, their very character is categorized by being competitive. It is not that they want or need to win games, but that they feel compelled to compete. Like if you are sitting on a toilet in a public bathroom and the guy from the next stall asks how many pieces of toilet paper you used, and you say, I don't know. Maybe like a dozen. And he goes, "Ha! I did it in nine!" That's not a person being competitive. That's a competitive person.
This is bogus. It is not binary. 'Competitive' is a gradient, not an artificial divide between players you like and those you don't. 'Competitive' ranges from 'not competitive at all' to 'competitive at all costs'.
Sqorgar wrote:
I just spent a lot of words to say that I use "competitive player" as shorthand for a player who creates an unhealthy, unfun game environment because they can not tell the difference between good competition and bad competition. I think it is fair to say that winning a tournament does not factor in one way or another. It's an attitude, not an achievement.
Your words fail.
The second biggest problem is you use a generic, catch-all term, most frequently used to describe an entire subsection of the player base and range of play styles, load it with derogatory and negative intentions of its nasty fringe elements and use it in a derogatory way, specifically to target the 'nasty ones', but seem completely oblivious and almost happy that that term you so gleefully uses tar s everyone else with those sweeping assertions by proxy.
The biggest problem for me though isn't that you don't like competitive-at-all-costs gaming. I'm actually more On board with you there than you realise. It's the 'othering'. It's the dishonesty and ignorance in what you say. It's the construction of that artificial monster that you make of 'competitive players'. It's not enough that you're not into 'that sort of thing'. It's the other stuff. It's how you claim those competitives can't, and don't paint, they can't and won't hobby, they can't and won't socialise, they can't and won't lore. They just want to crush .all the time. And even when people point out you can do both, or that the crushing is often an exaggeration or just your own projections, simultaneously, you stare back in disbelief and incomprehension, and then just dismiss it and carry on with your original assertion that competitives are bad. like how it was shown that your Aos champions are also among the xompetitive players that you despise. Like how, for years now, I've pointed out how competitives in warmachine also paint and hobby - see my numbers of painted models above. Heck, I am far from the only one - I got recommended a warmachine painting group with almost 8,000 members on Facebook the other day. You don't want to believe in anything other that your ridiculous cartoon, no matter how often this is demonstrated to you. It is hugely frustrating to discuss things with you when you are so close minded about this stuff.
I can't for the life of me remember it's name,but there is a scientific term for how people will often have views, and will bury their heads in the sand when presented with evidence or anecdotes to the contrary, simply ignore or dismiss or refuse to accept other perspectives, and other points of view that conflict with their own predetermined judgements. As a man of science, as someone who values rational and objectives discussion, I loathe this attitude. And it's what you do here. Please, stop this, open your mind and change your attitude. You could be an excellent ambassador for our hobby, but your dogma and biases do you no favours at all.
Horst wrote:The numerous rants in this thread about how they are playing it wrong have adequately shown reason for that.... because live and let live is not enough for casuals, they must denigrate competitive players themselves. Question answered then. Competitive players hate on casuals because CAAC players are just as toxic as WAAC players.
Can we please not tar an entire community with one brush and be so dismissive of what the other side says?
And can we be clear on something: there's a difference between 'casuals' and 'casuals-at-all-costs'. Saying competitives hate on casuals because of the casual at all costs is not helpful. That's tarriñg an entire community, its not accurate or helpful and just as bad as what's sqorgar's doing.
There have been some 'rants', on both sides, and there has been plenty reasoned discussion on both too. With respect, calling what the other side says 'rants' is not helpful at all. And people are entitled to disagree with how others play, if they're not into that sort of thing. And explaining why someone has issues with x,y or z is not the same as claiming that person can't 'live and let live'. Let's not leap to conclusions or project.
Sqorgar wrote:
All these terms tend to be used differently by everybody, not just me. There's not really an acceptable term for someone who is competitive inappropriately. WAAC describes someone who is willing to lie, cheat, and even steal in order to win a game - and while unhealthy, that's not really what I'm talking about. Tournament player describes a player who goes to tournaments, which isn't, itself, a problem. I've decided to load the term "competitive player" because it implies someone who is primarily competitive, above all else, and in general, being competitive is seen as a negative character trait in others. If I say Ted from marketing is competitive, it generally doesn't imply a healthy and helpful guy. Maybe I should just describe these players as "Teds from Marketing"?
Please, stop. You are wrong. You are the only one that uses competitive in this manner - every one else understands it's a gradient and is nuanced. Christ, you've put me on the same side asPeregrine here. Think about that! That's how out of kilter you are here. Being 'competitive' is not a negative trait for a start. Thats just you projecting your own bias in assuming this. I know plenty people who are competitive. In sports and in ttgs. They're fine people, shockingly. Ted from marketing being competitive doesn't imply anything about his helpfulness or health. Remember - competitive is a gradient.
Loading the term 'competitive'' is not cool. You're 'othering'. It's like saying 'all Irish are drunks'. You are knowingly making broad, inaccurate judgements and then tarring an entire community with it by proxy, and singlehandedly proving folks like Horst right when he talks about how casuals can't live and let live and must denigrate all the competitives. You are singlehandedly undoing the good work that posters like nou and notonline! frequently do to push a positive impression of casual/narrative gamers. And this is not your first time doing this. You've done it before when you used 'tournament player' as an insult, despite this being demonstrated to you how in the wrong you were and how inaccurate your viewpoint was. And you are doing it here,now.
And there is an acceptable term for someone who is competitive inappropriately. And it isn't Waac. And It certainly isn't taking a generic term that everyone uses, then using it in a different way and loading it with your own negative bias- you know that It's inaccurate and that it's only good for grinding people's gears and winding them up. If you need a term to describe 'competitively inappropriately' then use the term I use - 'competitive-at-all-costs'. Its a perfectly adequate descriptor of competitive-that-cannot-be-turned-down-or-off, or everything must be sacrificed on the altar of competition and nothing else matters, only the win, and so long as it's legal (or not illegal) it's fair game - and as a mild bonus, itdoesn't actually tar everyone else who likes tournaments or competitive gaming and who also happens to be a decent chap (which Horst, is probably most folks on your side of the fence, so please don't go saying that we narratives and casuals are all about denigrating competitives and can't live and let live) and/or who likes other things in the hobby as well as competing hard.
This is bogus. It is not binary. 'Competitive' is a gradient, not an artificial divide between players you like and those you don't. 'Competitive' ranges from 'not competitive at all' to 'competitive at all costs'.
The problem is that we are using two different forms of the word "competitive". You see it as some who likes to compete. I'm using it as someone who is defined by it. When someone says Ted from Marketing is competitive, it is a pejorative, and that is the way I am using it here. Just because we are talking, more or less, about competition doesn't make that behavior more acceptable. Ted from Marketing doesn't become a great guy when you are playing Poker with him.
You don't want to believe in anything other that your ridiculous cartoon, no matter how often this is demonstrated to you. It is hugely frustrating to discuss things with you when you are so close minded about this stuff.
Don't confuse "lack of compelling counter evidence" for "closed minded". It's not that I can't be convinced. It's that you simply haven't convinced me. And I've got a lot of experiences to draw from personally, so it'll take more than "well, I paint my models so some competitive players must paint". The evidence you provide must be at least equally compelling to the experiences I've had that made me quit Warmachine forever. That's a high hurdle.
Let's be honest here. The Warmachine community was fething awful. I mean, it was just the worst thing ever. I can't count on my fingers and toes the number of new players that I personally saw get pushed away from the game, or the number of explicitly unpleasant experiences I've seen or experienced. It was a time bomb waiting to go off, and I don't think anybody was really surprised when it imploded with Mk3 - even the people who left the game out of rage. When people talk about "toxic communities", that is my go to example, every time. And I don't think you can separate the behavior of that community from the competitive nature of it. Maybe one led to the other, or vice versa, but in my mind, the two are inseparable. I would do anything to prevent the games I like and the communities I engage in from ever being even remotely like the cesspool that game because. Once bitten, twice shy and all that.
Yes, that makes me biased. But what it also does is make me curious. How does it get that bad? What attitudes and behaviors lead down that path to ruin? These discussions are less about trying to label and attack these kinds of people than it is to simply work out what happened. I'm working backwards from Warmachine's worse time period, but I'm also comparing it to behaviors I see in 40k and other games. No matter what way I attack the problem, it always, always, always comes back to competitive behavior - and not always unhealthy competitive behavior, though that is a major part of it. I think that if we even just acknowledged the unhealthy competitive behavior, we'd only really get about halfway to solving the problem - but that's halfway closer than we are now.
I can't for the life of me remember it's name,but there is a scientific term for how people will often have views, and will bury their heads in the sand when presented with evidence or anecdotes to the contrary, simply ignore or dismiss or refuse to accept other perspectives, and other points of view that conflict with their own predetermined judgements.
It's called "confirmation bias". We all have it to some degree.
Loading the term 'competitive'' is not cool. You're 'othering'.
There's that 'othering' again. You must feel it is a particularly compelling argument that should shame me into changing my ways. I don't really give two gaks about people, only their behavior. So let me ask you this. What are your opinions on the following behaviors? Do they ever have a place in this hobby?
Refusing to play new players?
Refusing to play games with players that aren't tournament level games?
Curb stomping new or inexperienced players?
Telling new players to "nut up or shut up"?
Being a sore winner or sore loser?
Playing games in a professional (or demonstrative) setting (tournaments, YouTube battle reports) with unpainted or unassembled models?
Playing games with a large number of proxied models? Like using a beer can to stand in for a tank?
Playing a game with empty bases standing in for models?
These behaviors are not necessarily that of a competitive player, but because competitive players prioritize competition over all else, these represent behaviors that are chosen deliberately by competitive players. They curb stomp newbies because they are practicing for tournaments, not helping new players. They use proxy models because they are experimenting with army composition, not making the game easier for their opponent to follow. They refuse to play new players because they don't want to compromise the time they could be otherwise spend "training".
There are reasons why other players would engage in these behaviors. Someone with a limited budget might proxy models to try them out, for example. But these usually happen in small groups, and rarely against strangers and never against new players. And while a player may choose, in a limited fashion, to do some of this occasionally, Teds from Marketing often do ALL OF THEM. All the time. Not 100% of the time, but close to it.
And there is an acceptable term for someone who is competitive inappropriately. And it isn't Waac.
No, that's a different thing. I knew a WAAC player before. Not in miniatures, but with board games. He was a good friend, but we had to stop playing board games when he was around. Believe me, I have some choice words about that kind of person too, but there's a difference. For one thing, WAAC players don't tend to run in groups, though some groups may be more tolerant of them. I think they may blend more successfully in with the competitive groups, but their issues are their own.
There's that 'othering' again. You must feel it is a particularly compelling argument that should shame me into changing my ways. I don't really give two gaks about people, only their behavior. So let me ask you this. What are your opinions on the following behaviors? Do they ever have a place in this hobby?
Refusing to play new players?
Refusing to play games with players that aren't tournament level games?
Curb stomping new or inexperienced players?
Telling new players to "nut up or shut up"?
Being a sore winner or sore loser?
Playing games in a professional (or demonstrative) setting (tournaments, YouTube battle reports) with unpainted or unassembled models?
Playing games with a large number of proxied models? Like using a beer can to stand in for a tank?
Playing a game with empty bases standing in for models?
These behaviors are not necessarily that of a competitive player, but because competitive players prioritize competition over all else, these represent behaviors that are chosen deliberately by competitive players. They curb stomp newbies because they are practicing for tournaments, not helping new players. They use proxy models because they are experimenting with army composition, not making the game easier for their opponent to follow. They refuse to play new players because they don't want to compromise the time they could be otherwise spend "training".
There are reasons why other players would engage in these behaviors. Someone with a limited budget might proxy models to try them out, for example. But these usually happen in small groups, and rarely against strangers and never against new players. And while a player may choose, in a limited fashion, to do some of this occasionally, Teds from Marketing often do ALL OF THEM. All the time. Not 100% of the time, but close to it.
Not 100% but close too it.
So slippery slope and a non argument?
Also othering is a process, and frankly for what's worth, whilest the behaviour that you described ranges from unaceptable to unfortunate, associating it with competitive seems rather artificial and is where your whole argument breaks down.
I have seen plenty of times where veterans of the hobby turned their noses up at the new kid with the Starter box.
Just as I've seen the ultra competitive tryhard build a complete fluff list as a side project and proceeded to teach some newbies with that army.
And generally whilest i feel that the recent focus on competitive, especially the ITC branch, is unfortunate since it is in essence a whole subset of rules that doesn't stop me, a generally more laid back non tournament goer to demand a consice and decent ruleset.
We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
Oldcromunda was mantained and expanded by „gang of narrative only players” community for what, 15 years without official support? Even with big, open to all, yearly event in the UK. And it was sooooo toxic, unwelcoming and baaaaad for business that GW decided to cash in on undying popularity of this game first by Shadow War and then year later by Newcromunda proper.
Then we have Inq28/Inquisimunda with very alive and very impressive conversion community and its own aesthetic explorations (it is NOT all Blanchitsu all the time).
And last but not least we have already discussed 30K earlier in this thread.
I would not call any of those communities toxic by any standards.
nou wrote: We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
Oldcromunda was mantained and expanded by „gang of narrative only players” community for what, 15 years without official support? Even with big, open to all, yearly event in the UK. And it was sooooo toxic, unwelcoming and baaaaad for business that GW decided to cash in on undying popularity of this game first by Shadow War and then year later by Newcromunda proper.
Then we have Inq28/Inquisimunda with very alive and very impressive conversion community and its own aesthetic explorations (it is NOT all Blanchitsu all the time).
And last but not least we have already discussed 30K earlier in this thread.
I would not call any of those communities toxic by any standards.
Well you would certainly find toxic people in it, just like in any community.
Point beeing that every part of it has their fair share of morons.
nou wrote: We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
Oldcromunda was mantained and expanded by „gang of narrative only players” community for what, 15 years without official support? Even with big, open to all, yearly event in the UK. And it was sooooo toxic, unwelcoming and baaaaad for business that GW decided to cash in on undying popularity of this game first by Shadow War and then year later by Newcromunda proper.
Then we have Inq28/Inquisimunda with very alive and very impressive conversion community and its own aesthetic explorations (it is NOT all Blanchitsu all the time).
And last but not least we have already discussed 30K earlier in this thread.
I would not call any of those communities toxic by any standards.
nou wrote: We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
Oldcromunda was mantained and expanded by „gang of narrative only players” community for what, 15 years without official support? Even with big, open to all, yearly event in the UK. And it was sooooo toxic, unwelcoming and baaaaad for business that GW decided to cash in on undying popularity of this game first by Shadow War and then year later by Newcromunda proper.
Then we have Inq28/Inquisimunda with very alive and very impressive conversion community and its own aesthetic explorations (it is NOT all Blanchitsu all the time).
And last but not least we have already discussed 30K earlier in this thread.
I would not call any of those communities toxic by any standards.
Word.^^
Gonna raise a glass to this.
Lets add to his list of the "playerbase" maintaining the game...
Battle Fleet Gothic.. still alive and well.. you can buy even new and BETTER minis on shapeways and elsewhere that are more inclusive and diverse than the OE GW ones. The lists that were missing ships have been filled, etc.
Epic 40K Armageddon has been community served for years again, with more vehicles (including NEWER variants from newer GW 28mm being backported) available though non-GW sources that improve both on rules and general aesthetics of the OE base game.
Honestly, some of the "community rules" have been lightyears better than the GW Rules sets.
That can be said for WHFB (though I have not looked into see if the community is still gungho about it since AoS has really come into it's prime).
Kill Team (yes killteam was community supported for YEARS before GW brought it back.. and had some neat expansion rules you could set up campaigns with)
...
I am sure I am missing something here but I can't recall.
In some ways the Epic40K Armageddon has gotten better w/o GW mucking it up... like they did with Titanicus.. though I am 100% certain that Titanicus re-release is a pending roadmap (just as it was before) to the release of Epic 40k. Probably with shyte rules based on their current dynamic. Epic was pretty abstract though.. so they will probably mess it up when they get back to doing it.
That's kind of the problem. When as a game company you keep effing up and the community gets their hands on your abandonware and does it BETTER than you.. there can be some disgruntled backlash if you pick your IP back up and release garbage.
Mind you the new Kill Team and Newcromunda were pretty great. New Apoc,no. 8th, no...New AoS.. yes, Titanicus.. no.
So we will see. They've got some hits.. and some misses.
I'd love to see Gorka-Morka brought back. But w/o jam dice and brain injuries it just wouldn't be as much fun. Nothing like some squig juice fueled scrap over some scrap. HAR HAR HAR.. ya filthy grot.
nou wrote: We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
Oldcromunda was mantained and expanded by „gang of narrative only players” community for what, 15 years without official support? Even with big, open to all, yearly event in the UK. And it was sooooo toxic, unwelcoming and baaaaad for business that GW decided to cash in on undying popularity of this game first by Shadow War and then year later by Newcromunda proper.
Then we have Inq28/Inquisimunda with very alive and very impressive conversion community and its own aesthetic explorations (it is NOT all Blanchitsu all the time).
And last but not least we have already discussed 30K earlier in this thread.
I would not call any of those communities toxic by any standards.
Counter-argument: those are all extreme niche-market games with so few players that it took GW 15 years to do a one-time Necromunda release with minimal ongoing support. It isn't really an accurate comparison to point to games with so few players because of course you only see the healthiest communities there, any group that isn't amazing disappears. And because the game is so tiny those failed communities are indistinguishable from the significant majority who never get into the game in the first place. It's not like, say, MTG being dead in an area, where the absence of a community is a giant red flag that something is probably wrong. So we'll never know how many of these games had toxic elements and failed because of it.
That's kind of the problem. When as a game company you keep effing up and the community gets their hands on your abandonware and does it BETTER than you.. there can be some disgruntled backlash if you pick your IP back up and release garbage.
Mind you the new Kill Team and Newcromunda were pretty great. New Apoc,no. 8th, no...New AoS.. yes, Titanicus.. no.
So we will see. They've got some hits.. and some misses.
I'd love to see Gorka-Morka brought back. But w/o jam dice and brain injuries it just wouldn't be as much fun. Nothing like some squig juice fueled scrap over some scrap. HAR HAR HAR.. ya filthy grot.
Competitive GorkaMorka.is the future.
But absolutely this^^ re GW.
It is almost as if the hobby and player base is split
between loyalists,
who are actually traitors,
and traitors,
who are actually loyalists...
Is it though? Isn't it just a rebranding of "gatekeeping"? Why is it that when concepts get disproven and tired, people just come up with a new label so that we have to have the exact same arguments over and over again.
nou wrote:We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
I think you missed the big one... Dungeons and Dragons. The entire pen and paper RPG genre is almost entirely narrative now. It started out primarily crunchy dungeon crawls, but has almost universally moved away from this towards more a narrative bent. And that's when these games really started to get popular, and stay popular. I remember reading multiple articles in Dragon magazine about how GMs should deal with a minmaxer ruining the game.
Ironically, pen and paper RPGs are extremely toxic right now, but for completely different reasons. But that's a different discussion for a different time.
Is it though? Isn't it just a rebranding of "gatekeeping"? Why is it that when concepts get disproven and tired, people just come up with a new label so that we have to have the exact same arguments over and over again.
nou wrote:We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
I think you missed the big one... Dungeons and Dragons. The entire pen and paper RPG genre is almost entirely narrative now. It started out primarily crunchy dungeon crawls, but has almost universally moved away from this towards more a narrative bent. And that's when these games really started to get popular, and stay popular. I remember reading multiple articles in Dragon magazine about how GMs should deal with a minmaxer ruining the game.
Ironically, pen and paper RPGs are extremely toxic right now, but for completely different reasons. But that's a different discussion for a different time.
Gatekeeping is a part of the process.
But he i am sure you know it all....
Is it though? Isn't it just a rebranding of "gatekeeping"? Why is it that when concepts get disproven and tired, people just come up with a new label so that we have to have the exact same arguments over and over again.
nou wrote:We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
I think you missed the big one... Dungeons and Dragons. The entire pen and paper RPG genre is almost entirely narrative now. It started out primarily crunchy dungeon crawls, but has almost universally moved away from this towards more a narrative bent. And that's when these games really started to get popular, and stay popular. I remember reading multiple articles in Dragon magazine about how GMs should deal with a minmaxer ruining the game.
Ironically, pen and paper RPGs are extremely toxic right now, but for completely different reasons. But that's a different discussion for a different time.
Well, about why I did not mentioned D&D - I live in a country that had none of it. In the years following our transformation in '89 we jumped straight in into Warhammers, MtG and pen and papers, without any hobby buildup or history whatsoever. We had scale modelers and some odd hex based strategy games here and there and a polish rip-off version of Talisman, but that's all, maybe some individuals playing lead historicals with custom primitive rulesets, but I know of not one club pre-dating 1990. And among pen&papers it was initally a split between WarhammerFRP and Vampire and soon everyone and their dog was writing their own systems and then storytelling approach emerged (my personal favourite). So for me, tabletop miniature games were always strategic and only recently D&D gained some traction here, mostly among board game players which have been gradually accustomed with the concept of elaborate miniatures instead of simple counters. But it is still a niche within a niche.
To illustrate how it was here: when polish version of Battletech was released in '93 it was distributed in toy shops and failed miserably because there was no market whatsoever yet for complex board games adressed to adults. I bought my copy solely because of cover illustration (I was 14 back then) and was completely stunned by contents and compexity of the rulebook, but had no one to play it with up until after complex gaming became somewhat popularised by WHFB and 40K.
Is it though? Isn't it just a rebranding of "gatekeeping"? Why is it that when concepts get disproven and tired, people just come up with a new label so that we have to have the exact same arguments over and over again.
nou wrote:We don’t have to imagine how „dominant narrative clique” would mantain a game, because we actually have three examples readily at hand:
I think you missed the big one... Dungeons and Dragons. The entire pen and paper RPG genre is almost entirely narrative now. It started out primarily crunchy dungeon crawls, but has almost universally moved away from this towards more a narrative bent. And that's when these games really started to get popular, and stay popular. I remember reading multiple articles in Dragon magazine about how GMs should deal with a minmaxer ruining the game.
Ironically, pen and paper RPGs are extremely toxic right now, but for completely different reasons. But that's a different discussion for a different time.
You can PM me to prevent thread drift. But what do you mean? I've been out of PnP RPGs for a long time and honestly thought many died out.. some did and came back (Palladium.. too bad they lost the rights to TMNT.. that was fun). Just curious because I can imagine many possible toxic things but.. FFS it is a PnP RPG.. do we have divas or something now? Jeeze people whats with everything being toxic (MMO PVP! HAHA) anyways.. just that you made me curious since I don't follow any of that anymore and have not for the better part of almost two decades.
You can PM me to prevent thread drift. But what do you mean? I've been out of PnP RPGs for a long time and honestly thought many died out.. some did and came back (Palladium.. too bad they lost the rights to TMNT.. that was fun). Just curious because I can imagine many possible toxic things but.. FFS it is a PnP RPG.. do we have divas or something now? Jeeze people whats with everything being toxic (MMO PVP! HAHA) anyways.. just that you made me curious since I don't follow any of that anymore and have not for the better part of almost two decades.
It’s the same gak that has been turning geeks against geeks for a few years now. Think Star Wars or Ghostbusters 2016. Paizo, in particular, seems to have no problems calling it’s customers nazis. Whatever side of the ideological line you fall on, the PnP environment is more battleground than community.
You can PM me to prevent thread drift. But what do you mean? I've been out of PnP RPGs for a long time and honestly thought many died out.. some did and came back (Palladium.. too bad they lost the rights to TMNT.. that was fun). Just curious because I can imagine many possible toxic things but.. FFS it is a PnP RPG.. do we have divas or something now? Jeeze people whats with everything being toxic (MMO PVP! HAHA) anyways.. just that you made me curious since I don't follow any of that anymore and have not for the better part of almost two decades.
It’s the same gak that has been turning geeks against geeks for a few years now. Think Star Wars or Ghostbusters 2016. Paizo, in particular, seems to have no problems calling it’s customers nazis. Whatever side of the ideological line you fall on, the PnP environment is more battleground than community.
Sqorgar wrote: It’s the same gak that has been turning geeks against geeks for a few years now. Think Star Wars or Ghostbusters 2016. Paizo, in particular, seems to have no problems calling it’s customers nazis. Whatever side of the ideological line you fall on, the PnP environment is more battleground than community.
Lolwut. Criticizing poor behavior and people in the community is not the same thing as calling all of their customers Nazis. If you feel hurt by their comments perhaps you should reevaluate your life choices? Because I certainly don't feel criticized unfairly by any of it.
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Sqorgar wrote: Why is it that when concepts get disproven and tired, people just come up with a new label so that we have to have the exact same arguments over and over again.
Because gatekeeping is a thing even if certain people try to bury their heads in the sand and pretend that it doesn't happen.
I think you missed the big one... Dungeons and Dragons. The entire pen and paper RPG genre is almost entirely narrative now. It started out primarily crunchy dungeon crawls, but has almost universally moved away from this towards more a narrative bent. And that's when these games really started to get popular, and stay popular. I remember reading multiple articles in Dragon magazine about how GMs should deal with a minmaxer ruining the game.
That's not really a good comparison because RPGs have a completely different structure. Of course a cooperative game is going to have an easier time establishing a healthy narrative-focused community because the game structure makes playing "competitively" pointless. The whole competitive vs. narrative issue only matters in the context of games like MTG or 40k where you have a zero-sum game structure that encourages a competitive mindset and the narrative elements exist in conflict with that basic nature.
That's not really a good comparison because RPGs have a completely different structure.
The genre was literally created out of Chainmail - literally the first commercially available fantasy miniatures game! PnP RPGs are what happens when the narrative players eschew competition in favor of cooperation and narrative. Like, there’s no middle man. There’s no progression. No evolution. It goes from Chainmail to D&D in ONE STEP.
Of course a cooperative game is going to have an easier time establishing a healthy narrative-focused community because the game structure makes playing "competitively" pointless. The whole competitive vs. narrative issue only matters in the context of games like MTG or 40k where you have a zero-sum game structure that encourages a competitive mindset and the narrative elements exist in conflict with that basic nature.
The fact that it is functionally impossible for you to see 40k as anything but a “zero-sum game structure that encourages a competitive mindset” (especially when it is the exact opposite) disappoints me greatly.
Sqorgar wrote: The genre was literally created out of Chainmail - literally the first commercially available fantasy miniatures game! PnP RPGs are what happens when the narrative players eschew competition in favor of cooperation and narrative. Like, there’s no middle man. There’s no progression. No evolution. It goes from Chainmail to D&D in ONE STEP.
I don't care what the history of the game was, that "one step" was a massive change in game concept and the game has only evolved since then. Modern D&D is not just players deciding to play Chainmail with a less-competitive attitude, it's an entirely different game that is superficially similar at best.
The fact that it is functionally impossible for you to see 40k as anything but a “zero-sum game structure that encourages a competitive mindset” (especially when it is the exact opposite) disappoints me greatly.
Then you'd better get used to disappointment because 40k being a zero-sum game is indisputable fact. You win the game by making your opponent lose, both at the tactical level (killing enemy units) and strategic level (the victory conditions for the scenario). Perhaps you are confusing a straightforward description of game mechanics with the idea that "zero-sum game" means that only one person can enjoy it?
Let's be honest here. The Warmachine community was fething awful. I mean, it was just the worst thing ever.
Yes, that makes me biased. But what it also does is make me curious. How does it get that bad? What attitudes and behaviors lead down that path to ruin?
It's funny, because for the longest time Warmachine had easily one of the best communities out there. I personally didn't think it got that bad until after MK3, but the year or two before certainly seemed to be where it started with that sense that the keyboard jockeys felt they were more important to the game than the company behind it that preludes all the toxic fanbases. I think a lot of it was definitely paved with good intentions as players worked to enforce the rules consistently and fairly, but it mostly increased the learning curve as some of the game's niche interactions became well known through experience rather than intuition. It didn't strike me as wildly toxic until MK3 though, where the online community reacted as poorly as possible at every given opportunity until it wasn't even worth trying to participate in.
Popular games often develop toxic communities because people end up investing so much of themselves into those games, to the point where the game becomes a not-insignificant portion of their personal identities. The game becomes an extension of who they are.
So super fans get really sensitive to changes or criticisms regarding the game, because at the point, a developer or community member isn't just messing with the game, they're messing directly with the identities of its biggest fans.
If you're a longtime 40k fan and GW tells you that you no longer represent the kind of audience they care about, you're going to be offended on some level. Likewise, if you're a die-hard competitive player and a bunch of narrative players tell you your style of play is no longer welcome, you're going to be pissed. And vice versa.
The more popular the game, the greater the number of 'super fans', and the higher the likelihood of toxicity when things don't change the way they want it to.
Peregrine wrote:I don't care what the history of the game was...
Those who don’t know history are doomed to repeat it. Interestingly enough, the first thing which could be considered a narrative war game was Braunstein, which was a combination of Diplomacy and a war game. The players would take on the role of individuals who had specific objectives in the battle, and apparently, this was so much fun, the first game of Braunstein played never actually got to the war game part.
I can’t believe you think these games are zero-sum, winner takes all games. They never have been, even going back to HG Wells’ Little Wars. Even Kriegspeil, one of the earliest war games, had a game master who would move the units for the players according to how he thought the units would interpret the commands. If the umpire thought your units had low morale, he’d play them that way.
War games, and miniature games, have ALWAYS been narrative games! The idea that they are competitive is a recent invention, and completely at odds with the mechanical margin of error these games have. Did the unit move 6” or 6.02”? Does this unit have line of sight to this other unit? Does seeing a topknot stick up over a wall count? Can I fire on that unit? I’ll just hold this ruler 3” above the field because there are too many models in the way. This guy is 4.5” up the wall, not 4.62” that I technically should have.
Miniature games are, by their very existence, open to interpretation! Actions happen because the players agree on it, not because we have the accuracy to actually measure movement or line of sight! They are mechanically hazy. How can they be competitive when the most fundamental parts of the game are completely inaccurate? These games are literally built upon the fundamental principle of “close enough, I guess”..
LunarSol wrote:
It's funny, because for the longest time Warmachine had easily one of the best communities out there. I personally didn't think it got that bad until after MK3, but the year or two before certainly seemed to be where it started with that sense that the keyboard jockeys felt they were more important to the game than the company behind it that preludes all the toxic fanbases. I think a lot of it was definitely paved with good intentions as players worked to enforce the rules consistently and fairly, but it mostly increased the learning curve as some of the game's niche interactions became well known through experience rather than intuition. It didn't strike me as wildly toxic until MK3 though, where the online community reacted as poorly as possible at every given opportunity until it wasn't even worth trying to participate in.
Warmachine was dying well before Mk3 ever came out, By the end of Mk2, there were basically no new players coming in. The one-two punch of 8th and mk3 took out the older players, but a game with less people coming in than going out is not sustainable for very long. It was on borrowed time. So why didn’t the new players stick around? It wasn’t because it was a bad game (it isn’t) and it wasn’t because the models were crap (they were, but they were crap before).
During mk2, WMH had an explosive growth. It became the second most popular miniature game and had one of the best reputations of any of the minis games out there (especially compared to old GW). By the end of mk2, the players were openly hostile to new players and had an attitude that you’ll lose your first dozen games (and that’s a good thing), only playing steamroller tournament lists. Somewhere, it went from new players are welcome to new players can feth off.
Warmachine was dying well before Mk3 ever came out, By the end of Mk2, there were basically no new players coming in. The one-two punch of 8th and mk3 took out the older players, but a game with less people coming in than going out is not sustainable for very long. It was on borrowed time. So why didn’t the new players stick around? It wasn’t because it was a bad game (it isn’t) and it wasn’t because the models were crap (they were, but they were crap before).
During mk2, WMH had an explosive growth. It became the second most popular miniature game and had one of the best reputations of any of the minis games out there (especially compared to old GW). By the end of mk2, the players were openly hostile to new players and had an attitude that you’ll lose your first dozen games (and that’s a good thing), only playing steamroller tournament lists. Somewhere, it went from new players are welcome to new players can feth off.
isn't that imo just a attitude that manifested and turned new players away at a massive rate?
Considering that MK 1 and most of MK2 were doing ok and assuming we got the Veterans from there coldn't it be that either the Influx of new players at a rather insane rate has brought in rather strange fellows that lacked the general sportsmanship instead?
I feel that GW has a diffrent problem in regards to 40k, mostly that their lackluster rules lend themselves to insulated groups with subrules all over the place.
Basically i assume that the 40k community is far more splintered then what we assume.
I also think the vast majority of non competitive players have a problem with GW's focus on ITC because it is hardly confroming to the base ruleset.
In a way i feel like we wouldn't have that discussion if GW did a propper job on the rules from the start.
Warmachine was dying well before Mk3 ever came out, By the end of Mk2, there were basically no new players coming in. The one-two punch of 8th and mk3 took out the older players, but a game with less people coming in than going out is not sustainable for very long. It was on borrowed time. So why didn’t the new players stick around? It wasn’t because it was a bad game (it isn’t) and it wasn’t because the models were crap (they were, but they were crap before).
During mk2, WMH had an explosive growth. It became the second most popular miniature game and had one of the best reputations of any of the minis games out there (especially compared to old GW). By the end of mk2, the players were openly hostile to new players and had an attitude that you’ll lose your first dozen games (and that’s a good thing), only playing steamroller tournament lists. Somewhere, it went from new players are welcome to new players can feth off.
isn't that imo just a attitude that manifested and turned new players away at a massive rate? Considering that MK 1 and most of MK2 were doing ok and assuming we got the Veterans from there coldn't it be that either the Influx of new players at a rather insane rate has brought in rather strange fellows that lacked the general sportsmanship instead?
I feel that GW has a diffrent problem in regards to 40k, mostly that their lackluster rules lend themselves to insulated groups with subrules all over the place. Basically i assume that the 40k community is far more splintered then what we assume. I also think the vast majority of non competitive players have a problem with GW's focus on ITC because it is hardly confroming to the base ruleset. In a way i feel like we wouldn't have that discussion if GW did a propper job on the rules from the start.
RE: Warmachine the issue was a people one. For whatever reason, you had neckbeards who took "Page 5" to heart instead of as a tongue-in-cheek way of saying don't complain about something being "cheesy" learn to adapt (which was the direct opposite of Warhammer, 40k in particular, at the time). Instead what you got was cliques of "elite" players who took pleasure in curb-stomping newbs and then telling them to "git gud" because "the rules say to play like you have a pair". Of course not every community was like this and you also had communities with players who would help or give advice and, if they did do some wacky top of 2 caster kill combo, explain exactly how they did it, what you could have done to avoid it and what you need to watch out for next time. And, of course, you had the groups that were so narrow-mindedly focused on tournaments that they would never play anything but Steamroller games (although in this defense the regular scenarios were absolutely terrible), and be unhelpful to new players. That attitude also happened in Warhammer though, and a good indication of that is people who never want to play below 2k (or whatever tournament standard is at the time) because they only have a specific list for that goal or worse a community which tells new players to buy a 2k point army before they start to play because everyone only plays 2k points. That's a surefire sign of a community which doesn't "get" it and it was very prevalent in the Warmahordes communities since there was such a focus on competitive play.
GW's issue is that their rules are so wordy and non-instructive that you end up with houserules or even just agreements on how things work, when someone else can try to argue it works a different way. ITC itself isn't the issue, it's that A) ITC is the most popular "houserules" and B) Their houserules go so far as to define their own meta, different from the meta which doesn't use them, and yet have the nerve to act like their way is superior. It's been shown time and time and time again that the ITC missions favor certain armies and allow you to tailor more than you can without them, yet as long a ITC is held up to some sort of pedestal as being the "perfect" set of rules you'll find arguments because they are still house rules, just house rules that have been pimped out to seem like the norm. How does that saying go? Tell a lie long enough and it becomes truth?
The main issue I feel in general is that like we've said before, your competitive people tend to become narrow-minded. They can ONLY play competitive, and have no "off" button or even a desire to do something other than boring Matched Play, often ITC, missions with as symmetrical as possible situations so it's "fair". And, as we've seen from some folks here, often get very vehement at anything that isn't matched play with points to where they constantly go out of their way to "prove" why it's superior to everything else, irrespective of what someone else might enjoy. ITC is a symptom of a problem but has since become the problem itself.
You have the opposite ("CAAC") but IMHO it's extremely rare and is more a caricature cooked up to sling mud at the other side. Now to be fair "WAAC" is also used incorrectly the majority of the time and is a caricature of what it really is: A competitive player isn't automatically WAAC, it's only the most extreme rules-lawyering, nitpicking, obviously not playing in the spirit of the game because they want to win sort of player who is WAAC and typically even other competitive players don't care for a true WAAC player because it tars all of them with the same brush. My experience has been here and elsewhere over the past 15 or so years that you rarely find people like that. You have people who dislike playing the game competitively and often feel threatened by the almost-inevitable bringing competitive play into a non-competitive group and having it swiftly overtake and subsume everything else, but that's a reaction to having an outside force basically come in and usurp control and less just people who want to "virtue signal" about how they aren't competitive like certain people seem to toss around.
Then you clearly don't understand what "zero sum game" is. Ambiguity in rules interpretation has nothing to do with the concept.
That’s a separate thing. I asked how the games could be competitive if they are largely guesstimates. The games not being zero sum is a different thing - a perception problem. But let me totally share this:
https://en.m.wikipedia.org/wiki/Zero-sum_thinking
When individuals think that a situation is zero-sum, they will be more likely to act competitively (or less cooperatively) towards others, because they will see others as a competitive threat. For example, when students think that they are being graded on a curve—a grading scheme that makes the allocation of grades zero-sum—they will be less likely to provide assistance to a peer who is proximate in status to themselves, because that peer's gain could be their own loss.
...
Actually read that whole page. A lot of it may seem particular familiar to you. Hell, you seem to think internet discussions are a zero sum game. That’s not healthy, dude.
How can football be competitive when nobody can measure exactly where the ball is, and the game is full of "good enough" calls?
Snugiraffe wrote: Your answer would come across as far less arrogant and condescending if you deigned to offer a clarifying example.
You assume that I care at all about not being condescending towards someone who started off with "I feel sorry for you because you don't agree with me". But, since you want a clarifying example: https://en.wikipedia.org/wiki/Zero-sum_game
40k is indisputably a zero-sum game because all gains for one player come at the expense of the other player. If there are five objectives to claim both players are trying to divide them up in their favor to win the game. For me to claim three of the objectives requires preventing you from claiming more than two of them. At no point is it possible to cooperate and gain more than five objectives worth of value for the two players combined, allowing both players to "win" the game. And it's the same kind of situation at every level of game mechanics. The players are in direct opposition at all times and any time player A has a success it is a loss for player B.
So, having failed to back up your claim that 40k is not a zero-sum game you just decided to move the goalposts to something else?
I asked how the games could be competitive if they are largely guesstimates.
And I answered: in the same way that other games are competitive despite having measurement inaccuracies. In a football game if the referee spots the ball at 4th and inches can you say beyond any doubt that the measurement is accurate and that the ball wasn't advanced a few inches farther, giving a first down? Of course not, and football games are full of controversial calls like that. And yet somehow football is a popular and obscenely profitable competitive sport. So why would you make the absurd assumption that the inability to measure with 0.00001mm precision in a tabletop game automatically makes the game non-competitive?
Peregrine wrote: The players are in direct opposition at all times and any time player A has a success it is a loss for player B.
That would only be the case if victory points were a limited resource. They aren’t. There’s an infinite amount such that one player getting a VP does not prevent another player from getting a VP. And there are potentially situations that can be both good or both bad for all players. For instance, if there was an objective that gave 1 VP for each model in range. Heat vents erupting, damaging all models, causing potential VPs to be erased for both players. You are competing to have MORE VPs. In a zero-sum game, the end score would be something like 10 to -10. Literally, the scores summed together are zero. Zero Sum. Right there in the name.
I don’t think you even read the Wiki page you linked to... You may play competitively, but with that eye for detail, I wonder how successful you are at it...
Peregrine wrote: The players are in direct opposition at all times and any time player A has a success it is a loss for player B.
That would only be the case if victory points were a limited resource. They aren’t. There’s an infinite amount such that one player getting a VP does not prevent another player from getting a VP. And there are potentially situations that can be both good or both bad for all players. For instance, if there was an objective that gave 1 VP for each model in range. Heat vents erupting, damaging all models, causing potential VPs to be erased for both players. You are competing to have MORE VPs. In a zero-sum game, the end score would be something like 10 to -10. Literally, the scores summed together are zero. Zero Sum. Right there in the name.
I don’t think you even read the Wiki page you linked to... You may play competitively, but with that eye for detail, I wonder how successful you are at it...
Oh FFS that's absurd nitpicking. The fact that you can come up with a scenario involving a custom objective (invented entirely by you) where the scoring doesn't technically add up to zero doesn't change the general point that 40k is conceptually a zero-sum game where the players are working in direct opposition at all times. Do you actually have an response to the substance of the argument or just nitpicking about whether it fits the strictest dictionary definition of the term?
I mean.... 40k is obviously not zero sum. Play ITC, and both opponents take Recon. Being in a table quarter does not prevent an opponent from also scoring. Or normal 40k, you scoring first strike does not prevent an opponent from scoring first strike.
Not sure what this has to do with competitive 40k though.
Horst wrote: I mean.... 40k is obviously not zero sum. Play ITC, and both opponents take Recon. Being in a table quarter does not prevent an opponent from also scoring. Or normal 40k, you scoring first strike does not prevent an opponent from scoring first strike.
But it becomes much more of a zero-sum game when you look at winning the game overall vs. the individual objective. You want to prevent your opponent from taking those table quarters, not merely sit passively and let them have VP. The more you control the game and accumulate VP the less VP they're going to score, because you're killing their units and pushing them out of table quarters. And in the end, regardless of how you get to a final VP total, one player wins and the other player loses. You don't have a situation where both players cooperate to score tons of VP and both win.
Contrast this with a non-zero-sum game like D&D or a cooperative board game, where the players do work together and one player's win is also a win for every other player.
Not sure what this has to do with competitive 40k though.
The point is that there's a fundamental tension between the zero-sum nature of the rules of 40k and the collaborative approach certain players want to take, and this is responsible for a lot of the toxicity in casual/narrative groups. Every part of the actual mechanics of the game puts the players in conflict with each other and requires them to win by making their opponent lose, but certain players want to use lists/strategies/etc that are very bad at winning the game without losing so much that they stop having fun. So you end up with a bunch of cliquish behavior and unwritten rules built up around the game, and anyone who doesn't play the game the "right way" has to immediately be shunned from the group before they can break that delicate balance of unwritten rules.
This fundamental tension doesn't exist in a game like D&D because there's no real incentive to try harder to win than everyone else. So what if you show up with some overpowered god of combat, you're just helping all of the other players win and if the party gets too good at winning the DM will increase the difficulty of the encounters to match the party's power level. Similarly, if the party plays a bunch of weaker characters the DM matches them up against weaker enemies. The fighter doesn't whine that the rogue is overpowered at lockpicking, the fighter celebrates that an obstacle to their collective victory has been removed and readies her sword because there's probably something on the other side that needs killing. And yes, there are still disruptive players who will ruin a game even when all of the mechanics are removing the incentive to do so, but it's mostly limited to a handful of TFGs rather than a large number of decent people who simply have conflicting goals and ideas about what is fun.
The conclusion of all this is that if you're going to talk about how successful casual/narrative communities are and compare them to "toxic" competitive play then you need to look at casual/narrative communities in zero-sum games like 40k or MTG where that tension exists, not at cooperative games like D&D where fundamentally different game concepts make it much easier to have a healthy casual/narrative community.
Oh FFS that's absurd nitpicking. The fact that you can come up with a scenario involving a custom objective (invented entirely by you) where the scoring doesn't technically add up to zero doesn't change the general point that 40k is conceptually a zero-sum game where the players are working in direct opposition at all times. Do you actually have an response to the substance of the argument or just nitpicking about whether it fits the strictest dictionary definition of the term?
You fundamentally do not understand what a zero-sum game is. Like, there’s wrong and there’s fething wrong, and you are fething wrong. Like spend thirty seconds and read the Wikipedia article that you, yourself, linked to. You are confusing the victory (a player winning is another player losing) with the game mechanics themselves (which are non-zero-sum due to points not being a limited resource - gaining a point does not mean the other player loses a point).
What makes all of this hilarious is that “zero-sum thinking”, where one thinks things are zero-sum when they aren’t, creating unnecessary hostility and competitiveness, is an actual cognitive bias that exists. People study it. It’s a problem. Hell, it might be THE problem with Teds from Marketing. And you’ve got it, buddy. You might be the biggest Ted from Marketing there is.
Edit: It’s also worth pointing out that playing 40k does not begin and end with the game itself. Being a turd to your fellow players will result in fewer fellow players, ultimately destroying your opportunity to play the game. If you think participating in the community is zero-sum, then heaven help you.
Oh FFS that's absurd nitpicking. The fact that you can come up with a scenario involving a custom objective (invented entirely by you) where the scoring doesn't technically add up to zero doesn't change the general point that 40k is conceptually a zero-sum game where the players are working in direct opposition at all times. Do you actually have an response to the substance of the argument or just nitpicking about whether it fits the strictest dictionary definition of the term?
You fundamentally do not understand what a zero-sum game is. Like, there’s wrong and there’s fething wrong, and you are fething wrong. Like spend thirty seconds and read the Wikipedia article that you, yourself, linked to. You are confusing the victory (a player winning is another player losing) with the game mechanics themselves (which are non-zero-sum due to points not being a limited resource - gaining a point does not mean the other player loses a point).
What makes all of this hilarious is that “zero-sum thinking”, where one thinks thinks are zero-sum when they aren’t, creating unnecessary hostility and competitiveness, is an actual cognitive bias that exists. People study it. It’s a problem. Hell, it might be THE problem with Teds from Marketing. And you’ve got it, buddy. You might be the biggest Ted from Marketing there is.
So, like I said, just nitpicking that 40k technically has scores of 12-7 instead of +3 - -3 rather than addressing the substance of the argument (that in 40k everything you are trying to do is at the expense of the other player) and how that relates to toxic "casual" and narrative communities.
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Sqorgar wrote: Edit: It’s also worth pointing out that playing 40k does not begin and end with the game itself. Being a turd to your fellow players will result in fewer fellow players, ultimately destroying your opportunity to play the game. If you think participating in the community is zero-sum, then heaven help you.
That also has absolutely nothing to do with the game mechanics. But it says a lot of unfortunate things about you that you equate playing to win within the game mechanics with "being a turd to your fellow players".
Automatically Appended Next Post: PS: from the point of view of game theory math "score +1 VP" and "score +0.5 VP and your opponent loses 0.5 VP" are identical. Likewise, multiplying all VP numbers by 10 gives you the exact same game. So yes, you are absolutely nitpicking an irrelevant point of how 40k presents its numbers and ignoring the fact that the underlying mechanics are very much a zero-sum game. Every action you take that adds positive value to your side subtracts value from your opponent's side. Kill a unit? Plus value to you, minus value to your opponent. Claim an objective and score VP? Plus value to you, minus value to your opponent. You never have a situation where you're collaborating and adding value to both sides at once*. Contrast this with, say, the prisoner's dilemma scenario, where there are strategies that result in both players winning by working together.
*With the amusing exception of collusion in tournaments, where you might deliberately manipulate the VP scored by each player to improve their overall tournament scores at the expense of some other player. But that's blatant cheating.
So, like I said, just nitpicking that 40k technically has scores of 12-7 instead of +3 - -3 rather than addressing the substance of the argument (that in 40k everything you are trying to do is at the expense of the other player) and how that relates to toxic "casual" and narrative communities.
It’s not nitpicking, it is literally the definition. Look, zero-sum game is a game theory thing where they use math to “solve” a game. It’s been a while since college math covered game theory, but it ends up that in a two player game, if both players play optimally, then it should end in a tie (or the first player will win, in a first turn advantage). The fact that you compare scores at the end of the game has nothing to do with it. Zero sum games are mathematical constructs.
A non-zero-sum game is one where the resources are not limited. That is, a player can acquire a point without the other player losing anything. Like sitting in a corner and generating a VP just for existing. The fundamental difference here is that you do not necessarily have to impede the other player’s success in order to win. Imagine a game where two players sit in a corner, accruing VPs. One player acquires 1.5 VPs a turn instead of 1. That player will win, just by virtue of running down the clock. The optimal strategy for that player is to NOT engage the enemy at all, because doing so would remove the natural advantage he is currently enjoying. You win without your opponent losing. You are not taking territory from him, you are generating new territory.
That also has absolutely nothing to do with the game mechanics. But it says a lot of unfortunate things about you that you equate playing to win within the game mechanics with "being a turd to your fellow players".
I equated viewing the game as a zero-sum experience to being a turd. Again, zero-sum means that the scores sum up to zero. In order for you to have fun, your opponent has to not have fun. In order to “win”, the other player must “lose”. But if you view the concept of “winning” not in terms of toy soldiers and more in the social concept of hanging out with friends and having a pleasant time, then winning and losing individual games is less important than the experience of playing them. You “win” by having a good time, and it is non-zero-sum. Everybody can “win” the evening.
The best games I’ve ever played were done with the explicit goal of not winning. I’ve got family and friends who are not particularly good at games (like my kids when they were younger). If I played with the explicit purpose of winning the game, I’d “lose” the evening. Instead, I aim to create the most enjoyment for everybody involved, and if it means playing to lose, I’ll happily do it. If it means handicapping myself to give them a better chance, I’ll do it. My favorite games have been ones where my opponents play the game regularly, but I have a semi-impossible, but creative or fun task to accomplish. They’ll almost certainly win, but I’;l still have fun. For instance, when I used to play Hearts, I always tried to shoot the moon - it was strategically unwise, but when I’d succeed, I’d feel pretty great - but it means I either won or I came in last place. There was no middle ground. And it was great and many fun experiences came from that.
PS: from the point of view of game theory math "score +1 VP" and "score +0.5 VP and your opponent loses 0.5 VP" are identical.
Not really. It’s actually closer to I have 10 bananas and you have 9 apples, then we compare whether I have more fruit than you. The number of bananas I have does not affect the number of apples you have. I can lose a banana and you still have the same number of apples. Zero-sum literally means that if I gain an apple, you lose an apple. If I lose an apple you gain an apple.
Every action you take that adds positive value to your side subtracts value from your opponent's side.
Only in comparison, which is not how zero-sum works. For instance, gaining 1 VP when you are tied is worth more than 1 VP when you are ahead by 10. In fact, gaining a VP when your opponent can not practically catch up is essentially worthless to your opponent (he’s already lost, what does he care if you win by 1 VP or 100 VP?) - but it might have value to you (better tournament ranking, maybe. Adds positive value to you, does not subtract value from you opponent.
Kill a unit? Plus value to you, minus value to your opponent. Claim an objective and score VP? Plus value to you, minus value to your opponent. You never have a situation where you're collaborating and adding value to both sides at once
Non-zero-sum games are not necessarily cooperative. I have to go to AoS for this example, because I don’t play 40k. But let’ssay you kill your opponent’s unit. This benefits you because you get VPs based on enemy units destroyed. However, because the unit was destroyed, your opponent now has enough space to summon a group of skeletons that he otherwise couldn’t have. You both benefited from that action, but to different degrees and to different extents, but you both benefitted. In a zero sum game, all +1s come with a corresponding -1. Here, you got a +3 and he got a +2. The net difference is a +1 in your favor, which is where you are getting confused. But in a zero-sum game, you get a +3, he gets a -3. Always.
40k is indisputably a zero-sum game because all gains for one player come at the expense of the other player. If there are five objectives to claim both players are trying to divide them up in their favor to win the game. For me to claim three of the objectives requires preventing you from claiming more than two of them. At no point is it possible to cooperate and gain more than five objectives worth of value for the two players combined, allowing both players to "win" the game. And it's the same kind of situation at every level of game mechanics. The players are in direct opposition at all times and any time player A has a success it is a loss for player B.
So, having failed to back up your claim that 40k is not a zero-sum game you just decided to move the goalposts to something else?
I asked how the games could be competitive if they are largely guesstimates.
And I answered: in the same way that other games are competitive despite having measurement inaccuracies. In a football game if the referee spots the ball at 4th and inches can you say beyond any doubt that the measurement is accurate and that the ball wasn't advanced a few inches farther, giving a first down? Of course not, and football games are full of controversial calls like that. And yet somehow football is a popular and obscenely profitable competitive sport. So why would you make the absurd assumption that the inability to measure with 0.00001mm precision in a tabletop game automatically makes the game non-competitive?
That has nothing to do with what a zero-sum game is. I'm talking about game mechanics, not attitudes towards players enjoying the hobby.
See, but you are talking about attitudes.
With a different attitude,
40K is not zero sum any more than capitalism need be zero sum -
Adam Smith certainly didn't think that this competitive though also cooperative system should ever work
without prosocial virtue at its root.
Once this is gone, you might have zero sum,
and replayed systematically for a couple generations or
with enough corruption a couple of years as we have been seeing this past decade,
troubling imbalance results, indeed systemic overshoot reculting in systemic instability,
e.g. something like 60 people control as much wealth today as the lower 50% of the world's population,
this is the degree of imbalance.
.
Metaphor aside, I suppose ultimately,
if left to math-hammering for a while longer,
this is where "competitive"40K will be with their "builds" -
rocking that top 0.1%.
With a different attitude,
everybody wins an afternoon of 40k.
Oh FFS that's absurd nitpicking. The fact that you can come up with a scenario involving a custom objective (invented entirely by you) where the scoring doesn't technically add up to zero doesn't change the general point that 40k is conceptually a zero-sum game where the players are working in direct opposition at all times. Do you actually have an response to the substance of the argument or just nitpicking about whether it fits the strictest dictionary definition of the term?
You fundamentally do not understand what a zero-sum game is. Like, there’s wrong and there’s fething wrong, and you are fething wrong. Like spend thirty seconds and read the Wikipedia article that you, yourself, linked to. You are confusing the victory (a player winning is another player losing) with the game mechanics themselves (which are non-zero-sum due to points not being a limited resource - gaining a point does not mean the other player loses a point).
What makes all of this hilarious is that “zero-sum thinking”, where one thinks things are zero-sum when they aren’t, creating unnecessary hostility and competitiveness, is an actual cognitive bias that exists. People study it. It’s a problem. Hell, it might be THE problem with Teds from Marketing. And you’ve got it, buddy. You might be the biggest Ted from Marketing there is.
Edit: It’s also worth pointing out that playing 40k does not begin and end with the game itself. Being a turd to your fellow players will result in fewer fellow players, ultimately destroying your opportunity to play the game. If you think participating in the community is zero-sum, then heaven help you.
While sqorgar does an excelent job in showing how 40K is non-zero sum game, there is one other, definitive example, that is not subjective and is directly rules math related, so should be understandable by all participants of this discussion:
In most tournaments, losing-winning 19-20 (-0.5 vs +0.5 as some claim) has a different value than losing-winning 0-1 (the same -0.5 vs +0.5 as some claim) and ending a game as close to 20-19 score is beneficial to both players, as VPs are used as a secondary sorting mechanism in case of the tied won-vs-lost primary score.
The more complex (but still not that all complex) version of that reasoning extends to single matches also, but I really don't think that some people in this thread are capable of understanding how a non-constant equilibrium point in a non-zero sum games makes all the mathematical difference between non-zero and zero sum games (even on fething definition level) and how this paragraph is not a "word salad".
maybe but its still win/loss each game, the secondary score keeping is an external requirement for torny purposes rather than part of the game as the winner will most likely be X-0 or X-1
Why would you want a close game? Isn't the point of competition to destroy your opponent and win by as large a margin as possible to ensure you are higher on the leaderboards? If you give them a chance to score more points that is one other adversary that could be potentially above you in later rounds. I can understand if you're playing at home and you want to have a fun casual game with friends or family but when you're at a tournament you should be bringing the most competitive army and strategy you can.
This is the millennial everyone should have fun at tournaments and it should be as close to a tie as possible so me and my opponent both win mindset.
Jjohnso11 wrote: Why would you want a close game? Isn't the point of competition to destroy your opponent and win by as large a margin as possible to ensure you are higher on the leaderboards? If you give them a chance to score more points that is one other adversary that could be potentially above you in later rounds. I can understand if you're playing at home and you want to have a fun casual game with friends or family but when you're at a tournament you should be bringing the most competitive army and strategy you can.
This is the millennial everyone should have fun at tournaments and it should be as close to a tie as possible so me and my opponent both win mindset.
there is a difference between handing out participation trophies and wishing for a competitive match that went down to the wire.
This is the millennial everyone should have fun at tournaments and it should be as close to a tie as possible so me and my opponent both win mindset.
Unmmm, everyone should have fun at tournaments. If you aren’t going to have fun, why would you bother paying an entry fee and going to a tournament? If I am organizing a tournament and someone is t having fun, I would consider that to be a problem.
Fundamentally, I think this is what a “zero sum” game truly means. It has nothing to do with the details of how you score, but it has to do with the attitude that I’m only having fun if I am actively making the game unfun for my opponent. The more I make it unfun for them, the more fun I have. This sort of attitude is what is truly toxic.
Fundamentally, I think this is what a “zero sum” game truly means. It has nothing to do with the details of how you score, but it has to do with the attitude that I’m only having fun if I am actively making the game unfun for my opponent. The more I make it unfun for them, the more fun I have. This sort of attitude is what is truly toxic.
Peregrine is talking in terms of pure game mechanics. This is only true of that argument if winning = fun and losing = unfun. Mechanically, a game can be zero-sum without the experience of the game being zero-sum as long as players can find a way for losing = fun.
Turnip Jedi wrote: maybe but its still win/loss each game, the secondary score keeping is an external requirement for torny purposes rather than part of the game as the winner will most likely be X-0 or X-1
Secondary score keeping is not merely an external requirement but a variable that can be utilized to gain an advantage and therefore a part of the game in tournament context (and actually a crucial one in ETC) and has been discussed on dakka numerous times in contexts of GW/ITC/ETC mission formats. And this discussion is not whether 40K is a win-loss game, which it is, but whether it is a zero sum game, which it isn't. Non-zero sum games can come in many varieties, ranging from competitive to fully co-op. It is only in Peregrine's head that non-zero sum games are always this cooperative CAAC nonsense. Zero sum games however are always strictly competitive and this flawed backwards reasoning leads him to believe that competitveness of a game (defined as having a winner and a loser) defines whether or not a game is or isn't a zero sum game. For the last time - zero sum game is a mathematical definition. Zero sum games can be analysed with a certain mathematical toolset that cannot be to same extent utilized to analyse non-zero sum games.
Sqorgar already presented some facts about why 1VP in 40K is not the same as -0.5 vs 0.5 in zero sum games but just to elaborate a bit on "different value of VP" - in most modern mission formats VPs are capped and connected to turn structure of the game. In other words, there is always a maximum number of VPs to be scored by each player before the game is over. If the advantage of the winning player equals the maximum number of VPs that losing player can still achieve, then 1VP for the winning player means certain victory, while 1VP for the losing player means only closing the gap by 1VP. This asymmetry goes directly against a definition of zero sum game, because this 1VP scored by a losing side does not in any way change the position of winning player - he does not go further from winning a game at all and still needs one, not two VPs to secure victory. So please, no more this false -0.5/+0.5 equivalent nonsense. As I hinted earlier - non-zero sum games have movable equilibrium point whlie zero sum games have static equilibrium point and this property is the key property in their definition. Not the property of having winner or loser.
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Jjohnso11 wrote: Why would you want a close game? Isn't the point of competition to destroy your opponent and win by as large a margin as possible to ensure you are higher on the leaderboards? If you give them a chance to score more points that is one other adversary that could be potentially above you in later rounds. I can understand if you're playing at home and you want to have a fun casual game with friends or family but when you're at a tournament you should be bringing the most competitive army and strategy you can.
This is the millennial everyone should have fun at tournaments and it should be as close to a tie as possible so me and my opponent both win mindset.
Reverse your line of thought - despite losing it is in the best interest of the losing side to pump up the partial score to 19-20. And it is commonly a strategic goal in some ETC matchups and players will go for scoring objectives rather than denying objectives.
This is the millennial everyone should have fun at tournaments and it should be as close to a tie as possible so me and my opponent both win mindset.
Unmmm, everyone should have fun at tournaments. If you aren’t going to have fun, why would you bother paying an entry fee and going to a tournament? If I am organizing a tournament and someone is t having fun, I would consider that to be a problem.
Fundamentally, I think this is what a “zero sum” game truly means. It has nothing to do with the details of how you score, but it has to do with the attitude that I’m only having fun if I am actively making the game unfun for my opponent. The more I make it unfun for them, the more fun I have. This sort of attitude is what is truly toxic.
Tournaments are based around getting the best players to compete against each other to see who is better. If I am organizing a tournament I'm celebrating the best players and hoping that the competitions are close because everyone is there to compete and win. How is wanting to bring the best army and destroy everyone I play toxic at a tournament? Should professional athletes tone down their skill so they don't win more games than other teams?
I'm not confusing that with casual games where you are playing with friends or family or having matches at your FLGS to play with people you know. If you think this whole thing is solely around having fun play more narrative games or go with PLs when you build your lists.
Toxicity comes from either group, competitive or casual, trying to force its ideas and game play styles on other groups. Now for me that appears much more as a problem from the competitive side because certain elements in it are very vocal on the Internet, casual groups tend to be smaller, not cliques but natural a group of friends who play together and know each other socially and through gaming, and how match play seems to becoming the default for pick up games etc.
The reasons I don’t like competitive play are that I like the fluff and back ground and story telling during a game and that appears to not matter at all in a competitive game. And I don’t play war games to get my win fix.
Things like throwing to impose the rule of 3 etc on all play and criticising people for not playing “optimised” lists is what I consider toxic. Forcing things on one group from the other that detract from their enjoyment.
And peregrine you are a classic example of this. You insist on playing your way and making changes to the whole game to play your way better regardless of the impact on casual gaming. You fail to see anyone else’s point of view and have even called people liars when they explain they don’t care about winning or losing. You’ve done it to me.
Any toxicity you have encountered from the casual set is likely as a result of your attitude and behaviour. I certainly have no intention tolerating your outbursts. The rules you talk about casual groups having aren’t rules as much as manners or etiquette. They may be unwritten but aren’t unsaid. Communication is the key. Me and my mates discuss what we want from a given game before hand. That is how we know our unwritten rules. If you joined our group we would do the same with you, but if you didn’t play as we had discussed you wouldn’t be being included for long. That’s not us being toxic that is you not getting the point and being toxic. If everyone else is happy and you aren’t because no one wants to play your unfluffy net lists then the issue is you.
If I went to a tournament and complained that all the armies were wrong and you were doing it all wrong I would be the issue not the competitive players. So I don’t go to tournaments.
The two styles need to be separated as much as possible. An entirely different rules set would be best to me.
Jjohnso11 wrote: Should professional athletes tone down their skill so they don't win more games than other teams?
40k is not a sport and its players are not athletes. 40k is not a "fair" game, and it is not skill based, with the best way to win being to unbalance the game in your favor. The goal of competitive 40k is a gladiatorial match between untrained slaves - with the victor being the guy who brought the lions.
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Andykp wrote: That’s not us being toxic that is you not getting the point and being toxic. If everyone else is happy and you aren’t because no one wants to play your unfluffy net lists then the issue is you.
To quote the tv show Justified, "if you meet an donkey-cave in the morning, then you've met an donkey-cave. But if you are meeting donkey-caves all day, then you're the donkey-cave".
Jjohnso11 wrote: Should professional athletes tone down their skill so they don't win more games than other teams?
40k is not a sport and its players are not athletes. 40k is not a "fair" game, and it is not skill based, with the best way to win being to unbalance the game in your favor. The goal of competitive 40k is a gladiatorial match between untrained slaves - with the victor being the guy who brought the lions.
I drew the analogy because sports and 40k do have something in common -they are both competitions where one side wins and one side loses. There are a ton of examples in sport where it was not a fair game due to a player having a size or skill advantage over the other side. Does that remove the fun or enjoyment of the game from both sides? Maybe?
There is an entire thread on skill in 40k so I'm not going to discuss that.
I would counter argue that the goal of competitive 40k is to bring the correct pieces to ensure that you have countered all possible scenarios that your opponent may place before you in a game. Fun doesn't trump winning in tournaments.
Sqorgar wrote: 40k is not a sport and its players are not athletes. 40k is not a "fair" game, and it is not skill based, with the best way to win being to unbalance the game in your favor. The goal of competitive 40k is a gladiatorial match between untrained slaves - with the victor being the guy who brought the lions.
And what makes you think that sports are any different? Do you honestly think that teams aren't trying to skew the game in their favor as much as possible by bringing better players than the opponent?
Jjohnso11 wrote: Should professional athletes tone down their skill so they don't win more games than other teams?
40k is not a sport and its players are not athletes. 40k is not a "fair" game, and it is not skill based, with the best way to win being to unbalance the game in your favor. The goal of competitive 40k is a gladiatorial match between untrained slaves - with the victor being the guy who brought the lions.
I drew the analogy because sports and 40k do have something in common -they are both competitions where one side wins and one side loses. There are a ton of examples in sport where it was not a fair game due to a player having a size or skill advantage over the other side. Does that remove the fun or enjoyment of the game from both sides? Maybe?
There is an entire thread on skill in 40k so I'm not going to discuss that.
I would counter argue that the goal of competitive 40k is to bring the correct pieces to ensure that you have countered all possible scenarios that your opponent may place before you in a game. Fun doesn't trump winning in tournaments.
So you couldn't have a competitive event where the army lists are set by the organizers?
So, as I said, all you have is nitpicking about whether 40k's objective scoring technically meets the strictest definition of a zero-sum game, instead of addressing the actual point of the argument: that 40k's mechanics are in direct opposition to the goals of certain "casual" and narrative groups and this produces a lot of toxicity in those groups.
PS: "zero-sum game" and "fun is a zero-sum activity" are not the same thing. Both players can have lots of fun while playing a zero-sum game.
You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
Even then, the assumption is the set lists would be perfectly balanced. I suspect the TO would quickly find themselves spending more time trying to fix balance errors in their set lists than GW does trying to fix them across the game.
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
I was under the impression that building entire armies for tournaments was what people did if they wanted to compete with the meta. It certainly seems to be the case around where I live. Maybe I'm mistaken? Besides, I'd imagine most people would need to add only one or two units to existing armies.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got - and even then, the major factor in winning would not be player skill, but in the outcome of the dice rolls. 40k rolls a lot of dice in order to flatten the distribution curve of results (law of really big numbers says the more data points you have, the closer the overall value will be to average - flip 3 coins and you can easily get all heads, but flip 300 and you'll have a rate closer to 50% heads), but there's a lot of results which are based on only one or two dice. For instance, if you do D6 mortal wounds - the difference between rolling a 1 and a 6 is pretty extreme, and equally possible. Doing psychic tests are 2D6. Running adds 1D6 (giving up your attacks to move only an extra 1" kind of sucks). Charges are 2D6 (and missing a charge can be devastating). 2D6 results do occur in a bell curve (a 7 is more likely to occur than a 2), but being only 2 dice, it is still going to be swingy (flip 3 coins and get 3 heads). In AoS, you've got initiative and double turns being decided by a single D6 roll, and double turns win games.
So in the most balanced situation 40k will ever be in, you can still lose the game because of a failed charge or a bad run roll, or win the game because of a particular good mortal wound roll. The STRATEGY of the game is to mitigate the randomness (I have a 77% chance of succeeding, is that good enough to attempt?) but the OUTCOME of the game is not random. You needed a 2 or higher, you rolled a 1. The majority of playing 40k is making actions that you assume will be successful, with one or more of these actions being unexpectedly unsuccessful (or hail marys where you assume it will not be successful and it unexpectedly is). Where those unexpected moments come can make or break a game.
For instance, let's say you do something which gives you D3 mortal wounds against a hero. A 1 will wound, but not kill a unit, but a 3 will kill the unit. There is an equal distribution curve of dice results meaning either opportunity is equally likely to occur. If you wound, but don't kill, the next turn, that hero will be able to inflict damage on one of your units and you'll need to waste a unit's actions fighting that hero again in order to finish it off, while defeating it makes your own units safe and allows you to take an extra action freed up by not defending/attacking against that hero. This could make a huge difference in the outcome of the game, but your strategy is essentially the same irregardless of this outcome.
I guess this is a really long way of pointing out that 40k is a terrible competitive game because the optimal strategy (that is, the thing the player has control over) can still lose due to things the player does not have control over. Even in a controlled situation where 40k is as balanced as it humanly can be, if you played four identical games between players making the absolute best decisions, you'd probably end up with four different outcomes. Player skill is entirely mitigated by dice rolls. The only way to play the game competitively would to remove the affects of swingy dice. Instead of doing D3 mortal wounds, you do 2. Instead of running MV + D6, you run MV + 3. Instead of charging 2D6, you charge 8".
However, if you approach 40k, not as a competitive game, but more as a cinematic experience, then the twists and turns of bad dice rolls create an exciting and captivating (but still extremely unfair) experience that you will remember for a long time. Winning is the goal that drives your decisions, but winning is not the goal of playing the game. You aim to win, but you play to enjoy the outcome (whatever it is).
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
Even then, the assumption is the set lists would be perfectly balanced. I suspect the TO would quickly find themselves spending more time trying to fix balance errors in their set lists than GW does trying to fix them across the game.
That isn't a necessary assumption. One could, for example, have the format where there's an overall winner for the tournament, and then the best player of each list used in the tournament.
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
I was under the impression that building entire armies for tournaments was what people did if they wanted to compete with the meta. It certainly seems to be the case around where I live. Maybe I'm mistaken? Besides, I'd imagine most people would need to add only one or two units to existing armies.
Very few people build an entire army to compete in a single tournament, unless it's like the LVO or something with 800+ people at it.
Most people build an army to compete in multiple tournaments, across multiple formats. A player might have a list that he uses for ITC events, and tweaks he can make to use it for NOVA events, and maybe mono-codex tournaments or whatever other formats exist.
Adding another format, where it requires a 100% fixed list, means your army would be pretty useless for any of the other formats, so nobody would be willing to buy in.
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
I was under the impression that building entire armies for tournaments was what people did if they wanted to compete with the meta. It certainly seems to be the case around where I live. Maybe I'm mistaken? Besides, I'd imagine most people would need to add only one or two units to existing armies.
Very few people build an entire army to compete in a single tournament, unless it's like the LVO or something with 800+ people at it.
Most people build an army to compete in multiple tournaments, across multiple formats. A player might have a list that he uses for ITC events, and tweaks he can make to use it for NOVA events, and maybe mono-codex tournaments or whatever other formats exist.
Adding another format, where it requires a 100% fixed list, means your army would be pretty useless for any of the other formats, so nobody would be willing to buy in.
That would only be the case if the army in question didn't share any units with any other tournament format. The fact is that it's easy to put together a list that uses common units nearly everyone has as part of their collections.
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
I was under the impression that building entire armies for tournaments was what people did if they wanted to compete with the meta. It certainly seems to be the case around where I live. Maybe I'm mistaken? Besides, I'd imagine most people would need to add only one or two units to existing armies.
Very few people build an entire army to compete in a single tournament, unless it's like the LVO or something with 800+ people at it.
Most people build an army to compete in multiple tournaments, across multiple formats. A player might have a list that he uses for ITC events, and tweaks he can make to use it for NOVA events, and maybe mono-codex tournaments or whatever other formats exist.
Adding another format, where it requires a 100% fixed list, means your army would be pretty useless for any of the other formats, so nobody would be willing to buy in.
That would only be the case if the army in question didn't share any units with any other tournament format. The fact is that it's easy to put together a list that uses common units nearly everyone has as part of their collections.
It's really not that easy though. Most people don't have chaos, imperial, and xenos armies just lying around. Suppose your army list for your tournament decides to make an Imperial list, with Guard, some blood angels, and maybe a Knight. Pretty standard Imperium list, but if you're a Chaos player you won't have any of those units just lying around. I personally do not like Eldar, and refuse to play them, even if they're the best competitive army in the game. I consider myself a competitive player, but I still play the faction I like the most for fluff reasons. So if your tournament used an Eldar list, I wouldn't participate.
Horst wrote: You could (have a set list tournament), but nobody would play in that event. A 40k tournament with set lists would fail because very few people have the inclination to build an entire army for a single tournament.
I was under the impression that building entire armies for tournaments was what people did if they wanted to compete with the meta. It certainly seems to be the case around where I live. Maybe I'm mistaken? Besides, I'd imagine most people would need to add only one or two units to existing armies.
Very few people build an entire army to compete in a single tournament, unless it's like the LVO or something with 800+ people at it.
Most people build an army to compete in multiple tournaments, across multiple formats. A player might have a list that he uses for ITC events, and tweaks he can make to use it for NOVA events, and maybe mono-codex tournaments or whatever other formats exist.
Adding another format, where it requires a 100% fixed list, means your army would be pretty useless for any of the other formats, so nobody would be willing to buy in.
That would only be the case if the army in question didn't share any units with any other tournament format. The fact is that it's easy to put together a list that uses common units nearly everyone has as part of their collections.
It's really not that easy though. Most people don't have chaos, imperial, and xenos armies just lying around. Suppose your army list for your tournament decides to make an Imperial list, with Guard, some blood angels, and maybe a Knight. Pretty standard Imperium list, but if you're a Chaos player you won't have any of those units just lying around. I personally do not like Eldar, and refuse to play them, even if they're the best competitive army in the game. I consider myself a competitive player, but I still play the faction I like the most for fluff reasons. So if your tournament used an Eldar list, I wouldn't participate.
There's no reason why a Fixed Army Format would require everyone to use the same army list. There could be one list per faction option, for example. Or two lists per faction. The point is that list-building is taken out of the equation so the tournament can focus on the skill of the players.
There's no reason why a Fixed Army Format would require everyone to use the same army list. There could be one list per faction option, for example. Or two lists per faction. The point is that list-building is taken out of the equation so the tournament can focus on the skill of the players.
Right, that was the assumption I was going on. One list per faction set. That still faces the issue of those lists needing to be perfectly balanced or else you're just shifting the blame of the problem off of GW and onto whoever made them. I think you'd find even set lists per faction extremely difficult to get just right.
There's no reason why a Fixed Army Format would require everyone to use the same army list. There could be one list per faction option, for example. Or two lists per faction. The point is that list-building is taken out of the equation so the tournament can focus on the skill of the players.
Right, that was the assumption I was going on. One list per faction set. That still faces the issue of those lists needing to be perfectly balanced or else you're just shifting the blame of the problem off of GW and onto whoever made them. I think you'd find even set lists per faction extremely difficult to get just right.
As mentioned, we're not expecting the lists in open format tournaments to be balanced, so why expect the fixed list formats to be perfectly balanced? All they need to be is close enough. With a Fixed Army Format you have lots of opportunity as an organiser to put up the lists well ahead of time for feedback on their perceived strengths.
And if you might wonder why someone would decide to play in a tournament where they perceive themselves to be at a disadvantage, Horst points out plenty of people play in Open Format tournaments and voluntarily place themselves at a disadvantage even though they're there to compete.
Indeed, many many years ago as a competitive swimmer I would typically attend a swim-meet every month where entrants were seeded according to their best official time. The fact was that the people with the best times were going to win 9/10, but people still entered and competed even if they were very unlikely to win. Because they were there to compete and have fun, and hopefully make their own personal best. I know 40k isn't a sport, but there's plenty we can learn from the sporting perspective.
As mentioned, we're not expecting the lists in open format tournaments to be balanced, so why expect the fixed list formats to be perfectly balanced?
Because if they're not, there's little reason to force your additional restrictions on players.
I'm not sure that offering players the option of a different format is forcing restrictions on players. Let's go back to swimming, because it's something I know about. There's four competitive races, and a combo-race; there's the breast stroke, the back stroke, butterfly, and freestyle. There's a number of restrictions involved in performing the first three, and breaking those restrictions can get you disqualified from a race. Interestingly some of the restrictions on breast stroke, for example, happened when a Japanese swimmer innovated a better arm recovery, which was split off into the butterfly. Yes, people have managed to min/max swimming. Neat huh? Anyhow, notice that last one: freestyle. There's no stroke called 'freestyle' but the fastest way of freestyle swimming is what we commonly call the front-crawl. But if you're swimming a freestyle race it's very permissive compared to the others. You could, for example, swim a freestyle race using butterfly. You'd put yourself at a distinct disadvantage presuming seeded heats and so on, but you could.
Notice the theme? Because of additional restrictions on how some strokes could be performed, we got more strokes, and the Medley races where people swam one of each, and the freestyle, open format. Swimming as a sport has benefitted from these restrictions for several reasons. The first is that some people are better at different strokes. I, for example, could not do the back-stroke to save my life. Don't know why, never figured out how, and never had a problem except where I attempted the Individual Medley events. But I was okay at breast stroke and good at butterfly. Other people were better at back stroke and terrible at breast stroke and butterfly. Some people were just lousy swimmers, but liked the fitness part and enjoyed the competition anyways. It made for a diverse range of competitors, and certainly made the IM events interesting.
There's an argument to be made about perhaps an over-proliferation of swimming events, usually at the Olympics where a good all-round swimmer can win far more medals than comparable competitors in other sports, but the fact is that having some formats with more restrictions than others broadens the range of competitors, competitions, and enriches the sport of swimming. Maybe I'm nostalgic for the days when I could weekends swimming, but as a former competitive swimmer that's my perspective on Warhammer; some people are terrible at it, some people want to compete at it, and there's lots of different ways for lots of different people to enjoy it.
What harm, exactly, do tournament players pose to the narrative folks? If you and your group play campaigns recreating your favourite Black Library book then what a tournament player thinks or does should not factor in. He's not breaking into your game and forcing you to play Matched Play with the Rule of Three and the latest hot list. Play your game your way and avoid looking down your nose at those who chose to do another way.
Now, I do think that the frame in which 40K was and continues to be designed is a game between two friends with shared expectations. That has not stopped it being a game played widely in competitive tournaments between strangers under Matched Play conditions (where the players do not agree on the terms - they just work within pre-arranged ones). That tournament players are having fun their way should not dismay anybody. They (we) are not doing it wrong. They are just enjoying the game in a different way than you (a hard-core Narrative player) do. The reverse, of course, is also true. Its just that the theme of this thread seems to be aimed against tournament players.
Let the market decide. LVO is growing each year - looks like a good format.
TangoTwoBravo wrote: What harm, exactly, do tournament players pose to the narrative folks? If you and your group play campaigns recreating your favourite Black Library book then what a tournament player thinks or does should not factor in. He's not breaking into your game and forcing you to play Matched Play with the Rule of Three and the latest hot list. Play your game your way and avoid looking down your nose at those who chose to do another way.
Now, I do think that the frame in which 40K was and continues to be designed is a game between two friends with shared expectations. That has not stopped it being a game played widely in competitive tournaments between strangers under Matched Play conditions (where the players do not agree on the terms - they just work within pre-arranged ones). That tournament players are having fun their way should not dismay anybody. They (we) are not doing it wrong. They are just enjoying the game in a different way than you (a hard-core Narrative player) do. The reverse, of course, is also true. Its just that the theme of this thread seems to be aimed against tournament players.
Let the market decide. LVO is growing each year - looks like a good format.
I agree with you, but from reading this thread, I think I understand where the narrative and more casual players are coming from... they see more and more people at their stores wanting to play with competitive rules and armies, so newer players are steered in that direction, and fewer and fewer people share their view on how the game is "meant" to be played. Essentially, the growth of competitive 40k is coming a the expense of casual 40k. I can certainly see the point of that, and to an extent agree... but I think it falls more on the individual clubs / stores to set expectations for their players than to blame competitive players for poisoning their groups. I'll use my group as an example... I'm a fairly competitive player, and this coming weekend I'm going to a narrative match that 10 of us have set up ahead of time, for a 6k vs 6k large scale battle with "fluffy" lists. The guy leading it coordinated it through facebook, and made his expectations of what an "appropriate" vs "not appropriate" army to bring would be, so everyone is on the same page. It takes a bit more effort on his part, true, but he's including me and at least one other tournament player into his decidedly not tournament game, because he's set up clear rules for who brings what. Since the game is leaning more and more towards competitive lately, it seems like this is the way to go if you want narrative games. You gotta set them up ahead of time and talk out with other players what is expected, instead of just bringing your fluffy army to a store and hoping for a like minded player.
As mentioned, we're not expecting the lists in open format tournaments to be balanced, so why expect the fixed list formats to be perfectly balanced?
Because if they're not, there's little reason to force your additional restrictions on players.
I'm pretty sure it'll never happen, but just as a thought, what if the TO provided all the models?
I think you lose a lot of the appeal of playing with your toys, though its worth noting that there's a big midwest Guild Ball event where the TO brings every model in the game and players draft their teams for the tournament breaking all factions lines, so its not exactly impossible.
The entire draw of the WH40k experience is to be able to play with others than your close ring of friends.
It is nice to play a "pick-up" game at the local FLGS and play a stranger and be able to play a "common" game.
I LOVE playing new players because it is a chance to teach and discuss rules and the "fluff" and generally a game is all good.
I learned from a guy that was WAY out of my league in chess that with less knowledgeable players you just impose harder win conditions for yourself and do not say anything (kinda a handicap).
My friends and I take it to the max competitively with each other, it makes for some really brain melting games using everything we can (legally!) to win.
Heck, we model defeated warlords on occasion under the heel of our own (still trying to figure out how to do that in a modular way).
We like the occasional "fluff" but one of us very carefully prepare a balanced scenario with the understanding that either one of us can choose to play the other guy's army: it keeps us both honest.
We still talk about a scenario that forced a situation where joe-normal tactical squads were going into heavy melee with IG/AM... it was glorious.
So, "the hate".
When a tooled-up semi- or full-competitive player takes on a full fluff-casual.
I would make a suggestion for both groups:
Competitive player needs to work on figuring out a handicap for himself.
Casual player needs to try to "up" his game as best he can (make a show of looking up things in the BRB or Codex).
That would be considered playing nice and getting along.
What is always painful in these threads is confusing the WAAC player vs the competitive: there is one that follows few rules and one that strives to follow them always.
This is the millennial everyone should have fun at tournaments and it should be as close to a tie as possible so me and my opponent both win mindset.
Unmmm, everyone should have fun at tournaments. If you aren’t going to have fun, why would you bother paying an entry fee and going to a tournament? If I am organizing a tournament and someone is t having fun, I would consider that to be a problem.
Fundamentally, I think this is what a “zero sum” game truly means. It has nothing to do with the details of how you score, but it has to do with the attitude that I’m only having fun if I am actively making the game unfun for my opponent. The more I make it unfun for them, the more fun I have. This sort of attitude is what is truly toxic.
Tournaments are based around getting the best players to compete against each other to see who is better. If I am organizing a tournament I'm celebrating the best players and hoping that the competitions are close because everyone is there to compete and win. How is wanting to bring the best army and destroy everyone I play toxic at a tournament? Should professional athletes tone down their skill so they don't win more games than other teams?
I'm not confusing that with casual games where you are playing with friends or family or having matches at your FLGS to play with people you know. If you think this whole thing is solely around having fun play more narrative games or go with PLs when you build your lists.
You said that not everyone should have fun at a tournament because that is not what tournaments are about; they are about proving who is the best and you should be merciless and do what you can to win.
I don't disagree that in competitive play, you should give it your all and try to win. But this is where we get into the big difference between good competitive players and tryhards.
A good competitive player plays to develop their skills and explore the depth of the game. They understand that them getting better at the game is in some ways a community effort (as it is hard to get better if you have no one to play with), so they play with the utmost sportsmanship and are humble in victory and gracious in defeat. They seek out challenges and try new strategies, and try to win based on superior tactics rather than "gotcha" moments like the whole "Alex and Tony at the LVO" debacle. To a good competitive player, a hard-fought victory against an equal adversary, both at the top of their field, is the pinnacle of the game. But if you aren't at that level, then they are the sort of person who you can lose to but still have fun. They know when to turn it off and are generally respectful of their opponents.
A tryhard plays only to win. To them, they just want to rack up the highest W/L ratio, no matter if it is at a high level of competition or against someone who just bought his first models that afternoon. They don't have fun if they aren't winning, and the more thoroughly they crush the spirits of their opponent and make them never want to play again, the more fun they have. They want to express dominance on the game table (sometimes because they aren't satisfied with their real life), and that leads them down the path of all sorts of toxic behaviour. Unsportsmanlike conduct, noob-stomping, trash-talking, bullying, mind games, and even outright cheating.
I've seen a lot of people quit a game I love because of tryhards, and there were times when I was tempted to get rid of my nicely painted army because I was sick of it. That is why it is important for communities to keep competitive play somewhat in check and keep everything in perspective. Not all competitive players are bad people and the truly good competitive players who are at the top of their game and don't have anything to prove are often quite pleasant. I've had a good time losing to someone who was travelling around to win major tournaments, and a bad time winning against a wannabe. The problem is that too singular of a focus on competitive play attracts tryhards, and that can poison a community because these tryhards engage in this zero sum thinking -- "I'm only having fun if you aren't"
You said that not everyone should have fun at a tournament because that is not what tournaments are about; they are about proving who is the best. That is a profoundly negative attitude. I say not everyone is going to win a tournament and that's fine, but if not everyone is having fun, then there is a problem somewhere.
Competitive player needs to work on figuring out a handicap for himself.
Casual player needs to try to "up" his game as best he can (make a show of looking up things in the BRB or Codex).
That would be considered playing nice and getting along.
What is always painful in these threads is confusing the WAAC player vs the competitive: there is one that follows few rules and one that strives to follow them always.
Lots of nice distinctions here. As someone who usually ends up on the competitive side of these arguments, I will say that there's a world of difference depending on the attitude of the opponent. When a casual player is interested in learning; I'm incredibly happy, probably more excited than playing a competitive game; to teach. What's frustrating is someone uninterested in learning that still expects to win. This is where some of the poor feelings about trying to hard and trying to figure out how hard is too hard come in.
I suppose the thing that's not super obvious to the casual player is that, at least for me, I LOVE losing. Games in which you win easily are always in your control. Games in which you lose slip out of your control and force you to adapt and learn to try and take it back. That's fundamentally what's missing when you play down. It's boring, because its losing without losing control. You remain in control of the game right up until you choose to lose. Teaching is fun because someday they surprise you. Playing against someone that wants you to let them win isn't because it feels like they don't really want to beat you; they just want to win.
Playing down in terms of playing a less optimal list is a different experience. There's fun in the challenge; and personally, I like trying new things too much to not do this to a degree all the time, but does kind of dull some of the excitement from a loss. I find it works better when you're familiar with just how experienced someone is. Where this can feel bad is when someone requests that you handicap yourself and you learn they really didn't need the advantage.
Really though, I find a good game is rarely about winning and losing. Some of the most competitive games I've ever played have also been the most casual because the latter is more about how you interact with your opponent than how hard to try to win.
I don't disagree that in competitive play, you should give it your all and try to win. But this is where we get into the big difference between good competitive players and tryhards.
I'm not arguing that there are subsets of the competitive players that ruin the gaming experience for everyone. That individual exists in every type of competition. I think there was an X-Wing player at a major tournament a couple years ago spinning their maneuver dial when their opponent was executing their movement and was busted by the camera. This is a type of person issue not a competitive 40k issue.
crimsyn wrote: A tryhard plays only to win. To them, they just want to rack up the highest W/L ratio, no matter if it is at a high level of competition or against someone who just bought his first models that afternoon. They don't have fun if they aren't winning, and the more thoroughly they crush the spirits of their opponent and make them never want to play again, the more fun they have. They want to express dominance on the game table (sometimes because they aren't satisfied with their real life), and that leads them down the path of all sorts of toxic behaviour. Unsportsmanlike conduct, noob-stomping, trash-talking, bullying, mind games, and even outright cheating.
I've seen a lot of people quit a game I love because of tryhards, and there were times when I was tempted to get rid of my nicely painted army because I was sick of it. That is why it is important for communities to keep competitive play somewhat in check and keep everything in perspective. Not all competitive players are bad people and the truly good competitive players who are at the top of their game and don't have anything to prove are often quite pleasant. I've had a good time losing to someone who was travelling around to win major tournaments, and a bad time winning against a wannabe. The problem is that too singular of a focus on competitive play attracts tryhards, and that can poison a community because these tryhards engage in this zero sum thinking -- "I'm only having fun if you aren't"
You said that not everyone should have fun at a tournament because that is not what tournaments are about; they are about proving who is the best. That is a profoundly negative attitude. I say not everyone is going to win a tournament and that's fine, but if not everyone is having fun, then there is a problem somewhere.
I said that it wasn't the tournament organizers responsibility to ensure everyone is having fun and it isn't a tournament failure if everyone didn't have fun. How people enjoy the game is different person to person. People enjoy seeing painting minis on a table, people enjoy building lists, people enjoy winning by a blowout, and people enjoy winning closely contested games. You can enjoy one of those or all of those and a tournament organizer can't possibly ensure that all of those conditions will be met every single game. It would be impossible to ensure everyone is having fun at a competitive tournament. I don't believe people enjoy losing. They may enjoy playing the game and enjoy the competition but does the person who came in last place walk around talking about how much fun they had losing every game they played?
You are interpreting it as a profoundly negative attitude because you believe that the person who goes to the tournament to win/destroy their opponent/be the best is not a gracious loser or humble winner. How do you know that the person attending the tournament doesn't gain satisfaction(fun) out of being able to test their army and strategy against multiple different people and is having fun the entire tournament regardless of winning or losing? The issue with this thread is everyone is typecasting competitive players as try hards.
I find that these issues again only really manifest in GW games so strongly. I find a lot of that is also due to the balance issues.
Competitive tournament players know the balance is bad, and shell out for new forces every season to stay up with the meta and stay competitive.
Casual narrative players know the balance is bad, but don't want to shell out for new force every season because they are tied to the faction they enjoy. As such they also cannot have good games against the competitive players unless their faction just happens to be riding the OP for the moment.
Players that don't know any better that assume "hey I have 2,000 points, that means my force is reasonably balanced" and then get table stomped because their opponent was rocking a 4000 point force in the guise of a 2000 point force due to min/max hit a crossroads.
Some embrace it and sell off the garbage and churn and burn with the competitive guys, and some get mad and quit and post negative commentary on social media and forums.
But I notice a very distinct lack of this same issue in pretty much any other game that I play. I saw it a bit in xwing because xwing had the same problem. I saw it a bit in warmachine forums for same reasons.
My other games though, are mostly quiet in this topic because its simply not as bad. I feel largely because the balance issues are not as bad.
I think a lot of the fuel for toxicity comes from the fact that chasing the meta involves your models being nerfed to obsolescence every few months when points get updated.
The other half is the rules exploits from people finding weird loopholes between rules interacting with each other.
This problem isn't unique to 8th but I feel the constant updates we have nowadays accelerates this issue.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got -
This is perhaps the least accurate statement in the thread so far. I am surprised by the # of players still out there who don't yet realize player skill is a/the dominant factor in success.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got -
This is perhaps the least accurate statement in the thread so far. I am surprised by the # of players still out there who don't yet realize player skill is a/the dominant factor in success.
My hope for Fixed Army Format tournaments would be that it would help players realise it's player skill, what you do with your resources (including luck), rather than luck or army list.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got -
This is perhaps the least accurate statement in the thread so far. I am surprised by the # of players still out there who don't yet realize player skill is a/the dominant factor in success.
My hope for Fixed Army Format tournaments would be that it would help players realise it's player skill, what you do with your resources (including luck), rather than luck or army list.
I think it would. My point was the guy I quoted basically said fixed army tourneys would just come down to dice rolls, and that's ... very, very wrong.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got -
This is perhaps the least accurate statement in the thread so far. I am surprised by the # of players still out there who don't yet realize player skill is a/the dominant factor in success.
My hope for Fixed Army Format tournaments would be that it would help players realise it's player skill, what you do with your resources (including luck), rather than luck or army list.
Fixed army lists are easy - proxies are allowed!
Advertise the tourney as fixed list must be as close to WYSIWIG proxy army as possible,
with all entrants playing the same "list"
represented by different models.
TOs can give prizes for people who go all out,
and convert their armies to match the tourney them, and so on...
MVBrandt wrote: I think it would. My point was the guy I quoted basically said fixed army tourneys would just come down to dice rolls, and that's ... very, very wrong.
No, I said it would come down to swingy dice rolls. The vast majority of rolls will occur in a bell curve with extremely good or extremely bad rolls generally being outliers because you roll a lot of dice. But in cases where you only roll one or two D6s, the chances of getting extremely good or extremely bad rolls increases quite a bit. They are also more likely to have consecutive extremes, like missing three charges in a row or doing max mortal damage multiple times. The basic strategy of the game is built around the bell curve of average rolls, but the extreme rolls can be decisive in the outcome of the battle.
I don't think 40k is a particularly skillful game (I reserve that designation for games like Go), but whatever strategy you use is susceptible to the will of the dice. If there are no extreme rolls, I agree that a good strategy can win. But there will be extreme rolls, and in some cases, many more of them than you can strategize around. Confirmation bias just convinces you that when you win or lose, it was entirely due to skill.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got -
This is perhaps the least accurate statement in the thread so far. I am surprised by the # of players still out there who don't yet realize player skill is a/the dominant factor in success.
My hope for Fixed Army Format tournaments would be that it would help players realise it's player skill, what you do with your resources (including luck), rather than luck or army list.
Fixed army lists are easy - proxies are allowed!
Advertise the tourney as fixed list must be as close to WYSIWIG proxy army as possible,
with all entrants playing the same "list"
represented by different models.
TOs can give prizes for people who go all out,
and convert their armies to match the tourney them, and so on...
MVBrandt wrote: I think it would. My point was the guy I quoted basically said fixed army tourneys would just come down to dice rolls, and that's ... very, very wrong.
No, I said it would come down to swingy dice rolls. The vast majority of rolls will occur in a bell curve with extremely good or extremely bad rolls generally being outliers because you roll a lot of dice. But in cases where you only roll one or two D6s, the chances of getting extremely good or extremely bad rolls increases quite a bit. They are also more likely to have consecutive extremes, like missing three charges in a row or doing max mortal damage multiple times. The basic strategy of the game is built around the bell curve of average rolls, but the extreme rolls can be decisive in the outcome of the battle.
I don't think 40k is a particularly skillful game (I reserve that designation for games like Go), but whatever strategy you use is susceptible to the will of the dice. If there are no extreme rolls, I agree that a good strategy can win. But there will be extreme rolls, and in some cases, many more of them than you can strategize around. Confirmation bias just convinces you that when you win or lose, it was entirely due to skill.
Based on your clarification, I would still disagree. But I am mostly just noting your observation that 40k is not a particularly skillful game. That's ... simply untrue. And no, most games would not come down to swingy dice rolls.
40k is an incredibly shallow game with the illusion of a lot of skill and complexity. It's not high skill, but it's not entirely dice either. It's a far cry from what I would consider requiring a lot of skill or even deep and complex skill, however, no matter how much the competitive 40k crowd wants to pretend it does.
LunarSol wrote: Even then, the assumption is the set lists would be perfectly balanced.
This is slightly off topic from what you said, but... Two players playing the same list on symmetrical terrain would be about as balanced as 40k ever got -
This is perhaps the least accurate statement in the thread so far. I am surprised by the # of players still out there who don't yet realize player skill is a/the dominant factor in success.
My hope for Fixed Army Format tournaments would be that it would help players realise it's player skill, what you do with your resources (including luck), rather than luck or army list.
Fixed army lists are easy - proxies are allowed!
Advertise the tourney as fixed list must be as close to WYSIWIG proxy army as possible,
with all entrants playing the same "list"
represented by different models.
TOs can give prizes for people who go all out,
and convert their armies to match the tourney them, and so on...
That's a great idea!
Or simply force unit choices and points distributions, like:
1750 points
20% HQ max.
no named characters.
no character over 150points after wargear.
50% max troops
30% min troops
maximum 6 separate troop units
20% max hvy spt
20% max fast attack
20% max elites
no flyers
no relics
all units must belong to a single faction or clan, etc.
At the start of every game,
each player will choose one unit from the opposing player's army
and remove it from the game.
Whoever is determined to move first chooses first,
and after the unit is removed, the opposing player chooses.
Wayniac wrote: 40k is an incredibly shallow game with the illusion of a lot of skill and complexity. It's not high skill, but it's not entirely dice either. It's a far cry from what I would consider requiring a lot of skill or even deep and complex skill, however, no matter how much the competitive 40k crowd wants to pretend it does.
It's an interesting fissure between the competitive and casual crowds that casual people tend to believe that the dice rolls overwhelm skill, and competitive players believe it doesn't. I mean, Mike organises the premiere 40k competitive event, the NOVA Open, so I would think he has some experience in the matter, and it's definitely not the only event at NOVA - it has narrative events too.
Wayniac wrote: 40k is an incredibly shallow game with the illusion of a lot of skill and complexity. It's not high skill, but it's not entirely dice either. It's a far cry from what I would consider requiring a lot of skill or even deep and complex skill, however, no matter how much the competitive 40k crowd wants to pretend it does.
It's an interesting fissure between the competitive and casual crowds that casual people tend to believe that the dice rolls overwhelm skill, and competitive players believe it doesn't. I mean, Mike organises the premiere 40k competitive event, the NOVA Open, so I would think he has some experience in the matter, and it's definitely not the only event at NOVA - it has narrative events too.
Generally speaking competitive players are more aware of what the dice odds actually are and make their decisions accordingly. They're making plans based on below average results and take moments of good fortune as a freebie rather than something their plans depended on. When you really understand the dice curve and what you should expect out of them, its a lot easier to make meaningful decisions. That said, GW's stuff is far from the most skill intensive games I've played; they're also a lot less random than people think once you get it out of your head that 3's to hit, 3's to wound should succeed "most" of the time.
Wayniac wrote: 40k is an incredibly shallow game with the illusion of a lot of skill and complexity. It's not high skill, but it's not entirely dice either. It's a far cry from what I would consider requiring a lot of skill or even deep and complex skill, however, no matter how much the competitive 40k crowd wants to pretend it does.
It's an interesting fissure between the competitive and casual crowds that casual people tend to believe that the dice rolls overwhelm skill, and competitive players believe it doesn't. I mean, Mike organises the premiere 40k competitive event, the NOVA Open, so I would think he has some experience in the matter, and it's definitely not the only event at NOVA - it has narrative events too.
He also has a vested interest in keeping that narrative going, whether it's true or not, although it's not in the same vein as say Frontline Gaming which I basically consider being the GW Ministry of Propaganda.
Based on your clarification, I would still disagree. But I am mostly just noting your observation that 40k is not a particularly skillful game. That's ... simply untrue. And no, most games would not come down to swingy dice rolls.
40k is not without skill, but it is a pretty shallow game overall, with few meaningful decisions especially when compared with the complexity inherent in other wargames or games in general. That is not to say it is a 'bad' game, or a game that can't (or shouldn't) be enjoyed.
Based on your clarification, I would still disagree. But I am mostly just noting your observation that 40k is not a particularly skillful game. That's ... simply untrue. And no, most games would not come down to swingy dice rolls.
Compared to say, sports Bridge, it is relatively very low on skill scale...
My description of the importance of dice rolls was with all things being equal - identical teams on symmetrical terrain. I think everyone can agree that army composition makes the absolute most difference in success. Is it fair to say that a great player with a very bad list most likely won't beat a bad player with a very good list?
But even removing that, you still aren't left with a particularly fair game because many circumstances have a flat distribution curve, making results towards the extreme ends more common. With balance otherwise being even, these extreme rolls can cluster, determining the winner of the game regardless of skill.
If, and only if, you control for army composition and terrain advantages, AND you control for these dice extremes, then you are left with a game in which skill will be the single most important determining factor in the game. But you'd literally have to remove 99% of the game to do that, so...
Wayniac wrote: 40k is an incredibly shallow game with the illusion of a lot of skill and complexity. It's not high skill, but it's not entirely dice either. It's a far cry from what I would consider requiring a lot of skill or even deep and complex skill, however, no matter how much the competitive 40k crowd wants to pretend it does.
It's an interesting fissure between the competitive and casual crowds that casual people tend to believe that the dice rolls overwhelm skill, and competitive players believe it doesn't. I mean, Mike organises the premiere 40k competitive event, the NOVA Open, so I would think he has some experience in the matter, and it's definitely not the only event at NOVA - it has narrative events too.
He also has a vested interest in keeping that narrative going, whether it's true or not, although it's not in the same vein as say Frontline Gaming which I basically consider being the GW Ministry of Propaganda.
He really doesn't
He doesn't make money from NOVA and most of NOVA is narrative and non-GW events. It's less a competitive 40k tournament than a gaming convention as I understand it. I don't see how he has a vested interest. Expertise, certainly, but not any reason to publicly state what isn't the truth as he sees it
Sqorgar wrote: Is it fair to say that a great player with a very bad list most likely won't beat a bad player with a very good list?
No, it's not really fair to say that. I'm confident in saying Jim Vesal with a Grey Knights list would likely beat a bad player with a Flying Circus Eldar list.
This game in a lot of ways is about knowing the weaknesses of armies, and the strengths of others, and knowing how to exploit that. Flying Eldar for example should take apart a Grey Knights list, but I'm sure a bad player with that list wouldn't understand the danger of deep striking marines with storm bolters, would lose his ground forces, and then would lose because of the "boots on the ground" rule.
A good player with a bad list will beat a bad player with a good list most of the time. Even if the "bad" list is utterly incompetent, a bad player usually leaves massive holes in his strategy a good player could exploit to make up for their worse list.
Sqorgar wrote: Is it fair to say that a great player with a very bad list most likely won't beat a bad player with a very good list?
No, it's not really fair to say that. I'm confident in saying Jim Vesal with a Grey Knights list would likely beat a bad player with a Flying Circus Eldar list.
This game in a lot of ways is about knowing the weaknesses of armies, and the strengths of others, and knowing how to exploit that. Flying Eldar for example should take apart a Grey Knights list, but I'm sure a bad player with that list wouldn't understand the danger of deep striking marines with storm bolters, would lose his ground forces, and then would lose because of the "boots on the ground" rule.
A good player with a bad list will beat a bad player with a good list most of the time. Even if the "bad" list is utterly incompetent, a bad player usually leaves massive holes in his strategy a good player could exploit to make up for their worse list.
I agree up to a point. I think people forget how bad some players can be, or have never encountered such a player. New or weak players make terrible decisions a lot of the time and are unfamiliar with a lot of the simple tricks that more experienced players take for granted. I've had some new players surprised at being multi-charged, for example. Such a tactic simply never crossed their minds.
However (and this is the big caveat for 40k, IMO) I think the issue with 40k is that if you replace "bad player" in the example above with "OK player" the scenario changes massively. The lack of depth in 40k means that a lot of the "tactics" employed are simply rote actions you can add to a checklist you work through as your turn progresses. So you don't need much a of a step up from "bad player" before the imbalance in the game and shallowness of the tactics allows a good list to overwhelm a weak one regardless of who's playing the weak list. Basically, the problem is that the step up from bad player to mediocre is a very simple one to take and the only players I've seen who don't make that step up are those who aren't really invested in the game at all.
Many discutants here seem to confuse skill in the game with knowledge about the game. Ability to multicharge, boots on the ground rule, bubblewraps, daisychains those all are elements of knowledge about a game, not skill elements. The skill here is the ability to judge when to perform any of those manouvers. This, as with any intelectual game, boils down to ones ability to predict future game states tree and follow the most advantageous branch. But because every action you can execute in 40K ends with a random roll, you can only predict so much and you have to make backup plans for quite high discrepancy of results. That is why all movement phase decisions and low variance listbuilding choices are so important in 40k skill - those directly affect the ability to predict the future flow of the game and act accordingly. This is also why ITC format is considered better - because you can prepare and rehearse for many game elements before the actual game, cutting down the total volume of the game tree. But there is limit to that and the rest is ruled by dice rolls.
The reason why high tables 40k seem to be highly skill dependent is because whichever of the two skillfull enough for 40k players wins by the luck element, it will be perceived as justly won, and because that luck element perception is focused on singular spectacular (swingy) rolls that you can pinpoint, while in reality the luck element lies within those little „statistical” ones (one more wound here, one less casaulty there). In 40k game of equals dice rule, not minute skill discrepancies between players.
Again, compare that with skill ladder in chess or bridge (the only two officially acknowledged intelectual sports disciplines) and you will see how little actual skill there is in 40k.
But with all that said, there is still enough room for huge knowledge and skill discrepancies between players as a) most players prowess in the game is quite low and sometimes based on myths about the game, b) mileage of most players is very, very low compared to total volume of possible rules/faction interactions (the gotch ya element caused by the vastness of the game), c) self ascribed knowledge and skill level is in many cases way above the actual, so many players do not learn to play better over time but still consider themselves skilled veterans only because they are in the game long enough to know how to exploit balance issues, and d) most people confuse sofa mathhammer skills with actual tabletop experience and then perform poorly in actual tournaments.
auticus wrote: I have found good players with bad armies make great games with bad players rocking netlists. The results ive found have been about 50/50
But if they had equal armies, you'd expect the good player to win the majority of the time - probably close to 100/0, right? So would you say that army composition is the dominant qualifier for success in 40k? In a skill based game, a bad player should never win against a good player.
I mean there's a point where bringing gak lists and complaining that people have looked up gak for their expensive ass hobby is just kind of ridiculous.
Listbuilding is a part of the game, and knowing your list, it's strengths,weaknesses and to how pilot the list is all part of the game and being a better player.
"A bad player should never win against a good player" when the supposedly good player brings a awful list rings very hollow to me. It feels very self reassuring and a naïve pat on the back.
The desire to create this good/bad player/list dictomony seems pedantic and pointless, as list building is part of being a good player and isn't really something that exists in a vaccum.
"A bad player should never win against a good player" when the supposedly good player brings a awful list rings very hollow to me. It feels very self reassuring and a naïve pat on the back.
If it is a skill-based game, then skill should be the primary deciding factor in victory. That is, skill should be able to compensate for moderate handicaps and imbalances. If the difference in lists is what decides victory, it is not a skill based game.
The desire to create this good/bad player/list dictomony seems pedantic and pointless, as list building is part of being a good player and isn't really something that exists in a vaccum.
Minmaxing is hardly rocket science. Most people just choose to listbuild around different criteria - which models they own or want to own, fluffly lists, cheapest lists, lists that are more versatile, lists that are just fun to play. Listbuilding to win is not different than listbuilding based on a budget, it just focuses on a different thing. Instead of minmaxing power, it is minmaxing money.
Basically, the only reason that competitive players make really competitive lists is because only competitive players would enjoy making and playing that sort of list - it isn't because it is a skill or requires any actual talent. It's a matter of priorities, not skill. Most people just don't want to play that way, because... geez, what a horrible waste of time and energy...
I mean, I've been a computer programmer for... geez, almost 30 years now. I've built systems that make 40k look like tinker toys. When you've spent a year writing multiple hundreds of thousands of lines of code, the prospect of picking the 10 best things out of a few dozen similar things and deciding which pew pew to do during your five turns doesn't exactly make me dust off the old thinking cap, know what I mean?
If you're writing hundreds of thousands of lines a code per year, you're either not documenting anything or copy/pasting huge chunks around and creating a ton of duplicate code that is hard to maintain. Probably not something to brag about.
Seriously sqorgar, answer this. If it's so easy, how come so many competitive players are unable to win 100% of the time? I try to optimize my lists... I still don't win GTs all the time. Is it because I'm just too stupid to figure out a supposedly easy game that requires no skill? Or are you just being obtuse and arguing because you don't like competitive play?
Horst wrote: If you're writing hundreds of thousands of lines a code per year, you're either not documenting anything or copy/pasting huge chunks around and creating a ton of duplicate code that is hard to maintain. Probably not something to brag about.
It really depends on what you are making, doesn't it?
Seriously sqorgar, answer this. If it's so easy, how come so many competitive players are unable to win 100% of the time?
I'm just going to throw this out there... because 40k is not a skill-based game?
I try to optimize my lists... I still don't win GTs all the time. Is it because I'm just too stupid to figure out a supposedly easy game that requires no skill? Or are you just being obtuse and arguing because you don't like competitive play?
I don't know you or why you don't win GTs all the time. But it seems like there's really only two possibilities. A) 40k is not a game that anybody can win all the time because skill isn't as important as it appears, or B) 40k is a game that requires a lot of skill, which you simply lack. And I guess you are arguing for B?
A third possibility is, I guess, C) that you are making decisions with priorities not laser focused on winning. Like if Eldar are the current best faction and you'd rather put your hand in a blender than play those melon farming, pointy eared, space elf bastards. That's going to hold you back, but screw those egg helmet wearing turd burglars...
Seriously sqorgar, answer this. If it's so easy, how come so many competitive players are unable to win 100% of the time? I try to optimize my lists... I still don't win GTs all the time. Is it because I'm just too stupid to figure out a supposedly easy game that requires no skill? Or are you just being obtuse and arguing because you don't like competitive play?
You confuse one thing here: a game not fully dependent on skill does not mean that it is an easy game. If your goal is to win 99% of times then a game with enough luck element in it is literally the hardest game to achievie this in. Heck, many co-op board games rely on exactly this effect to „be difficult” - that all player agency embedded in a game cannot overcome random element reliably enough for the game to be solved.
And I have answered this question of yours in my post above - 40k game between equally skilled players with equally powerfull armies is resolved by dice luck, not minute skill level differences. Assuming „listbuilding is a skill” perspective, 40k lets you sort out really bad players from mediocre players, mediocre players from good players and good players from top players, but within any of those groups, bad, mediocre, good or top the ranking order is driven purely by dice gods. Nobody is able to achieve a status of undefeated champion of 40K like you can achieve in, say, chess because luck element in 40k cannot be surpassed enough by skill element.
OK... then please explain to me how players like Nick Nanavati can use 3 different armies, and still have reliable results in the top 3 of almost every tournament he goes to? Or how TJ Lannigan can have 5 GT wins with a different army (one Nick hasn't played)?
At these tournaments, everyone is trying to bring the best list they can. I've certainly beaten other players using similar lists to theirs. Why then are some players able to consistently place highly in GT's?
Horst wrote: OK... then please explain to me how players like Nick Nanavati can use 3 different armies, and still have reliable results in the top 3 of almost every tournament he goes to? Or how TJ Lannigan can have 5 GT wins with a different army (one Nick hasn't played)?
At these tournaments, everyone is trying to bring the best list they can. I've certainly beaten other players using similar lists to theirs. Why then are some players able to consistently place highly in GT's?
First, you are talking mostly about ITC ranking, a format which makes 40K a whole lot smaller and nearly solvable game. And secondly, as I wrote above, 40K can differentiate between bad, mediocre, good and top players. What it cannot is sort players purely by skill. Because of how tournaments are constructed and how few players are willing to actually devote their time to follow all rules changes and money to top level churn, burn and travel, you'll see only a handfull of names not only rotating at the top places, but even attending all those pointed tournaments. There is no magic in it - in a game of constantly changing rules and meta only the most devoted players can compete at the very top (and to win at that level they also must be capable enough) - the WHOLE ITC ranking, including people with 0 overall score is only about 8000 records long. That is... tiny.
To end my argument about this particular topic: I would say 40K at GT levels requires the same amount of skill as poker (which requires you to be able to keep all deals between shuffles and all odds in your head from game to game, so there is fairly high demand for "brain power" in it, but is still driven hell of a lot by luck. It is only an available choice to withdraw that keeps the skill element in poker more important than luck element), but this is still a hell of a lot less skill required for high level play than in Bridge. And to speak plainly - I doubt that many, many 40K players who consider themselves capable would even understand casual level Bridge and would most certainly fell out the wagon pretty quick when presented with all Bridge depth, except for those few at the top of the ladder. In other words - 40K may seem skill based only when compared to other luck involving games, but is pale in comparison with Go, Bridge or Chess. "Requires limited skill" is a matter of perspective. Imagine this: if instead of how much VPs you got at the end of the game the winner of the 40K match would be the person who more accurately predicted the entire flow of the game, in advance, based on limited information expressed in artificial and higly limited language. Not only predict a winner or an end score, but tell the entire game to a judge in advance, move by move, result by result, every decision made by both players from deployment to the last roll based solely on deployment. That is how even casual level Bridge works for 52 separate decisions made by four players in two teams. 52 decisions is close to amount of decisions that happen during last three turns of a typical 40K game - if your game ends in tabling mid 2nd turn players don't even make that much. Because how different game tree between Bridge and Chess is, the number of moves ahead that chess masters see is about 20. In Go it's between 30-50. Even if you are a mediocre chess, go or Bridge player you can solve most of Eternal War games somewhere between second and third turn and with large list power discrepancies you can solve it closer to first turn and the rest are dice rolls.
Horst wrote: OK... then please explain to me how players like Nick Nanavati can use 3 different armies, and still have reliable results in the top 3 of almost every tournament he goes to? Or how TJ Lannigan can have 5 GT wins with a different army (one Nick hasn't played)?
At these tournaments, everyone is trying to bring the best list they can. I've certainly beaten other players using similar lists to theirs. Why then are some players able to consistently place highly in GT's?
Cheating?
I mean, I don't follow any of this stuff, but I do remember a scandal not too long ago where a top ranking tournament player was basically disgraced out of the game when his cheating was caught on camera. And I remember the discussions at the time being how rampant cheating is in the tournament scene. And I don't think that's the only time a cheating scandal has happened in the 40k tournament scene. I mean, I have no idea if these guys are cheating. I have no idea who they even are. But, in really competitive environments, especially when money or reputation is on the line, cheating isn't exactly uncommon (ask that guy with the one testicle).
To be sure, I'm not accusing anybody of anything. I'm just offering up a potential answer to your question that you may not have considered.
Sqorgar wrote: To be sure, I'm not accusing anybody of anything.
"I'm not accusing you of murdering that guy, I'm just asking questions about what it might be like if you had murdered that guy and why you might have done it". If you're going to accuse someone of cheating, even implicitly, at least have the courage to do it directly instead of hiding behind weasel words and hoping you don't get a rule #1 ban.
Peregrine wrote:”I'm not accusing you of murdering that guy, I'm just asking questions about what it might be like if you had murdered that guy and why you might have done it". If you're going to accuse someone of cheating, even implicitly, at least have the courage to do it directly instead of hiding behind weasel words and hoping you don't get a rule #1 ban.
Sqorgar wrote:I don't follow any of this stuff... I have no idea if these guys are cheating. I have no idea who they even are... I'm not accusing anybody of anything...
There's an enormous amount of evidence out there that the top players win edition in and edition out, with a variety of lists, against a variety of competition. Because they're highly skilled players.
There's also an enormous amount of evidence that even the known "overpowered" lists from time to time rarely exceed about a 60% win rate, meaning 40% of those games are lost.
There's NO evidence to support the argument that list is the only thing that matters, or that it's primarily a dice-odds-based luck-based game.
You're going to have to actually provide more than assertion to overcome what becomes an increasing volume of evidence that skill matters quite a lot.
If there are say 20 lists in an entire game, and three of those lists are mathematically over powered, but 80% of the lists in attendance are those three lists, and those three lists never have a higher than 60% win rate, is it fair to say the list doesn't matter as much as skill because those lists lose 40% of the time, or does the fact that those three overpowered lists face off and beat each other 60/40 but the other 17 lists get face rolled 90/10 matter?*
(note I know there are more than 20 lists in the game and I know there are more than 3 lists that show up but the gist is still there, the same 3 or 4 lists or themes are usually predominant with a smattering of everything else)
You would need to break down list vs list statistics before the 60/40 rate means much because the same type of lists are predominantly present with minor permutations.
Target priority and maximizing math odds are indeed skills: the two most influential skills in 40k.
If you want to solve this chestnut after 30 years of people arguing about it once and for all you'd need to get those top players playing garbage or meh lists and doing equally well with them before the assertion that skill matters a lot can equally bear weight as the argument lists matter more.
There are and always will be outliers and a couple people will buck the trend and actually do well with garbage lists. I've known two such people in my life in my own twenty odd years of 40k that could do that, out of hundreds I played against on the tournament circuit. The rest required powerful lists to stay on top as much as their target prioritization skills and ability to formulate what an undercost overpowered unit was and to max it out.
auticus wrote: If there are say 20 lists in an entire game, and three of those lists are mathematically over powered, but 80% of the lists in attendance are those three lists, and those three lists never have a higher than 60% win rate, is it fair to say the list doesn't matter as much as skill because those lists lose 40% of the time, or does the fact that those three overpowered lists face off and beat each other 60/40 but the other 17 lists get face rolled 90/10 matter?*
(note I know there are more than 20 lists in the game and I know there are more than 3 lists that show up but the gist is still there, the same 3 or 4 lists or themes are usually predominant with a smattering of everything else)
You would need to break down list vs list statistics before the 60/40 rate means much because the same type of lists are predominantly present with minor permutations.
Target priority and maximizing math odds are indeed skills: the two most influential skills in 40k.
If you want to solve this chestnut after 30 years of people arguing about it once and for all you'd need to get those top players playing garbage or meh lists and doing equally well with them before the assertion that skill matters a lot can equally bear weight as the argument lists matter more.
There are and always will be outliers and a couple people will buck the trend and actually do well with garbage lists. I've known two such people in my life in my own twenty odd years of 40k that could do that, out of hundreds I played against on the tournament circuit. The rest required powerful lists to stay on top as much as their target prioritization skills and ability to formulate what an undercost overpowered unit was and to max it out.
The statistics have been broken down, repeatedly; it's not 80% of the field with only 3 lists, by a long shot. Also the garbage or suboptimal list stuff happens all the time. Hell, I basically nerfed my list by adding a bunch of cute Tauroxes to it and won LGT, against 5 ETC captains and team members fielding "the" archetypal lists of the time.
ive never seen a site that broke down those stats past superficial levels because of the work involved.
Ive also heard a great many people call that they played with a gimp list only to find gimp meant an A list instead of an A+ list.
I dont think things have changed that much since i did the gt circuit.
Going off my own experience, i dont believe it until we have events where these good players are playing trash and we can all objectively see its trash not just a powerlist minorly toned down.
And we would need a solid site with actual list breakdowns if we are going to use those statistics, otherwise those are hollow numbers.
*events with set lists would also distinguish good players from listbuilding crutch pilots that lucked into a high place via luck of opponents.
My first year of 40k i top ten’d a gt because i played 3rd ed eldar and was fed six marine players.
auticus wrote: If there are say 20 lists in an entire game, and three of those lists are mathematically over powered, but 80% of the lists in attendance are those three lists, and those three lists never have a higher than 60% win rate, is it fair to say the list doesn't matter as much as skill because those lists lose 40% of the time, or does the fact that those three overpowered lists face off and beat each other 60/40 but the other 17 lists get face rolled 90/10 matter?*
(note I know there are more than 20 lists in the game and I know there are more than 3 lists that show up but the gist is still there, the same 3 or 4 lists or themes are usually predominant with a smattering of everything else)
One of the big problems with the way people report and see tournament results is a tendency to focus on the podium. It's certainly an important spot but its also a pretty significant minority of the tournament and tends to drive that "3 or 4 list" focus simply because by definition; there's no more than 4 lists in the top 4. You find that TOs often have a cheerier outlook on the meta because they tend to have to look at at least all the X-1's, which is a pretty significant accomplishment that should be largely indistinguishable from 2nd or 3rd anyway. You tend to see a lot more variety if you look at larger fields, like every list with one loss or every list undefeated with 2 rounds left to go in the tournament, which is where you really start to see the difference between "good lists" and "good players" and can get a good idea on the former.
Part of the problem is that people want a champion and go to somewhat self defeating lengths to filter out the noise that variety creates. For example, I've seen people catalog ever Imperium list with the loyal 32 as the same thing regardless of what the remaining 1800 points consists of. We're creates that seek out patterns and sometimes are quick to remove details that break up the patterns that make the data make sense to us. Even in 2 lists that are largely the same, there are a couple hundred points of variance that we're quick to dismiss because our brain wants stability. Right now, 40k has some of the most varied tournament results of any game system I've ever been a part of, and honestly, seeing how quickly people break it down into the narrow window of the accomplishments of a half dozen people makes me curious if its more of an issue with the way people see tournament results than anything else.
Ive also heard a great many people call that they played with a gimp list only to find gimp meant an A list instead of an A+ list.
The internet is full of armchair quarterbacks that don't realize their only perspective difference between those two is that an A list COULD win a tounament and an A+ list HAS won a tournament. Only so many lists can get a little gold star each week after all and if that's your only measurement of power and quality than you're completely restricted by the choices and accomplishments of others.
For me when I say "a good player fields a trash list or a meh list" that is me saying a list that is sub optimal (trash) or middle of the road (meh).
An "A" quality list is still a power list.
If the argument is "lists don't mean as much as you think" and the player in question is talking about "A" lists instead of "A+" lists, I don't find there to be much of a difference at all.
Again speaking from my own experiences. I top 10'd at a handful of GTs with busted lists in the long ago, and when I lost my broken lists and fielded average to meh lists my win rate dropped exponentially.
But according to the logic I hear often, because I placed high at tournaments, to include regional grand tournaments, regularly, that means I'm highly skilled and my lists didn't mean as much.
But my lists, and all of my peers at the times' lists were every reason why we were able to constantly place high in tournaments and when we lost those power lists, we stopped placing at the top of tournaments.
Which is why my opinion is, based on my own experience, that lists in 40k are the majority piece, and the skill part revolves around target priority and then getting lucky with who they pair you up against.
Now some people also consider listbuilding a skill.
These are all personal opinion but I don't consider listbuilding a skill of any merit because it was mostly using middle school math to determine where the holes were in 10 minutes.
Target priority is a skill albeit the only one that really matters in the game. You couple target priority with the ability to maximize the dice odds (list building). There are your needed skills.
To me thats not skillful play. Maybe because I also used to play tournament chess and have played too many other wargames where 40k as a game of skill is not something I consider by my own standards or consideration.
Could someone be specific about what exactly makes 40k skillful? Because I'm not sure what to make of it when lined up next to other games that just seem much more involved.
Irkjoe wrote: Could someone be specific about what exactly makes 40k skillful? Because I'm not sure what to make of it when lined up next to other games that just seem much more involved.
It's the ability to plan ahead and to keep track of everything going on. Let me give you an example... Guard vs Genestealer Cults. Guard has some leman russes, some bullgryn, a few sentinels, and a bunch of infantry. Genestealers have 2 squads of Acolytes with Rocksaws, 2 squads of Abberants with picks and stopsigns, a flamer bomb squad of acolytes, and a bunch of characters to buff everything, with a bunch of smaller characters. Assume Guard gets unlucky and has to go first.
Guard needs to keep the Leman Russes alive, that's the primary goal, since that's most of the firepower. But all the Genestealers can deep strike and assault. They can also deep strike the flamer squad in within 3" of you, kill a bunch of infantry, and then deep strike a harder hitting squad into the cleared hole, then assault with them. SO, Guard needs to carefully position their army such that there are multiple layers of infantry screens between the important tanks and the possible deep strikers. They also need to ensure the Bullgryns are in a position where they can counter-charge any high-value targets that come in. Guard needs to try to anticipate where the GSC will want to deep strike, and have a plan to counter it, keeping in mind that the GSC player may assault in such a way that they take a squad "hostage", so that they cannot be shot at. If you remove the wrong guy in the shooting phase, it might give the GSC an opportunity to easily surround a unit in the assault phase, letting him take a hostage. You want to prevent this at all costs, or at least control where it happens so the Bullgryn can counter charge.
You need to keep all this in mind, while planning what objectives you can take from your opponent (admittedly not difficult vs GSC in an ITC matchup, Headhunter, Engineers, and Reaper most likely) while preventing the opponent from getting "Kill More", since he'll almost certainly hold more objectives every turn. This isn't easy, given that you'll need to sacrifice 2-3 squads of Infantry per turn to keep him off your valuable units.
As a Guard player, this is all stuff you need to keep in mind for ONE matchup.... Tau require a different approach, as do Knights and Eldar and Orks and every other top tier army out there. If you don't have a plan for every matchup you go into, you are not going to win vs a skilled opponent fielding that army.
Irkjoe wrote: Could someone be specific about what exactly makes 40k skillful? Because I'm not sure what to make of it when lined up next to other games that just seem much more involved.
It's the ability to plan ahead and to keep track of everything going on. Let me give you an example... Guard vs Genestealer Cults. Guard has some leman russes, some bullgryn, a few sentinels, and a bunch of infantry. Genestealers have 2 squads of Acolytes with Rocksaws, 2 squads of Abberants with picks and stopsigns, a flamer bomb squad of acolytes, and a bunch of characters to buff everything, with a bunch of smaller characters. Assume Guard gets unlucky and has to go first.
Guard needs to keep the Leman Russes alive, that's the primary goal, since that's most of the firepower. But all the Genestealers can deep strike and assault. They can also deep strike the flamer squad in within 3" of you, kill a bunch of infantry, and then deep strike a harder hitting squad into the cleared hole, then assault with them. SO, Guard needs to carefully position their army such that there are multiple layers of infantry screens between the important tanks and the possible deep strikers. They also need to ensure the Bullgryns are in a position where they can counter-charge any high-value targets that come in. Guard needs to try to anticipate where the GSC will want to deep strike, and have a plan to counter it, keeping in mind that the GSC player may assault in such a way that they take a squad "hostage", so that they cannot be shot at. If you remove the wrong guy in the shooting phase, it might give the GSC an opportunity to easily surround a unit in the assault phase, letting him take a hostage. You want to prevent this at all costs, or at least control where it happens so the Bullgryn can counter charge.
You need to keep all this in mind, while planning what objectives you can take from your opponent (admittedly not difficult vs GSC in an ITC matchup, Headhunter, Engineers, and Reaper most likely) while preventing the opponent from getting "Kill More", since he'll almost certainly hold more objectives every turn. This isn't easy, given that you'll need to sacrifice 2-3 squads of Infantry per turn to keep him off your valuable units.
As a Guard player, this is all stuff you need to keep in mind for ONE matchup.... Tau require a different approach, as do Knights and Eldar and Orks and every other top tier army out there. If you don't have a plan for every matchup you go into, you are not going to win vs a skilled opponent fielding that army.
The thing is...all those things you list are just not that skill-intensive. It's a very simple "skill" to learn that you need to screen against deep strike, and Guard are one of the better armies at doing it too. Different armies have different challenges depending on specific special rules but the principles are the same across the board. Obviously you need to adapt against different armies but I don't think you can measure skill purely through the number of decisions required in order to win a game. It's the nature of the decisions that is more important. If you have 100 little things you need to keep track of, but each one is actually very trivial (or at least a solved problem), it's not really a reflection of skill if you get all those decisions correct, it's just a memory test. It's the perfect example of what I talked about before where "skill" can be replaced with a checklist you need to work down.
The same applies to the small comment above about ITC. So many of the secondaries in that version of the game are fixed decisions based on your own army or your opponents, and it's again perfectly possible to devise a "cheat sheet" that you can use to help you select secondaries in various match-ups.
Irkjoe wrote: Could someone be specific about what exactly makes 40k skillful? Because I'm not sure what to make of it when lined up next to other games that just seem much more involved.
It's the ability to plan ahead and to keep track of everything going on. Let me give you an example... Guard vs Genestealer Cults. Guard has some leman russes, some bullgryn, a few sentinels, and a bunch of infantry. Genestealers have 2 squads of Acolytes with Rocksaws, 2 squads of Abberants with picks and stopsigns, a flamer bomb squad of acolytes, and a bunch of characters to buff everything, with a bunch of smaller characters. Assume Guard gets unlucky and has to go first.
Guard needs to keep the Leman Russes alive, that's the primary goal, since that's most of the firepower. But all the Genestealers can deep strike and assault. They can also deep strike the flamer squad in within 3" of you, kill a bunch of infantry, and then deep strike a harder hitting squad into the cleared hole, then assault with them. SO, Guard needs to carefully position their army such that there are multiple layers of infantry screens between the important tanks and the possible deep strikers. They also need to ensure the Bullgryns are in a position where they can counter-charge any high-value targets that come in. Guard needs to try to anticipate where the GSC will want to deep strike, and have a plan to counter it, keeping in mind that the GSC player may assault in such a way that they take a squad "hostage", so that they cannot be shot at. If you remove the wrong guy in the shooting phase, it might give the GSC an opportunity to easily surround a unit in the assault phase, letting him take a hostage. You want to prevent this at all costs, or at least control where it happens so the Bullgryn can counter charge.
You need to keep all this in mind, while planning what objectives you can take from your opponent (admittedly not difficult vs GSC in an ITC matchup, Headhunter, Engineers, and Reaper most likely) while preventing the opponent from getting "Kill More", since he'll almost certainly hold more objectives every turn. This isn't easy, given that you'll need to sacrifice 2-3 squads of Infantry per turn to keep him off your valuable units.
As a Guard player, this is all stuff you need to keep in mind for ONE matchup.... Tau require a different approach, as do Knights and Eldar and Orks and every other top tier army out there. If you don't have a plan for every matchup you go into, you are not going to win vs a skilled opponent fielding that army.
The thing is...all those things you list are just not that skill-intensive. It's a very simple "skill" to learn that you need to screen against deep strike, and Guard are one of the better armies at doing it too. Different armies have different challenges depending on specific special rules but the principles are the same across the board. Obviously you need to adapt against different armies but I don't think you can measure skill purely through the number of decisions required in order to win a game. It's the nature of the decisions that is more important. If you have 100 little things you need to keep track of, but each one is actually very trivial (or at least a solved problem), it's not really a reflection of skill if you get all those decisions correct, it's just a memory test. It's the perfect example of what I talked about before where "skill" can be replaced with a checklist you need to work down.
The same applies to the small comment above about ITC. So many of the secondaries in that version of the game are fixed decisions based on your own army or your opponents, and it's again perfectly possible to devise a "cheat sheet" that you can use to help you select secondaries in various match-ups.
Which brings us back to competitive deckbuilding,
taking this to be an important aspect of "the game"
that every "good" player must master to direct advantage,
and the set of CCG/video gamy set structure expectations
which prefigure what might be otherwise.
The root trouble seems to be
looking at the last page or two of this thread for instance
that people proceed seemingly unaware of the pretension.
It is not a matter of biological age, necessarily, as when i was young the game was much different,
and reflected the radically different attitudes about, say, spamming units for advantage.
It might be a matter of age in terms of era,
as in latter day corporate capitalism has turned humanity on its head
in my lifetime
and here is the proof.
that people proceed seemingly unaware of the pretension
That is certainly an accurate statement. New players going in unaware, assuming 2000 point army they bought should be balanced and fun against anyone else's 2000 point army only to find out "gotcha, you didn't stack the blue black deck this time around and thats what GW made OP this year" after having spent $500 - $800 or more on their army is a fairly severe negative experience.
And then its "oh you did stack the blue black deck this time around, thats awesome, but in december with chapter approved GW decides the white red green combo is OP so you need to rebuy and paint a new army k thx bai".
That was the main reason I got off the tourney train. It was just exhausting having to constantly buy new armies and paint them, specifically models I had no love for but were OP.
Irkjoe wrote: Could someone be specific about what exactly makes 40k skillful? Because I'm not sure what to make of it when lined up next to other games that just seem much more involved.
It's the ability to plan ahead and to keep track of everything going on. Let me give you an example... Guard vs Genestealer Cults. Guard has some leman russes, some bullgryn, a few sentinels, and a bunch of infantry. Genestealers have 2 squads of Acolytes with Rocksaws, 2 squads of Abberants with picks and stopsigns, a flamer bomb squad of acolytes, and a bunch of characters to buff everything, with a bunch of smaller characters. Assume Guard gets unlucky and has to go first.
Guard needs to keep the Leman Russes alive, that's the primary goal, since that's most of the firepower. But all the Genestealers can deep strike and assault. They can also deep strike the flamer squad in within 3" of you, kill a bunch of infantry, and then deep strike a harder hitting squad into the cleared hole, then assault with them. SO, Guard needs to carefully position their army such that there are multiple layers of infantry screens between the important tanks and the possible deep strikers. They also need to ensure the Bullgryns are in a position where they can counter-charge any high-value targets that come in. Guard needs to try to anticipate where the GSC will want to deep strike, and have a plan to counter it, keeping in mind that the GSC player may assault in such a way that they take a squad "hostage", so that they cannot be shot at. If you remove the wrong guy in the shooting phase, it might give the GSC an opportunity to easily surround a unit in the assault phase, letting him take a hostage. You want to prevent this at all costs, or at least control where it happens so the Bullgryn can counter charge.
You need to keep all this in mind, while planning what objectives you can take from your opponent (admittedly not difficult vs GSC in an ITC matchup, Headhunter, Engineers, and Reaper most likely) while preventing the opponent from getting "Kill More", since he'll almost certainly hold more objectives every turn. This isn't easy, given that you'll need to sacrifice 2-3 squads of Infantry per turn to keep him off your valuable units.
As a Guard player, this is all stuff you need to keep in mind for ONE matchup.... Tau require a different approach, as do Knights and Eldar and Orks and every other top tier army out there. If you don't have a plan for every matchup you go into, you are not going to win vs a skilled opponent fielding that army.
Thank you Horst for providing a detailed example of how ITC is a solvable variant of 40K and how 40K is not all-that-much skill based game, but VERY much KNOWLEDGE based game, even more so under the ITC. Almost all your major points except from minute decisions about placement during fight phase are either pre game or at the latest deployment phase decisions. All pre game decisions boil down to listbuilding and knowing before hand how to setup your list against an archetype from a meta-checklist. There is no skill here, only knowledge about 40k factions. The skill comes in play when you have to anticipate further moves on a game tree and adapt to those moves, but since, as you said yourself, early turns are pretty much scripted based on matchup and deployment, only later turns are an unknown to solve on the fly, and as I have shown you above, three turns of 40k is a very small decision tree to go through to find optimal branch to follow, but then all results of your choices on that branch are subject to dice rolls.
Seriously, I knew about all those „skills” you think there are in ITC and I still hold my position, that compared to trully skill based games 40k, and especially ITC 40k is very shallow in that regard and is pretty much solvable game if you have enough KNOWLEDGE about the game. To compare it to Go this time - normal Go game is played on a 19x19 grid while the game has been solved for maximimum of 6x6 grid with probable solution for 7x7 grid. All you wrote above about how to play a game in a skillfull manner are comments that are more akin to instructions to follow in a solved game than comments about how to approach an unsolved one. And that is perfectly in line with what ITC format tries to achieve with it’s modifications of „stock” 40k from game design perspective: in order to minimize randomness of 40k, ITC removes a lot of unknowns and on top of that moves a lot of variables to the pre-game phases (listbuilding not only for maximizing efficiency, but also denying secondaries to opponents and securing your own secondaries) because it cannot remove variables (dice rolls) from the core game engine. In result, ITC is an armchair game of trying to solve a very large set of fixed entries better than other players before any dice is even rolled and then apply this solution during the match. Your top players are undoubtly better at this than lower ranked players, but I really don’t think that they would rank equally on top in a fixed list format, that measures adaptation and thinking on the fly instead of preparing for every case beforehand.
Imagine this hypothetical situation: you show up on a tournament but are only presented with the list everyone plays 5mins before first match and the (heavily differing) mission everyone have to play each round is presented just before deployment. Everyone plays the same, so the table is even, but all but few current „skills” in 40k go out the window. You still apply bublewraps, you still deploy for list strenghts and weaknesses, but you must adapt to really varied missions which can seriously alter optimal play and you get accustomed with the list only as you progress through the tournament. That would be very close to how Bridge tournaments are organized.
auticus wrote: And from experience... people would freak the **** out if thats how tournaments were.
I do notice that competitive 40k players seem to hate things that would make the game require something more than list building as the primary skill. Look at all the arguments over missions; having something like Maelstrom missions, hated as they are, means you can't pre-prepare for whatever will come as you can in ITC (incidentally in a White Dwarf, I think it's the next one, there's a variant Maelstrom mission that lets you basically pick your objective deck; it feels way better than the regular one but not as gamey as ITC secondaries; if it wasn't for ITC's dominance and arrogance I'd say it has a good chance of becoming the standard because it adds just a right amount of "fog of war" without being obnoxious like the current version). And look at how much bitching we see over how "better" ITC missions are because they let you know beforehand. It's always gnashing of teeth because they WANT to know things beforehand, they don't want to think on their feet because they got caught unaware, and will argue tooth and nail how that doesn't "reward" the more skillful player, skillful in this case almost always meaning "can build the better list" rather than "can play their army better". If the top players were that great that they could win regardless, then they should want to remove list building as the primary factor from the equation so there can be no doubt to the fact it's their skill, and not their list, that wins for them.
Its the culture of the game. The game attracts people that like deckbuilding exercises. So naturally those people would be angry if your competitive events neutralized those to some degree.
One small correction to what I wrote above: current top players would probably still place in higher percentiles, but a LOT of lower ranked players would now reliably move up the ladder, those who are able to think as well as those from top, but are unwilling or unable to "churn and burn" as efficiently, so effectively you would find that there is a lot more rotation at the top, reflecting the random nature of the 40K gameplay. But you will also see, that the ranking of players could be reliably divided into percentiles, that is each player would have their "glass ceiling" they cannot go above barring an extreme luck - a true sorting by the skill element of the game.
So... why do you think deploying and screening correctly is not a skill? Why do you think a GSC player knowing how to take apart screens is not a skill? A Guard players game vs GSC is won or lost based on how he deploys, but a GSC players game is won or lost based on decisions he makes during the game, trying to break his opponents defenses?
Honestly from my perspective it seems like you guys are hand waving a lot of things that are not easy to do as "not really skills". Saying "oh just screen correctly" is NOT easy to do.
Wayniac wrote: Look at all the arguments over missions; having something like Maelstrom missions, hated as they are, means you can't pre-prepare for whatever will come as you can in ITC
This is a poor example because it's not just competitive players that hate maelstrom. Maelstrom objectives are just plain design. They're for competitive play, for casual play, and especially for narrative play. Everything about them is irredeemable . And competitive players are 100% accurate in pointing out that maelstrom objectives reduce the impact of skill by replacing it with RNG. Drawing "do the thing your army wants to do anyway, gain D3 VP" and rolling a 3 while your opponent draws "do this nearly impossible thing, gain 1 VP" is not skill. It's just having RNG hand you an advantage because RNG.
Automatically Appended Next Post:
Horst wrote: So... why do you think deploying and screening correctly is not a skill?
Because it's largely something you memorize before the game begins, not a strategy you improvise during the game in response to move and counter-move interactions with your opponent's strategy. Once you know how to do the obvious correct thing all you're doing is making sure you measure correctly and execute the correct play.
Deployment and screening are comparable to memorizing openings from chess.
The skill is in rules mastery and memorizing patterns.
They are a skill certainly but not a complex or difficult skill. Doing those things does not indicate great tactical skill. It indicates that you are good at memorizing opening patterns.
Its on the same footing to me as knowing that the 60 point model that can do on average 5.5 wounds a turn is a better deal than the 130 point model that only does 3.5 wounds a turn but has some situational ability that they slapped a 70 point tax on that I may or may not ever use in an event depending on the terrain/scenarios/etc.
It is certainly a skill, but not a deep and tactical skill.
Its also not something that at least I am hand waiving because I'm not good at it. Thats always a takeaway from a lot of people... if you aren't good at it you dismiss it as not good. But while that may be partially correct for some people, is a broad over generalization that certainly cannot cover any or even the majority of people. In this context, especially when having played a wider variety of games where there is a larger degree of skill and less reliance on stacking the odds in your favor with math.
Automatically Appended Next Post: I think what this is revealing though is a schism between the direction of rules memorization and deckbuilding etc as a skill vs those that want improvisation and on the fly thinking as a skill.
The "correct play" is not something you can easily memorize though. You need a different approach vs every army list. In the matchup bsGSC I described, what if the GSC player has 3 Vultures with punishers instead of mortars or something, in addition to flamer acolytes? Your plan may have been to screen with infantry, but now he can remove all of that infantry in a single shooting phase, so how do you screen? You need to decide which tanks you can afford to lose at that point, to protect more important assets. Yes, a lot of these decisions do have "correct" answers, but deciding what they are on the fly is not easy, and something I'd consider a skill.
There can definitely be improvised strategies in game as well, depending on what your army can and cannot do, and what your opponent chooses to do. One of my favorite 40k images is a tournament a few years back, where a Tau player infiltrated his Kroot all along the enemy board edge, blocking the enemy from bringing in reserves, and the enemy held his entire army in reserve. Tau player wins without firing a shot.
I recently played a game vs Nick Nanavati in a GT... he's a very highly ranked player. He had Tau, I had Guard. He realized mid game he could assault my tanks with riptides, preventing them from shooting, but he could fall back and shoot since his units could fly. So he made a mid game decision to charge me with Tau. I've made similar moves with Guard vs AdMech in the past throwing Hellhounds into Dunecrawlers to prevent them from firing.
There are a lot of mid game decisions that have to be made, so many that I'd argue memorization of all of them is effectively impossible, given the number of matchups. IMO being able to make the right decision mid game separates OK players from great ones, and it is not a trivial skill.
Horst wrote: There can definitely be improvised strategies in game as well, depending on what your army can and cannot do, and what your opponent chooses to do. One of my favorite 40k images is a tournament a few years back, where a Tau player infiltrated his Kroot all along the enemy board edge, blocking the enemy from bringing in reserves, and the enemy held his entire army in reserve. Tau player wins without firing a shot.
This just proves our point! The Tau player didn't make a brilliant strategic play, he just had better rules knowledge and got a favorable ruling from the judge in an ambiguous situation. Technically skill? I guess. But it's a low bar.
I recently played a game vs Nick Nanavati in a GT... he's a very highly ranked player. He had Tau, I had Guard. He realized mid game he could assault my tanks with riptides, preventing them from shooting, but he could fall back and shoot since his units could fly. So he made a mid game decision to charge me with Tau. I've made similar moves with Guard vs AdMech in the past throwing Hellhounds into Dunecrawlers to prevent them from firing.
If it took until mid-game to realize something so extremely obvious then maybe he isn't such a great player and the level of skill is very low?
That is target prioritization. Being able to calculate all enemy units coefficients vs your own and determining which ones to take out based on numeric odds determined through listbuilding choices also based on which one of your opponents units are going to be more damaging to yours in descending order from most damaging to least damaging.
That right there is what at least myself has been saying is the other pillar of 40k besides listbuildiing as the two primary skills of the game.
I put that for me at GT level play at about 25% of the overall package. 75% of my games played at that level were about my list choices. 25% of my games were how well I could prioritize what needed to die from turn to turn. My success rate was always also based on luck of my opponent draw. In my first GT that I top 10'd because I played eldar, I would have not done so hot if I had gotten fed a tyranid or ork player. But I knew few people played those armies and relied on space marines as my opponent, and my list was hard stacked against space marines in a tournament (little cover little terrain) environment. I went 6-0 that tournament with about 10 months of 40k experience, and that was GT level play. The following year I went 4 wins 1 loss 1 draw with same army because I got a worse draw of opponents (an ork, two nids), the ork player dealt me my first loss, and a close win took me out of top 10. I still played the game the exact same, my list just wasn't equipped to deal with those armies, because listbuiilding is a massive part of the game and I drew opponents bad that year.
The word trivial I guess can mean many things to many people. I wouldn't say that its trivial either, but neither would I say that it put me on par with a chessmaster internationally ranked.
(I'd like the game to be stepped up a couple notches so that more was viable and more decisions other than target prioritization had to be made... kind of like how a real battle goes)
I recently played a game vs Nick Nanavati in a GT... he's a very highly ranked player. He had Tau, I had Guard. He realized mid game he could assault my tanks with riptides, preventing them from shooting, but he could fall back and shoot since his units could fly. So he made a mid game decision to charge me with Tau. I've made similar moves with Guard vs AdMech in the past throwing Hellhounds into Dunecrawlers to prevent them from firing.
If that's your barometer for what constitutes great tactical improvisation I can see why we're having the disagreements we are about what counts as skill. Just like your examples about screening, this is just a common-sense approach to play that is neither difficult to grasp or implement. I think it took most of my group about 1 game to realise how powerful charging was for shutting down shooting, especially vehicle shooting. I don't think that's some sort of elite player only move. Unusual, perhaps, but not skilful. I also note from your anecdote it appears this wasn't even part of a concerted plan on your opponent's part, but rather a realisation he came to mid-game. So this wasn't something that was even set up by your opponent as some sort of (not very) cunning trap.
There are a lot of mid game decisions that have to be made, so many that I'd argue memorization of all of them is effectively impossible, given the number of matchups. IMO being able to make the right decision mid game separates OK players from great ones, and it is not a trivial skill.
Of course there are decisions to be made, nobody would play a completely scripted/solved game - as I wrote above, and what auticus wrote above: deployment and at least first turn is scripted based on matchup, you memorize those based on the knowledge about the game rules/factions/list archetypes, exactly like opening in chess - those are all solved situations. Then you proceed to the only interesting part of the game, around the top of turn three of 5 turn game, where script ends and further decision tree is still large enough to be considered unsolvable by typical player given time constraints, but at the end of turn three the game is usually decided already, with some players simply not aware of this fact - the game tree from that point is solvable on the fly by even mediocre chess/go/bridge player and in many, many cases even the dice gods cannot turn the tide, branches of the tree simply do not reach that far.
Shallow nature of 40K Eternal War mode gameplay lies in number of turns to play and in endgame scoring (and very illusoric nature of ITC cumulative scoring) - meaning that the match is either perfectly solvable or has a low number of uncertain but foundable solutions. There are only so much decisions in the tree. Seriously, read more about Go, Chess or Bridge and then compare sizes of game trees in those games with 40K gameplay. 40K gameplay is tiny.
And a word about Maelstrom - BRB Maelstrom is actually completely unsolvable, the best you can do is to play to the odds of drawing certain classes of cards and very broad board controll and is much harder to understand in the "deep way". In logical terms, Maelstrom is fuzzy and it can only be slightly manipulated during gameplay. It can still be manipulated a bit more during listbuilding stage. But because one can only manipulate probabilities of Maelstrom slightly it is the most hated mode of play by people who expect "a good game" to have a hard to solve but nevertheless existing solution of a single match. In Maelstrom you actually have to play it through to know how it ends and the end score does not proportionally reflect player skill. However, Maelstrom does sort players according to skill but do so only over very large number of games, a lot more than typical player plays not only at GTs but more than typical yearly total, so it is not feasible to utilize it in tournaments.
Wayniac wrote:40k is an incredibly shallow game with the illusion of a lot of skill and complexity. It's not high skill, but it's not entirely dice either. It's a far cry from what I would consider requiring a lot of skill or even deep and complex skill, however, no matter how much the competitive 40k crowd wants to pretend it does.
^ Truth!
LunarSol wrote:
Generally speaking competitive players are more aware of what the dice odds actually are and make their decisions accordingly. They're making plans based on below average results and take moments of good fortune as a freebie rather than something their plans depended on. When you really understand the dice curve and what you should expect out of them, its a lot easier to make meaningful decisions. That said, GW's stuff is far from the most skill intensive games I've played; they're also a lot less random than people think once you get it out of your head that 3's to hit, 3's to wound should succeed "most" of the time.
Of course there are decisions to be made, nobody would play a completely scripted/solved game - as I wrote above, and what auticus wrote above: deployment and at least first turn is scripted based on matchup, you memorize those based on the knowledge about the game rules/factions/list archetypes, exactly like opening in chess - those are all solved situations. Then you proceed to the only interesting part of the game, around the top of turn three of 5 turn game, where script ends and further decision tree is still large enough to be considered unsolvable by typical player given time constraints, but at the end of turn three the game is usually decided already, with some players simply not aware of this fact - the game tree from that point is solvable on the fly by even mediocre chess/go/bridge player and in many, many cases even the dice gods cannot turn the tide, branches of the tree simply do not reach that far.
Well, it's a 6 turn game not a 5 turn game, and I also disagree that you memorize matchups and then it's a "solved" situation... going first or second, along with the terrain on the board and deployment mode, will drastically change the situation, so much so that I don't feel it's reasonable to say a person who builds a list and goes to a tournament has sat down prior to the tournament and memorized all possible matchups on all possible boards so that they don't have to figure it out on the fly. I'm willing to bet I have more (recent) tournament experience than most people in this thread, and I can say about half my games are NOT decided by turn 3, that it has often come down to the moves made in turns 5 or 6 that decide who wins and loses. The other half of the games, it's either a bad matchup for one of the two people, or seriously bad luck, and that does indeed impact winning or losing, so it's not always 100% skill based.
I'm not sure what you guys are actually complaining about though (other than the competitive mindset taking over players in your local groups, which to me indicates that they just like that mode more and isn't really a problem). Yes, 40k could have more in it to make it a "deeper" game. Is it possible to include even MORE decisions, when you have an hour and 15 minutes to play your game? (assuming you're using ITC rules with a 2:30 timed round, you should get half that time to make your moves). If you make the game more complicated with deeper decisions required, you won't have time to finish a game. You could make the army size smaller to add more depth, but I like using larger armies, it offers you more options in list building (which I really enjoy, and yes I concede that this is partly like a CCG where if you mess this phase up you will do poorly). I don't see this as a negative. The game obviously works as a competitive game since it's used that way, and for at least the time I've played it (since 4th edition) it's been pretty much the same... building a list is a very important part of the game and always has been.
I recently played a game vs Nick Nanavati in a GT... he's a very highly ranked player. He had Tau, I had Guard. He realized mid game he could assault my tanks with riptides, preventing them from shooting, but he could fall back and shoot since his units could fly. So he made a mid game decision to charge me with Tau. I've made similar moves with Guard vs AdMech in the past throwing Hellhounds into Dunecrawlers to prevent them from firing.
If that's your barometer for what constitutes great tactical improvisation I can see why we're having the disagreements we are about what counts as skill. Just like your examples about screening, this is just a common-sense approach to play that is neither difficult to grasp or implement. I think it took most of my group about 1 game to realise how powerful charging was for shutting down shooting, especially vehicle shooting. I don't think that's some sort of elite player only move. Unusual, perhaps, but not skilful. I also note from your anecdote it appears this wasn't even part of a concerted plan on your opponent's part, but rather a realisation he came to mid-game. So this wasn't something that was even set up by your opponent as some sort of (not very) cunning trap.
Well, Nick hadn't played Tau very much, so it was a new army to him, and while I've played against them a lot, I've never had anyone assault me with their battlesuits. It makes a lot of sense, but Tau are a shooting army, most people play them as such. It's an example of thinking on the fly, in a way that might not be expected. Sure, it seems obvious, but hell a lot of things seem obvious in hindsight, and managing to see it when it matters is what counts. I've had instances where I declare I'm going to swing with a unit first, then my opponent uses the CP interrupt ability to attack next and kills a valuable unit. The obvious thing is I should have been more careful with which unit I choose to fight first with... but I missed it. I've had instances where I choose to use a stratagem, which gives my opponent a chance to get a CP back, giving him enough CP to use a powerful ability I thought he couldn't... I shouldn't have used that stratagem to give him the chance. It's obvious in hindsight, but in the middle of a timed game keeping track of everything is not easy, and it's definitely part of the skill set 40k requires. Sure, 40k doesn't require a ton of "tactical" skill to play, like, "oh I need to flank here!", it requires knowing rules and keeping track of abilities. So what, that's still a skill, and if you want different skills to be required for your game play a different game.
I think this side track discussion launched because someone mentioned that the game has a lot of skill required and that people were mistaken or just didn't know how to play properly so were saying that the game requires no skill.
What we have now differentiated is for posters what is and is not considered "a lot of skill".
It's obvious in hindsight, but in the middle of a timed game keeping track of everything is not easy, and it's definitely part of the skill set 40k requires. Sure, 40k doesn't require a ton of "tactical" skill to play, like, "oh I need to flank here!", it requires knowing rules and keeping track of abilities. So what, that's still a skill, and if you want different skills to be required for your game play a different game.
I think knowing the rules and abilities isn't even the minimum of what makes something competitive and is expected of anybody playing anything. And 40k doesn't have that big of a rules/mechanics burden to remember when compared to wm.
Irk, I think we've reached a divergent point here, where you simply do not like the game, and I do, and no further discussion is possible. Saying 40k doesn't have a big rules/mechanics burden is disingenuous, when there are literally 90+ rules sources for this game, and to pretend otherwise is just being intentionally obtuse.
Having read, but not felt like heavily participating in the debate; I don't think anyone is really arguing that its an extremely skill intensive game, just that its not particularly fair to dismiss every decision making point as trivial to get back to the "no skill" side of the argument. Particularly true when many of the things are being dismissed as "obvious" choices simply because the person dismissing them has simply played the game enough to develop the skill. FWIW, I rate it as something of a 30/50/20 skill/list/luck sort of game. Strategems may bump that to 40/50/10, but those numbers aren't exactly a hard science. I'd argue against anyone that claims its a highly skilled game; but I think it does a great disservice to dismiss what's there the way I've seen over the last couple of pages.
The argument about whether 40k is a skillful game or not largely goes back to what this thread is about: a bunch of competitive players acting like tools to non-competitive players. It seems that they believe this behavior is justified because they try harder at the game and are more successful at it, therefore the way they play it is the One True Way. But if the game is not a skillful game, then they think higher of themselves than is justified, so they end up just being jerks for no reason.
Horst wrote: Irk, I think we've reached a divergent point here, where you simply do not like the game, and I do, and no further discussion is possible. Saying 40k doesn't have a big rules/mechanics burden is disingenuous, when there are literally 90+ rules sources for this game, and to pretend otherwise is just being intentionally obtuse.
I like 40k, I just try to be fair with it. And I said when compared to warmachine, which has a lot more abilities and rules interactions than 40k. A lot of stuff in 40k is also kind of the same.
Sqorgar wrote: The argument about whether 40k is a skillful game or not largely goes back to what this thread is about: a bunch of competitive players acting like tools to non-competitive players. It seems that they believe this behavior is justified because they try harder at the game and are more successful at it, therefore the way they play it is the One True Way. But if the game is not a skillful game, then they think higher of themselves than is justified, so they end up just being jerks for no reason.
The non-competitive players are just as guilty of stirring the pot though, making blanket statements like "it's not a skillful game" (which I and others disagree with, which led to discussion of what exactly constitutes a skill). Neither side is really innocent in this, though from my perspective I see a lot more non-competitive players leveling criticism at competitive players than the other way around. Like, a guy posts an army lists, and gets responses like, "that's cheesy", or "I hate people who play X unit". Hell, it happens at tournaments. At my most recent GT, I had a list containing a single Knight, and some guy walks up to me and unprompted says he hates anyone who brings those things. Never mind I was doing something completely experimental with a house very few people use, and was 1-2 in the tournament so far, a "casual" player who just goes to tournaments "for fun" just rants about how he hates people who play "cheesy" knights.
I maintain the answer to the original question, about why competitive players hate casual players, is because casual players hate competitive players just as much, and really no reconciliation is possible.
Horst wrote: The non-competitive players are just as guilty of stirring the pot though...
Ah, the old "I know you are, but what am I" defense...
I maintain the answer to the original question, about why competitive players hate casual players, is because casual players hate competitive players just as much, and really no reconciliation is possible.
Again, we return to Warmachine, a game which had a community that was almost exclusively competitive players (and overwhelmingly hostile towards casual and non-competitive players, to the point where the non-competitive players ALL went and played other games or otherwise stayed the hell away from Warmachine's public facing community). Why were the competitive players so hostile to casual players when the casual players had no voice and no power? It's like beating up a handicapped kid. And where is Warmachine now? Those competitive players really turned out in force to defend the game in its darkest hour, didn't they
This isn't about being nice. When competitive players get their way 100% of the time, games die. This is about what's best for the long term health and survival of the game, and really, no matter how you slice that cake, the answer is always going to come up with "competitive players are bad". Bad for the game, bad for the community, and if they are bad for the game and the community, then that means they are bad for the industry.
Horst wrote: The non-competitive players are just as guilty of stirring the pot though...
Ah, the old "I know you are, but what am I" defense...
I maintain the answer to the original question, about why competitive players hate casual players, is because casual players hate competitive players just as much, and really no reconciliation is possible.
Again, we return to Warmachine, a game which had a community that was almost exclusively competitive players (and overwhelmingly hostile towards casual and non-competitive players, to the point where the non-competitive players ALL went and played other games or otherwise stayed the hell away from Warmachine's public facing community). Why were the competitive players so hostile to casual players when the casual players had no voice and no power? It's like beating up a handicapped kid. And where is Warmachine now? Those competitive players really turned out in force to defend the game in its darkest hour, didn't they
This isn't about being nice. When competitive players get their way 100% of the time, games die. This is about what's best for the long term health and survival of the game, and really, no matter how you slice that cake, the answer is always going to come up with "competitive players are bad". Bad for the game, bad for the community, and if they are bad for the game and the community, then that means they are bad for the industry.
Yep, and this entirely proves my point, so thank you. I disagree with literally everything you've said, except the parts about war machine, which I have no idea about because i'm not interested in it at all.
LunarSol wrote: Having read, but not felt like heavily participating in the debate; I don't think anyone is really arguing that its an extremely skill intensive game, just that its not particularly fair to dismiss every decision making point as trivial to get back to the "no skill" side of the argument. Particularly true when many of the things are being dismissed as "obvious" choices simply because the person dismissing them has simply played the game enough to develop the skill. FWIW, I rate it as something of a 30/50/20 skill/list/luck sort of game. Strategems may bump that to 40/50/10, but those numbers aren't exactly a hard science. I'd argue against anyone that claims its a highly skilled game; but I think it does a great disservice to dismiss what's there the way I've seen over the last couple of pages.
If I'm not mistaken, the only person who stated that things are "obvious" or "trivial" in pejorative way was Peregrine and I doubt anyone in this thread treat his posts as serious discussion attempt.
On the lighter side - there is one "non exact" metric we can measure the amount of skill involved in a game: after 7.5 hours long day of 40K the parts of my body that hurt me the most are back and feet. After 7.5 hrs of Bridge the part that hurts me the most is my brain. But to stress it out last one time (if what you wrote above is adressed at me) - I have never argued that 40K has no skill involved whatsoever, only that compared to the most skill involving intelectual games there are the amount of skill in 40K is rather small.
Sqorgar is right, though he may be overstating it a bit.
I distinguished above between competitive players and tryhards, and I think that is important. Not all competitive players are tryhards, but some are. With my Warmachine experience, I would say the issue is threefold and it is more about things inherent to competitive play than stereotypes about competitive players being mean.
1. Competitive play attracts tryhards. That is not to say that all competitive players are tryhards, (I’ve had more fun losing to someone who is the closest thing Warmachine has to a world champion than I have had winning against tryhards) but some are and they come out of the woodwork when competitive play is dominant. And it only takes one to ruin your day.
2. Competitive play encourages some behaviour that is not conducive to growing a community. Competitive players want to practice with optimized lists at the tournament standard points level. While some are willing to “shut it off” for a night for the benefit of the community, to them, playing a lower points game against a newbie means sacrificing a tournament practice game (that is, unless they like stroking their ego by noobstomping). Competitive players are less likely to play painted or use attractive terrain, because they need to stay up to date with the latest hotness in the meta and use their painting time to practice or theorize about the game. In short, too much focus on competitive play can create a community that doesn’t attract new players or ends up being somewhat hostile.
3. Competitive play can cause burnout, as one has to keep expending effort to stay on top. So, if a focus on competitive play is preventing new players from getting into the game and then causing burnout and attrition among experienced players, communities dry up and the game dies off. This is the challenge that a lot of Warmachine communities are going through right now (though I personally still love the game and am trying to forge a more casual basementmachine community).
None of this is to say that competitive players are bad people. Yes, some are tryhards, but some are good. However, if competitive play ends up subsuming everything else, it can be bad for a community and bad for the game, so it needs to be kept in check.
If I'm not mistaken, the only person who stated that things are "obvious" or "trivial" in pejorative way was Peregrine and I doubt anyone in this thread treat his posts as serious discussion attempt.
There have been a good number of "that's not really a skill" kind of comments. Not necessarily pejorative but dismissive. My point is that the people arguing in favor of the skill in the game aren't really pressing the idea that its a hugely skill based game; just that there's a lot more decision making than the other side of the argument is willing to admit.
nou wrote: If I'm not mistaken, the only person who stated that things are "obvious" or "trivial" in pejorative way was Peregrine and I doubt anyone in this thread treat his posts as serious discussion attempt.
I love you too. <3
PS: nobody is taking your posts seriously, and nobody cares about bridge.
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Sqorgar wrote: Again, we return to Warmachine, a game which had a community that was almost exclusively competitive players (and overwhelmingly hostile towards casual and non-competitive players, to the point where the non-competitive players ALL went and played other games or otherwise stayed the hell away from Warmachine's public facing community). Why were the competitive players so hostile to casual players when the casual players had no voice and no power? It's like beating up a handicapped kid. And where is Warmachine now? Those competitive players really turned out in force to defend the game in its darkest hour, didn't they
So competitive players get all of the blame for killing WM/H, but none of the credit for the good times when it was a thriving game making lots of money? You can't have it both ways.
This isn't about being nice. When competitive players get their way 100% of the time, games die. This is about what's best for the long term health and survival of the game, and really, no matter how you slice that cake, the answer is always going to come up with "competitive players are bad". Bad for the game, bad for the community, and if they are bad for the game and the community, then that means they are bad for the industry.
I see we're back to "STOP HAVING FUN THE WRONG WAY".
So competitive players get all of the blame for killing WM/H, but none of the credit for the good times when it was a thriving game making lots of money? You can't have it both ways.
I think you can in this case, wm exploded from the mass migration of players from mostly gw and is now slowly dying because it can't bring in a steady supply of new people to replace the drop off.
So competitive players get all of the blame for killing WM/H, but none of the credit for the good times when it was a thriving game making lots of money? You can't have it both ways.
I think you can in this case, wm exploded from the mass migration of players from mostly gw and is now slowly dying because it can't bring in a steady supply of new people to replace the drop off.
I loved warmachine/hordes. To be fair, while you are not wrong in pointing to its decline being linked to the fact that it can't bring in a lot of new players, I would argue wmh's problems are deeper than 'hur dur competitives'. With respect to sqorgar, 'dem competitives' is his snarky answer to everything and while it might, in part, represent some part of the answer for some people, it's by no means the big picture. There were some nasties playing warmachine, just as there are playing plenty other games. There were also some great and inspiring groups/people that folks like sqorgar constantly overlook, because it doesn't suit his narrative to consider them.
I don't want to derail, but Id argue in part, its success stemmed from a brilliant era in early mk2 where they were the movers and shakers in the industry, while gw players were enduring the 'summer of discontent'. Likewise, towards the end of mk2, there was a general malaise and fatigue because the game had by that point more or less been solved in a lot of ways. some important reasons for the decline of WMH include some seriously bone headed decisions from pp, including some seriously nasty anti retailer moves, hugely- the ending of their pressgangers program, arguably the nuking of their central forums (though I think their value was overstated) the bungled launch of mk3, and the massive faction and content bloat that had been added to the game, along with a lot of new releases that are 'meh'. that made the hurdles to get into the game (the 'burden of knowledge' so much higher to the point that it was just not worth it. This was in addition to other companies, like for example, gw upping their game hugely and simply being more attractive. I think it's a shame. I loved WMH. But pp did enough boneheaded moves that I really can't be bothered supporting them right now. Plus seeing kickstarters for 'the art of warmachine' and them emptying their warehouses has me wary of buying in again.
So competitive players get all of the blame for killing WM/H, but none of the credit for the good times when it was a thriving game making lots of money? You can't have it both ways.
I think you can in this case, wm exploded from the mass migration of players from mostly gw and is now slowly dying because it can't bring in a steady supply of new people to replace the drop off.
But that mass migration was going to a competitive game that was openly marketed as a competitive game. It's not like WM/H started off as a non-competitive game, attracted a bunch of ex-GW players, and then lost them by becoming too competitive. It was a competitive game from day one and it was extremely successful as one.
So competitive players get all of the blame for killing WM/H, but none of the credit for the good times when it was a thriving game making lots of money? You can't have it both ways.
I think you can in this case, wm exploded from the mass migration of players from mostly gw and is now slowly dying because it can't bring in a steady supply of new people to replace the drop off.
I'm not clear on how that's the fault of the players. Any kind of players (and yes there were 'casual' and 'mainstream' WM players as well).
Failure to retain players is almost always the company's fault. For either not maintaining them, not recruiting more or faltering with competition happy to take up the slack. The latter was what built PP (when they took advantage of GW faltering), and the exit happened when GW largely shaped up (or gave the appearance of it). Or rather, PP stumbled badly, repeatedly in short order, with some of their bonehead moves right out of GW's classic bonehead playbook (killing the volunteer recruitment program, killing the forums, a bungled edition), while GW was successfully managing to reverse course on many of their contemporary issues.
'Competitive players' don't come into this picture at all.
I know for me, WMH wasn’t introduced as the hardcore competitive game for hardcore players. I fell in love with just having fun pushing models across the table with friends, with the badassery of characters like Sorscha, and engaging in the hobby aspect; one I went too deep down the competitive rabbit hole, I went on a path to burnout.
Some of PP’s decisions over the past few years have been questionable, however some of those were forced. Their forums were a massive salt line that needed to be killed because it was driving new players away. The press gang program had gotten unwieldy, and was potentially exposing them to legal liabilities. Mk.III has a bad launch but is a superior product to Mk.II, if only because big machines of war are no longer hot garbage in a game called Warmachine. Mystery box sales don’t inspire confidence, until you realize that they had to empty their warehouse because they were forced to move their operations to make room for a transit system.
Sadly, I think a game that has a singular focus on competitive play is like a fortress built on sand. Without casual players and hobbyists around to attract new players and bring them in (because some competitive players can’t “turn it off” and play in such a way that they lure newbies in and make them feel welcome), growth is limited. Then, when competitive players either burn out or find that their army isn’t the strongest thing in the meta anymore (which happened to a lot of Cryx players in the change to Mk.III), they leave the game. Where, if there was a casual scene, they could drop back into that for a while when they are feeling burnout and numb back on that competitive treadmill when the competitive bug bites again.
This is the issue. Competitive play is okay in a certain dosage, but if it becomes all-consuming, it gets to be a problem. I suppose it is theoretically possible for casual play to become all consuming, but that isn’t the situation in any community I am aware of, and it would be by definition less of a problem. A bunch of competitive players giving a new player the cold shoulder because they want to do tournament practice is by definition much more of a problem than a bunch of casual players getting too excited about starting the new player off in a slow-grow league and showering her with hobby tips and talking about how cool the dudes in her army are in the lore.
None of this is to suggest competitive players are bad people. There are some tryhards, but I actually find the best competitive players to also be decent to play against because you get a lot better at the game being humble in victory, gracious in defeat, and examining your own decisions than you do trying to get free wins by being a jerk and crying cheese whenever you lose instead of examining what you could have done differently. But, if competitive play takes over and squeezes everything else out, that becomes a problem for the growth of the game.
Warmachine’s main issue, IMHO, goes back to decisions they made in 2003 about how they positioned their product that may have been necessary at the time to distinguish themselves from GW, but which hampered the long term growth and mass appeal of the game. Some of those they backtracked on, like the bits about being full metal models not wussy plastic toys, or the edgelordy, sexist rankings on Page 5. But some of it they are stuck with because of the player base — similar how certain car brands have trouble shaking their image as a car for boring old people when most people who drive them have AARP cards. For example, suggesting a tournament with a painting requirement or some sort of bonus for bringing a fully painted army like +1 to the starting roll is going to get you run out of town on a rail.
Anyways, that’s just my 2 cents as someone who still plays Warmachine in spite of having been told on multiple occasions to go play 40K or AoS instead (sometimes in less diplomatic terms).
But that mass migration was going to a competitive game that was openly marketed as a competitive game. It's not like WM/H started off as a non-competitive game, attracted a bunch of ex-GW players, and then lost them by becoming too competitive. It was a competitive game from day one and it was extremely successful as one.
I was there from day one, actually. I had a demo of the game at a convention before it was even available from the PP team, and even went ahead and preordered some starter boxes to be delivered when they became available. I've got some day one metal WMH miniatures to prove it too. And it wasn't marketed as a competitive game. Not by the guy who gave us the demo, and not really by PP in general. If it were, I absolutely would've moved on.
It was, however, marketed as an anti-GW game. The play like you got a pair, with "heavy metal" models (a response to GW moving to finecast and inferior plastic models), and the generalized "Sissies. Little girls. Nancy boys... go home." of Page 5 was pushing an aggressive mindset that was intended to separate Warmachine from 40k, which at the time, was feeling a bit too corporate.
If you read the various page 5s, you'll see that it generally doesn't say much about being competitive. It's not about sport, skill, victory, or anything like that which you would associate with a game that was pushing a fair, balanced game. It's just about being a big donkey-cave and not being a little girly man of indecision. I mean, when the game launched, it was extremely unbalanced, and only had a few models per faction. But page 5 was there from the start.
That imbalance led to the creation of Warmachine 1.5 rulebook. I had dropped out of the game by then because of having kids, and didn't come back until the tail end of Mk2. I can't tell you when the game exactly switch to being seen as a competitive only game, but it didn't start there. I'd say that there's probably a direct relationship between WMH becoming competitive and the release of 40k 6th or 7th edition. As well all know, the WMH audience likes to abandon ship during edition changes...
I've seen arguments that the general hostility in the WMH community can be traced back to the original page 5, but when the game first launch, I think most people took it in stride and saw it as a silly little thing. But when the game became overly competitive, they started using page 5 as their justification for their behavior. When people complained about toxic behavior, they be told to play like they got a pair. I don't think page 5 set up WMH to fail, but I think it became an important obstacle to its continued success later on. There's a reason why page 5 doesn't exist anymore.
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Irkjoe wrote: Then I blame the wm players for not buying anything, which hurts pp and the local store.
This was also probably a big contributor to their problems. Through War Room, they could get cards for every single model in the game, so it really encouraged proxying models instead of buying them (many WMH players not really even treating WMH as a miniature game). The rules weren't free (I think it was something like $60 for them all?), but it did devalue the models in the eyes of people who would've been just as happy to play with tokens. All they had to do to change this was use true line of sight so that LOS couldn't be doing without physical models on the table.
(I don't think free rules will generally ruin a game. Age of Sigmar has free rules and it seems to be doing fine. But I think that, for it to work, the game has to rely on physical models on the table. As of Mk2, you could replace every model in the game with a circle cut out of cardboard and it would still be 100% playable).
This is the issue. Competitive play is okay in a certain dosage, but if it becomes all-consuming, it gets to be a problem. I suppose it is theoretically possible for casual play to become all consuming, but that isn’t the situation in any community I am aware of, and it would be by definition less of a problem. A bunch of competitive players giving a new player the cold shoulder because they want to do tournament practice is by definition much more of a problem than a bunch of casual players getting too excited about starting the new player off in a slow-grow league and showering her with hobby tips and talking about how cool the dudes in her army are in the lore.
crimsyn hit the nail on the head with this statement perfectly. It doesn't matter if its 40K or Warmahordes. Competitive players are not bad people, but they do have their share of bad eggs as does any social group. Its when these bad eggs drive everyone else out at the expense of growing the community does it become a problem. If the community doesn't address these bad eggs, then that is the fault of the community and it should suffer for it accordingly.
Seawolf wrote: Competitive players are not bad people...
They are not. I feel like I've got a bad rap for hating on competitive players, but the fact is, I don't hate competitive players as individuals. I'm more than happy to play with them. My stance has always been that, as a group, they are really bad for the health of the game. Competitive play is not bad for a single game; it is bad for a game system.
I think it might be because a single person trying to minmax the game can break it, but a hundred persons trying to minmax the game can destroy it. It moves the meat of the game from the center to the extreme edge. No longer are you playing the game as it was designed or intended to be played, but you are playing inside the cracks left behind by exploiting a game system never designed to support it. The end result is that everyone has to move out to this fringe, to a game which is just not appropriate for the vast number of potential players, creating a game that is only enjoyed by a very, very few. If you are part of the few that thrive there, then it feels great, even when you look around and there's barely anybody else around.
The health of a game can be measured in this simple, handy, dandy formula:
Health = ( (new players in - old players out) * time + base number of customers ) * number of products sold per customer
Basically, competitive gaming communities are notoriously unwelcoming to new players (less new players coming it) while also having a high burn out rate and abandonment rate during times of great upheaval (more old players going out). They also are so laser focused on competitive elements that they become non-customers for a large part of the game's range. If a model is considered overcosted, the number of competitive players who will buy it is pretty much zero. That's completely aside from the rather wide range of products that GW makes that have no or little competitive value. Campaign expansions, fluff books, model bundles with too many heroes, starter packs, terrain, etc. A smaller player base can sustain a game if they buy more products, but that's not competitive players.
Another problem is that the number of products sold to a customer is front loaded. They will buy much more in the first few years than the last few years. So if your player base is made up of mostly old players, they will buy less just as a matter of course. One of the reasons why games end up creating new editions is to reset this number and spur new purchases. Problem is, doing a new edition is more likely to make old customers leave. If your player base has basically no chance of attracting new customers, an edition change could very quickly drain a game of its health.
Basically, a competitive player base will have a negative player delta causing the overall player base to shrink while also shrinking the number of products sold per customer.
Seawolf wrote: Competitive players are not bad people...
They are not. I feel like I've got a bad rap for hating on competitive players, but the fact is, I don't hate competitive players as individuals. I'm more than happy to play with them. My stance has always been that, as a group, they are really bad for the health of the game. Competitive play is not bad for a single game; it is bad for a game system.
I think it might be because a single person trying to minmax the game can break it, but a hundred persons trying to minmax the game can destroy it. It moves the meat of the game from the center to the extreme edge. No longer are you playing the game as it was designed or intended to be played, but you are playing inside the cracks left behind by exploiting a game system never designed to support it. The end result is that everyone has to move out to this fringe, to a game which is just not appropriate for the vast number of potential players, creating a game that is only enjoyed by a very, very few. If you are part of the few that thrive there, then it feels great, even when you look around and there's barely anybody else around.
The health of a game can be measured in this simple, handy, dandy formula:
Health = ( (new players in - old players out) * time + base number of customers ) * number of products sold per customer
Basically, competitive gaming communities are notoriously unwelcoming to new players (less new players coming it) while also having a high burn out rate and abandonment rate during times of great upheaval (more old players going out). They also are so laser focused on competitive elements that they become non-customers for a large part of the game's range. If a model is considered overcosted, the number of competitive players who will buy it is pretty much zero. That's completely aside from the rather wide range of products that GW makes that have no or little competitive value. Campaign expansions, fluff books, model bundles with too many heroes, starter packs, terrain, etc. A smaller player base can sustain a game if they buy more products, but that's not competitive players.
Another problem is that the number of products sold to a customer is front loaded. They will buy much more in the first few years than the last few years. So if your player base is made up of mostly old players, they will buy less just as a matter of course. One of the reasons why games end up creating new editions is to reset this number and spur new purchases. Problem is, doing a new edition is more likely to make old customers leave. If your player base has basically no chance of attracting new customers, an edition change could very quickly drain a game of its health.
Basically, a competitive player base will have a negative player delta causing the overall player base to shrink while also shrinking the number of products sold per customer.
Ohh common, are you seriously going this route?
Have you any actual statistics to show for that formula to be touting?
No?
Good, because then it is wrong.
It moves the meat of the game from the center to the extreme edge. No longer are you playing the game as it was designed or intended to be played, but you are playing inside the cracks left behind by exploiting a game system never designed to support it. The end result is that everyone has to move out to this fringe
This I agree with and is why I try to counterbalance tournament play with narrative events. It has been an uphill endeavor for years though.
creating a game that is only enjoyed by a very, very few. If you are part of the few that thrive there, then it feels great, even when you look around and there's barely anybody else around.
This part could be true. But in the case of 40k, I would say its definitely not. In fact I'd go so far as to say AOS and 40k attracts people that enjoy playing the extreme end of the game, backed by the fact that there is a never ending supply of 40k players and GW is making a boatload of money from designing a game that caters to the extreme gameplay.
I think that's a good distinction to make. The issue isn't competitive players with a broad stroke. A lot of competitive players (the majority I'd wager) are probably pretty nice and willing to help others improve because they want a healthy community to play and improve themselves.
The issue that often colors the talk about "competitive vs. casual" (even though I think casual is a horrible word for this. "Non-competitive" would be better) is the type that either is a total jackass (the "git gud scrub" type) who enjoys stomping people or just being an unfun person to play against, and the type who roll into a community and "take over", turning a healthy mixed community into a community where only competitive tournament-Esque games take place publicly and everyone else is driven underground. Those are the type of competitive players that give everyone a bad name, and often the ones you find the complaints about just it's hard to convey that correctly online.
As was stated before, the issue is the sort of competitive player who only has one mode: "ultra competitive" and cannot deviate (and as also stated this seems to be largely a US thing as I've talked online to people in say the UK or AU or even parts of Europe who are equally at home playing a cutthroat list versus throwing down a couple of units and a tank in Open Play or using Power Level as part of a narrative campaign), sees no reason to deviate, and tries to impose their attitude on everyone else which can seriously hurt a community. The sort of person auticus is normally talking about in his group, that has no issue going to an event touted as a narrative/fun/non-competitive/what have you with an LVO netlist and trashing everyone, or throwing a fit like a child if the event has restrictions to limit those sort of builds (instead of just not playing in it). The kind of person who only sees 1/3 of the game as being relevant and can't see why anyone would ever bother with the other 2/3 of the game, and never plays anything except competitive games.
That's the sort of person who often can ruin a community and is often the subject of the "competitive players suck" type of attitude you find. As is often the case those types ar ethe loudest and most hostile, so they unfairly color the view of the entire group.
Ohh common, are you seriously going this route?
Have you any actual statistics to show for that formula to be touting?
No?
Good, because then it is wrong.
Are you suggesting that a healthy game can have more players leaving than coming in and have a small, hardcore audience that doesn't actually buy anything? Was Warhammer Fantasy Battles a healthy game?
Ohh common, are you seriously going this route?
Have you any actual statistics to show for that formula to be touting?
No?
Good, because then it is wrong.
Are you suggesting that a healthy game can have more players leaving than coming in and have a small, hardcore audience that doesn't actually buy anything? Was Warhammer Fantasy Battles a healthy game?
Whfb was not healthy, but survivorship Bias is real.
How many "healthy" games died aswell?
Ohh common, are you seriously going this route?
Have you any actual statistics to show for that formula to be touting?
No?
Good, because then it is wrong.
Are you suggesting that a healthy game can have more players leaving than coming in and have a small, hardcore audience that doesn't actually buy anything? Was Warhammer Fantasy Battles a healthy game?
Of course not. But you haven't proved your assertions that competitive players drive a net loss of customers (WM/H grew as a competitive-focused game) or that competitive players dont buy anything (chasing the meta means buying new stuff, where casual players are likely to shrug and say "what I have is good enough").
I'd say people interested in organising events, running demo games, and generally supporting the community is more important to the 'health' of a particular game.
WHFB was not healthy because it was neglected by GW and had few releases and few new models. The same as any game really that exists to this day where its company does very little with it.
WHFB fanatics aside, I'm reasonably sure the reason why it was neglected is that people didn't want to play it,and that it wasn't particularly appealing. I still regret buying an Orc & Goblin army for it around the end of 5th edition, even though I was able to sell it a little after the start of 6th.
Warmachines current problems have a lot to do with loss of exposure at the local level. There's a few reasons for this, but mostly it simply comes down to the fact that, yes, the FLGS is important to the health of the industry. MK2 was huge, but it also occurred during the height of steep online discounts that are really good for the consumer, but devalue the product in the eyes of customers and make it pretty impossible to sell locally for a profit. A lot of shops stopped shelving product and moved to direct order only and during that time, Sigmar and 40k both massively rebounded and filled the shelf space. The biggest problem I've had with demos is simply that I no longer have people coming in with the Battlebox they just purchased or saw and wanted to try out before they purchased it. Even people that come to demo nights aren't as easy to sell when they can't impulse buy a starter on the spot.
That, more than anything has been PPs challenge in my mind. They let online retail define their product line for all of MK2 creating too many SKUs and particularly too many large models for the game to work at local shops and that way more than anything regarding how competitive the game is has killed the influx of new players. They need to refocus and repackage the game in a way to get it on store shelves again, because right now its just a game that's a labyrinth to buy into, and there are just too many other options that make for easy sells (Batboxes, "Operation" Starters, Start Collecting, Crew boxes, etc). They defined the current model with their Battleboxes once upon a time; its just that those boxes have completely failed to keep up with the game they supported.
Sqorgar wrote: They are not. I feel like I've got a bad rap for hating on competitive players, but the fact is, I don't hate competitive players as individuals. I'm more than happy to play with them. My stance has always been that, as a group, they are really bad for the health of the game. Competitive play is not bad for a single game; it is bad for a game system.
Been a long time since School, but it somewhat reminds me of Rational Choice Theory.
Its a pretty basic modelling method for social/economic behaviour (sorta links into game theory). Individuals make decisions based upon their own best interests but, in doing so, can have opposite outcomes. A classic would be we all want clean air, so it is in my (and everyone else's) best interest for people to drive clean cars (or not drive at all). However my own contribution to air pollution is, in the scale of things, meaningless. I can drive a monster gas guzzler and, providing nobody else does, the air is clean. Likewise if I don't drive and everyone else does I'm late everywhere and still breathe in dirty air.
So I drive a gas guzzler. And so does everyone because they follow the same logic. Therefore, even though our priority is clean air, everyone ends up breathing in smog unless their purchase is not based upon their immediate best interest.
Assuming your hypothesis is correct this might fit a similar category. Individually all players want fun games. Winning is more fun that losing (especially if you are competitive). However playing to win may result in, ultimately, fewer games as more 'casuals' stop playing. Therefore the competitive player wins less (because less games take place), so 'fun' is reduced. So it is not in the long term interests for a competitive player to WAAC, but it is in their short term interest for each individual game.
Just spit-balling, and its all totally unverifiable, but kinda interesting to a stats nerd like me.
Nurglitch wrote: WHFB fanatics aside, I'm reasonably sure the reason why it was neglected is that people didn't want to play it,and that it wasn't particularly appealing. I still regret buying an Orc & Goblin army for it around the end of 5th edition, even though I was able to sell it a little after the start of 6th.
There is no global data, only anecdotal. But anecdotally our WHFB community remained fairly large (25-30 players at every campaign day or tournament locally) and every whfb event at the GT level was also full.
Our AOS community is about 50% of what our WHFB community was at its death, and AOS has been out for a number of years now and regional GTs were still hopping in the whfb days.
So I don't believe it was neglected because people did not want to play it. I believe it was neglected because people didn't need to buy GW models to play it. Generic fantasy or historical models worked just fine, and while it remained in that realm, they were never going to make a lot of money off of it if a cheaper and plentiful option existed.
Fantasy definitely lacked identity, in part because parts of it were very derivative, but also in no small part because it had been derived from so heavily that a lot of its once iconic features had become generic. You really notice the distinction from a videogame perspective; where official WHF games didn't get much attention simply because they appeared very generic compared to all the games that borrowed liberally from the setting while adding their own distinct flair.
Sqorgar wrote: They are not. I feel like I've got a bad rap for hating on competitive players, but the fact is, I don't hate competitive players as individuals. I'm more than happy to play with them. My stance has always been that, as a group, they are really bad for the health of the game. Competitive play is not bad for a single game; it is bad for a game system.
Been a long time since School, but it somewhat reminds me of Rational Choice Theory.
Its a pretty basic modelling method for social/economic behaviour (sorta links into game theory). Individuals make decisions based upon their own best interests but, in doing so, can have opposite outcomes. A classic would be we all want clean air, so it is in my (and everyone else's) best interest for people to drive clean cars (or not drive at all). However my own contribution to air pollution is, in the scale of things, meaningless. I can drive a monster gas guzzler and, providing nobody else does, the air is clean. Likewise if I don't drive and everyone else does I'm late everywhere and still breathe in dirty air.
So I drive a gas guzzler. And so does everyone because they follow the same logic. Therefore, even though our priority is clean air, everyone ends up breathing in smog unless their purchase is not based upon their immediate best interest.
Assuming your hypothesis is correct this might fit a similar category. Individually all players want fun games. Winning is more fun that losing (especially if you are competitive). However playing to win may result in, ultimately, fewer games as more 'casuals' stop playing. Therefore the competitive player wins less (because less games take place), so 'fun' is reduced. So it is not in the long term interests for a competitive player to WAAC, but it is in their short term interest for each individual game.
Just spit-balling, and its all totally unverifiable, but kinda interesting to a stats nerd like me.
The alternative to this is people like me, who basically only play 40k at tournaments. I can count the number of games I've played outside a tournament setting this year on one hand, and I've played ~60 games at tournaments.
I don't think I'm alone in this, it's just quicker and easier to drive to a tournament on a weekend, play a guaranteed 3 games (or 5-6 if it's a GT), than to drive to the LGS and hope to meet up with someone who wants to play, then to negotiate how to play, and then have a game. So, I offer an alternative fate... as competitive becomes popular, tournaments become more widespread, competitive players further segregate themselves from casual players, so the casuals can just do their own thing without worrying about competitive players pissing in their cornflakes.
Sqorgar wrote: They are not. I feel like I've got a bad rap for hating on competitive players, but the fact is, I don't hate competitive players as individuals. I'm more than happy to play with them. My stance has always been that, as a group, they are really bad for the health of the game. Competitive play is not bad for a single game; it is bad for a game system.
Been a long time since School, but it somewhat reminds me of Rational Choice Theory.
Its a pretty basic modelling method for social/economic behaviour (sorta links into game theory). Individuals make decisions based upon their own best interests but, in doing so, can have opposite outcomes. A classic would be we all want clean air, so it is in my (and everyone else's) best interest for people to drive clean cars (or not drive at all). However my own contribution to air pollution is, in the scale of things, meaningless. I can drive a monster gas guzzler and, providing nobody else does, the air is clean. Likewise if I don't drive and everyone else does I'm late everywhere and still breathe in dirty air.
So I drive a gas guzzler. And so does everyone because they follow the same logic. Therefore, even though our priority is clean air, everyone ends up breathing in smog unless their purchase is not based upon their immediate best interest.
Assuming your hypothesis is correct this might fit a similar category. Individually all players want fun games. Winning is more fun that losing (especially if you are competitive). However playing to win may result in, ultimately, fewer games as more 'casuals' stop playing. Therefore the competitive player wins less (because less games take place), so 'fun' is reduced. So it is not in the long term interests for a competitive player to WAAC, but it is in their short term interest for each individual game.
Just spit-balling, and its all totally unverifiable, but kinda interesting to a stats nerd like me.
The alternative to this is people like me, who basically only play 40k at tournaments. I can count the number of games I've played outside a tournament setting this year on one hand, and I've played ~60 games at tournaments.
I don't think I'm alone in this, it's just quicker and easier to drive to a tournament on a weekend, play a guaranteed 3 games (or 5-6 if it's a GT), than to drive to the LGS and hope to meet up with someone who wants to play, then to negotiate how to play, and then have a game. So, I offer an alternative fate... as competitive becomes popular, tournaments become more widespread, competitive players further segregate themselves from casual players, so the casuals can just do their own thing without worrying about competitive players pissing in their cornflakes.
Which however leads to , thanks to GW, terrible rules system which will be forced upon the casual side over long or short, which might or might not has anything to do with 40k, which also influences balancing overall.
So you were saying?
I've never really been clear on that argument. Competitive players want balanced rules. Why is that a bad thing? Can you give any examples where a more balanced competitive rules set is bad for casual players?
I've been thinking of late about organising round-robins as well as tournaments. Similar matching of winners-vs-winners so players feel like they're getting a good 50/50 chance, but there's something to be said for organised play beyond the golden laurels of command. Being able to schedule child-care ahead of time, for example.
Horst wrote: I've never really been clear on that argument. Competitive players want balanced rules. Why is that a bad thing? Can you give any examples where a more balanced competitive rules set is bad for casual players?
It's not so much bad, but it can make the game feel stale. Warmahordes is another classic example of this. Great competitive game (for the most part). Solid rules. Absolutely abysmal for casual and narrative play. Now I won't say this is 100% the fault of the rules, but I did get the vibe even discussing it casually that the rules prevented a laid back approach to the game, because they had all of those "system mastery" things the competitive players desired. It felt, to me and my group at the time, that there was such a deep complexity of rules that it actively worked against the feel of a non-competitive/narrative playstyle where you aren't doing laser-guided precision movement to set up combos or using proxy bases to exactly measure out your ranges. While everyone wants clean play, there's a point I feel where the game feels *too* laser-guided precise to really be what people expect a laid back game to have. Warmahordes crossed that threshold with Mk2 (I didn't play Mk1 but it felt closer to Warhammer's style at the time, and less precision-based tournament rules)
So it's not a case of balanced rules being bad, it's a fact that there's a threshold where a game balanced for tournament play feels clinical and too surgically precise to encourage casual play or make casual play enjoyable. Again, I can only speak to Warmahordes because that's the only real game I've played other than Warhammer (I'm picking up Flames of War now but have only had one small demo game) but I can absolutely state that the game felt like it wasn't conducive at all to anything outside of competitive (varying degrees, not necessarily world championship level gameplay) Steamroller scenarios. Even trying to play it in a narrative style felt pretty much like Warhammer usually feels when you're trying to play it hardcore competitive: Like pushing a round peg into a square hole. The game's rules, great as they were, just didn't feel right or suitable for a more narrative style of gaming.
40k's rules are actually pretty decently balanced at the moment though. Ask any competitive player who plays in tournaments, and they'll pretty much say the same thing. Most armies have at least 1 competitive build, and all it would take to make some armies even better is slight tweaks or changes to their existing rules. For example, Eldar probably need to have their minus to hit stacking nerfed. Necrons probably need Warriors reduced in points cost, as well as lychguards and flayed ones. Tyranids needs points reductions to some of their larger monstrous creatures since they're a bit too expensive for how easy they die.
Most competitive players aren't arguing for a massive re-working of the rules, so if 40k is OK for casual now, there's no reason it has to change to accommodate competitive players, outside of minor tweaks like outlined above, which I don't see having a negative effect on casual play. The only codex that basically needs a full rework is Grey Knights, since they are just poorly designed... they need some massive reworking.
So I don't really see the "competitive rules will kill 40k" argument as valid, because the rules as they are now work pretty well for competitive 40k. Unless the argument is that the current rules set is already bad for casuals, but I don't quite buy that argument.
The reason that the current rules set is not really ideal for casuals is that it requires social engineering for a casual player to get a good game against someone that wants to powergame.
A good game to me would not have much of a gulf of difference. A balanced game if you will where both players come to the table with a force that is roughly equivalent and then how they play matters most.
The biggest reason that casuals and competitive players have such a large gulf of difference though (at least when it comes to list strength) is that there are a lot of "trap" units in this game that are seriously underpowered for their in game cost. Like, a player might want to run a fluffy ultramarines battle company... tactical marines in rhinos and assault marines. All competitive players will agree (not hyperbole, I'd be willing to bet all would agree on this) that those units absolutely need buffs since they are nearly useless.
It's a relatively minor adjustment within the current rules framework. So competitive players want the same thing, more viable unit choices. Tactical marines could easily fill a role Primaris marines don't, that of cheaper, more versatile troops while the Primaris Intercessor squads are more expensive anti-infantry dedicated troops.
If the game has "useless" units in it, then competitive players will want them buffed to make them viable options, and casual players would also want them buffed so that they can actually field what they want without feeling gimped. Seems win-win. The current rules set seems to be moving towards this, with mostly positive balance changes (outside of some infuriatingly bad ones, my poor Porphyrion....) so things are looking optimistic IMO.
Yea, I saw that. Rules like that might make Tac marines viable again, but I shudder to think of what Imperial Fist Centurions will be like now. They were already pretty good, they're gonna be mass murder machines now, with AP-2 on their heavy bolters, or AP-1 on their regular bolters.
We'll see how much things cost and how the Vigilus stratagems interact with them.
Horst wrote: I've never really been clear on that argument. Competitive players want balanced rules. Why is that a bad thing? Can you give any examples where a more balanced competitive rules set is bad for casual players?
BECAUSE ITC might aswell be 40 v1.2 and NOT 40k Not everyone plays with magic boxes.
etc.
Meaning that balancing around the competitive side has unforseen and questionable results on the other end of the spectrum.
that difficult to understand?
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Horst wrote: Yea, I saw that. Rules like that might make Tac marines viable again, but I shudder to think of what Imperial Fist Centurions will be like now. They were already pretty good, they're gonna be mass murder machines now, with AP-2 on their heavy bolters, or AP-1 on their regular bolters.
We'll see how much things cost and how the Vigilus stratagems interact with them.
Horst wrote: I've never really been clear on that argument. Competitive players want balanced rules. Why is that a bad thing? Can you give any examples where a more balanced competitive rules set is bad for casual players?
BECAUSE ITC might aswell be 40 v1.2 and NOT 40k Not everyone plays with magic boxes.
etc.
Meaning that balancing around the competitive side has unforseen and questionable results on the other end of the spectrum.
that difficult to understand?
Does it? Like really? Is spamming Daemon Princes and Flyrants great for the non-ITC crowd too? Was the Castellan super fun outside of ITC?
Admittedly, I find it rather frustrating that GW doesn't do more to take the reigns of competitive play back from the ITC or that tournaments don't do more to incorporate the latest Chapter Approved scenarios; I just don't see casual environments taking any real negative collateral in the process.
Horst wrote: I've never really been clear on that argument. Competitive players want balanced rules. Why is that a bad thing? Can you give any examples where a more balanced competitive rules set is bad for casual players?
BECAUSE ITC might aswell be 40 v1.2 and NOT 40k Not everyone plays with magic boxes.
etc.
Meaning that balancing around the competitive side has unforseen and questionable results on the other end of the spectrum.
that difficult to understand?
Magic boxes are NOT an ITC rule, they are an LVO rule specifically. They are not interchangable, not all ITC events have magic boxes (in fact many do not).
The ONLY rules modification ITC makes to 40k (outside of custom mission win/loss conditions, which is not really a rules change, just a custom mission) is first level of ruins blocks line of sight, which I see as a thing that would only benefit casual players, since it gives you more hiding places for your units.
GW shouldn't balance around ITC missions, the ITC missions should balance around GW's rules. Which they are doing, they've been adding new secondary objectives / changing how the ITC missions work based on what new units / rules come out for new models.
Horst wrote: I've never really been clear on that argument. Competitive players want balanced rules. Why is that a bad thing? Can you give any examples where a more balanced competitive rules set is bad for casual players?
BECAUSE ITC might aswell be 40 v1.2 and NOT 40k Not everyone plays with magic boxes.
etc.
Meaning that balancing around the competitive side has unforseen and questionable results on the other end of the spectrum.
that difficult to understand?
Does it? Like really? Is spamming Daemon Princes and Flyrants great for the non-ITC crowd too? Was the Castellan super fun outside of ITC?
Admittedly, I find it rather frustrating that GW doesn't do more to take the reigns of competitive play back from the ITC or that tournaments don't do more to incorporate the latest Chapter Approved scenarios; I just don't see casual environments taking any real negative collateral in the process.
That's the issue at the core.
GW simply for whatever reason feths up the rules.Good the competitive crowd fixes theirs.
GW now balances around the meta in there, which was fixed there.
In the end no ones happy.
Some pages back i said i am a mostly casual player, but i'd like for GW to pull the fingers out of their backside and balance them propperly in the CORE GAME.
No instead they look torwards the tournament circus and adapt points according to that.
Magic boxes are NOT an ITC rule, they are an LVO rule specifically. They are not interchangable, not all ITC events have magic boxes (in fact many do not).
The ONLY rules modification ITC makes to 40k (outside of custom mission win/loss conditions, which is not really a rules change, just a custom mission) is first level of ruins blocks line of sight, which I see as a thing that would only benefit casual players, since it gives you more hiding places for your units.
GW shouldn't balance around ITC missions, the ITC missions should balance around GW's rules. Which they are doing, they've been adding new secondary objectives / changing how the ITC missions work based on what new units / rules come out for new models.
IF GW would actually balance propperly in the first place you would not have to sole that by the tournament organizers.
I mean... you're wrong here. The competitive crowd doesn't just "fix" GW's rules. There was an issue with daemon prince spam / flyrant spam, until GW implemented the rule of 3. ITC didn't do that... that was GW changing that rule.
Sure, GW balanced it around competitive players abusing the rules in a way that wasn't intended. So they changed it. Anyone playing a Flyrant/Prince spam list in casual play wasn't a casual player in the first place, because that is absolutely a powergamer move.
They look towards the tournaments to see what units are over/under performing, because honestly where else are they going to pull data points from? If you need to balance something, you need a large well defined data set, and websites like 40kstats.com are making it increasingly easy to pull that info and analyze to see what is over and under performing.
Does it? Like really? Is spamming Daemon Princes and Flyrants great for the non-ITC crowd too? Was the Castellan super fun outside of ITC?
Admittedly, I find it rather frustrating that GW doesn't do more to take the reigns of competitive play back from the ITC or that tournaments don't do more to incorporate the latest Chapter Approved scenarios; I just don't see casual environments taking any real negative collateral in the process.
That's the issue at the core.
GW simply for whatever reason feths up the rules.Good the competitive crowd fixes theirs.
GW now balances around the meta in there, which was fixed there.
In the end no ones happy.
Some pages back i said i am a mostly casual player, but i'd like for GW to pull the fingers out of their backside and balance them propperly in the CORE GAME.
No instead they look torwards the tournament circus and adapt points according to that.
What is the Core Game though? Is your argument in favor of a one shot approach to rules? Get it right the first time or not at all? That would certainly be ideal, but even the best companies out there fail at that ideal. There's always going to be an element of change and reacting to the playerbase in multiplayer gaming. GW should certainly do better, but with 8th edition we're at least seeing them using the practices that can get them there.
Does it? Like really? Is spamming Daemon Princes and Flyrants great for the non-ITC crowd too? Was the Castellan super fun outside of ITC?
Admittedly, I find it rather frustrating that GW doesn't do more to take the reigns of competitive play back from the ITC or that tournaments don't do more to incorporate the latest Chapter Approved scenarios; I just don't see casual environments taking any real negative collateral in the process.
That's the issue at the core.
GW simply for whatever reason feths up the rules.Good the competitive crowd fixes theirs.
GW now balances around the meta in there, which was fixed there.
In the end no ones happy.
Some pages back i said i am a mostly casual player, but i'd like for GW to pull the fingers out of their backside and balance them propperly in the CORE GAME.
No instead they look torwards the tournament circus and adapt points according to that.
What is the Core Game though? Is your argument in favor of a one shot approach to rules? Get it right the first time or not at all? That would certainly be ideal, but even the best companies out there fail at that ideal. There's always going to be an element of change and reacting to the playerbase in multiplayer gaming. GW should certainly do better, but with 8th edition we're at least seeing them using the practices that can get them there.
Yes, i'd like a competently written ruleset that does not need special missions to be used for competitive play compared to standard / casual play.
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Horst wrote: I mean... you're wrong here. The competitive crowd doesn't just "fix" GW's rules. There was an issue with daemon prince spam / flyrant spam, until GW implemented the rule of 3. ITC didn't do that... that was GW changing that rule.
Sure, GW balanced it around competitive players abusing the rules in a way that wasn't intended. So they changed it. Anyone playing a Flyrant/Prince spam list in casual play wasn't a casual player in the first place, because that is absolutely a powergamer move.
They look towards the tournaments to see what units are over/under performing, because honestly where else are they going to pull data points from? If you need to balance something, you need a large well defined data set, and websites like 40kstats.com are making it increasingly easy to pull that info and analyze to see what is over and under performing.
can you say the same about cultists?
F.e.?
Or the malefic lord?
let's face it. alot of the issues casual and competitive players face have to do with GW beeing bad at rules.
There should not be special mission rules for competitive.
There should also not a rule of three exist (because it's an obvious bandaid)
Not Online!!! wrote: BECAUSE ITC might aswell be 40 v1.2 and NOT 40k Not everyone plays with magic boxes.
etc.
Meaning that balancing around the competitive side has unforseen and questionable results on the other end of the spectrum.
that difficult to understand?
"Different" and "unforeseeable" are not the same as "bad for casual play". Some competitive events have problems with magic boxes because they use inappropriate terrain pieces, but the general rule of the first floor blocking LOS is a great change for everyone whether they're competitive or not.
Yes, i'd like a competently written ruleset that does not need special missions to be used for competitive play compared to standard / casual play.
There should also not a rule of three exist (because it's an obvious bandaid)
Generally speaking the idea of "my deck vs your deck" with no scenario doesn't work in minis games. They need a scenario to force engagement because of threat ranges and the like. Those missions don't need to be "special" (I won't say I'm a fan of ITC secondaries) but something needs to exist.
Rule of 3 is pretty much just a standard rule for any game system at this point. I honestly can't think of a system that gets by without something like it. It's less a band aid and more of a safety net. Even if it wasn't "needed", I greatly appreciate a game system that tells me "I promise you will never have to buy 2000 points of a single model to be competitive". I can't say I can really think of a situation where I'd really want taking more than 3 of anything to be anything other than a mistake.
Yes, i'd like a competently written ruleset that does not need special missions to be used for competitive play compared to standard / casual play.
There should also not a rule of three exist (because it's an obvious bandaid)
Generally speaking the idea of "my deck vs your deck" with no scenario doesn't work in minis games. They need a scenario to force engagement because of threat ranges and the like. Those missions don't need to be "special" (I won't say I'm a fan of ITC secondaries) but something needs to exist.
Rule of 3 is pretty much just a standard rule for any game system at this point. I honestly can't think of a system that gets by without something like it. It's less a band aid and more of a safety net. Even if it wasn't "needed", I greatly appreciate a game system that tells me "I promise you will never have to buy 2000 points of a single model to be competitive". I can't say I can really think of a situation where I'd really want taking more than 3 of anything to be anything other than a mistake.
Ehh.
In a wargame i shouldn't be able from the get go to just field one unit type and dominate in the first place.
That's the issue with it for me atleast.
And a fine issue to have, its just a matter of making it a reality. I haven't found a game system yet that pulls it off without some sort of rule to do so. Warmachine has Warjack Points and FA, Infinity has SWC; Malifaux has a cap on every model that usually doesn't go above 3, Guild Ball made everyone unique. It's a fine ideal, but mechanically reality seems to encourage redundancy.
Funny enough, missions that require a variety of unit times seems to be one of the only mechanical ways to demand diversity beyond outright banning homogeneity.
LunarSol wrote: And a fine issue to have, its just a matter of making it a reality. I haven't found a game system yet that pulls it off without some sort of rule to do so. Warmachine has Warjack Points and FA, Infinity has SWC; Malifaux has a cap on every model that usually doesn't go above 3, Guild Ball made everyone unique. It's a fine ideal, but mechanically reality seems to encourage redundancy.
Funny enough, missions that require a variety of unit times seems to be one of the only mechanical ways to demand diversity beyond outright banning homogeneity.
That or go BA 's Route.
But then again gw Mission Design was always a bit on the, shall we say, wierder side?
Can we just take a moment and recognize the wisdom of this fine poster?
No, you've been by far the biggest jerk in this entire thread, every post you make is about how awful competitive players are and how they should feel bad for having fun in a non sqorgar approved way. You are the reason why there's such a divide.
Basically, competitive gaming communities are notoriously unwelcoming to new players (less new players coming it)
This sentiment is absolute hogwash. I'm sure there are some cases where competitive players are unwelcoming to new players, but by and large I would say that competitive players drive far more people to the game then casual players ever do. After all they have a much more vested interest in having more players in the game than casual players do. Most gaming clubs I have seen are run by competitive players (I'm sure not all), most players I see in stores eventually run tournaments and the TO is typically a competitive player, and that player is the one that advertises the event and brings in new players to the store. Heck I'm sure many casual players play with their group of friends at their house...how does that bring anyone into the game? No one sees them playing. Or they show up to a store with a game with their buddy already set up and maybe they talk to a new player but that player doesn't get a game in. I've also seen the circumstance where people refuse to play a player with a specific army list they perceive as cheesy as many or more times as I have seen competitive players refuse a game because they want tournament practice.
Just going off my own personal experience.
I a competitive player played a lot of tournaments back in 5th edition, mostly at my local stores, because that is when I knew I could get in games and the tables would be available. At the end of 5th edition I took over running those tournaments because the former organizer was changing roles at the shop and did not get to play a lot and did not know the 6th ed rules, around the same time I also for similar reasons took over running the tournaments at a local Anime/Gaming/Sci-fi convention. IN both cases I advertised more than was done previously and brought in more people. I actually gave armies to some of my friends who were interested in playing so they could learn the game and play. IN those cases the communities grew. As I got a bit more serious I joined a large gaming club in a neighboring state, which was run by competitive players, including many who had you tube channels promoting the game, during the time I was there the club grew week to week. I fell out of the game in 7th and took up Malifaux, and the people who introduced me to the game were competitive players, who donated terrain to our local shop that had just opened they worked to bring in new players and grow the group, unfortunately life ended up getting in the way (one main guy got busy with family stuff, and myself and one other guy had our first children). SO the group ended up falling apart because the people running it were no longer around. I came back to 40k at the beginning of 8th, and donated terrain to a couple of stores that were looking to grow their communities. One started having tournaments and started with a small crowd of 6 guys or so, but lately has had more like 20, and lots of regular games happening week in and week out.
That is not including seeing competitive players grow events, conventions etc.
IME I have never seen casual players growing the game, the investment in it isn't their for them to do so most of the time. They might talk to a customer in the store about it if asked, and they are usually nice guys but most are happy in their group of friends.
I'm also sure other people have different experiences, but stating that competitive players are somehow a net negative for the gaming community is flat out wrong and you have no stats to back up that assertion, when the fact exists that tournaments are growing in number and attendance across the board. Major gaming conventions are bigger than ever (typically run by competitive players, and inclusive of casual elements), many competitive players are responsible for popular you tube channels about the game, or podcasts etc.
DO people burn out or leave games sure, but that happens to both casual and competitive players. Maybe a new game seems more interesting, maybe life gets in the way (with 2 toddlers I don't have gaming time regularly anymore)
Yes, i'd like a competently written ruleset that does not need special missions to be used for competitive play compared to standard / casual play.
There should also not a rule of three exist (because it's an obvious bandaid)
Generally speaking the idea of "my deck vs your deck" with no scenario doesn't work in minis games. They need a scenario to force engagement because of threat ranges and the like. Those missions don't need to be "special" (I won't say I'm a fan of ITC secondaries) but something needs to exist.
Rule of 3 is pretty much just a standard rule for any game system at this point. I honestly can't think of a system that gets by without something like it. It's less a band aid and more of a safety net. Even if it wasn't "needed", I greatly appreciate a game system that tells me "I promise you will never have to buy 2000 points of a single model to be competitive". I can't say I can really think of a situation where I'd really want taking more than 3 of anything to be anything other than a mistake.
Ehh.
In a wargame i shouldn't be able from the get go to just field one unit type and dominate in the first place.
That's the issue with it for me atleast.
while it may be possible to make it so that all of one thing cannot dominate, having no restriction on number of models leads to one of 2 things.
1.) Models that are very bland.
of
2.) models that are very points expensive.
If you have super type units that are meant to be powerful on the table, they would need to be very cost prohibitive of taking multiples, which often makes them not all that viable. OR They don't exist and everything is pretty similar.
IT is very difficult to get all options to be equal. IF they are not equal, then taking more of the best choice is the best option.
Irkjoe wrote: What about comp scores? At the very least it will decimate the perceived overpowered stuff, though I've never seen it work too well.
Them's fighting words around here. I'd put on a flame-resistant jacket if I were you... I can hear the angry bird noises already on the horizon. He is going to peck your eyes out.
Irkjoe wrote: What about comp scores? At the very least it will decimate the perceived overpowered stuff, though I've never seen it work too well.
The problem with comp scores is that they're super subjective, and don't hurt every army equally. For example, if you make a rule that you can only take one of every model, but can take unlimited dedicated transports, Eldar with Wave Serpents become MUCH more powerful. You're just creating a different set of rules to be min-maxed. So I'd rather not use them at all honestly.
Irkjoe wrote: What about comp scores? At the very least it will decimate the perceived overpowered stuff, though I've never seen it work too well.
The problem with comp scores is that they're super subjective, and don't hurt every army equally. For example, if you make a rule that you can only take one of every model, but can take unlimited dedicated transports, Eldar with Wave Serpents become MUCH more powerful. You're just creating a different set of rules to be min-maxed. So I'd rather not use them at all honestly.
I like comp.
In older editions, so many points had to be spent on this or that type of unit.
This was to reinforce faction flavor, too - well, should - lots of troops, and so on.
Use the math hammer to calculate handicaps or taxes or both for different units whether Op or Up or... math hammer style.
Reform the rules set around common sense realism, and otherwise take the gamey 'gotchas' out of the equation.
I mean, I don't dislike comp, my 5th edition marines army was built with it in mind back when I used to play. But all it really does is introduce a new balancing mechanic into the game, and make some armies much stronger than others. It's also extremely unfriendly towards newer casual players, if you build an army you think has cool models but it doesn't make lore sense, you get crucified.
tneva82 wrote: Competive 40k is self contradicting term anyway so what's the matter anyway.
Highly inclined to disagree with you. High level play is completely different to the average beet and pretzels game of 40k.
Dwight Schrute has entered the chat.
Serious: I am a competitive person. Not win at all costs, but I like to know where I stand amongst my peers when anything of skill is involved.That said I much prefer the tournament scene of Age of Sigmar which revolves more around camaraderie and good times had by all with people using optimized armies and know their rules, vs 40k where it seems to be about stepping on someone's back as a means to claw there way to the top of nerd mountain.
Breng77 wrote: while it may be possible to make it so that all of one thing cannot dominate, having no restriction on number of models leads to one of 2 things.
1.) Models that are very bland.
of
2.) models that are very points expensive.
If you have super type units that are meant to be powerful on the table, they would need to be very cost prohibitive of taking multiples, which often makes them not all that viable. OR They don't exist and everything is pretty similar.
IT is very difficult to get all options to be equal. IF they are not equal, then taking more of the best choice is the best option.
Or you write a ruleset that gives distinct roles to different types of units, so that any single super-unit can't be good at everything. Take an army of all Tigers into bocage country in a competently-written WW2 wargame and you're going to have a bad time. Build an army of all artillery in a Napoleonic and cavalry will ruin your day. All-knights runs into trouble when the enemy has pikemen. Battleships are great until the enemy has torpedo boats. And so on and so on.
40K suffers greatly from its design space coming down to firepower/durability/mobility and little else. There's no real sense of combined arms or niches for unit types, which in other games (and real life!) forces a more balanced composition to shore up weaknesses and provide mutual support.