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Rate warcry 1-10 Poll @ 2019/07/23 08:12:12


Post by: Ozomoto


Post rubric below


Rate warcry 1-10 Poll @ 2019/07/23 11:13:16


Post by: auticus


I was disappointed with the rules. I was hoping for more.

Its not BAD by any stretch, but its also like most GW offerings... and for me I would like to see a lot more substance on the campaign offerings and rules in general.

I think its too early for this kind of poll though, because my opinion is based off of watching it get played once in the store for a demo and flipping through the book.


Rate warcry 1-10 Poll @ 2019/07/23 11:23:35


Post by: beast_gts


 auticus wrote:
I think its too early for this kind of poll though, because my opinion is based off of watching it get played once in the store for a demo and flipping through the book.

I agree - I've played a few times in-store, but playing with only the starter box is a bit limiting. My initial feeling is that it needs a skills & magic expansion.


Rate warcry 1-10 Poll @ 2019/07/23 11:44:46


Post by: Overread


Yeah I've got to agree this is way too early for the poll. The game isn't even out for another 2 weeks and even then you want a period of time for people to buy, build and play with it before they've got any real idea of the game.

There's only a few playing videos out there and only a few made it to the Warhammer event to see it in action. Far too small a sample size and, again, relies a lot on very limited experience.

Even the playing videos are variable in quality and in the detail that they go into the rules.

I'd say you want a month or two after the release date before you can post a poll like this and get any meaningful answers.


Rate warcry 1-10 Poll @ 2019/07/23 13:29:30


Post by: CoreCommander


8/10 for content. 3 out of 10, at first glance, as far as skirmish games go I guess? It is more like a boardgame than a skirmish game given its tidy, spartan rules and basicaly holding your hand at every step of the game. Falls in line with these days' trend I guess.
If I approach it as a fast boardgame with miniatures I guess I could give it 7 or 8 out of ten looking it as a whole game.


Rate warcry 1-10 Poll @ 2019/07/23 13:46:12


Post by: Kanluwen


 Overread wrote:
Yeah I've got to agree this is way too early for the poll. The game isn't even out for another 2 weeks and even then you want a period of time for people to buy, build and play with it before they've got any real idea of the game.

There's only a few playing videos out there and only a few made it to the Warhammer event to see it in action. Far too small a sample size and, again, relies a lot on very limited experience.

Even the playing videos are variable in quality and in the detail that they go into the rules.

I'd say you want a month or two after the release date before you can post a poll like this and get any meaningful answers.

GW shops and some independents should have had their preview copies last week for Saturday's preorders.


Rate warcry 1-10 Poll @ 2019/07/23 13:53:13


Post by: auticus


People voting 10 / 10 huh? I'd love to know how it received max score from multiple people and why they voted that way and how it is superior to other fantasy skirmish games on the market right now to be rated at the top.


Rate warcry 1-10 Poll @ 2019/07/23 13:53:13


Post by: DV8


 CoreCommander wrote:
8/10 for content. 3 out of 10, at first glance, as far as skirmish games go I guess? It is more like a boardgame than a skirmish game given its tidy, spartan rules and basicaly holding your hand at every step of the game. Falls in line with these days' trend I guess.
If I approach it as a fast boardgame with miniatures I guess I could give it 7 or 8 out of ten looking it as a whole game.


This might not necessarily be a bad thing, especially if the intention is to have the ability to use Warcry to introduce new players to Age of Sigmar as a whole.

Shadespire's rules are technically simpler, but there's a complexity in the deck-build and strategic aspect that can be daunting, plus the whole pay-to-win aspect of having to buy all the warbands to get all the best cards that's a huge deterrent.

Age of Sigmar proper doesn't have 40k's bloat, core rules are okay (although the new ASF/ASL stuff requires a complex flow chart to figure out now) but there's a LOT of interaction depth between armies, so much so that it's just as difficult/daunting to get into for a new player (although not necessarily being Alpha'd turn 1 every game makes it an easier pill to swallow than it's sci-fi brethren).


Rate warcry 1-10 Poll @ 2019/07/23 14:00:14


Post by: CoreCommander


Depending on one's expectations it certainly may not be a bad thing. If one expected an older style skirmish game It will be a disapointment. If one expects "fast and furious cinematic experience" as the design studio described it several days ago then all is fine. As far as skirmish games go even kill team offers a richer experience.


Rate warcry 1-10 Poll @ 2019/07/23 15:02:56


Post by: Geifer


Since I haven't played yet I'm not yet going to vote. I don't know if the game is going to be any good, but it's going to be played at my local store and a friend who had the chance to play spoke positive of his two games. Considering he's usually very critical of GW's rules writing, that's a good sign.

The best thing Warcry has done for me so far is that I've assembled and converted more of my Witch Elves in days than I have in the past six years.


Rate warcry 1-10 Poll @ 2019/07/23 16:14:56


Post by: Overread


 auticus wrote:
People voting 10 / 10 huh? I'd love to know how it received max score from multiple people and why they voted that way and how it is superior to other fantasy skirmish games on the market right now to be rated at the top.


Thing is many might not have played other skirmish games on the market; or perhaps something like Infinity, which many might argue is superior in terms of depth and complexity, isn't what they like and something simpler ilke Warcry actually proves more enjoyable to them.

It's why polls like this are only ever casual points of data reference, even with the text not everyone will comment.


Rate warcry 1-10 Poll @ 2019/07/23 16:15:09


Post by: NinthMusketeer


Seems a way early for this, asking people who have only a few demo games or no games of experience to rate a system which is based on campaign play. I can't rate it personally until I have seen the campaign element in action.


Rate warcry 1-10 Poll @ 2019/07/24 03:22:04


Post by: Elbows


Having skimmed the rules and watched several battle reports, it's a hard pass for me - though I had considered picking it up for the models. I didn't vote because I'm not going to buy it, and it's exactly what I expected from GW.

GW hasn't impressed me their rules writing for decades, so it's always a balance of a few things:

1) Are they tolerable enough that I can enjoy using my miniatures.
2) Can I fix them and make them more interesting?

GW's appeal is solely in the fluff and models for me. They've never written particularly strong or tight rules, and they've only been worse lately. They're generally coherent, but narrow/shallow and immensely tied to selling you products vs. selling you a good game (which is fine, that's their business decision). Considering how many fantastic wargaming rules sets exist outside of GW I don't really need their games. I tend to prefer more flexible, deeper, sandbox-ier games than what GW offers.

If I had to put a nail in the coffin of me ever buying a GW game again it'd be the "no model, no rules" which has become an absolute staple in all of their games. The "if we don't sell it, you can't use it" is just terrible.

I think Warcry and similar games are fine for people who want the lighter, faster play, and "Wrap up a campaign in a weekend" style games. I'm just not in that market. As someone who plays a lot of skirmish games outside of GW, Warcry looks way too dumbed down and simple for my tastes.


Rate warcry 1-10 Poll @ 2019/07/24 11:10:19


Post by: auticus


That pretty much sums it up for me as well.


Rate warcry 1-10 Poll @ 2019/07/24 12:56:56


Post by: DV8


 Elbows wrote:
If I had to put a nail in the coffin of me ever buying a GW game again it'd be the "no model, no rules" which has become an absolute staple in all of their games. The "if we don't sell it, you can't use it" is just terrible.


Blame Chapterhouse.


Rate warcry 1-10 Poll @ 2019/07/24 13:16:02


Post by: Overread


 DV8 wrote:
 Elbows wrote:
If I had to put a nail in the coffin of me ever buying a GW game again it'd be the "no model, no rules" which has become an absolute staple in all of their games. The "if we don't sell it, you can't use it" is just terrible.


Blame Chapterhouse.


And Raging Heroes and any other company that makes alternative armies for 40K/AoS/Warhammer games. GW was losing money because they were putting things in batteltome and codex that weren't on their shelves so people were naturally using 3rd parties to fill those gaps. Once someone has broken the barrier of using 3rd party they are more likely to use them again and advertise and spread that to other gamers. As a result GW loses out because now you're not just buying that alternate weapon, you're buying the whole alternate model.

Also it was never friendly to new gamers, not all of which would know/want to use 3rd party and not all could or wanted to convert. Also many gamers hated that GW would put weapon choices and even whole models into codex/battletomes and the actual models for them would take forever and ever and never appear. It wasn't having converting as an option to the hobby it was making it a mandatory element if you wanted to have armies appear as they should.

Plus even when GW knows that in 4 months they are releasing the model anyway they dont' want it in the codex/battletome; heck look at Sisters of Battle, Raging Heroes are already pushing their own Sisters force and GW hasn't got theirs out of the door yet. Pretty much no other wargame company has to suffer this; even big names like Privateer Press don't have whole other companies founded and built off the back of supplying alternate warjacks and warbeasts.


Besides in a functional sense it doesn't reduce the number of model we see from GW (if anything the number has increased significantly); it just means we have to wait until the model actually appears.


Rate warcry 1-10 Poll @ 2019/07/24 16:18:21


Post by: Elbows


Those are really poor attempts to justify it. The same nonsense is trotted out every time someone mentions it - and no offense to you guys, but those aren't good enough reasons to justify the design decision. It's a poor one and killed my enthusiasm for GW. You can enjoy the new games all you want, but there was a better more interesting time. We're past that now.


Rate warcry 1-10 Poll @ 2019/07/24 16:30:02


Post by: Overread


 Elbows wrote:
Those are really poor attempts to justify it. The same nonsense is trotted out every time someone mentions it - and no offense to you guys, but those aren't good enough reasons to justify the design decision. It's a poor one and killed my enthusiasm for GW. You can enjoy the new games all you want, but there was a better more interesting time. We're past that now.


In a way I don't see how it was more interesting than it is now because what was removed was just more weapon options for units; and in fairness a lot of major armies have kind of replaced the idea of 1 unit doing it all with multiple specialist unit types. Look at Tyranids, at one stage the Carnifex was everything - your heavy sniper, artillery, anti infantry, close combat, etc... Whatever you wanted from it you got it by loading it up right. Now it still does that but there are dedicated big models that do similar jobs better.

The only games where I can see the "no weapons no rules" issue being apparent is in something like Necromunda where there's far far more variety in equipment choice per model.


Rate warcry 1-10 Poll @ 2019/07/24 17:06:55


Post by: lord_blackfang


Agreed with Elbows on all fronts.

Also, GW is the biggest fish, it's pathetic how they overreacted and changed their own designs and policies because some dudes casting in their garage made after market parts.


Rate warcry 1-10 Poll @ 2019/07/24 17:18:30


Post by: auticus


What it killed was the conversion potential for items that had no official model.


Rate warcry 1-10 Poll @ 2019/07/24 18:42:36


Post by: Desubot


8/10. its fun.

its clunky to set up with the multiple cards but honestly not that bad.



Rate warcry 1-10 Poll @ 2019/07/20 00:00:17


Post by: Geifer


I still don't know how to rate this game, but I've played a game now and watched another two and I approve.

I don't know about the cards in general being clunky, but setting up terrain based on a plan certainly took a lot longer than free style placement. It's a very board-/videogamey part. But in the context of randomly generating the mission, it's not something I feel the need to criticize beyond saying it's another step away from classic wargame values.

I thought the game was fun and had I felt my victory was owed to a large degree to the decisions I made during the game. Since that's what I'm looking for in a game the most (actually the most important part is the miniatures for me, but that's not much of a concern with GW) I'm quite pleased so far. The way command points are rolled for, can have different values and are not a reliable resource to be expended to buy yourself and advantage as early as possible is a plus in my book.

I can obviously not say about the campaign yet, but I'm confident in saying that Warcry won't be a waste of time for me.


Rate warcry 1-10 Poll @ 2019/07/27 15:49:20


Post by: AegisGrimm


I'm kind of underwhelmed after watching the GMG videos (which usually get me psyched about a game- I have bought into a couple of games now because of Ash). If I am playing skirmish games I want more warband advancement/ setback. Character improvement and possible injuries, rather than just soulless replacement of dead models in the next game while their partners never change. I also want greater warband model variety. In Skirmish I could have a Liberator Prime and his loyal Gryph Hound backed by some Freeguild Troops, against some Orruk ardboyz and even a couple of bow-weilding boyz and a Rockgut Troll, or the Chosen Axes with a counts-as War Golem using the Kurnoth Hunter stats.

Frankly, in my local games a better "Warcry" experience could probably be had by buying the terrain when its separate (it is some really cool despoiled terrain) and a combo of AoS: Skirmish and Hinterlands. If someone really likes the models from Warcry, then using their warscroll download for AoS (even though they are really boring as I look at them) makes them possible in Hinterlands/ Skirmish.


Rate warcry 1-10 Poll @ 2019/07/27 22:24:41


Post by: SamusDrake


Warcry is still on pre-order, so its a bit early for a poll. Maybe at a later time...

Was very close to pre-ordering the core manual, but pulled out at the last moment. In a nutshell, I'll be opting for the core AoS and Skirmish rules(from a previous WD article). I might consider Warcry a bit later on after its "out there" and when(if?) they expand the factions and their units.


Rate warcry 1-10 Poll @ 2019/07/28 10:39:00


Post by: YeOldSaltPotato


It's the boxed version of the game, you need to restrain your expectations a bit. It's mean to be playable as a box, not necessarily as a sprawling campaign.

Beyond that, the game itself was quick and reasonably fun. Models feel reasonably distinct for the most part, there are some interesting combos and tactical choices, but those choices are largely tied up in the initiative powers and positioning to use them best.

And frankly, I don't see this type of game play scaling well to the rest of AOS, it's too small and focused for anything that comes in full units to scale into it well, not enough personality per miniature without going into characters who'd be horrifically over powered here.

Solid game, if it takes off I'll hop in, but I'm not face tanking the entry price on this one.


Rate warcry 1-10 Poll @ 2019/07/28 22:23:29


Post by: Sarouan


We have a few battle reports on the net already, some even trying the campaign system like here :

https://www.youtube.com/watch?v=NwqimnNqSjg&list=PLzrPO7KIAtwXHhhUlLraJlb_gcg9-oLxv

I think the game is more cleverly made than it seems. Maybe it won't last 20 years like Mordheim, indeed, but the game looks really fun and made so that it's easy for people playing/joining the campaign. So I understand the high scores for now.

By the way, Auticus, the other warbands revealed will be available for pre-order next week. So we will have all of them in the same month, no delay like Necromunda here - and no excuse left to try the game.


Rate warcry 1-10 Poll @ 0204/07/29 09:26:06


Post by: Amishprn86


To early, i dont care if there are Batreps, i need to play it myself a few times.


Rate warcry 1-10 Poll @ 2019/08/03 19:37:54


Post by: auticus


Now that i have absorbed the game, i give it a solid C.

The models are an A. Great stuff. The terrain is great as well.

The rules are a massive disappointment but again what id expect from over simplification.

Its hinterlands based and then watered down liberally.

It can be a lot of fun but will require some game mastering and enhancing the campaign elements moderately.


Rate warcry 1-10 Poll @ 2019/08/03 20:51:34


Post by: Sarouan


 auticus wrote:
Now that i have absorbed the game, i give it a solid C.

The models are an A. Great stuff. The terrain is great as well.

The rules are a massive disappointment but again what id expect from over simplification.

Its hinterlands based and then watered down liberally.

It can be a lot of fun but will require some game mastering and enhancing the campaign elements moderately.


I think it comes mainly from the campaign system.The quest system is a nice idea, but the trouble is that every player is doing their own quest regardless of what the others are doing - convergence games can be disconnected from the narrative they're telling by throwing litterally any random warband as opponents. Fact that some convergence heavily implies the defeated warband in the former convergence is destroyed/has some warriors killed or captured reinforces that feeling. I guess you can assume you don't actually play your warband during that convergence game or say that narrative doesn't matter, but it still feels weird to me.

Destiny levels are random on the same result, there is no reward for warriors doing outstanding actions during the game. I guess it's fitting to the Chaos Gods being fickle, so I agree with the randomness, but maybe modificators for some actions could make it feel something else still matters other than surviving ?

There is no sense of danger in the campaign system : deaths don't matter that much and since minor artifacts are meant to be useless after some time or one time use, their loss isn't such a big deal. Command traits won't be a problem since your leader cannot die...so you also know to whom you will give the artifact after your quest.

Basic gameplay is actually solid to me. The cards to generate your scenarios make some interesting combinations and is actually well thought. It's not over simplification to me - but clever focus on the tactical possibilites by using your warriors well with their aptitudes. Where it hurts is really the campaign, IMHO.

So I would think that campaign system would gain much more by going further and deeper - making trauma rolls matter but not crippling, having something better for making your warriors progress (and make their loss actually matter as well), rethinking the quest system, maybe add more narrative with the search rolls so that's it''s not just finding lesser artifacts, and so on.


Rate warcry 1-10 Poll @ 2019/08/03 20:55:51


Post by: Overread


I can see GW releasing an expansion for a deeper campaign system. Letting the core game focus on the casual easy to approach system and then letting the games popularity build so that more want an in-depth system that works with organised play groups and then GW coming along to service that need. Esp as AoS hasn't got a "deeptactical" game like Necromunda


Rate warcry 1-10 Poll @ 2019/08/03 21:03:01


Post by: Sarouan


 Overread wrote:
I can see GW releasing an expansion for a deeper campaign system. Letting the core game focus on the casual easy to approach system and then letting the games popularity build so that more want an in-depth system that works with organised play groups and then GW coming along to service that need. Esp as AoS hasn't got a "deeptactical" game like Necromunda


I don't think so. If that was the case (and had demands for such), they would have done something a bit deeper with Kill Team. They didn't.

Did you see the interview with Bottle on Stormcast ? The campaign system was made so so that it wasn't as unforgiving as Mordheim or Necromunda, where you just had bad luck with rolls and lost so much your band was basically destroyed and had to restart over. They wanted to make it more positive while minimizing the negatives. That's why deaths don't matter and players can refill their band roster however they want. It's a design choice.

To me, I feel they missed some of the reasons why Necromunda and Mordheim were games so popular. There is no glory without pain nor risks. The feeling when you lose your beloved hero with unique abilities to a bad fall was perfectly translating the sense of danger and mortality described in the narrative of these games. Here in Warcry, it should be as lethal, but the game doesn't translate it at all with the campaign system.


Rate warcry 1-10 Poll @ 2019/08/03 21:22:51


Post by: auticus


Its a poor design choice in my opinion. Again with the no risk all reward road they love to pave.


Automatically Appended Next Post:
It will take fan enhancements to bring it near a mordheim level of quality. Which is a deep shame to me.


Rate warcry 1-10 Poll @ 2019/08/03 21:31:38


Post by: Overread


 Sarouan wrote:


To me, I feel they missed some of the reasons why Necromunda and Mordheim were games so popular. There is no glory without pain nor risks. The feeling when you lose your beloved hero with unique abilities to a bad fall was perfectly translating the sense of danger and mortality described in the narrative of these games. Here in Warcry, it should be as lethal, but the game doesn't translate it at all with the campaign system.


At the same time perhaps with Killteam and Warcry they want that more casual game - esp if it designed to be their entry point into the franchises for people who are on budget or who don't want to buy whole armies to start with. As a result a simpler and more rewarding overall system without the crippling defeats aspect plays right into that approach of encouraging people to go deeper. Might be GW has their own idea for a separate high-risk more indepth game with AoS in the future.

Underworld - unqiue models but very much a board game
Warcry - some unique models, but also an entry point into general wargaming models with some boardgame aspects
Something else -


Rate warcry 1-10 Poll @ 2019/08/03 21:35:43


Post by: auticus


At what point can we jump off the casual train?

Aos was supposed to be more casual and easy too. Skirmish was super casual and streamlined.

When can we get back some substance to the rules?

Where do you go to get “deeper”?



Rate warcry 1-10 Poll @ 2019/08/03 21:41:50


Post by: Overread


 auticus wrote:
At what point can we jump off the casual train?

Aos was supposed to be more casual and easy too. Skirmish was super casual and streamlined.

When can we get back some substance to the rules?

Where do you go to get “deeper”?



Right now deeper seems to be Necromunda and Adepticus Titanicus with perhaps Aeronautica when it comes out. Like I said AoS is missing a trick with a deeper system, though one could argue that the RPG game (in development still) could fit that, but RPG systems are often slightly different to typical wargame presentations and rely heavily on a DM to make them fun; whilst even games like Necromunda which has a game organiser, still work fun and in-depth on their own.

Also if Warcry is the entry point then the Skirmish rules might dwindle away. Certainly I can't see GW pushing skirmish and warcry at the same time when they fit into such a similar slot. The only difference is that skirmish was around first and got into the battletomes whilst warcry will likely have to wait until the next generation of game rules and battletomes before its stats are added into the battletomes. That, of course, assumes it survives. It could still go belly up, though I honestly hope not.


Rate warcry 1-10 Poll @ 2019/08/03 21:48:25


Post by: NinthMusketeer


 auticus wrote:
At what point can we jump off the casual train?

Aos was supposed to be more casual and easy too. Skirmish was super casual and streamlined.

When can we get back some substance to the rules?

Where do you go to get “deeper”?

When players support deeper rulesets with purchases.


Rate warcry 1-10 Poll @ 2019/08/03 21:52:45


Post by: auticus


Kind of a catch 22. There are zero deep rulesets that gw produces for fantasy. Titanicus and aeronautica do zero for a fantasy player. Therefore no players will buy their deeper rules.


Rate warcry 1-10 Poll @ 2019/08/03 21:54:28


Post by: NinthMusketeer


In the wargames industry as a whole, I mean. GW doesn't exist in a vacuum anymore.


Rate warcry 1-10 Poll @ 2019/08/03 21:59:57


Post by: auticus


Most of the wargames industry period isnt selling well, past a kickstarter or long term.

The market is biblically flooded with streamlined casual mixups of miniatures/board/ccg style games.

Mantic’s version of warcry (Vanguard) has 10x the substance but you need to have a mantic fanbase to play.

People constantly bring up wanting a mordheim but then they get a hollow mordheim.


Rate warcry 1-10 Poll @ 2019/08/03 22:07:00


Post by: NinthMusketeer


The point being customers as a whole just don't support deeper rulesets. And honestly it isn't difficult to see why, considering the amount of effort it takes to get models ready to play with, to get simple rules learned, to get everything set up, on top of just life being exhausting...

As a person who generally has a very easy time learning and figuring out new rulesets it is easy for me to imagine dealing with more complex ones, but I have to recall that many people take some time to get simple/shallow ones down.


Rate warcry 1-10 Poll @ 2019/08/03 22:15:51


Post by: Overread


 NinthMusketeer wrote:
The point being customers as a whole just don't support deeper rulesets. And honestly it isn't difficult to see why, considering the amount of effort it takes to get models ready to play with, to get simple rules learned, to get everything set up, on top of just life being exhausting...

As a person who generally has a very easy time learning and figuring out new rulesets it is easy for me to imagine dealing with more complex ones, but I have to recall that many people take some time to get simple/shallow ones down.


The other big issue is that deeper rule-sets and more involved campaigns often require a core set of regular players turning up each week to play. This can be a huge issue for some market segments. Once you leave school its very easy for life to get in the way of a weekly activity and even if it doesn't your time there might be limited. With deeper systems its much easier to get left behind to the point where if you've not appeared for 2 or 3 weeks you're really far behind. That means either the organiser has to cut you some slack or you're running a high chance of getting beaten upon return and bashed all the way back down.

It's a bit of a catch - older gamers are more likely to adapt and want newer deeper systems, but its the younger players who have more regular time slots to play (most often).


Still I agree, at present GW isn't offering a deeper fantasy game so there isn't even the option. We can but hope and wait that they will develop one. AoS is really still only a 1 or 2 year old game as such (if we forget that whilst its closer to 5 a bulk of those years were Kirby influenced mania)


Rate warcry 1-10 Poll @ 2019/08/03 22:20:46


Post by: auticus


Dudes...im not asking for bloody battletech total war complexity.

Im asking for lego blocks instead of duplo blocks. Somewhere.

Aos, 40k, warcry... can all be made “deeper” with a page of extra considerations.

Not chartmaster level of add ons.


Rate warcry 1-10 Poll @ 2019/08/03 22:22:18


Post by: NinthMusketeer


I know, I am just raising the trends as to why it doesn't happen.

Looking at things a different way, how much do you trust GW to produce a well-designed deeper ruleset?


Rate warcry 1-10 Poll @ 2019/08/03 22:27:23


Post by: Sarouan


Actually, I don't think it's that "casual" focused. It's more like it's intended so that everyone can find their pleasure and no one is disturbed. Let players build their roster band as they want, so that they can replace instantly all their losses. Let death not matter that much, so that players don't get upset when a roll kills their character. Let make everyone roll for destiny levels, no matter what they do as long as they survived - that way you don't farm experience and players who lose the game can still have a chance to gain progression as well. Let's make the search roll all positive with artifacts (with the only downfall being "you find nothing") rather than random events in Mordheim that can give you bigger treasures randomly or something bad happening just because that's how lethal Mordheim is. I would have thought the 8 points were a deadly place by reading at the (small) background in the book.

That's indeed the "all rewards road" they've taken. But to me, it's not casual. It's just showering the player in a all positive experience, even if it goes against what the game narrative should translate.


Rate warcry 1-10 Poll @ 2019/08/03 22:36:21


Post by: auticus


Its the same route d&d took as well.

Dont kill the players. Its not fun.

Danger is fun. So long as its artificial and you cant lose anything.

And there are rumors of gw dicking with blood bowl new edition and i can totally see them doing this stuff there too.

Its not fun when your players get dead or injured. Its not fun when you fail to pick up the ball. Its not fun when something bad happens.


Rate warcry 1-10 Poll @ 2019/08/03 22:36:55


Post by: Sarouan


 NinthMusketeer wrote:


Looking at things a different way, how much do you trust GW to produce a well-designed deeper ruleset?


I think they have the potential to do a very complex ruleset if they want. If you watch the Bottle interview on Stormcast, you realize the core of Warcry is actually coming from the prototype of Jervis Johnson. If you give all freedom to some of their rule designers, they can make a small treasure with all the ressources they have at hand.

The will is an entire another question, though. It is clearly not a question of skills, here.


Rate warcry 1-10 Poll @ 2019/08/03 22:40:09


Post by: auticus


Bottle has already shown hes capable. The community as well.

GW mandates these baby rails to keep the game accessible.

I think thats fine for some products. But they have done so at the exclusion of everything else.


Automatically Appended Next Post:
And then you look at the poll results and apparently everyone loves that kind of thing.

Fortunately everyone seems to also love Vanguard, which has a ton more depth, and can probably easily have the warcry factions ported over to it with minimal fuss.

The fun is getting a GW centric group to go get a mantic ruleset.

lol. I'd still love to hear the people that voted it 8, 9, or 10/10 can explain why they feel that in the realm of fantasy skirmish games (vanguard, frostgrave, ragnarok, mordheim, etc) that warcry is apparently the best option. Truthfully answer that is.


Rate warcry 1-10 Poll @ 2019/08/04 00:23:54


Post by: Sarouan


 auticus wrote:


lol. I'd still love to hear the people that voted it 8, 9, or 10/10 can explain why they feel that in the realm of fantasy skirmish games (vanguard, frostgrave, ragnarok, mordheim, etc) that warcry is apparently the best option. Truthfully answer that is.


They certainly rated more on the gameplay itself rather than the campaign system, IMHO.

Thing is, if you focus only on the gameplay like a pick up game with Mordheim for example, Mordheim is pretty bad - horrible scenarios, armors that are useless, completely unbalanced warbands, and so on. It's only good with the campaign system (and I'd say with all the supplements, fanmade creations and town cryers that came as years passed on - it's important to remember that as well), when you play narratively. Nostalgia shouldn't make us forget that fact.

Warcry ? It is clearly thought with other ways to play like the usual three modes GW shows in their games now, including the competitive tournament scene. So I'm not surprised if some people just don't care about the campaign. I do believe however that the players loving campaigns are the ones who are willing to create more content and play on a longer term, though.


Rate warcry 1-10 Poll @ 2019/08/04 00:31:11


Post by: Trimarius


Perhaps they, truthfully, actually enjoy the game? I know I'll miss the more in-depth campaign elements, but not everyone does.

A pick up game friendly "campaign" system may be the most they felt they could include in the base game without setting unattainable expectations for new players. Getting a solid group of people who show up every week for months without things going off the rails is difficult, and often impossible. Setting the base expectations with these quests let's them add in a more detailed system later while at least having something.

Besides, any group that can survive running an actual campaign should be able to slap some grittier advancement rules onto the game. Edits to a pick up game are effectively a no-go (so that's where the initial rules push needs to be), but long haul campaigners can talk things out.


Rate warcry 1-10 Poll @ 2019/08/04 00:35:16


Post by: Overread


One big question with warcry, esp since they introduced the warbands, is how GW is going to expand it.

With Killteam most of the models were already main-army models, so adding in elites, leaders etc.. was a purely natural evolution because it was just adding more core-game models into the Killteam format


For Warcry GW has launched with these 6 unique warbands which all fit into only 1 faction - Slaves to Darkness - in the core game. Now it might be that GW has different plans in how to evolve the game and advance it in the months to come. So instead of purely adding another "unit type" (esp since AoS only has troops - leaders - monsters) they might well add new layers of depth to the game. Allowing them to get more out of the current setup.


Rate warcry 1-10 Poll @ 2019/08/04 00:49:27


Post by: Amishprn86


 auticus wrote:
Bottle has already shown hes capable. The community as well.

GW mandates these baby rails to keep the game accessible.

I think thats fine for some products. But they have done so at the exclusion of everything else.


Automatically Appended Next Post:
And then you look at the poll results and apparently everyone loves that kind of thing.

Fortunately everyone seems to also love Vanguard, which has a ton more depth, and can probably easily have the warcry factions ported over to it with minimal fuss.

The fun is getting a GW centric group to go get a mantic ruleset.

lol. I'd still love to hear the people that voted it 8, 9, or 10/10 can explain why they feel that in the realm of fantasy skirmish games (vanguard, frostgrave, ragnarok, mordheim, etc) that warcry is apparently the best option. Truthfully answer that is.


Oh I for sure gave it an 8.

Why? B.c i do "not" play it for an deep ruleset game, if i wanted that i'll play necromunda or something else, what this game is good for, is for fast pick up games when you dont have enough time, space, etc.. and you still want to do something. We played a game in 30min easily, thats why its good, its good for a fast game, just like chess/checker/go, etc.. are, something you dont need to invest to heavily into to get it to work and work well for what it is. The game is heavily based on movement and timing of your abilities. Also its actually a good tournament game as well, 90min rounds, best of 3, 3 rounds, a 5hour tournament with 9 games. And its great to play with people that dont like 50+ models and only want to play with 5-10 models, or dont like the insane about of rules. Sometimes less is more for many people.

If you are looking for a deeper game, then play Underworlds, thats AoS deep ruleset small scale game, yes it is a CCG style but it has a lot more tactics and combos. I would honestly wait a little as well, as they might add more to the game later, expansions that gives more rules, you never know.


Rate warcry 1-10 Poll @ 2019/08/04 01:41:51


Post by: auticus


You have to understand that I'm coming from a wargaming standpoint so CCGs don't interest me (which is why I don't play underworlds).

So as I understand it, the people that love warcry largely are just loving it for the gameplay elements, and don't give a sod about the campaign. Its basically a replacement for skirmish that they can do to pack in 3 or 4 games in an afternoon instead of one aos game.

I guess I can understand that from that angle. My complaints are largely centered around the weak campaign structure and not the gameplay.


Rate warcry 1-10 Poll @ 2019/08/04 04:03:18


Post by: NinthMusketeer


Intentionally or otherwise it fills the AoS skirmish slot because AoS skirmish is more or less unplayable. I still think they just should have published "Hinterlands II: The Copywritening" and gone from there. Bottle's ruleset, IMO, remains the best way to play skirmish style AoS period. And it is fan made, years old. Which sums up my faith in GW as a company putting out deeper rulesets.


Rate warcry 1-10 Poll @ 8014/06/13 20:22:44


Post by: Sqorgar


 auticus wrote:

My complaints are largely centered around the weak campaign structure and not the gameplay.
But that can be changed and improved. Necromunda has, what, 5 different official campaigns now? I don't have my copy yet, but from what I've seen, the basic campaign structure that exists can be expanded upon in interesting way. For instance, it could be a branching path, where one path could allow you to gain a hired gun-like special named hero, while going the other way is filled with specific chaos beasts that you can defeat and add to your team. The limited treasure tables can be redone with more interesting things (Frostgrave has about 10 different treasure tables at this point). Doing a more challenging injury system could easily be built on top of what's there.

The important thing is that Warcry is extremely modular, and every module can be taken out and reconfigured, or even replaced with something else. I think GW will opt more for additional modules - new layers added on top of what's available - and allow players to pick and choose how they want to play. I thought that this was the direction that Kill Team would be going, but they really only dabbled with it through Arena (though technically, Urban Conquest was a compatible campaign system). The AoS team is more comfortable experimenting outside of matched play, so I'm hoping it will be better. Even if they just add more stuff (more factions, more units in each faction, more chaos beasts, more ravaged lands, more battleplan cards, more campaign quests), it will exponentially grow the game in way more interesting ways that Kill Team.


Rate warcry 1-10 Poll @ 2019/08/04 10:14:38


Post by: nels1031


 auticus wrote:
lol. I'd still love to hear the people that voted it 8, 9, or 10/10 can explain why they feel that in the realm of fantasy skirmish games (vanguard, frostgrave, ragnarok, mordheim, etc) that warcry is apparently the best option. Truthfully answer that is.


On the flip side, I’d like to hear from the folks who gave it a 1 or 3.

I gave it a 10 of 10* out of the totality of what it offers.

In no particular order:

-The overall value of the boxed set.
-The Terrain. My main worry was that it wouldn’t be compatible with the Azyrite Ruins or Townscape and though it uses a different fitment scheme, they are compatible. The possibilities are going to be awesome. That alone had me hyped for this game and the main reason I bought 2 boxes.
-The models. The mini’s are fantastic. Would’ve been nice to get a Chaos version of the Mordheim Warband/Militia multi-part kit, but I’m happy with whats available. These mini’s will change the footprint of Chaos armies from here on out.
-Half a dozen (with more on the way) wholly unique looking/playing warbands within a month of the games release, not to mention warband ports from main AoS.
-The rules. I’ve played 5 games since Friday and the rules are fun, fast, easy to learn and I can see the possibilities for modularity/added complexity through supplements down the line.
-I’ll have opponents to play against.
-Straight unapologetic fanboy. I only have time/inclination for one game ruleset and I’ve hitched my wagon to AoS and its affiliates.

Thats what I want from a small skirmish game.

Aside from Mordheim (with 20 years under its belt it is largely dead as well as mostly viewed with rose colored glasses), to the best of my knowledge none of the games you listed above have any of that in a complete package.

*I’d knock it down to a 8 or 9 because the assembly instructions for the terrain are misleading and I wouldn’t have known without social media. The directions overall seem like a cluster.


Rate warcry 1-10 Poll @ 2019/08/04 10:33:41


Post by: Overread


To me the biggest thing is if those ranking it low are ranking it low because they don't enjoy it as a game; or because they want it to be something different than what it is.


Rate warcry 1-10 Poll @ 2019/08/04 12:24:33


Post by: auticus


Well yes, if you were hoping for a certain game and this landed on your feet and its not what you wanted out of a skirmish game, youd mark it low. I marked it a 4 for mediocre gameplay and shallow campaign system. It can be salvaged but requires houserulimg, which takes both energy and a ton of social engineering.

I dont consider models or terrain as part of the evaluation for its rules.

Had gw released frostgrave verbatim only gave the magical schools a realms spin, the people who voted high would still have voted high im pretty sure.

And thats what sucks imo, they can release literally anything and it will get cheered.

As a pure replacement for skirmish with no campaign consideration id give it a 6. Just for its pick up game culture approach.


Rate warcry 1-10 Poll @ 2019/08/04 12:48:22


Post by: nels1031


 auticus wrote:
Well yes, if you were hoping for a certain game and this landed on your feet and its not what you wanted out of a skirmish game, youd mark it low.


And the folks who were hoping for a certain game and this landed on their feet and its exactly what they wanted out of a skirmish game, marked it high.

But you needed to request clarification (more than once) on how they voted, as if they are wrong. Bogus.


Rate warcry 1-10 Poll @ 2019/08/04 12:56:06


Post by: auticus


Its not as if they are wrong its to get their perspective. Your perspective is as you already said an unapologistic fanboy that would have high marked pretty much anything they put out.

It was the explanation that as a replacement for skirmish that i understand.

As a fanboy you always strongly rebuke what i have to say without ever really getting into detail why most of the time, and when you do things like try to strawman me by saying im trying to prove an opinion wrong and how thats bogus (my intent is most certainly not to try to prove anyone wrong, but white knighting is just as bad as black knighting) you completely destroy the nature of conversation by trying to place an intent on me that is malevolent and akin to comic book guy character simply because you dont like what i have to say.

We dont need any of that.


Rate warcry 1-10 Poll @ 2019/08/04 13:44:11


Post by: nels1031


 auticus wrote:
Your perspective is as you already said an unapologistic fanboy that would have high marked pretty much anything they put out.


Nah, not everything. I think Path to Glory is a waste of battletome/rulebook space and it needs to go. Perhaps it will now that a legit replacement has appeared. And both WHQ’s missed the mark. A worthy effort, but misses none the less.

 auticus wrote:
It was the explanation that as a replacement for skirmish that i understand.


Why do you even need an explanation? People like what they like. Move on.

 auticus wrote:
As a fanboy you always strongly rebuke what i have to say without ever really getting into detail why most of the time,


I usually rebuke you because you lay on the hyperbole and anecdotes pretty thick. And the fact that for every release you find something to be a martyr about. “Lets complain about Slaves to Darkness in the Free Cities thread!” for one example.

 auticus wrote:
and when you do things like try to strawman me by saying im trying to prove an opinion wrong and how thats bogus (my intent is most certainly not to try to prove anyone wrong, but white knighting is just as bad as black knighting)


Here are your words dude:

 auticus wrote:
People voting 10 / 10 huh? I'd love to know how it received max score from multiple people and why they voted that way and how it is superior to other fantasy skirmish games on the market right now to be rated at the top.


The poll asked how folks enjoyed Warcry’s gameplay on the scale of 1-10. Not how it stacked up against any other game. No other game is mentioned. You are the only person mentioning other games. But folks who enjoy Warcry’s gameplay need to explain to you how its better than whatever skirmish system you’re playing this month.

 auticus wrote:
you completely destroy the nature of conversation by trying to place an intent on me that is malevolent and akin to comic book guy character simply because you dont like what i have to say.


I will freely say that I agree with you on half of what you say, usually on balance issues, and the other half you are making gak up outright or being overly hyperbolic. Thats where the rebukes come in.

 auticus wrote:
We dont need any of that.


Indeed.



Rate warcry 1-10 Poll @ 2019/08/04 13:50:46


Post by: Sarouan


I think calling Warcry's gameplay as "mediocre" is a bit too harsh. If we don't need fanboyism, we also don't need the other extreme end that is commonly seen on Dakka. You know what I'm talking about, I believe.

One thing is for sure : games like Mordheim and Necromunda weren't as rich at the beginning and it needed a few years before the content they got was plenty enough to enjoy ourselves for a lifetime. This is the same for others games like Frostgrave : first book was nice but the options it presented had their limits as well, and I doubt people could play for years with just it alone. It had extensions since (including some other ways to play) and it got richer thanks to that as well. Vanguard is still a bit too young, but it is the same thing (especially when the other warbands will join the fray and we'll get other campaign books).

Warcry won't be any different here.



Rate warcry 1-10 Poll @ 2019/08/04 13:51:01


Post by: NinthMusketeer


Path to Glory is awesome, the only kind of league my group plays anymore.


Rate warcry 1-10 Poll @ 2019/08/04 13:58:48


Post by: nels1031


 NinthMusketeer wrote:
Path to Glory is awesome, the only kind of league my group plays anymore.


I actually thought of you as I was typing, as I know you enjoy it from reading your posts. To each their own. Enjoy!

I won’t need an explanation, unlike some.


Rate warcry 1-10 Poll @ 2019/08/04 15:10:45


Post by: auticus


I dont make anything up. There is not a thing ive ever posted thats fabricated.

And the reason to ask why people voted 10:10 is to generate discussion on a discussion forum to understand why people think the way they do to help me understand their perspective.

Villifying people who are discussing why or asking why you like or not like something, on a discussion board whose sole purpose for existing should be discussing (not just seal clapping everything or hating everything) seems rather inane.


Automatically Appended Next Post:
“Mediocre” is not negative. It means a flat 5/10. The gameplay in warcry is straight up middle of the road to me. I dont think thats being too harsh at all. It doesnt for the most part make me curse through my teeth like aos core rules do with double turn or dudes summoning upwards of 50% of their army, but neither is it wowing me or offering some type of gameplay component that just makes gameplay great either.

I understand black knighting is equally bad but black knighting is not calling something middle of the road.

Its saying everything sucks all the time, every aspect is bad all the time. I have many times offered up the things that i like.


Rate warcry 1-10 Poll @ 2019/08/04 15:49:42


Post by: Sqorgar


 auticus wrote:

Villifying people who are discussing why or asking why you like or not like something, on a discussion board whose sole purpose for existing should be discussing (not just seal clapping everything or hating everything) seems rather inane
I seem to remember similar sentiments being posted by AoS bashers when it first launched.

I mean, that's not to diminish your opinion and all - this thread is for sharing opinions on the game - but it can get kind of exhausting trying to parse those opinions when the thread is dominated by a single, overly negative one. There's been 64 posts in this thread so far, and 16 of them were by you. That's a full 25% of all the posts are a single opinion. When that single opinion is negative, it can really drain the momentum from the thread.

(I do it too. Heck, I may be the absolute worst poster when it comes to this sort of thing. Maybe second worst, behind Peregrine. So, I'm not trying to throw stones from my glass house here. I just know how easy it is to get swept away in a discussion and forget to let a conversation breathe. Heck, having typed this, I realize that I've been doing that in the tournament thread, so I need to probably step back there, myself).


Rate warcry 1-10 Poll @ 2019/08/04 15:57:10


Post by: AegisGrimm


I don't know, I am honestly having more fun playing with GW minis using Age of Fantasy:Skirmish by One Page Games, rather than any recent official GW publication. Even if I were going to use official rules it would have to be an amalgamation of Skirmish, Hinterlands, and official warscrolls (which is a pain to have everything spread out) to give me what I was hoping Warcry was going to be.

Warcry could have worked great with the rules being replaced with an official adaptation and expansion of Hinterlands. Although the pessimist in me feels like GW would never give legitimacy to something that didn't originate completely in-house from the get-go.


Rate warcry 1-10 Poll @ 2019/08/04 18:21:21


Post by: auticus


I seem to remember similar sentiments being posted by AoS bashers when it first launched.


Funny enough when AOS released I was banned from warseer for supporting it (as that was considered "Trolling" by the moderator staff there and supporting AOS at all had posters that hated that opinion reporting those that supported it for trolling them).

There's been 64 posts in this thread so far, and 16 of them were by you. That's a full 25% of all the posts are a single opinion. When that single opinion is negative, it can really drain the momentum from the thread.


Couple things there.

1) a lot of my posts are responding to other posts.

2) forums of all types, be them political, religious, and gaming, have all devolved into an echo chamber pit, where if you are posting counter to what the majority want to hear (so here, if you are an AOS "fanboy" you don't want to hear negativity at all, and most of my contemporaries that support what I have to say don't come to AOS forums because they won't give it any of their time because people hate houseruling) then you are considered "toxic" and "draining".

Because what used to be a place to go to discuss your thoughts both pro and con has turned into something that has been relegated to a rarity, and now we have "why do you feel it should be rated so high?" "why does it matter why I feel it should be rated so high?"

Everything is a personal stance like a political party or religious affiliation these days and to dislike an opinion or to dislike a way of playing a game these days is equivalent in many cases as a personal attack or dislike of an entire individual (same as if you don't like my political party or disagree with my religion).

"You don't like that I like this game? That means you are trying to say I'm wrong, that I'm doing something bad, that I am bad or wrong."

I find those things to be dangerous and that our entire forum of communication along those lines to make me sad.

Ultimately what is being said is "if I like this game, I don't want to log into a forum and read you saying negative things about it", and some people take that a step further with "and if you don't like this game that I like that means you think my choices are wrong and I don't like you for that and will attack you every chance I get".


Rate warcry 1-10 Poll @ 2019/08/04 21:38:22


Post by: NinthMusketeer


Ok guys, I think you are both getting a bit harsh here. Maybe take a break from this thread for a day?


Rate warcry 1-10 Poll @ 2019/08/04 23:03:44


Post by: AegisGrimm


Here's my question for those of you that have the game in-hand:

If the game doesn't seem deep enough, especially in the "Mordheim-esque" angles that some of us want a skirmish game to scratch, what needs to be done to improve it by the players? Because that's the thing that really makes me balk at Warcry. If I need to add a bunch of stuff to it to make it a deep-fulfilling skirmish (as opposed to quick filler games), then I don't want to drop $170 for a game when there are alternatives (that even support using GW figures) that while aren't 100% of what I want from a skirmish game, are damned admirable and notable for getting close, especially those that are nearly free to play other than the figures involved.


Rate warcry 1-10 Poll @ 2019/08/04 23:37:53


Post by: Sarouan


 AegisGrimm wrote:
Here's my question for those of you that have the game in-hand:

If the game doesn't seem deep enough, especially in the "Mordheim-esque" angles that some of us want a skirmish game to scratch, what needs to be done to improve it by the players? Because that's the thing that really makes me balk at Warcry. If I need to add a bunch of stuff to it to make it a deep-fulfilling skirmish (as opposed to quick filler games), then I don't want to drop $170 for a game when there are alternatives (that even support using GW figures) that while aren't 100% of what I want from a skirmish game, are damned admirable and notable for getting close, especially those that are nearly free to play other than the figures involved.


IMHO, I would just work on the campaign system.

First thing is not to allow to refill your roster warband whenever and however you want. I would rather ask the players to build a roster with 1500 points of value in total at the beginning - it gives a few reserves in case of some losses. Then I would add a possibility to convert glory points into "permanent warband points", so that you can add more warriors to your roster after the games. I would base myself on the reinforcements options for spending glory points on that matter.

Just that already makes deaths matter, but I would also to rethink the trauma table so that it includes some kind of "permanent wounds" other than just "remove a destiny level".

I think I would also remove the immortality from the leader, but add the possibility for another warrior to become a leader if he dies.

I would also try an experience system, with the possibility to improve the profile of your warrior - or maybe to "upgrade" a basic warrior into a more advanced one (like the Unmade, who progress on the Path of Agony by removing their limbs and replacing them with weapons - would be nice if an Awakened One was rewarded to become an Ascended One and so on). It would be paired with the "deeper" trauma table - progression rewards only makes sense if there is a real danger for your warriors. I'm also thinking about linking the progressions / permanent wounds to an up / down in points so that there is stilll a fair use in both ways (if you warrior is crippled, it would be nice not to penalize you twice by keeping him in your warband while he would be clearly less efficient than a "fresh one", for example).

Would also love to add more random events like in Mordheim for the search roll after the game, and not just put lesser artifacts in them. Maybe add thematic tables for the various places of the eight points, so that it immerses even more the players about the differences (and the dangers) of these lands.

But yeah, doing all of this will ask for some work. I think I will do this gradually and see if it's not too bothersome to play with.


Rate warcry 1-10 Poll @ 2019/08/05 00:20:03


Post by: Sqorgar


 AegisGrimm wrote:
Here's my question for those of you that have the game in-hand:

If the game doesn't seem deep enough, especially in the "Mordheim-esque" angles that some of us want a skirmish game to scratch, what needs to be done to improve it by the players? Because that's the thing that really makes me balk at Warcry. If I need to add a bunch of stuff to it to make it a deep-fulfilling skirmish (as opposed to quick filler games), then I don't want to drop $170 for a game when there are alternatives (that even support using GW figures) that while aren't 100% of what I want from a skirmish game, are damned admirable and notable for getting close, especially those that are nearly free to play other than the figures involved.
Warcry isn't ever going to be "deep". I mean, it's not going to be something like Infinity, with a hundred model states, ammo types, weapons, whatever - based on the stats that are in Warcry, you can move and you can attack. It's the bare minimum you can have, but it seems that there's enough breadth there that a tiny fast guy is going to feel different than a big slow guy . But Frostgrave isn't deep either, but it has sustain two spin offs and a dozen different books, just by filling it with new unit types, scenarios, treasure, and campaigns. The depth of Frostgrave doesn't come from one book, it comes from all of them.

I think Warcry is going to aim for depth through breadth. That is, it's going to give you a lot of different toys to play with that are very simple, but because there are a lot of them, it will have a lot of variety of things to do. For instance, there's 36 terrain cards per ravaged land; 108 as of the Stormvault. Mixed with 36 scenario cards, 36 twist cards, and 36 deployment cards, that's an epic ton of missions you can play - each one just different enough to keep things novel. And there will be more (it looks like an Azyrite Ruins land is coming).

You've got 6 core warbands, 2 incoming, and 12(?) AoS warbands. There will be more. You can stick up to 20 guys in your roster, so you can make up your playable warband from different unit types. There will be more. That's a lot of different matchups. Each of the campaign quests has a different selection of items to unlock, each one specific to a single faction. There will be more. There's two different groups of chaos beasts to encounter as neutral opponents, or to include in your own warband. There will be more.

Ultimately, it is kind of like Magic the Gathering. Each one of these things is like a card - it makes a very small difference to the game by itself. Perhaps even imperceptible. But putting them together in interesting and unique ways can have a surprising and occasionally awe inspiring effect on the game. Nobody accuses Magic of being a shallow game because people don't judge it by its individual cards. It is judged by decks of cards. For some reason, people are judging Warcry by its cards.

Of course, GW could royally screw it up. They didn't do so great with Necromunda, and Kill Team's support just completely fizzled out for a long time. With a game built on the premise of having lots of little things add up, not having enough little things means that it won't add up to much. I think the second I'll be convinced that Warcry is going to work out is if they release more models for each of the core warbands. More minions, named heroes, mercenaries, whatever. Right now, the roster sheet is way too limited to predict how the game will ultimately turn out.


Rate warcry 1-10 Poll @ 2019/08/05 01:43:27


Post by: NinthMusketeer


Well said.


Rate warcry 1-10 Poll @ 2019/08/05 01:55:12


Post by: auticus


The campaign system needs worked. Worked pretty intensely.

Right now it plays out a lot like a warcraft game. You are on some quest. Your opponent is on some unrelated quest. You meet to fight, because warhammer. You go on your separate ways. If you die... meh. It doesn't really hurt you, you can just basically hand waive through some mechanics, so there is no negative to fighting at all and no repercussions. A great chunk of the tale comes from toasting the passing of powerful heroes and the rebuilding that goes on after that. (and again this has me scared of what they are going to do to blood bowl and turn injuries, etc... into hand waives as well as there are rumors that a new blood bowl edition is forthcoming)

What I would like to see would be a combination of path to glory advancement tables, and unified quest chains where there is a reason you are fighting your opponent other than "its warhammer, we're here today at the game store to fight, so we fight". That works great for tournaments or pick up games, but campaigns are battles fought with an end goal in mind, antagonists trying to stop you from that goal, and a story that winds its way to the conclusion involving everyone.

I'd like to see character advancements, a risk system where you can actually die and it means something, and gaining items through quest chains that are unified and not everyone's on their own different quest for whatever reason.

I'd probably break it down further than that to include borders, lands, and things that exist concretely in the game world that can be had as well, but those are just extra things that I don't think are really mandatory.


Rate warcry 1-10 Poll @ 2019/08/05 03:50:49


Post by: Sqorgar


I'd like to see a nemesis system. If you play the same players a lot, you'll probably end up with a few models that constant end up in combat with each other. I'd like to see a building animosity between the units, represented by some sort of advantage when fighting them, or perhaps a disadvantage fighting someone else while your nemesis is on the board (these guys want to fight, need to fight).

Then once you've achieved maximum animosity, there is a final battle where, if one of the two models defeats the other one, that model is dead and the winning model gets some sort of permanent morale boost against that particular enemy team.

I'd also like to see some sort of home turf advantage. Like, maybe you can claim a particular terrain card as your home turf. Then, if that card shows up, you get some sort of boost for playing on it. There should also be a structure on it - a totem or something - that the enemy can destroy to your morale. You came into MY house and destroyed MY giant Sigmar head? You bastard!

Seems like the terrain cards could make a map-based campaign pretty easy. Grab a few of those 9-pocket card sheets and put the terrain cards in, building a large map made up of smaller battlefields. Grab some stickers to put points of interest on it (this battlefield allows you to raise livestock, has a bunch of chaos beasts on it, and owning it increasing the size of your roster. This battlefield is a watchtower which gives you an extra model if an adjacent zone of yours is invaded. Etc). Then have players fight over the various landmarks in the various battlefield, trying to push in and conquer the enemy's headquarters. It'd be even better if they made cards for the campaign items you can find, then you can stick them in the pockets and collect them when you conquer the zone for the first time.

If you made sure to alternate the terrain cards so that no two Ravaged Lands were next to each other, you could make it so that invading from zone A into zone B could be set up together, on a larger playing field that is built from both terrain cards. Then, not only which battlefield you invade would matter, but also from which battlefield.

I wish you didn't have to buy a $90 Ravaged Lands set to get the terrain cards, because I'd love to mark them up. Put little symbols on them representing enemy models to create AI encounters. The game could probably be played with the dumb-AI that is used in games like Walking Dead: All Out War, Frostgrave, or Fallout: Wasteland Warfare. Combined with the 9-pocket maps, creating a solo campaign would be super easy.

Anyway, just some random, non-standard ideas for ways to spruce up the game...



Rate warcry 1-10 Poll @ 2019/08/05 08:54:14


Post by: Sarouan


Yes, I think the quests would gain much more character if they are actually linked and open to all warbands at the same time - a bit like Mordheim, special scenarios you can play and have a bigger reward. Rather than putting the antagonists of these quests in the background, I would put them as actual NPCs/monsters in the scenario - so Korrgad's mercenaries would be an actual band different from the players, with Korrgad himself to fight and defeat on the board to win the game. Or putting Cicatrignis as an actual monster (maybe not as massive as described in the original quest background ) to hunt, attacking anyone coming closer.

I agree it would defeat the original purpose - to make campaigns easier for anyone to come in and join at any time - but it would, IMHO, give a much stronger impression in the minds of the players.

Nemesis system sounds a bit too restrictive to me - that's something that would be better if you roleplay it, I believe.

Otherwise, it's possible to make an "Eternal Campaign" mode by using just the cards for random missions (I actually like a lot this system, it's cleverly made, especially with the cards separated in symetric/asymetric terrains and victory conditions).

I wonder if putting more restrictions on how you choose your warband roster would be good or not. You know, like for Iron Golems, saying only 1 Signifer max per warband and maybe more than one Ogor Breacher if there is an Armator in the roster, and so on. I wish there were more descriptions about each warrior type in the core book, really...


Rate warcry 1-10 Poll @ 2019/08/05 23:10:52


Post by: AegisGrimm


I used to have a fun campaign in an old Reaper Warlord book, where you take a city and overlay a grid or hex pattern over it to track territories gained or lost during the campaign. Not much of a new idea, but the twist was that you kept track of what/how the terrain was laid out like every time a new map portion was fought over on a separate sheet of paper, so that from then on every battle in that hex had terrain set up exactly the same, so hard-contested areas gained a little bit of character as the neighborhood or section of farmland was fought over several times. Also each section of the city had a key which dictated the type of terrain that could be placed there at all.

You could probably do that with the terrain cards from Warcry, and part of the strategy of fighting over a section of the map is that the attacker knows the terrain after the first time it's been fought over. But it doesn't really seem like Warcry supports that type of "every warband in the same sandbox" type of campaign.



Rate warcry 1-10 Poll @ 2019/08/06 11:40:11


Post by: Lord Kragan


EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


Rate warcry 1-10 Poll @ 2019/08/06 12:45:09


Post by: Niiai


I like the rules a lot.

What I am not sure is if it is fun to play. As that is a very different questions to weather the rules are good. I need to get more games inn with it.

I like the sixs factions so far. Although the beastmasters needs a second copy to get one more tiger. They need two of them as they have 2 stratgems that affect them.


Rate warcry 1-10 Poll @ 2019/08/06 13:21:03


Post by: auticus


Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


Rate warcry 1-10 Poll @ 2019/08/06 22:22:29


Post by: Sarouan


 auticus wrote:
Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


It's clear GW did restrain a lot of things in this game - the warbands aren't that modular and are clearly meant to be played with the specific sets on the miniatures. You can convert them, of course, but the lack of options in the kits so far is speaking by itself.

On the other hand, reason why Mordheim is still played nowadays is precisely because players didn't just play the game out of the box with no changes.

So I believe there is still room for fanmade content, even in Warcry. It's true this is a solid toolkit to work as base. Random tables...it's actually easy to modify/put in, in the end. Changing the core rules ? It's another whole story.


Rate warcry 1-10 Poll @ 2019/08/02 22:49:43


Post by: Desubot


 Sarouan wrote:

On the other hand, reason why Mordheim is still played nowadays is precisely because players didn't just play the game out of the box with no changes.


Mordheim really needs house rules. do you want skavens? because thats how you get skavens.

also i recall mordhime being pretty terrible mid to late campaign with a few runaways and everyone else being dumpster-ed on.

Warcry also at the least gives people the opportunity to just play pick up games.


Rate warcry 1-10 Poll @ 2019/08/07 01:43:12


Post by: NinthMusketeer


That is the issue with characters dying; having a character with a lot invested suddenly die sells realism and lethality of setting, but it's still a game. It's easy to lose such a character and be set back so far it's unrecoverable and the campaign is basically over. That's why point increases for buffs and point decreases for debuffs need to be a thing to level out a more dangerous campaign setup. Yeah some people will enjoy it without that, but a lot of people just want their hobby warband to be more forgiving than real life is. Figuring such a system out is a whole extra layer that needs to be calculated and balanced.


Rate warcry 1-10 Poll @ 2019/08/07 02:03:09


Post by: AegisGrimm


The best way I have seen is to have a different injury table for the plebs than the warband leader/hero level members, where the warband leader is more likely to accrue debuffing injuries than death, because the run of the mill troops are easier to replace without it being a giant setback.


Rate warcry 1-10 Poll @ 2019/08/07 09:14:12


Post by: Sarouan


 AegisGrimm wrote:
The best way I have seen is to have a different injury table for the plebs than the warband leader/hero level members, where the warband leader is more likely to accrue debuffing injuries than death, because the run of the mill troops are easier to replace without it being a giant setback.


Why a different table ? It's not like death matters that much in Warcry, you can instantly recruit the same warrior for no cost, because of how you manage the warband roster in the campaign rules.

If you're talking about Mordheim, that's already the case and it brings a whole different set of problems. Because in Mordheim, only heroes matter for long term campaign - the others are just here to take the hits in their place. That also means if all the heroes are out of action, the band itself loses basically all of its rolls in the aftergame phase - and thus is unable to gain more money to replace their losses, that can be leading to a band wipe and starting over again.

That's the negative loop they were talking about in the Stormcast interview with Sam Pearson : if you lose hard, you tend to keep losing harder.

And yes, Warcry core rules are solid and make the game easy to play on pickup. You don't have to play it narratively. It's just that on long term, it's the narrative players who stick around with campaign system and bring new content. Death is always a tragedy when you lose your key character with skills and equipment, indeed...and that's why it makes games memorable. If nothing matters, you will tend not to remember it as vividly or fondly. Extremes are sure dangerous, but they spark the fire of passion.

 NinthMusketeer wrote:
Figuring such a system out is a whole extra layer that needs to be calculated and balanced.


Yes, it's a lot of work. You have also to remember not to balance it too much, or it becomes predictable and boring. That's why I love the two sets of cards with symetric/asymetric terrains, deployments and victory conditions in Warcry. It's really clever to mix the two, and let the players choose what set they want to play (or even both !).


Rate warcry 1-10 Poll @ 2019/08/07 11:11:58


Post by: auticus


I think tinkering with the level of death is fun. I get that losing a leader can make someone go into "game over" mode. But it needs to be something that can happen, even if its rare.

In Blood Bowl, you have a 1 in 6 chance of a player death when the injury table gets rolled on.

In a campaign with your general, I'd think a 2-3 on 2d6 would be about fine.

Frostgrave deals with death ok for me. Ragnarok is very unforgiving with its injury system, but intentionally so as the game is supposed to be brutal.

But having NO penalty for death is way too far the other way.


Rate warcry 1-10 Poll @ 2019/08/07 14:14:26


Post by: Lord Kragan


 auticus wrote:
Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


Your community is nowhere close to the norm.


Rate warcry 1-10 Poll @ 2019/08/07 14:26:10


Post by: slave.entity


How does Warcry compare to Kill Team?


Rate warcry 1-10 Poll @ 2019/08/07 14:36:43


Post by: auticus


Lord Kragan wrote:
 auticus wrote:
Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


Your community is nowhere close to the norm.


Thats just simply not true. I've been to all five cities near mine and all five cities have the same style of groups that do not like houserules and you have to politic hard to get the groups to accept deviations from the rules. I've had numerous people on this forum concur that their community was similar.

I can agree my community, in the USA, is different from your community, in Europe, because the two cultures are very different.

How does Warcry compare to Kill Team?


They both utilize just a handful of models.


Rate warcry 1-10 Poll @ 2019/08/07 14:40:33


Post by: slave.entity


Let me rephrase that, if you were to give Warcry a score of X out of 10, what you give Kill Team in comparison?


Rate warcry 1-10 Poll @ 2019/08/07 14:45:18


Post by: auticus


Roughly the same. Because of campaign reasons. As a skirmish game I'd give it a 6 out of 10 for gameplay. If you're after something to play skirmish with in a pickup or league environment, I would say its not bad and could enjoy myself there.

As a campaign skirmish game I give them both a 4 out of 10.


Rate warcry 1-10 Poll @ 2019/08/07 15:10:14


Post by: AnomanderRake


After trying Warcry out I think I'd give it a 6/10. The gameplay is fun and engaging, and I find the warband balance surprisingly not so wildly off as most GW games, but I also find the scenario cards stilted and uninspiring. Every game I've played so far ended on a surprise-sudden-death-gotcha note before more than maybe a third of the models on the table had really gotten stuck in, and the turn-three win conditions don't give any time or space to maneuver.

I might try to futz with the deployment and objective decks and keep going with it, but I'd almost rather just take the minis and use them for something else at this point.


Rate warcry 1-10 Poll @ 2019/08/07 15:50:23


Post by: NinthMusketeer


Lord Kragan wrote:
 auticus wrote:
Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


Your community is nowhere close to the norm.
In the US that is far from uncommon, actually.


Automatically Appended Next Post:
 auticus wrote:
I think tinkering with the level of death is fun. I get that losing a leader can make someone go into "game over" mode. But it needs to be something that can happen, even if its rare.

In Blood Bowl, you have a 1 in 6 chance of a player death when the injury table gets rolled on.

In a campaign with your general, I'd think a 2-3 on 2d6 would be about fine.

Frostgrave deals with death ok for me. Ragnarok is very unforgiving with its injury system, but intentionally so as the game is supposed to be brutal.

But having NO penalty for death is way too far the other way.
Why is a death mechanic essential though?


Rate warcry 1-10 Poll @ 2019/08/07 16:02:47


Post by: balmong7


 NinthMusketeer wrote:
Lord Kragan wrote:
 auticus wrote:
Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


Your community is nowhere close to the norm.
In the US that is far from uncommon, actually.


The only time I've experienced house-rules has been in garage games. If it's at a game store with any kind of organization, then its always RAW. This is across 3 or 4 different stores in 2 different states.


Rate warcry 1-10 Poll @ 2019/08/07 16:08:59


Post by: auticus


Why is a death mechanic essential though?


For the same reason I despise RPG groups where your characters can't really die and why I don't like fantasy novels where the characters are mary sues that can never die. Without any level of risk, its all just moving a bunch of characters around that will always be fine.

Part of war is death. Losing characters should be a thing, to me. Systems where you cannot die or can hand waive death is not a system I will ever enjoy.

The death of a rival is very satisfying. When that rival can never die, we are basically reliving GI-Joe where everyone is shooting at each other with hundreds of lasers and missiles and bombs and everyone just parachutes out of their plane.


Automatically Appended Next Post:
balmong7 wrote:
 NinthMusketeer wrote:
Lord Kragan wrote:
 auticus wrote:
Lord Kragan wrote:
EDIT: It is a toolkit to be tweaked at one's pleasure, IMO. A solid toolkit, mind you.


That doesn't work in an environment that is very much against houserules and wants to play the game out of the box with no changes. In that environment the only tweaking you can do is if you are solo playing at home by yourself.


Your community is nowhere close to the norm.
In the US that is far from uncommon, actually.


The only time I've experienced house-rules has been in garage games. If it's at a game store with any kind of organization, then its always RAW. This is across 3 or 4 different stores in 2 different states.


Exactly. In the USA, having to houserule a game means you will be playing with yourself in your garage often.

I keep getting people trying to hit me up like I live in a cartoon world of stereotypes when my situation is pretty much exactly how every other city I've ever been to here has been like in regards to houseruling and being able to deviate from RAW. So when a game comes out that to enjoy it you have to houserule it, you're going to have a heck of an uphill marathon to go through which is why just houseruling is not a great answer and why I'd have preferred the campaign in warcry be a lot deeper than what we got.


Rate warcry 1-10 Poll @ 2019/08/07 17:08:36


Post by: NinthMusketeer


 auticus wrote:
Why is a death mechanic essential though?


For the same reason I despise RPG groups where your characters can't really die and why I don't like fantasy novels where the characters are mary sues that can never die. Without any level of risk, its all just moving a bunch of characters around that will always be fine.

Part of war is death. Losing characters should be a thing, to me. Systems where you cannot die or can hand waive death is not a system I will ever enjoy.

The death of a rival is very satisfying. When that rival can never die, we are basically reliving GI-Joe where everyone is shooting at each other with hundreds of lasers and missiles and bombs and everyone just parachutes out of their plane.
I don't buy that as a reason for it to be necessary in a wargames campaign, which is completely different on both the narrative and functional level. The best analogy I see would be to say that each character in an RPG is like each warband in a campaign--thus the warbands as a whole should be able to die and the player has to make an entirely new warband to re-enter the campaign with. But even then, it just isn't the same thing.


Rate warcry 1-10 Poll @ 2019/08/07 17:15:20


Post by: auticus


Well for my enjoyment - it is the same thing. Indestructible characters are not something that I get into in wargame campaigns. I leave those for leagues and tournaments where you just reset your force after each battle.


Rate warcry 1-10 Poll @ 2019/08/07 17:18:56


Post by: balmong7


 auticus wrote:
Why is a death mechanic essential though?


For the same reason I despise RPG groups where your characters can't really die and why I don't like fantasy novels where the characters are mary sues that can never die. Without any level of risk, its all just moving a bunch of characters around that will always be fine.

Part of war is death. Losing characters should be a thing, to me. Systems where you cannot die or can hand waive death is not a system I will ever enjoy.

The death of a rival is very satisfying. When that rival can never die, we are basically reliving GI-Joe where everyone is shooting at each other with hundreds of lasers and missiles and bombs and everyone just parachutes out of their plane.




I agree and disagree with you on this point. When the new Necromunda came out, we ran into a lot of balance issues due to the death and injury mechanic. Did it make for cool stories? not really. "Yeah, I got unlucky in melee and was killed on the backswing. rolled the dice and now my melee Leader has -1 Strength and basically a paperweight." Deaths were even worse because you got money based on how your leader and champions "worked" between missions. So you might lose a leader, and suddenly be short 500 credits, and now you can't afford to replace them. So in next weeks game, you get to fight with a 750 gang value against, someone with a 1500 gang value and get stomped.

I think kill team handled it the best. You are always bringing 100 points. Experience makes units better, they can die, which just means you replace them with a level 1 again, and no one can go below level 1.


Rate warcry 1-10 Poll @ 2019/08/07 17:56:39


Post by: auticus


Its a matter of personal taste. I cannot debate personal taste, and personal taste can be neither right nor can it be wrong.

I don't think anything should go below level 1. However, I think any character should be able to die and you have to start over with that model as a new character.

These same arguments get used to criticize blood bowl as well. You can have a star player get injured and be at -1 Strength, which people lament is "unfun" (and which I have a strong feeling will be going away with new blood bowl next year)... but thats part of playing a contact sport and team management is the attraction there where you have to work around injuries.

Same too in war. That depth where characters and units gain strength, but can also be injured or die, is one of the prime reasons why I like playing them.

The balanced game arena should be left at the league and tournament level IMO. For me anyway, *as it pertains to campaign play and progressing characters and units*.


Rate warcry 1-10 Poll @ 2019/08/07 18:52:57


Post by: NinthMusketeer


I'm asking more in a mechanical sense. The post I responded to was suggesting that a death mechanic was a necessary component. I can understand wanting that as a component due to personal preference but I don't understand why it might NEED to be there, thus the inquiry.


Rate warcry 1-10 Poll @ 2019/08/07 19:22:12


Post by: LunarSol


Honestly, part of the problem is just that people think injuries and other simulation elements sound fun because they mimic some of the drama of real life they enjoy. Where this falters when put into practice is that people forget that when these things happen in real life, they're not fun for the teams and people affected. It's stressful and frustrating and most of all hugely disappointing. I think everyone wants to love campaigns, but when they negatively impact the moment to moment gameplay the reality isn't as fun as it sounds. I do keep hoping we can see some mechanics of the "Legacy" genre bleed into wargames soon though.


Rate warcry 1-10 Poll @ 2019/08/07 22:31:01


Post by: NinthMusketeer


Another reality is that warbands are being reset after every battle regardless, with at most some scars left over. Fighters are simply 'knocked out' yet manage to make it out alive with all of their gear intact despite being unconscious and potentially with serious injury. The reality is that every model which goes down ends up dead, if not finished off by the rival warband then by the lethality of the setting their are fighting for, or dying to exposure. Winning a battle means getting a huge amount of loot as you are able to take everything off every model struck down, while the loser has only what the survivors carried.

Even the most lethal and unforgiving campaign settings still require significant suspension of disbelief or narrative justification anyways. Not having death be an option can push that over the edge for some people, but that's just it; some people.

To be clear I have nothing against individuals who like/don't like campaign deaths (ambivalent towards it myself, the pros and cons even out for me).


Rate warcry 1-10 Poll @ 2019/08/07 22:47:18


Post by: Sarouan


 NinthMusketeer wrote:

Why is a death mechanic essential though?


It is not, but it can add a lot in the atmosphere of the game. That's what I call "the sense of danger".

For a death mechanism to work in a game, it must matter. If it's just for replacing your losses instantly, then there is no point. If, however, it is tied to how you replenish your forces in some way, it adds another layer to your strategy - winning the game isn't the only factor, you have also to be careful about your own troops and not waste them in suicidal waves too much. That's where you can see bands retreating before taking too heavy losses in a campaign where death isn't a trivial thing.

Sure, there is always a compromise between game mechanism and the harsh reality of bloody battles, but death mechanism is a useful tool when handled properly in a game system.

In Warcry, it's mostly for the flavor. It doesn't matter that much and everything is done so that the players won't be hindered by it if they have bad luck. Having your leader invulnerable leads to using him recklessly and, obviously, choosing him first as the bearer of your artifacts. It can be fun that way, of course, but I'm with Auticus here.


Rate warcry 1-10 Poll @ 2019/08/07 22:52:08


Post by: Overread


I think the issue is that long term death and injuries can introduce a gulf between player teams at the mathematical level. This gulf can quickly grow and an underdog team can end up just being beaten up every time with little chance to win.

This then means a DM has to be part of the process to basically mediate the situation. To give the underdog some sudden bonuses or easy missions so that the gulf between them is reduced and thus the effect of the perma effects is lessened.



I'm also reminded of playing Siralum (dragon warrior monsters style game on the PC) which auto heals your monster party at the end of every fight. Now that sounds really easy, however it actually made the game harder and more fun for individual battles. Sure you didn't have a long term injury or death weakening you; but it meant that each fight could be a life or death battle - the enemies could hit a LOT harder. Because now the game wasn't having to pace itself for your next 5 or 10 fights before you'd return home to heal up. Such as you might get in many monster battling games such as pokemon.


In short a long term injury/death system sounds nice but in reality most people only want it to happen to one or two characters per game; t obe a minor element not a major one. Otherwise the gulf starts to take effect and once it takes hold the battles get devalued at some point - even if a DM doesn't stop in at some point the underdog has to concede and leave most times





Of course the other flipside is to introduce mechanics that represent an underdog team fighting harder to make up for weakness. Though I'd wager such things would be very hard to balance to make it work and to not have people either finding it doesnt work all that well or gaming the system to get hurt early to get the "underdog bonus"


Rate warcry 1-10 Poll @ 2019/08/07 23:18:54


Post by: Sarouan


 Overread wrote:

Of course the other flipside is to introduce mechanics that represent an underdog team fighting harder to make up for weakness. Though I'd wager such things would be very hard to balance to make it work and to not have people either finding it doesnt work all that well or gaming the system to get hurt early to get the "underdog bonus"


Why does it have to be always balanced, though ? As soon as you have experienced warbands, unbalance is a given. If they were balanced all the time, there would be no point to have experienced and non-experienced warriors.

That's the narrative way, it has always been like this and will always be that way.

Sure, it's important to have fun. But balance isn't a prerequite for that. If that was the case, I would never have played Mordheim that long - and still do to that very day.



Here was a three player game in Mordheim I played last week, with a fan made scenario made by one of us. He wasn't the game master, was playing a band like us, and all three warbands were completely on different levels of experience. In the end, we ended up fighting a powerful daemonette of Slaanesh and as we managed to banish her on the verge of routing, the game ended with us three "winning" because of the victory conditions. It wasn't balanced at all, but we still had a lot of fun. Oh, and we could have lost a lot of our heroes and troops here, but fortunately the injury rolls weren't too harsh. There was this sense of danger, though, as we kept having losses and wondering "should I stay and win the prize or rout and save the day ?". I would never have asked myself that question in Warcry, since I know the risks are way lower anyway - so I would always fight to the death there.


Rate warcry 1-10 Poll @ 2019/08/07 23:37:15


Post by: Overread


I think balance becomes important when one is talking about a rules system acting as a base line for games where people come at them from a whole rafter of backgrounds.

Having a base game system that presents a "matched play" setup that if based around single games or campaigns, presents a system whereby the mathematical difference between warbands is fairly balanced (provided those bands are put together well); means that you've got a fair game for the majority of players.


It also means you can more reliably build challenges and change things up with alternative campaign expansions and scenarios or home brewed stuff.
Basically it means that you can break it and make things far more challenging more easily because now the players can more readily read the game state. Ergo they know and go into a battle knowing they are the underdog by intention of the game; they set themselves up with the right kind of expectations. Furthermore its easier to balance in those inbalances and have them fairly balanced for the scenario (and this might include fighting something WAY too strong that you are intended to retreat or lose too)


Rate warcry 1-10 Poll @ 2019/08/08 00:31:27


Post by: auticus


Where this falters when put into practice is that people forget that when these things happen in real life, they're not fun for the teams and people affected.


Speak for yourself. They've been plenty of fun for me and pretty much everyone I have campaign wargamed with over the many years of playing. Its a large reason why a lot of my old comrades don't play games anymore, the removal of death rules in campaigns and super streamlining of everything.


Automatically Appended Next Post:
This gulf can quickly grow and an underdog team can end up just being beaten up every time with little chance to win.


If campaigns only lasted say three or four total battles, then something like almost never happens.

The gulf everyone talks about is real, I know it all too well, but always occurs during marathon campaigns that try to take months to resolve.

There are also other ways to resolve these types of issues, by giving inducements or other forms of balancing mechanisms.

For example - the sudden death mechanic I use in my campaigns gives underdogs a realistic victory condition to try to achieve if they are outgunned instead of trying to face off against opponents as if they were at full strength.


Automatically Appended Next Post:
Campaigns aren't about super tight balanced game scenarios. They never have been. Thats what matched play and tournaments are supposed to be about. Maybe one of the things I find distasteful about this campaign ruleset is that it is leaguifying a campaign and trying to meld pickup game store league type play with a long term campaign.


Rate warcry 1-10 Poll @ 2019/08/08 12:21:38


Post by: NinthMusketeer


"Balance" in this context just means "everyone has a chance to win" and death mechanics can easily mean that a bad roll puts a player permanently out.of the campaign because they cannot catch up. At that point a campaign is like gambling at cards; skill is a clear element but it is still a gamble where you can lose big and be done. That obviously has its appeal to those who like gambling but doesn't sell well to the broader player base. The majority want a campaign they can play which has risks but not such that they can be kicked to the sidelines two rounds in because they got a bad roll and now their warband is too neutered to compete. It is silly to look down on them for wanting a system where they actually have a chance to win every match.


Rate warcry 1-10 Poll @ 2019/08/08 05:40:11


Post by: lord_blackfang


Surely there is a way to track warband power levels with enough accuracy to create fair underdog bonuses and catch up mechanics that allow for a believable sense of danger and meaningful loss while still keeping every player in the running at all times?


Rate warcry 1-10 Poll @ 2019/08/08 06:14:00


Post by: frozenwastes


I went for an 8 I think. I consider it to be an excellent game and after playing it a few times and seeing how the actions and abilities really work in terms of planning your next activation, there's actually a lot of depth. In my last game we went into the last turn and I thought I had things sewn up and my opponent chose the perfect actions and model placement to not only get things to a tie but to win. It was true puzzle solving and he pulled it off.

As for the campaign system, I've ran and played in a ton of Bloodbowl, Necromunda, Gorkamorka and Mordheim leagues. And one thing I can say for sure is that people only really remember the campaign system when it works. So many leagues/campaings for these games crash and burn. People's rosters will get decimated or one player will so drastically outpace everyone that it all falls apart. There's definitely a nostalgia filter that people put in place over their 90s campaign games when comparing Warcry to them. They failed so often that Warcry actually has a huge advantage here.


Rate warcry 1-10 Poll @ 2019/08/08 08:41:48


Post by: balmong7


 NinthMusketeer wrote:
"Balance" in this context just means "everyone has a chance to win" and death mechanics can easily mean that a bad roll puts a player permanently out.of the campaign because they cannot catch up. At that point a campaign is like gambling at cards; skill is a clear element but it is still a gamble where you can lose big and be done. That obviously has its appeal to those who like gambling but doesn't sell well to the broader player base. The majority want a campaign they can play which has risks but not such that they can be kicked to the sidelines two rounds in because they got a bad roll and now their warband is too neutered to compete. It is silly to look down on them for wanting a system where they actually have a chance to win every match.


This exactly. The necromunda campaign was 2 games per week, for 6 weeks. By week 3 we had to implement a house-rule where the credit disparity between gangs became free money for the lower player to spend on hired guns because all of the top players had used their excess credits to become unstoppable while the lower players spent their credits recouping losses.

A lot of this problem came from the fact that necromunda missions used model count rather than credit value for deciding lists. contrast this with kill team where my level 3 sniper is at +10 points and I still can only bring 100 points to a match. I can go up against someone who had to replace their entire team the week prior and not have any issues.

So it's possible that death wasn't the issue so much as how Necromunda builds lists. The injuries were a bigger issue because they basically invalidated units (if you got the wrong injury) without affecting their unit cost and they were permanent.


Rate warcry 1-10 Poll @ 2019/08/08 10:00:20


Post by: nurgle5


 NinthMusketeer wrote:
"Balance" in this context just means "everyone has a chance to win" and death mechanics can easily mean that a bad roll puts a player permanently out.of the campaign because they cannot catch up.


On the flipside, my warband was the "runaway" that got really far ahead during my group's last Mordheim campaign, but that meant I couldn't get any proper games towards the end of the campaign. The other players would usually Rout as soon as they could, because the alternative was my Vampire blending everything he touched. Understandable of course, but not a lot of fun for me!

I still think that injury/experience tables are fun and flavoursome, but they can become a problem when they start impeding the fun of the actual games themselves.


Rate warcry 1-10 Poll @ 2019/08/08 11:07:20


Post by: Sarouan


balmong7 wrote:


So it's possible that death wasn't the issue so much as how Necromunda builds lists. The injuries were a bigger issue because they basically invalidated units (if you got the wrong injury) without affecting their unit cost and they were permanent.


That's very true. A crippled hero is only better than a dead one in the case you have no money to replace him with another. That's certainly why Warcry doesn't have a crippling injury system, since you can replace your losses however you want with no cost.


About balance, it never meant "having a chance to win". You can have a chance to win in unbalanced scenarios as well. It's a trick of the mind to believe that balance is the holy grail of gaming, where only skill makes you win. That's not true at all, especially in a game where you still have luck as a main factor for the game system.

There are obviously situations where a strong, experienced band can overcome the beginners. That's the point of experience ! If you gain experience and can't even get better than another, then it makes it pointless. That's why special scenarios putting the experienced band in a trickier situation and helps for the underdogs do kick in - but it's certainly not for balance, more to keep the things challenging for both players.

Honestly, I understand very well Auticus' point. And I too see my aging friends coming back to older games like Mordheim even though they're blatantly unbalanced - because of everything we don't have/find anymore in modern games. There is an interesting video about that matter (talking quite lightly, indeed) here : https://www.youtube.com/watch?v=2vPPjeDcvGU


Rate warcry 1-10 Poll @ 2019/08/08 11:14:56


Post by: Overread


It might also be nostalgia.

They are coming back to the older games because that's where they started. It doesn't matter if the newer gamers are mechanically better, the visual design, lore and nostalgia of the older games (esp for something like Mordhiem where GW ended the Old World setting) are what draws them in; perhaps more than the mechanics.

Though at present Warcry isn't trying to be the same game, so Mordhiem still has its niche.


Rate warcry 1-10 Poll @ 2019/08/08 11:24:47


Post by: frozenwastes


Everyone's "golden age" of warhammer is shortly after they started.


Rate warcry 1-10 Poll @ 2019/08/08 11:24:58


Post by: auticus


It is silly to look down on them for wanting a system where they actually have a chance to win every match.


I'm not looking down on anyone. I am annoyed that the last bastion of play that I can enjoy, campaign play, has now also been turned into a form of league play short of houseruling, because its not fun when people get injured.

At this point we have fully crossed the rubicon.

Mordheim was unbalanced. It also housed some of the best narrative stories I've ever played because a campaign is a lot more than who won. Honestly most people don't even remember who wins campaigns as the years go on.

They remember the stories and they remember the death of foes and they remember their own hero's last stand.

The same with our blood bowl leagues. The only reason we know who won the past 13 leagues is we have a perpetual trophy. Its the stories that have carried down over the years and a lot of those were the stories of coming from behind to beat a superior team or the tales of how a star thrower got injured and still managed to make the hall of fame through struggling through a final season.

There is the biggest divide between what I want and what this board wants (I know there are a lot more people like me, they just gave up on GW and dont' play anything anymore or play Frostgrave or other games) - I'm not playing to secure an overall winner so much as its like D&D - you don't win D&D either (well you used to not win D&D, now of course they added a path to ultimate victory and thats whats "fun") so coming at it from a pre today D&D world of you don't win D&D, you play campaigns for the story and for the memories.

You definitely need to find a way to curb the runaway effect but for my money its not by dressing a campaign up as a tournament league and then calling it a campaign whose end goal much like a tournament league, is to win it, and if you can't win it, then its not fun and time to bail.

I realize at this point the difference in perspective is probably too great to continue discussing so will happily exit this thread at this point.

EDIT: Had AOS been the game I looked at in the 90s, I wouldn't be playing AOS since other than models and the lore the gameplay itself ticks none of the boxes that I desire (same with campaign play)), so I know its not nostalgia and simply "i started with this so I want to keep doing it" that drives me. Its that those things genuinely interested me back then, and today's environment does not. It is my sizable investment and time in models that keeps me around.


Rate warcry 1-10 Poll @ 2019/08/08 11:29:51


Post by: frozenwastes


For RPGs, I only run 1974 D&D and have house ruled away none of the character death, random curses, poisons, diseases or anything else. I totally get what you're talking about in terms of how a distribution of good and bad results with no real protection for anyone can indeed create great stories.

The issue is though, that multiplayer campaigns without a game master can have problems. Warcry simply attempts to avoid them. In doing so it caters for different tastes.

It's not that there's some incomprehensible difference in perspective, it's simply that tastes differ and for some, the number of ruined campaigns and destroyed teams/warbands is just not a cost worth paying to get the super duper stories that might sometimes emerge.


Rate warcry 1-10 Poll @ 2019/08/08 11:41:29


Post by: auticus


For my experience, I've been running or involved in yearly campaigns for a very long time, and the number of ruined campaigns can be counted on one hand. It was never a phenomenon that I found to be so common that it required what was done here to curb. This has gone too far in the other direction.

This to me is the exact equivalent of playing a season (campaign) of Madden football with injuries turned off and with every player's stat-line made to be roughly the same.

I'm sure that there is a strong appeal for that (especially since that game lets you play exactly how I just described) but because GW has not in five years and counting catered to anything but one particular taste, it would be like having to play Madden with those settings because you can't play it any other way save hacking the code (houseruling).

It would be huge if they would included optional play modes so that we didn't have to houserule (and go through the epic amount of social engineering that passing houserules entails)


Rate warcry 1-10 Poll @ 2019/08/08 14:19:53


Post by: Wayniac


It seems like even the campaign portions now are designed more for leagues that can easily be run in a club/store as essentially pickup games. Which I mean I see the benefit of doing it, because it's a lot easier to get people involved when it's not the sort of thing that requires a lot of planning, you can just have a signup sheet and then arrange games to play and track results.

It's not good for the "old guard" who prefer more involved campaigns, but the majority of people I've met don't want that level of detail, they want basically something resembling a structure around games versus just showing up at the shop to play, but not the high level of detail that a campaign often requires. So this campaign-as-league approach seems like it's tailored directly for that demographic.


Rate warcry 1-10 Poll @ 2019/08/08 14:23:08


Post by: Kanluwen


Wayniac wrote:
It seems like even the campaign portions now are designed more for leagues that can easily be run in a club/store as essentially pickup games. Which I mean I see the benefit of doing it, because it's a lot easier to get people involved when it's not the sort of thing that requires a lot of planning, you can just have a signup sheet and then arrange games to play and track results.

Especially since "the hard part" for a lot of people, in my experience running Kill Team campaigns last year, was coming up with names and stuff like that. It put a lot of people off or seemed too daunting.

Press a button, get a name!


Rate warcry 1-10 Poll @ 2019/08/08 14:35:49


Post by: Wayniac


I mean I have found there's a lot to be said about trying to organize games around a store/club without a lot of fuss. Especially since in most of those cases, you can't be selective and only invite certain people (stores don't seem to like that). So for mass-market this sort of thing where it's barely a campaign and more like a series of games with something that kinda resembles a story being cobbled together works wonders, and I'd expect the idea is you house rule (there's that word again...) if you're doing a campaign because you typically don't run campaigns with a huge amount of people.


Rate warcry 1-10 Poll @ 2019/08/08 14:38:23


Post by: Sarouan


 frozenwastes wrote:


The issue is though, that multiplayer campaigns without a game master can have problems.


It seems there is this weird fear spreading around players, thinking that there is no way a group of players can agree amongst themselves about what could be good to play for the fun of all players. You talk with them and eventually, you find a common ground - because the purpose for players playing games is to keep playing said games - and that's hard when you have no one willing to play with you.

Sometimes, it can go wrong, yes, but as Auticus said - the amount of failures is way down in comparison to the number of successes and good memories. But yet, that small possibility it can go wrong seems to be enough to make people afraid.

I find it quite funny that GW is talking about the huge amount of customisation with Warcry's campaign system. Because you can give your warriors some artifact and a command trait. But well, that's how it is now, youngsters nowadays don't understand what real customisation is.


Rate warcry 1-10 Poll @ 2019/08/08 14:47:48


Post by: auticus


But then games like Pathfinder still sell well and Pathfinder is all about extreme customization vs D&D's GW approach of ultra streamlined simplicity.


Rate warcry 1-10 Poll @ 2019/08/02 01:21:20


Post by: Kanluwen


Wayniac wrote:
I mean I have found there's a lot to be said about trying to organize games around a store/club without a lot of fuss. Especially since in most of those cases, you can't be selective and only invite certain people (stores don't seem to like that). So for mass-market this sort of thing where it's barely a campaign and more like a series of games with something that kinda resembles a story being cobbled together works wonders, and I'd expect the idea is you house rule (there's that word again...) if you're doing a campaign because you typically don't run campaigns with a huge amount of people.

It actually works really well, IMO, because it sets each person as doing their 'own' quest. Other people are around too, but it's your Warband that is trying to do something.


Rate warcry 1-10 Poll @ 2019/08/08 15:23:14


Post by: balmong7


 auticus wrote:
But then games like Pathfinder still sell well and Pathfinder is all about extreme customization vs D&D's GW approach of ultra streamlined simplicity.


I would love to get into the nitty-gritty of this stuff, and my experiences in different systems. But I feel like we need another thread for it.


Automatically Appended Next Post:
 Sarouan wrote:

I find it quite funny that GW is talking about the huge amount of customisation with Warcry's campaign system. Because you can give your warriors some artifact and a command trait. But well, that's how it is now, youngsters nowadays don't understand what real customisation is.


Listening to people talk about how they used to just cut off a necromunda gangers hand and glue a different weapon on mid-campaign is insane to me. Both due to the way the new models are sculpted and the lack of weapon options included in a box. GW models are expensive and I don't really want to buy another box of 10 models just for bits.


Rate warcry 1-10 Poll @ 2019/08/08 19:10:30


Post by: frozenwastes


The issue with the campaign systems not working has nothing to do with organization but with the distribution of results. Some amount of the time the various injuries and deaths will be distributed across the participants. And the really good experience rolls will be similarly distributed. But a non insignificant amount of the time the various good and bad results will be distributed in such a way that the campaign or league breaks. Games become foregone conclusions as the gang/team that both dodged all the bad injury/death results and also got all the best experience and resource rolls will just be so much stronger than the one that got the worst of both the negative stuff and had poor money and experience rolls.

And then the next game happens and the disparate power levels means the team/gang that's falling behind takes more death and injury rolls because they are playing against a superior team/gang. And the issue just gets worse.

The campaigns can be great and memorable when the distribution of injury and experience rolls happen to stack up in a more even manner but so many times it usually goes horribly wrong for at least one person in a league/campaign and there's just nothing they can do.


Rate warcry 1-10 Poll @ 2019/08/08 20:39:10


Post by: LunarSol


 nurgle5 wrote:
 NinthMusketeer wrote:
"Balance" in this context just means "everyone has a chance to win" and death mechanics can easily mean that a bad roll puts a player permanently out.of the campaign because they cannot catch up.


On the flipside, my warband was the "runaway" that got really far ahead during my group's last Mordheim campaign, but that meant I couldn't get any proper games towards the end of the campaign. The other players would usually Rout as soon as they could, because the alternative was my Vampire blending everything he touched. Understandable of course, but not a lot of fun for me!

I still think that injury/experience tables are fun and flavoursome, but they can become a problem when they start impeding the fun of the actual games themselves.


This is kind of what I mean. The idea of lasting repercussions both good and bad are really compelling, but ultimately when they spoil the core gameplay it sours the experience. People get into these to play their favorite game in a more meaningful way, but its not worth it if it makes the experience of their favorite game itself less fun. I liken it to the double jump in videogames. It's a bit of fairly common character progression and its always exciting to acquire, but if the game is 100% playable without it; all it does is make the game easier and less interesting. Games need to create mechanics that utilize and require the double jump to make that enhancement enhance the game. The main problem with campaigns is that your progress results in more of a win-more state unless your opponents are able to progress at a similar level.


Rate warcry 1-10 Poll @ 2019/08/08 20:49:52


Post by: NinthMusketeer


The ultimate point I was trying to make is that neither approach is wrong, and GW is simply catering to what customers want right now. Begrudging them for that is futile and begrudging the system for being what it is, more so. It is easy to slip into, intentionally or otherwise, implying that one way is better than the other and I personally see a lot of that in the last few pages.


Rate warcry 1-10 Poll @ 2019/08/08 21:44:28


Post by: auticus


is simply catering to what customers want right now.


I'd love to get an overall set of statistics that say the vast majority of everyone wants ultra slimmed down rules and campaigns that are now akin to leagues.

I know there is a demand for those things, but the way we make it out to be is that people like me are abominations and grotesques that are some tiny minority for wanting a little more in their rules.


Rate warcry 1-10 Poll @ 2019/08/08 21:47:07


Post by: Overread


 auticus wrote:
is simply catering to what customers want right now.


I'd love to get an overall set of statistics that say the vast majority of everyone wants ultra slimmed down rules and campaigns that are now akin to leagues.

I know there is a demand for those things, but the way we make it out to be is that people like me are abominations and grotesques that are some tiny minority for wanting a little more in their rules.


I don't think its a case that you're an abomination; just that Warcry is clearly like Killteam and thus an introductory game in GW's view. So they want it simpler and easier to get into and more friendly in long term campaigns because they want people more easily drawn in and encouraged to build up that warband - then that AoS army then more!

I'm sure we'll one day see a necromunda or other similar style complex game for AoS, but it might be a while before we see such a product. Also don't forget there's the huge RPG game coming next year (I think now) which can easily be used with models to create even more detailed and deadly games.


Rate warcry 1-10 Poll @ 2019/08/08 22:09:35


Post by: Sarouan


 auticus wrote:
But then games like Pathfinder still sell well and Pathfinder is all about extreme customization vs D&D's GW approach of ultra streamlined simplicity.


Not sure it's the same with the second edition of Pathfinder, that looks really a lot like D&D 4th edition.


balmong7 wrote:

Listening to people talk about how they used to just cut off a necromunda gangers hand and glue a different weapon on mid-campaign is insane to me. Both due to the way the new models are sculpted and the lack of weapon options included in a box. GW models are expensive and I don't really want to buy another box of 10 models just for bits.


It's not insane, it's actually the whole center of GW games : building and painting miniatures to play with. And you don't have to go that far to have customisation - it can be done simply by having a different profile, be it with options you can buy with points like skills or upgrades in aptitudes, or even the simple experience progression.

Gaining artifacts is really the poor guy of customization. I'm not talking about destiny levels because I feel generous today.

But I agree, old games weren't/aren't perfect as well. And there is always room for trying new things/improvements, of course. In the end, I still want to play Warcry, even if I feel like it's not catering to my "Mordheimesque" desires.


Rate warcry 1-10 Poll @ 2019/08/09 04:13:42


Post by: NinthMusketeer


 auticus wrote:
is simply catering to what customers want right now.


I'd love to get an overall set of statistics that say the vast majority of everyone wants ultra slimmed down rules and campaigns that are now akin to leagues.

I know there is a demand for those things, but the way we make it out to be is that people like me are abominations and grotesques that are some tiny minority for wanting a little more in their rules.
Seems a little hyperbolic...


Rate warcry 1-10 Poll @ 2019/08/09 05:56:59


Post by: frozenwastes


So having played through about half a campaign already, I must say that it works and is fun. Had I compared it to the times when BB/mordheim/Necromunda campaigns actually worked and declared it substandard and not given it a try, I definitely would have missed out on the fun I've already had.


Rate warcry 1-10 Poll @ 2019/08/09 08:09:54


Post by: Elmir


We had a little event with six players in my mancave last wednesday and everybody did like the new rules.

Very slimmed down, but fast paced and easy to get the hang of, but still with enough speed to the gameplay.



Oh: on a final note: this is the first time they went full on cards for gameplay rules for the models and everybody agreed it was a far superior and more relaxing method of playing. It's something I've been advocating for AoS for years now in their big survey.


NOBODY like having to flip through a book mid game, it just slows down and breaks the immersion you have during gameplay.

Also, putting the wound counters on the cards themselves is so much more elegant and causes a lot less clutter during gameplay. It would be hard in regular AoS as it's footprint is already massive.


Rate warcry 1-10 Poll @ 2019/08/09 14:43:53


Post by: AnomanderRake


Some further thoughts:

I've been experimenting with drawing two objective cards instead of one and scoring 'victory' based on whether someone's got more wins than their opponent to try and counteract people winning in the first activation of turn two before the game has had time to get rolling, and what I've discovered is that GW's one-dimensional faction design seems to end up allowing one warband to just win any given objective. If I'm playing Iron Golems and you're playing Mindbound, and we draw Higher Ground, if we're using the terrain in the starter box you can't use your mobility to play hit-and-run or gang up on small elements of my warband, I just win because the scenario requires we stand clumped together with each other in tight spaces and my Defense is higher than yours.

The AoS faction cards partially rescue it, but most of them fall victim to the same one-dimensional "let's make a faction consisting of about six different ways to do the same thing!" issue that the Warcry warbands do; the Stormcast, Daughters of Khaine, and Idoneth can be built to do a wider variety of things, but the rest feel just as limited as the Warcry-specific cards.


Automatically Appended Next Post:
 Elmir wrote:
...Oh: on a final note: this is the first time they went full on cards for gameplay rules for the models and everybody agreed it was a far superior and more relaxing method of playing. It's something I've been advocating for AoS for years now in their big survey.


NOBODY like having to flip through a book mid game, it just slows down and breaks the immersion you have during gameplay.

Also, putting the wound counters on the cards themselves is so much more elegant and causes a lot less clutter during gameplay. It would be hard in regular AoS as it's footprint is already massive.


You wouldn't need that much footprint in regular AoS if you could make the cards standard playing-card sized; there's usually a strip along the edge of the table at the back of the deployment zone nobody's using (we used to have no trouble fitting all the cards and the game inside the 4'x4' tables for Warmachine). Someone would need to design cards for the purpose (individual cards that only have the options you selected on them, and are double-sided to fit in all the text legibly rather than trying to have splash-panel artwork on the back the way the warscroll cards they sell do) but you could totally do it.


Rate warcry 1-10 Poll @ 2019/08/15 00:02:13


Post by: McMagnus Mindbullets


I think it's pretty great. They've nailed it for me- the warbands are nicely variable enough and not like underworlds, the cards mean the game is streamlined, I love the priority mechanic, but I am as of yet to choose a warband. Recommendations for rules wise- they all look pretty spectacular.


Rate warcry 1-10 Poll @ 2019/08/16 12:30:53


Post by: Gir Spirit Bane


 auticus wrote:
is simply catering to what customers want right now.


I'd love to get an overall set of statistics that say the vast majority of everyone wants ultra slimmed down rules and campaigns that are now akin to leagues.

I know there is a demand for those things, but the way we make it out to be is that people like me are abominations and grotesques that are some tiny minority for wanting a little more in their rules.


I think you're overreacting a little there...

The rules are quick, the gameplay is fun and most importantly a bunch of guys with incredibly little free gaming time (me and mateS) due to family and work obligations can comfortably fit in several games with minimal fuss is amazing and something Mordheim and other similar games can quite often struggle with.

GW streamlined rules are great for us, if we had more time I'd love campaign rules but Im also a believer campaign rules need to be made for that specific campaign, as your local meta/player group needs to be adjusted around, not players adjusting to the campaign rules so to speak to ensure smooth as possible campaign.


Rate warcry 1-10 Poll @ 2019/08/16 15:12:16


Post by: Sqorgar


 AnomanderRake wrote:
If I'm playing Iron Golems and you're playing Mindbound, and we draw Higher Ground, if we're using the terrain in the starter box you can't use your mobility to play hit-and-run or gang up on small elements of my warband, I just win because the scenario requires we stand clumped together with each other in tight spaces and my Defense is higher than yours.

Not necessarily.

1) Iron Golems are slow, moving only 4 or 5 inches. This means that they need to spend all their actions just moving to get up on top of the terrain. If you can take out even just one guy early on, or get a lead by getting more models to platforms in the first turn, they won't be able to catch up without going on the offensive - and they'll never catch you.

2) Being on a platform means that you can get knocked off. Even one guy getting knocked off could give you a lead, as it'll take two actions just to crawl back up.

3) The Cypher Lords have a sweeping attack which can hit all the models within 2" (so clumping is bad) and ignores toughness. It has a 50% chance of causing at least 1 point of damage, with a roll of 6 inflicting the number shown on the double (potentially 6 damage from a lucky roll). This is in addition to your regular attack actions (which can knock them off). Those little shield guys with the toughness of 5 only have 10 hitpoints. Sit back two inches and pick on them. They shouldn't last too long. As soon as you have more models, run away.


I agree that the Iron Golems have a major defensive advantage, but I don't think their victory is absolute here unless they were lucky enough to basically all be deployed on platforms from the start. More importantly, if you are playing a campaign game, there's no real punishment for losing a campaign game (outside of having to repeat lost convergences). You can still get a few glory points and a lesser artifact. Then play the next game. There are missions where the Iron Golems have the disadvantage too.

The AoS faction cards partially rescue it, but most of them fall victim to the same one-dimensional "let's make a faction consisting of about six different ways to do the same thing!" issue that the Warcry warbands do; the Stormcast, Daughters of Khaine, and Idoneth can be built to do a wider variety of things, but the rest feel just as limited as the Warcry-specific cards.

It is a safe bet that we'll be seeing more for the six (eight?) core warbands (there's even rules for models which don't exist yet: mounted and gargantuan). The current balance doesn't represent Warcry's final form.

The rulebook also mentions campaign quests with more than one faction runemark, and narrative play allows you to fill your roster with any models sharing at least one of the faction runemarks. This means you could have, for example, a campaign with Stormcast and Daughters of Khaine in the same roster. However, matched play and the basic non-narrative rules limit warbands to same faction.


Rate warcry 1-10 Poll @ 2019/08/16 16:03:06


Post by: NinthMusketeer


It also said there will be new campaign quests in White Dwarf, so that should be fun.


Rate warcry 1-10 Poll @ 2019/08/16 17:14:08


Post by: Sqorgar


 NinthMusketeer wrote:
It also said there will be new campaign quests in White Dwarf, so that should be fun.
Yeah, I thought it was weird for them to explicitly mention White Dwarf. I guess they are committed to White Dwarf being a place for game releases, rather than a glorified catalogue.

At first, I was a little down on the campaign quests. The ones in the book are the bare minimum. Why have territory rules when they all have the same rule? (Technically, the AoS factions don't gain thralls with territory like the Chaos factions). They seemed too simple and didn't seem to add much, but I now think they could be the defining characteristic of the game. The genius of it is that the lesser artifacts are all usable (last for one game) or perishable (50% chance of disappearing after each scenario), so you only really gain permanent upgrades with major artifacts and command traits, which are very limited - you get three total per campaign quest (and command traits are limited to, at most, two models in your roster). So new abilities are temporary, and even destiny points and major artifacts can be lost if your model dies. You also lose all glory points and territories between quests.

Because the general level of upgrades will decay over time, you are always in the market for more upgrades, while each campaign quest also has a number of unique artifacts and command traits to make it worth going through. This means that you can take the same warband through a dozen campaign quests and still not be greatly overpowered compared to a warband that has done one or two. The only permanent upgrades are on the leader, who can't die (can still lose destiny levels though), and the more you've built up your warband, the more losing a model to death will matter (losing a major artifact or even a command trait will be a major loss). The more you play, the more you have to lose.

A big book of quest, with multiple faction runemarks, unique territory rules, branching paths, more artifacts - basically, the Warcry equivalent to a Frostgrave expansion - would just be amazing. I'm really eager to see where they take it.


Rate warcry 1-10 Poll @ 2019/08/23 11:21:53


Post by: Spectral Ceramite


To simple, some mechanics mean auto win. Pass for me. Played a few games with mates before committed to buy and watched all on Miniwargamming and GMG etc. Not enough depth and total pass for me 100% not worth the money.


Rate warcry 1-10 Poll @ 2019/08/23 12:12:20


Post by: Geifer


Spectral Ceramite wrote:
To simple, some mechanics mean auto win. Pass for me. Played a few games with mates before committed to buy and watched all on Miniwargamming and GMG etc. Not enough depth and total pass for me 100% not worth the money.


To each their own, of course, but I think GW has done something uncharacteristically nice for us by including the non-Chaos warbands. I couldn't justify getting the starter box to get the hole game myself, but if you have this as a group, a single card pack for 6.50€ to use with your existing models is a very low buy in for a GW game. I could certainly stomach that for what was at the time an untested game.

That seems to have enticed a few other people at my local store, too. Which at the end of the day puts a fair few potential players in the same room. That's a good thing.

Of course if you don't like the game mechanics not even that is going to help.


Rate warcry 1-10 Poll @ 2019/08/23 12:18:37


Post by: Spectral Ceramite


 Geifer wrote:
Spectral Ceramite wrote:
Of course if you don't like the game mechanics not even that is going to help.


Big point


Automatically Appended Next Post:
I mean this is coming from some1 who has bought every single thing necromunda that they have released, and I could buy all warcry but I chose not to because I don't see depth in the game and long last ability for me.


Rate warcry 1-10 Poll @ 2019/08/23 12:22:16


Post by: Overread


I don't think including the other forces was a nice turn; if GW wants Warcry to be what Killteam is to 40K then adding the other armies was almost required. The only real difference is that in 40K GW encouraged you to get into the game with a single box of troops and enhanced that by having terrain sets with starter boxes for each force.

In Warcry GW lets oyu buy one box for warbands, but the regular armies need two or three boxes to make up a varied warparty. They also didn't market them as heavily during the build-up; so at present Warcry has a stronger warband focus.

This might dwindle in time if they release more models for the warbands; though if they do I hope they don't bloat them if only because at present Warcry ties very nicely ito Slaves to darkness and I'd rather not see them bloat thewarbands to the point where it makes them break that tie into AoS.


Rate warcry 1-10 Poll @ 2019/08/23 12:31:43


Post by: auticus


So we're about a month after release and we have zero community for this game. The stores that went in on it are doing their spam advertisement now trying to hook interest. This is typically followed by giving it a massive discount and being rid of it.

Interested in why this is (since I was foolish enough to buy a box and now it looks like I have another box of models sitting in my house that will only be good for painting and little else) the answers mainly echo:

"Its not 40k"
"It looks cool but I don't want to buy in to another game that no one else will play because its not 40k"
"The campaign system is crud and too simple"

Thats just my area. Your mileage of course will vary.

Now I will be fair and say that the top two answers are also universal to every other game that is not 40k, to include games I love like Kings of War, classic WHFB, or Conquest.

Additionally our annual AOS campaign starts in two weeks and runs through the end of the year and I have inquired about adding it to our campaign (warcry) and the answer was most people not answering at all, followed by a resounding "meh I don't care if other people play it but I'm not".


Rate warcry 1-10 Poll @ 2019/08/23 12:34:46


Post by: Spectral Ceramite


This game will die....just saying it now, it will be warcried


Rate warcry 1-10 Poll @ 2019/08/23 13:16:00


Post by: Sqorgar


I think Warcry will survive just fine. It's a better game than Kill Team that seems popular enough. Moreover, the game is hardly in its final form.

The main rulebook contains multiple hints of things to come in the near future - two more warband factions, hints that more campaigns will come in White Dwarf and future GW releases, campaigns with multiple faction runemarks for mixed rosters, universal, generic chaos beast rules for only two kinds of chaos beasts, and runemarks for gargantuan and mounted that don't have any models in the game yet.

Kill Team was similarly limited with just the core book, but it got Commanders, Elites, Arena, and Rogue Trader which substantially expanded and improved the game. But as of yet, we have no idea how Warcry will expand - the Ravaged Lands are the only add ons which we know what to expect for future releases. We really don't know if or how the core warbands will even be expanded.

Warcry has plenty of space to expand, and in doing so, will maintain and gain interest from people over time. What's there is a good foundation that should last people for a good while until the next release.


Rate warcry 1-10 Poll @ 2019/08/23 13:24:05


Post by: auticus


I will wait then to see how they decide to expand it. For me it will require more than just factions, it will require a reason beyond pick up or tournament play for me to invest anything additional into it.


Rate warcry 1-10 Poll @ 2019/08/23 15:29:56


Post by: frozenwastes


I actually think Warcry might be deeper in real terms than pretty much every other GW game. Depth isn't about having loads of rules procedures to work through. It's about making decisions and in Warcry you need to think ahead multiple activations and try to figure out the various decision tree forks that will satisfy the objectives of the scenario.

Depth is an emergent property of simpler rules. Chess is a classic example where the game can be learnt by a child but even the most advanced computer can't figure out a complete game tree for it.


Rate warcry 1-10 Poll @ 2019/08/23 16:07:40


Post by: auticus


Depth is a word that means many things to many people.

Just like a lot of people feel that the double turn in aos is hugely tactical and others feel its flaming garbage.

It often gets misconstrued that "this has no depth" is a cry for a ton of complex rules, which is often not the case.

A call for a deep campaign doesn't mean that the campaign has to have 300 pages of Battletech: Total War style rules.

The campaign in its current form is a glorified version of World of Warcraft to me. Its disjointed, and created primarily to allow pick up gamers to have their own quests in their heads without needing a unified campaign, much like world of warcraft where people pvp because pvp, but where they all have their own list of things to do and where the other person might as well not even exist other than to give sweet sweet xp.

A military campaign has at the very least two opposing forces fighting over a common objective, not just over the course of a single battle (thats not a military campaign, thats a border skirmish).

Saying warcry's campaign is a campaign is using the word in its loosest form of "a linked set of battles leading up to a conclusion".

It is - to me - the same as comparing D&D adventures league games as a campaign vs a home game campaign. Adventures league games are a series of disjointed meetups with random faces every meetup that technically meet the standard of a campaign in that it is a linked set of games for each player where they develop, but where the missions are hugely disjointed as opposed to a home campaign which from beginning to end is about a series of events for the party where the party is the entity that is developing.

Or a third way because why not - a warcry campaign is a book of short stories that are all set in the AOS world but have nothing to do with each other other than they are in AOS, whereas a campaign I am talking about is a trilogy of novels with the same set of forces developing and clashing over a period of time.


Rate warcry 1-10 Poll @ 2019/08/23 17:08:40


Post by: Sqorgar


 auticus wrote:
Depth is a word that means many things to many people.

I would hope that it meant "The extent, measurement, or dimension downward, backward, or inward." to most people...

Seriously though, the game actually has quite a bit of depth, but it is in the interactions of dozens, if not hundreds, of small, simple pieces. If you think the game has no depth, then you are missing the forest for the trees. Hell, you might be missing the forest for the leaves.

The campaign in its current form is a glorified version of World of Warcraft to me...Saying warcry's campaign is a campaign is using the word in its loosest form of "a linked set of battles leading up to a conclusion".
Your opinion on Warcry is well noted in your 30-something posts in this thread. But we should be clear here - it is YOUR opinion. It is not anything more than that. You are behaving in a manner that suggests that you blame Warcry for you not liking it. Like, if Warcry only did what you wanted it to do, it would be a good game, and since it doesn't, it isn't. That's not really how it works though...

I get that the game isn't what you wanted it to be, but that's okay. Maybe the game is what other people want it to be instead. Of the 144 people who voted on this thread's poll, 84 of them rated it an 8 or higher. The response to Warcry has been overwhelmingly positive - I'd even argue giddy. In fact, outside of you and Owen from the GMG review, I don't think I've seen much negativity about the game at all - and both of you are more bitter that the game isn't a different game instead of being reasonable about what the game actually is.

Warcry may not be the game for you. It may never be the game for you. But rather than be resentful of this fact, just go find all the other games that are for you. Chances are, the games that are for you, aren't for me. No harm, no foul. It's a big enough world for everybody to have something they like. Everybody doesn't have to like everything. But it isn't Warcry's fault that you don't like it, man. That's all on you.


Rate warcry 1-10 Poll @ 2019/08/23 17:38:05


Post by: auticus


I'm going to have to be very clear when I said that it is the CAMPAIGN that has no depth, not warcry the game. In fact if you go up to previous posts you will see I gave the gameplay by itself higher marks.


Rate warcry 1-10 Poll @ 2019/08/23 21:15:39


Post by: Sarouan


 auticus wrote:

Interested in why this is (since I was foolish enough to buy a box and now it looks like I have another box of models sitting in my house that will only be good for painting and little else) the answers mainly echo:


In my area, more than the usual "it's another game, I don't have time/money/interest left for it amongst the others I'm still playing", I get the "yeah I'm waiting to see if GW won't do another Bloodbowl/Necromunda move and remove the support with cards/part of the terrain/miniatures without warning" reason.

The game is good, but I struggle to see people gathering to play Warcry. Also the price on Chaos warbands didn't help.

TBH, I think it's more a problem for any new game trying to build a new community out of the same targeted public - you can't have an infinite number of game for a very finite number of players...who usually already have busy lives and shrinking free time...

People have enough of the FOMO trick from game societies ("get it now while you can!"), I can feel that. Also, while GW has teased about Warcry a long time ago, it feels in the end like any other preview - you get a few stuff the weeks before the preorder dates and then once it's out, nothing - like it never happened. Felt a bit weird, though in the end it's pretty much GW stance for anything so far.

But then, Mordheim didn't build itself in one day.


Rate warcry 1-10 Poll @ 2019/08/23 21:19:30


Post by: Sqorgar


 auticus wrote:
I'm going to have to be very clear when I said that it is the CAMPAIGN that has no depth, not warcry the game. In fact if you go up to previous posts you will see I gave the gameplay by itself higher marks.
The campaign is fine. I think you are looking at things in the most shallow way possible, then coming to the conclusion that it must be shallow. I think there's a lot of hidden depth in the way campaigns play out. Let's be explicit:

The campaign quests are not the campaign. You can keep doing quests, collecting artifacts, leveling up. The quest is a single leg of a warband's campaign. Right now, most warbands have 1 quest and only the chaos warbands have 2, but with more quests, there's more opportunities for leveling up. Collecting completed quests isn't just about getting more powerful warbands, but about building the story of your warband as it overcomes many challenges. The quests you complete become part of your warband, with unique rewards and upgrades.

Campaign quests define your roster, and can potentially have more than one faction runemark. This leaves open the possibility of having multi-faction rosters. Not sure if they'll let you split and combine warbands, so that you can take an Unmade warband and an Untamed Beast warband, combine together for a single double-runemark quest, and then split apart at the end and go separate ways. But it's obvious that multi-runemark quests are on the table, as the core book is very explicit about how they work.

During the quest, you can gain glory points. This allows you a permanent bonus of +50 points in a battle and the ability to add thralls to your team (but not your roster, chaos teams only). However, this costs 10 glory points, while boosting your points by the same amount for a single battle only costs 1 glory point, so it isn't a particularly efficient way to boost your points - but you can only boost your points if your opponent has more territory. So gaining territory is the only way to gain an advantage, while compensating for that advantage is fairly cheap.

Gaining an additional 50 points per battle isn't that big of a strength since none of the units cost less than 50. The cheapest unit in the game is a Legion of Nagash skeleton at 55 points. I think the chaos beasts are 70 pts and 110 pts. Gaining territory is not going to immediately result on more models, but you can trade out a cheap model for a more expensive one. Also, your opponent can close the gap for 1 or 3 glory points, so even if you have max territories (which you probably won't do during a quest) and get a full 300 extra points, your opponent can add 100 extra points for 3 glory points, reducing your advantage by a third - and chances are, you won't have 6 territories going against someone with 0.

Glory points can also be spent to make another roll on the lesser artifacts table. Lesser artifacts, which you get one of after every campaign mission, are either consumable (disappear after using) or perishable (50% chance of disappearing after the mission). Models can hold only one of these at a time. You won't be amassing these, but you are always in the market for lesser artifacts, and it will be the easiest thing to add to the game in White Dwarf or whatever. A new loot table or two could change the game in a pretty significant way.

Artifacts of power and command traits are, currently, limited to one each per quest (not including the quest completion artifact). You can give a major artifact to any model on your roster, and they are good stuff, but you need to go through multiple quests to get any quantity of them. Command traits can only be given to your leader and your favored warrior. These things are unique to each quest, which means deciding which quests to go on is part of army building. You want Korrgad's Infernal Hammer? You need to play through the Iron Golem Conquer the Forge Quest. This means that if they release more quests, there's more artifacts and command traits. Every campaign quest broadens what your warband can become.

After each battle in a campaign, you roll a D6 for each fighter who participated in the battle and didn't go down. On a 6 they gain a destiny level (so a 17% chance). This gives that fighter a reusable reroll (up to 3), which is a pretty powerful thing to have. However, if they get injured and roll on the injury table, they have a 6% chance of dying and losing all the destiny levels, and a 6% chance of losing a destiny level. Basically, if they survive a mission, they have a 17% chance of gaining a destiny level and if they are taken down, they have a 11% chance of losing one or all of their destiny levels. I think destiny levels are a little more important than they initially seem. They seem like they will be plentiful and easily abused, but you get a destiny level or two on a model and you can bet your opponent will make sure that model doesn't make it to the aftermath phase.

Losing a character doesn't just take out their destiny levels. They also lose their artifacts of power or command traits - those things which you only get one or two of per quest (and you can't replay quests). The amount of time you invested in getting those artifacts will be substantial - maybe a dozen games or more. Losing a model with that stuff is going to HURT. You seem to think that the injury table is too simple and that death doesn't mean anything. I heartily disagree. With major artifacts unique to quests that you can't replay, you'll permanently lose a unique item or ability. Death is going to be far, far more dangerous to warbands with multiple quests under their belt - as it should be.

Convergences are interesting because they are the only time when you know the battle plan ahead of time. You know the terrain, you know the victory conditions, you often know the deployment, and every once in a while, the twist. This gives you a huge advantage, since you can plan out what fighters to bring and how to break them into dagger/hammer/shield groups. Where drawing cards produces random missions that are often impossible to predict or plan for, convergences give you specific missions that you can plan for, and have to keep playing until you get it right. These are where you can use your specialized, situational units to their best effect.

Convergences are the only battles you have to win to move on. You can go through every other campaign scenario, lose, and still progress. You can use this to farm glory points and lesser artifacts, or just focus on taking out a particularly annoying enemy fighter. Winning a quest gives you the most glory points, but you can get a fair few by taking out enemy fighters. In missions where you have no chance at winning the scenario, instead focus on taking out the enemy leader and a third of his warband and you'll still walk away with 3 glory points and a new lesser artifact.

The campaign quests they have now are bare bones, but future quests will have, at the very least, new command traits and artifacts of power. They'll also likely have new territory rules. Right now, territory only adds points and (for chaos) the ability to use thralls, but you can imagine a lot of possibilities here. If campaign quests got their own lesser artifact tables, or even their own chaos beasts, it could be pretty different. My main concern is that they've got these cool ravaged lands boxes but the campaign quests will never use anything except the core box set terrain cards because they don't want to sell new expansions to people who haven't collected them all. They should really package a few quests in the ravaged lands boxes directly. Might show up in White Dwarf though.

I think the campaigns in Warcry, barebones they may seem, have a lot going on. I think the decisions you make aren't as trivial and unimportant as they may initially seem. But while each individual part of the campaign may seem simple, when taken together, add up into something interesting. I think this was the thread where I said it was like a collectible card game. Each of the cards, individually, are simple, but how you put them into a deck creates very different and unique experiences. The framework is there, but it needs more cards. I think it will get them.


Rate warcry 1-10 Poll @ 2019/08/23 21:26:00


Post by: Sarouan


 Sqorgar wrote:

You can keep doing quests, collecting artifacts, leveling up.


Thing is, you don't level up in Warcry. All you get are minor artifacts and destiny levels on a pure random roll - both tend to lower with time as your warriors get Disgraced while being out of action or their power eventually disappear (either with one use items or the fateful dice that makes your minor artifact expire). There isn't a real experience system like in Kill Team.

You have a FEELING of leveling up with the quests giving your command traits (and permanent artifacts), as well as claiming dominions that let you build a bigger force (you must have a quest for that). It is not true to say that you can level up without the quests. Those are meant for giving you that feeling.


Rate warcry 1-10 Poll @ 2019/08/23 21:30:44


Post by: auticus


The framework is there, but it needs more cards. I think it will get them.


I don't have anything else to add that I haven't already stated, but I will say you start your premise disagreeing with me and explaining why you think its got great depth, and then end with what my summary is.

The framework is there. But it needs a lot more than a framework campaign wise for my interest level. I'm sure that it could be something... with extensive houserules.

Which has been the story of AOS since the beginning. It has a great framework... and could be great... with extensive houserules.

The problem with houserules is that in 1989 that was embraced, but in 2019 it is hated.

And as next to zero people in my city are playing (there was a league at our GW with 3 people signed up of which to my knowledge no games have yet to be played and we're nearing a month out), at least in public (I'm sure there is someone playing somewhere in a garage) and the boxes are sitting on store shelves not really moving, and part of that other than "its not 40k" is that "campaign is too shallow", I'm going to have to say that I'm not the only one that feels that way either.


Rate warcry 1-10 Poll @ 2019/08/23 21:37:13


Post by: Sarouan


Problem with games using cards was showed with what happened with Necromunda/Bloodbowl on the GW webstore : when the cards suddenly aren't available anymore, new players are annoyed to say the least. Sure, you can always find someone who has the cards or *cough* find scans on the internet *coughs*.

Warcry also uses a hell lot of cards. I got all the chaos boxes, some of the non chaos faction cards and terrains, and I already have enough to fill four deck cases from Ultimate Guard (yeah, I'm using sleeves as well, I'd better keep them as long as possible after all). No doubt I will need more for expansions to come.

Cards are in the end a trick to sell more gaming stuff to players. Trouble is when they stop selling the stuff...so far, GW didn't put a PDF with all the special cards for Bloodbowl they stopped selling for whatever reason. Only the community can help then.


Rate warcry 1-10 Poll @ 2019/08/24 00:20:57


Post by: Sqorgar


 Sarouan wrote:

Thing is, you don't level up in Warcry. All you get are minor artifacts and destiny levels on a pure random roll - both tend to lower with time as your warriors get Disgraced while being out of action or their power eventually disappear (either with one use items or the fateful dice that makes your minor artifact expire). There isn't a real experience system like in Kill Team.
Leveling up was the wrong word for it. Rather than leveling up, which implies a linear growth, Warcry has a roughly straight power curve, with lots of spikes and dips. So, you might get a good artifact of power on a unit with three destiny points, only for him to die, dropping you back to zero. Gain territory only to finish your quest and start another one, dropping back to zero. Only your leader, who can not die, can permanently earn artifacts and command traits. On a long enough timeline, everybody else will die and take their benefits with them, but part of the genius of Warcry is that it makes some of those dips feel like victories.

It's more like card drafting. Your party is always in a state of change, and you can affect that change but never really control it. Every time a spike ends and you get to a dip, you build up again in a new and different way. With traditional leveling, eventually, you plateau. You reach the highest level or reach a point where your army is unable to lose, and that's it. You are the best of the best. You are done. But with Warcry, you are playing a different warband every few battles, and drastically changing trajectory between quests. You are always in a state of trying to make the best party from whatever you are dealt. You are building structure from randomness. The quests, artifacts, command traits, and so on are the cards you are dealt, and not only do you have to turn them into a winning deck, you also have to do what you can to maintain its strength over a long period of time.

I find the approach fascinating. It reminds me of early AoS in that it is an unfamiliar game structure that is similar, but not quite the same as what came before. I think it solves one of the problems with the traditional way of doing things (the plateauing), but at a cost of impermanence. You collect special powerful items, but you don't keep them forever. There was a time when I would consider losing such things to be a punishment, but now I see it as an opportunity - kind of like weapon durability in Breath of the Wild. You get an opportunity to play with more toys and you end up in situations where you must rely on toys you wouldn't have, if you had the choice. It makes for a dynamic game which never lets you grow comfortable, forcing you to always pay attention, plan ahead, and keep on top of things. It's a super interesting choice for a campaign game, but like the weapon durability, I think it'll end up a controversial one.


Rate warcry 1-10 Poll @ 2019/08/24 10:45:04


Post by: Sarouan


 Sqorgar wrote:
It's a super interesting choice for a campaign game, but like the weapon durability, I think it'll end up a controversial one.


Oh I agree with it as an interesting game design choice. I do believe it comes with its own price - the price of immersion, mostly. Since it's not linear like most experience system, it's kinda removed from the interaction with other warbands, and the actions of your individual warriors don't really matter in the aftergame. Sure, they can give you victory but everything is made so that you don't bother too much about their fate. They may die, but there is no sense of gravity since most of the boosts they can have are designed not to last forever anyway. Only the command traits and the "permanent" artifacts matter, and the fact your leader may never die means you only worry when you do a second quest and giving the second boosts to your favorite warrior (since he can die).

The great difference with weapon durability is that your bonus don't "break" during the game. One-used items are consumed after use, and perishable items disappear only after the game. So frustration is totally not the same, IMHO. I don't think it's that controversial, but I feel like you are less attached to your fighters in the end.

Because, as you said, it feels more like a card drafting game. The profiles are mostly here to be always the same, and while you can give a name to your fighter, you'll less likely to give them a real customization from any other fighter of the same type.

I played Mordheim a few days before and one of my opponents got his leader killed while he had a nice upgrade in his profile. He was really frustrated with that, and I can understand why - he got "punished" hard here (diving alone in the middle of enemy warriors was a risky action for sure). Thinking about it, I get why Warcry has this system - it's made so that kind of frustration is really watered down.

But then, in Warcry, I won't hesitate about throwing my leader in the middle of the enemy warband. I know the worst he can get is a disgrace,after all (which doesn't matter if he has no destiny level anyway). In Mordheim, I would think more than twice...it's more immersive in Mordheim, I believe, but then I get that not everyone think the same and I do agree frustrating the players is not a good idea in general when you design games.


Rate warcry 1-10 Poll @ 2019/08/24 11:06:46


Post by: lord_blackfang


 Sqorgar wrote:

Of the 144 people who voted on this thread's poll, 84 of them rated it an 8 or higher. The response to Warcry has been overwhelmingly positive - I'd even argue giddy. In fact, outside of you and Owen from the GMG review, I don't think I've seen much negativity about the game at all - and both of you are more bitter that the game isn't a different game instead of being reasonable about what the game actually is.


The poll had a couple of 10s on it (but no 1s) before the game was out, so I would guess the "GW can do no wrong ever" contingent is still going strong.


Rate warcry 1-10 Poll @ 2019/08/24 12:30:21


Post by: Sqorgar


Sarouan wrote:Only the command traits and the "permanent" artifacts matter, and the fact your leader may never die means you only worry when you do a second quest and giving the second boosts to your favorite warrior (since he can die).
This is true, and also something interesting - new players will probably not feel particularly punished during their first quest, causing them to continue playing. An early setback can cause a new player to dump a game completely, but here, you've got to play a bunch of games first and potentially lose several characters and their temporary lesser artifacts, allowing you to acclimate to the concept of model death.

I don't think it's that controversial, but I feel like you are less attached to your fighters in the end.
I think if players actually bother to name their characters, they'll get attached to them. I think a lot of people won't bother to create names of background stories, so they'll view a character's death more as a model reset.

...you'll less likely to give them a real customization from any other fighter of the same type.
This is probably true, which is why I hope the warbands have more models coming. Frostgrave, for instance, treat the non-wizard characters largely as disposable, but since there are a large number of specializations to choose from, they become individuals just by virtue of not being fighters of the same type.

I also think it is worth considering the personalization that comes from painting the models too. For instance, if I got a second box of Untamed Beasts, I'd paint the two Rocktusk Prowlers with different fur patterns. I've seen some people online painting their Corvus Cabal to look like multi-colored parrots, and while I wouldn't do that for my first model, I'd absolutely do that with my second (or maybe paint him yellow, like Big Bird).

But then, in Warcry, I won't hesitate about throwing my leader in the middle of the enemy warband.
Yeah, but just your leader. Your favored warrior, with his artifact of power and command trait, has a lot to lose. I probably would avoid beefing up my Rocktusk Prowler too much because he is the powerhouse of the Untamed Beasts, and he's got to get in there and fight - he'll die more often than any other character, but he'll kill the most by a wide margin too. Meanwhile, the First Fang, with his 8 inch ranged death harpoon, makes a good candidate for favored warrior. But a ranged guy who doesn't get in the fray would benefit less from an artifact that increases toughness than the murder kitty - so the choices won't always be easy.

lord_blackfang wrote:The poll had a couple of 10s on it (but no 1s) before the game was out, so I would guess the "GW can do no wrong ever" contingent is still going strong.

The most populated response is an 8. Even if you remove all the 10s and all the 1s, 55% of the respondents still voted an 8 or a 9.


Rate warcry 1-10 Poll @ 2019/08/24 13:17:40


Post by: auticus


Frostgrave also has a lot more immersion and gravity if you lose members. Its not hard to replace them but you certainly feel it a lot more.


Rate warcry 1-10 Poll @ 2019/08/24 13:30:32


Post by: Sarouan


 Sqorgar wrote:

I think if players actually bother to name their characters, they'll get attached to them. I think a lot of people won't bother to create names of background stories, so they'll view a character's death more as a model reset.


They can, but given your characters won't really have a progression, it doesn't matter that much. In my group of players with Mordheim, most of us also use the same miniature when getting a replacement after a warrior's death. Its profile is just reset, which is actually quite a big deal since Mordheim not only have a progression system but also permit to customize their equipment. In Warcry, not so much. So yeah, of course, people can convert and use a different miniature after each death, but the game isn't really incentive for them to do that. When a game is designed to allow the player to really customize their warriors (with equipment, and so on), you'll see much more people willing to make it at least somewhat WYSIWYG.

Warcry doesn't do that at all.


This is probably true, which is why I hope the warbands have more models coming. Frostgrave, for instance, treat the non-wizard characters largely as disposable, but since there are a large number of specializations to choose from, they become individuals just by virtue of not being fighters of the same type.


The big difference in Frostgrave is that you don't replace your losses for free. You have to pay for their replacements, which is also why death still matters in Frostgrave and why it's not such a big deal in Warcry. Your Ogor Breacher kicked the bucket ? No worry, just take another one for free in your roster. I always disliked that system in Kill Team and I'm not appreciating it in Warcry. This is also part of the "watering player frustration down". Do it too much, though, and it gets tasteless, IMHO.


I also think it is worth considering the personalization that comes from painting the models too. For instance, if I got a second box of Untamed Beasts, I'd paint the two Rocktusk Prowlers with different fur patterns. I've seen some people online painting their Corvus Cabal to look like multi-colored parrots, and while I wouldn't do that for my first model, I'd absolutely do that with my second (or maybe paint him yellow, like Big Bird).


That's another problem entirely here - fact that chaos warbands miniatures for Warcry have very few options to change their pose/appearance. All of them are set in a specific pose, even the heads can't be moved without using your loyal cutter. There are barely any spare heads (the only I found is the Unmade warrior showing his face, and even him is really specific to one warrior model). So yeah, unless you convert models, the only way left is different painting. It really doesn't help to make your band feel really different from another, but that's mainly a kit design matter here. Still, you can feel it's really tied to the card profiles, since everything is made so that the visual on the cards immediately makes the player see to which miniature it refers.

GW can maybe make different models (Forgeworld ?), but I don't know...what is sure is that old times of customisation with multi parts miniatures are more and more a thing of the past with new GW kits.


Yeah, but just your leader. Your favored warrior, with his artifact of power and command trait, has a lot to lose. I probably would avoid beefing up my Rocktusk Prowler too much because he is the powerhouse of the Untamed Beasts, and he's got to get in there and fight - he'll die more often than any other character, but he'll kill the most by a wide margin too. Meanwhile, the First Fang, with his 8 inch ranged death harpoon, makes a good candidate for favored warrior. But a ranged guy who doesn't get in the fray would benefit less from an artifact that increases toughness than the murder kitty - so the choices won't always be easy.


That's a side effect of the campaign system in Warcry, to me. Given the advantages of the command traits and permanent artifacts, it is obvious they are intended to be given first to your leader. A second quest may be fun indeed, but the benefits will certainly be less appealing over time if we get more quests in the future. I wouldn't be surprised if they add a rule saying your favorite warriors cannot die too at some point (yeah, I'm using plural here, since if you do a third quest, you'll certainly need other warriors of the same kind to keep having benefits of the command trait).

But so far, it is clear the game is meant with only one quest at a time. Non chaos factions only have one, so they can't do a second one so far. It is really the starter set. Question is : when is the next expansion coming ? I think that's why I struggle a bit to recruit new players and having the answer of them waiting to see. It's a good game, it's a fun game, models are nice - but people want to know where GW will go with this one in the end. And since GW keeps us in the dark on purpose for their marketing tricks, I understand if they are a bit more careful here.

That's the trouble with "DLC games", that don't have everything in the book. You're forced to wait and gather all the smaller parts until it "feels" complete. And if it stops selling in the middle...you're fethed.


Rate warcry 1-10 Poll @ 2019/08/24 13:35:37


Post by: Sqorgar


 auticus wrote:
Frostgrave also has a lot more immersion and gravity if you lose members. Its not hard to replace them but you certainly feel it a lot more.
How so? Unless it was changed in one of the later books, your model just dies and loses all his items (same as Warcry). Your wizard and apprentice can get permanent injuries, and the death of a wizard is pretty harsh, but I'm not sure how Frostgrave differs from Warcry in the loss of a regular unit.


Rate warcry 1-10 Poll @ 2019/08/24 13:36:55


Post by: Sarouan


 Sqorgar wrote:
 auticus wrote:
Frostgrave also has a lot more immersion and gravity if you lose members. Its not hard to replace them but you certainly feel it a lot more.
How so? Unless it was changed in one of the later books, your model just dies and loses all his items (same as Warcry). Your wizard and apprentice can get permanent injuries, and the death of a wizard is pretty harsh, but I'm not sure how Frostgrave differs from Warcry in the loss of a regular unit.


Like I said, you have to buy them in your roster. Warcry allows you to do so for free. It's a "small" difference, but actually a huge one in terms of immersion.


Rate warcry 1-10 Poll @ 2019/08/24 14:36:00


Post by: Sqorgar


 Sarouan wrote:

They can, but given your characters won't really have a progression, it doesn't matter that much. In my group of players with Mordheim, most of us also use the same miniature when getting a replacement after a warrior's death. Its profile is just reset, which is actually quite a big deal since Mordheim not only have a progression system but also permit to customize their equipment. In Warcry, not so much. So yeah, of course, people can convert and use a different miniature after each death, but the game isn't really incentive for them to do that. When a game is designed to allow the player to really customize their warriors (with equipment, and so on), you'll see much more people willing to make it at least somewhat WYSIWYG.

Warcry doesn't do that at all.
I think some people are narrative players and some people aren't, and I don't think the game mechanics need to force you into that role if you don't want to do it. The rulebook does mention several times that players will have more fun if they use the name and background tables, but it never enforces it. For some people, using the same model is a pro, not a con. But I remember when Sam Pearson was on StormCast, he talked about giving names and backstories to his generals in AoS, and when they died, he'd write little histories of their accomplishments. Nothing in the game did that. He did it because he wanted to. GW, in general, takes a more permissive attitude towards that kind of thing - always recommending you immerse yourself in the lore and the story on the battlefield, but never forcing it. Some people won't do it unless forced or explicitly permitted, which I've always thought was kind of a sad state of affairs.

The big difference in Frostgrave is that you don't replace your losses for free. You have to pay for their replacements, which is also why death still matters in Frostgrave and why it's not such a big deal in Warcry. Your Ogor Breacher kicked the bucket ? No worry, just take another one for free in your roster. I always disliked that system in Kill Team and I'm not appreciating it in Warcry. This is also part of the "watering player frustration down". Do it too much, though, and it gets tasteless, IMHO.

But if your Ogor Breacher had three destiny levels and was rocking an artifact of power, you'll feel the difference. Warcry allows you to add models to your roster for free because A) Warcry doesn't have money and B) GW wants you to be able to buy a new model and use it immediately. If you want that minor sting of punishment, why not make replacing dead members on your roster cost 1 glory point for every 50 points. So replacing a model that is 110 points will cost 3 glory points. Future campaigns could change basically everything, so they could potentially have money or a cost for hiring models or tie model recruitment to territory.

That's a side effect of the campaign system in Warcry, to me. Given the advantages of the command traits and permanent artifacts, it is obvious they are intended to be given first to your leader. A second quest may be fun indeed, but the benefits will certainly be less appealing over time if we get more quests in the future. I wouldn't be surprised if they add a rule saying your favorite warriors cannot die too at some point (yeah, I'm using plural here, since if you do a third quest, you'll certainly need other warriors of the same kind to keep having benefits of the command trait).
At the moment, the favored warrior is just a model that can carry an extra command trait, which feels a bit slight for such a designation. I think they'll do more with favored warriors in the future. Frostgrave added a favored warrior module in one of the PDFs (it may have been reprinted in the Folio), which can gain experience and level up alongside your wizard. If they did something like that, I could see them making the favored warrior invincible.

Also, you only get two command traits (leader + favored warrior), but artifacts of power can be given to any model. So additional command traits might not impress, but the artifacts of power can seriously buff up even the cheapest model. So, really, only your command traits past the second one will feel like empty victories - though if your favored warrior dies, a third command trait would allow you to make a new favored warrior.

Question is : when is the next expansion coming ?
I think something will be announced at Nova. Kill Team had monthly (or was it bi-monthly?) releases, with two starters and a killzone being released at the beginning of the month - not to mention Rogue Trader, Commanders, Elites, and Arena. Underworlds had two warbands every other month as well. If GW puts tentpole resources into Warcry, it should expand pretty quickly. The worst case scenario is a Necromunda schedule of one new sprue every four months, but if it came with a Necromunda-like campaign book, they could still make some cool expansions. But Warcry is the AoS team, not Specialist Games.

The fact that there are two supported, but otherwise unreleased warbands (Spire Tyrants and whatever the other one is) makes me think that they'll be released together - maybe in a box set, like Rogue Trader, maybe a October release. It feels supremely weird for GW to admit the existence of something without formally announcing it with pictures, so I have to assume that they are coming REAL soon. They obviously intended to keep it a secret, so it is really about guessing the motivation. It's possible that they are part of a larger Slaves to Darkness release (or otherwise a spoiler of it)

That's the trouble with "DLC games", that don't have everything in the book. You're forced to wait and gather all the smaller parts until it "feels" complete. And if it stops selling in the middle...you're fethed.
To be perfectly honest, with just what is out for Warcry, I think I could get months of content from it (I ended up buying all the warbands and cards) - and when that content ran out, there's a lot of ways I could make my own campaigns within the existing framework. If nothing else was ever released for the game, I'd consider Warcry to be a successful and enjoyable game. I really like it. The fact that we know more is coming out for it (they literally said more campaign quest coming in future GW publications and White Dwarf) makes me excited for how the game will grow and change. I don't feel like it is incomplete now, I just want more because, apparently, $500 worth of toy soldiers can not sate my unquenchable thirst for more.


Rate warcry 1-10 Poll @ 2019/08/24 16:52:49


Post by: Sarouan


 Sqorgar wrote:

I think some people are narrative players and some people aren't, and I don't think the game mechanics need to force you into that role if you don't want to do it. The rulebook does mention several times that players will have more fun if they use the name and background tables, but it never enforces it. For some people, using the same model is a pro, not a con. But I remember when Sam Pearson was on StormCast, he talked about giving names and backstories to his generals in AoS, and when they died, he'd write little histories of their accomplishments. Nothing in the game did that. He did it because he wanted to. GW, in general, takes a more permissive attitude towards that kind of thing - always recommending you immerse yourself in the lore and the story on the battlefield, but never forcing it. Some people won't do it unless forced or explicitly permitted, which I've always thought was kind of a sad state of affairs.


It's not forcing them, actually. In Mordheim, you didn't have to give your warriors names, even if GW advised the players to do so. But since your warrior get progression and new equipment, eventually people were encouraged to do so, even the ones who don't care about fluff. Just because that way is simpler to differentiate them from the same kind of fighters in the same band. In my group, we have players who clearly don't care much about the fluff, one calling his beastman hero "Meeeh" and his mutant "Mill-ator" because of his four arms and armed with swords and axes.

I bet in Warcry, he wouldn't even care because even with minor artifacts and destiny levels, the difference isn't that big. Would be more like "the guy with the healing potion".

But yeah, of course the narrative players build their own story in their corner and they keep doing so even if the rules don't push them that way. But you can still have a game designed for a specific direction. I think the main reason for such a watered down system is also partly because GW is pushing his "three ways to play" in all of their games. They have to include competition and equal play for the sake of satisfying as many people as possible. Mordheim was clearly targeted at narrative players on the other hand.



But if your Ogor Breacher had three destiny levels and was rocking an artifact of power, you'll feel the difference.


Yeah, like I said it's only when it really matters - the artifact of power, mostly, because those are really hard to get. Destiny levels tend to lower naturally with time anyway ; having rerolls is nice, sure. You wouldn't care as much if it was a beginner with one use item or one destiny level. In Frostgrave, even with beginners, it was still a big deal because it wasn't free to replace them.


If you want that minor sting of punishment, why not make replacing dead members on your roster cost 1 glory point for every 50 points. So replacing a model that is 110 points will cost 3 glory points. Future campaigns could change basically everything, so they could potentially have money or a cost for hiring models or tie model recruitment to territory.


Yes, that's something close to what I'm using for my house rules, with starting with a roster of 1500 points. That way, you have some reserves and you can still build your roster over time. Chances of dying aren't as high as in Mordheim, after all. It doesn't make the game more complicated nor too punishing, IMHO. But then, I still have to play more to see over time if it's viable (like, more than one quest).



At the moment, the favored warrior is just a model that can carry an extra command trait, which feels a bit slight for such a designation. I think they'll do more with favored warriors in the future. Frostgrave added a favored warrior module in one of the PDFs (it may have been reprinted in the Folio), which can gain experience and level up alongside your wizard. If they did something like that, I could see them making the favored warrior invincible.

Also, you only get two command traits (leader + favored warrior), but artifacts of power can be given to any model. So additional command traits might not impress, but the artifacts of power can seriously buff up even the cheapest model. So, really, only your command traits past the second one will feel like empty victories - though if your favored warrior dies, a third command trait would allow you to make a new favored warrior.


I know, but let's be honest : you'll give the first artifact to your leader (he can't die and is a main asset of your band, being often quite the damage dealer / tanky by himself). Like I said, it's mainly the "not leader" warriors holding artifacts of power that make their death really annoying for the player. It's not like they will be many during your first quest, and you'll have to see some games until you have more than one. You'll tend to be more careful with them, that's the point of death really mattering - there is a risk, so you play according to it.

But the others, they are mainly cannon fodder and you know it. It's not a big deal if they die, there are always a full line of the same types waiting to be recruited for free anyway.


I think something will be announced at Nova. Kill Team had monthly (or was it bi-monthly?) releases, with two starters and a killzone being released at the beginning of the month - not to mention Rogue Trader, Commanders, Elites, and Arena. Underworlds had two warbands every other month as well. If GW puts tentpole resources into Warcry, it should expand pretty quickly. The worst case scenario is a Necromunda schedule of one new sprue every four months, but if it came with a Necromunda-like campaign book, they could still make some cool expansions. But Warcry is the AoS team, not Specialist Games.


I'm talking more about "real" expansions, those who actually add more content for the core aspects of the game. Terrain / band boxes in Kill Team just add more terrain / faction cards. Before having expansion books like Commander or Elite, we had to wait for quite longer, if you remember it well...

Here for warcry, we'll need more new quests so that we can keep playing the same bands. Otherwise, yes, we can always start over with a new one, no problem, or just keeping the same quest to keep our dominions and gathering/losing more destiny levels / minor artifacts. It will be a bit dull after a while, though. Good thing is that we have a lot of combination with the mission system, and we can enjoy ourselves with a Coalition of Death / Triumph and Treason multiplayer game for fun (it's not that difficult to include them in a campaign as well, after all).

I crave for more, already. Would love a way to "attack" the dominions of a player, especially when he's at the top - like a special scenario when he has to defend his obelisk and if the attacking player manage to destroy it, he could lose the dominion on his territory. Add to that specific places of the Eight Points the warbands are exploring that give special rules for the band raising an obelisk in them, so that they really want to keep it but have to be careful about the attacks of the other players. There are a lot of possibilities, indeed, but I feel like GW won't follow that road.


The fact that there are two supported, but otherwise unreleased warbands (Spire Tyrants and whatever the other one is) makes me think that they'll be released together - maybe in a box set, like Rogue Trader, maybe a October release. It feels supremely weird for GW to admit the existence of something without formally announcing it with pictures, so I have to assume that they are coming REAL soon. They obviously intended to keep it a secret, so it is really about guessing the motivation. It's possible that they are part of a larger Slaves to Darkness release (or otherwise a spoiler of it)


I don't think they'll be specifically a part of Slaves to Darkness release. But I can see GW releasing more warbands in the future, and more faction cards. It's annoying to be in the dark, but that's the GW way and we have to deal with it.


To be perfectly honest, with just what is out for Warcry, I think I could get months of content from it (I ended up buying all the warbands and cards) - and when that content ran out, there's a lot of ways I could make my own campaigns within the existing framework. If nothing else was ever released for the game, I'd consider Warcry to be a successful and enjoyable game. I really like it. The fact that we know more is coming out for it (they literally said more campaign quest coming in future GW publications and White Dwarf) makes me excited for how the game will grow and change. I don't feel like it is incomplete now, I just want more because, apparently, $500 worth of toy soldiers can not sate my unquenchable thirst for more.


I too have all the content so far. I did take the Stormvault terrain expansion twice for my AoS games. I'm thinking to take all of the chaos warbands twice, because for campaign games it's really more suitable. Really love the game as well, actually. It has a great potential, but well...truth is, with GW pulling out games / parts of the game without warning and their history so far (Blood Bowl, Necromunda, reduction of range for Cities of Sigmar, and so on), I can't help but wondering if they won't do the same in the end. It's all about short term sales, nowadays.


Rate warcry 1-10 Poll @ 2019/08/24 18:03:17


Post by: frozenwastes


Has there been another campaign for a miniature game that represents a variety of warbands roaming an area completing disparate quests and the battles are what happens when they cross paths?

Just conceptually, Warcry's campaign system is neither a military campaign nor just simply linked games. It's multiple questing parties roaming the same area.



Rate warcry 1-10 Poll @ 2019/08/24 19:50:02


Post by: Sarouan


 frozenwastes wrote:
Has there been another campaign for a miniature game that represents a variety of warbands roaming an area completing disparate quests and the battles are what happens when they cross paths?

Just conceptually, Warcry's campaign system is neither a military campaign nor just simply linked games. It's multiple questing parties roaming the same area.



Actually, in Warcry, the questing parties may roam in quite different areas - like, a lot. Each quest has a small map road that is linked to the part of the Eight-Points showed in the core book (and it's just a small fragment of the whole realm). It's mostly for their respective narrative, of course, but even that breaks a bit immersion when two bands having different quests in opposite places on the map, but still meeting on the battlefield while they are not supposed to meet in any way given the distances.

Other games tend to keep it in the same area for the same purpose for all the bands (the city of Frostgrave for Frostgrave, the city of Mordheim for Mordheim - heh), or make it deliberatly vague so that you can find a good reason for the bands to meet. In Warcry, they set the place and it doesn't always fit.

Of course, players can also assume "it's not the same warband, but X mercenaries so I'm not actually fighting your Iron Golem band called the Silver Knuckles", but that's dumb to me. Not even talking about the narrative of convergence battles saying that you killed the opposing party while they are obviously alive after your game. It's even funnier when you fight a warband having the same quest than you ("muahaha, who will Conquer the Forge between my Iron Golem band and yours ? Well both of them eventually " ).

It reinforces to me the feeling that it doesn't matter what the other bands are doing, you go on your own quest and all the people you fight aren't really the ones your fellow players want to you to fight.

Missions in Warcry also have victory conditions like find treasures and such, but in the end, they don't really matter in the aftergame - they're just victory conditions, you don't get more artifacts by picking up the treasure objectives or such, and so on. It's obviously made for game balance reasons (putting such a thing in random cards could be seen as quite unfair, after all), but it's also one more point that breaks the immersion in the end. Other games handle that better.

Having players fill all the gaps all the time work only so far, after all. There is a reason why video games telling players to "make their own story" while not putting much content in the game themselves aren't especially richer. than the ones who do take care of filling the world themselves with set and believable stories.


Rate warcry 1-10 Poll @ 2019/08/25 00:27:40


Post by: NinthMusketeer


It's pretty silly that warbands would fight each other, or even any serious battle, and both continue as they do in a campaign. Every warband campaign-game is immersion breaking on a certain level. If a warband loses a fight every member that does not actually survive to move off the board edge is dead, because the opposing warband kills them. Injury tables are for models that have damage when they make it off the board, where they risk death again, and any serious injury puts them in a state where they are unfit for combat so they leave the warband anyways. Models on the winning side that took enough damage to be rendered unconscious are in that condition too; injuries that severe are going to at the very least put an individual in recovery for months.

But people overlook that entirely, among other elements, because that is part of enjoying the campaign. We should be honest and admit that all the systems out there are pretty unrealistic.


Rate warcry 1-10 Poll @ 2019/08/25 00:31:36


Post by: Sqorgar


 Sarouan wrote:
In Mordheim...
I see a lot of comparisons to Mordheim. I haven't played it, but is it really that similar to Warcry? Or does Warcry just compare unfavorably to Mordheim?

I think the main reason for such a watered down system is also partly because GW is pushing his "three ways to play" in all of their games. They have to include competition and equal play for the sake of satisfying as many people as possible. Mordheim was clearly targeted at narrative players on the other hand.
You know, I've always sort of been somewhat in the minority on Dakka because I'm neither a narrative player nor a competitive player. I'm much closer in spirit to that bastard third choice, the open play player. I see narrative and competitive play to be a small subset of a much bigger experience toolset - I think there's a lot more than three ways to play, but the other ways are either yet unidentified or pertain to a type of player which doesn't typically play miniature games (but could).

So, for me, having GW identify and attempt to cater to even three different play styles is the greatest advancement in miniature games in the short time that I've been following them. I feel like it is kind of like the Meyers-Briggs test - the important thing isn't the actual classifications themselves, but the idea that people are not of one mind and that they may do the same things for different reasons, and get different things out of the same actions. The premise that people are different is something we all kind of understand, and yet most online discussions seek conformity of thought and belief. GW saying, hey, there's three ways to play is kind of ground breaking just because someone in a position to do something about it has finally admitted that wargamers like different things. I can't be mad at them for trying, even if I don't think they ever hit the mark with any accuracy.

I think Jervis sees games a lot like I do, based on reading his White Dwarf editorials. But the AoS team is headed by a primarily competitive player, and I'm fairly certain that Sam Pearson (who is lead on Warcry, and I guess number 2 rules writer on AoS) is a heavy narrative player. It creates an interesting dynamic, where AoS/Warcry has influences from all over.

For instance, Warcry's battleplan generator is basically the open war cards from AoS using in open play, but the dagger/hammer/shield formations were original in the General's Handbook 2019 as Meeting Engagements (matched play, but who knows whether it came first). The campaign takes a few things from Paths to Glory (I believe this was narrative?). Warcry has Triumphs and Treacheries, which was an open play thing from one of the General's Handbooks. I don't think Warcry is a watered down version of any of these things, but simply that the sum of all its influences creates something uniquely not narrative or competitive, but which could become more narrative or more competitive easily with an expansion.

But the others, they are mainly cannon fodder and you know it. It's not a big deal if they die, there are always a full line of the same types waiting to be recruited for free anyway.
To be honest, I don't have a huge problem with this. I'm mainly playing with my wife and kids, and being overly punished by a character's death would probably make them stop playing the first time it happened. I would be fine with a more aggressive campaign system - I think characters who lose an eye and walk around on two peg legs before succumbing to the backstab of an enemy fighter to be cool, but I love toolbox games, and anything which gives me an excuse to use my tools in a different way, I'll take. But Warcry is a casual enough game that I can easily play it with my kids, and being super punishing won't go over as well with them. I think you'll feel the loss, but having that out where you can replace Cody with Cody 2 eases it a bit.

I crave for more, already. Would love a way to "attack" the dominions of a player, especially when he's at the top - like a special scenario when he has to defend his obelisk and if the attacking player manage to destroy it, he could lose the dominion on his territory. Add to that specific places of the Eight Points the warbands are exploring that give special rules for the band raising an obelisk in them, so that they really want to keep it but have to be careful about the attacks of the other players. There are a lot of possibilities, indeed, but I feel like GW won't follow that road.
I do think the AoS team is more willing to experiment than 40k (or 40k players). With skirmish, path to glory, triumph and treachery, firestorm, malign sorcery, open army generation, it really feels like AoS is comfortable trying out new ways to play. I mean, 40k got Urban Conquest, which seems like a system that could be comfortably modified for an AoS campaign (you can already use it for Kill Team, which I thought was cool - wonder if Firestorm could be used for Warcry?), and Kill Team got Rogue Trader, but neither seemed to get as much traction as something like Apocalypse. I think the AoS team and players are more willing to experiment, especially along non-competitive lines, but 40k/Kill Team is somewhat limited by the narrow interests of 40k players.

I too have all the content so far... I'm thinking to take all of the chaos warbands twice, because for campaign games it's really more suitable.
I'm tempted as well. So far, I've been playing Untamed Beasts and I wouldn't mind a second murder kitty or have the option to switch out Plains-runners and Preytakers depending on the scenario - and to go really nuts on the paintjob for the alternate leader (was thinking of painting him the same, but all bloodied and bruised, so I can swap him out in the game when he is below half health). Unfortunately, they haven't released Untamed Beasts separately. Trying out Corvus Cabal tomorrow, and already having ideas for how to paint duplicates...

Really love the game as well, actually. It has a great potential, but well...truth is, with GW pulling out games / parts of the game without warning and their history so far (Blood Bowl, Necromunda, reduction of range for Cities of Sigmar, and so on), I can't help but wondering if they won't do the same in the end. It's all about short term sales, nowadays.
GW works years in advance. It's certain that if GW is launching Warcry as a tentpole game, they'll have the next year or two's worth of releases planned out. It seems like it will be successful enough to continue past that, though I don't know what GW considers a success.


Rate warcry 1-10 Poll @ 2019/08/25 13:01:05


Post by: Sarouan


 NinthMusketeer wrote:

But people overlook that entirely, among other elements, because that is part of enjoying the campaign. We should be honest and admit that all the systems out there are pretty unrealistic.


Some are more than others. And it's not because a band loses a fight that instantly, all their members are dead. Mordheim has a system when the band routs after taking too heavy losses, assuming they take their fallen warrior's bodies with them as they are retreating. This is how a game system can make things more believable, in opposite to others that don't even try. But saying "they're all the same so don't bother at all" is quite oversimplifying the matter here.


 Sqorgar wrote:

I see a lot of comparisons to Mordheim. I haven't played it, but is it really that similar to Warcry? Or does Warcry just compare unfavorably to Mordheim?


It's just not the same. Sam Pearson clearly said Mordheim was one of the inspirations for Warcry in the Stormcast Interview and it is obvious he's also fond of the core concept. When he was talking about the negative loop, he was clearly refering to how Mordheim handled game losses and warrior deaths in it.

Game system in Warcry is completely different from Mordheim, but they have core concepts in common - mainly being a skirmish grim fantasy game focusing on a small band of warriors trying to survive and find glory (and riches) in dangerous ruins. But that's pretty much it, TBH.

You know, I've always sort of been somewhat in the minority on Dakka because I'm neither a narrative player nor a competitive player. I'm much closer in spirit to that bastard third choice, the open play player. I see narrative and competitive play to be a small subset of a much bigger experience toolset - I think there's a lot more than three ways to play, but the other ways are either yet unidentified or pertain to a type of player which doesn't typically play miniature games (but could).


Three ways to play is a GW mantra for their games with the last editions and yes, it is simplified as well. And indeed, Warcry is awesome for open/casual play. The game in itself works really well in stand alone games. So I completely understand you love it.



I think Jervis sees games a lot like I do, based on reading his White Dwarf editorials. But the AoS team is headed by a primarily competitive player, and I'm fairly certain that Sam Pearson (who is lead on Warcry, and I guess number 2 rules writer on AoS) is a heavy narrative player. It creates an interesting dynamic, where AoS/Warcry has influences from all over.


Yes, I remember hearing on the Stormcast Interview that warcry prototype rules were made by Jervis Johnson, and that a lot of them were kept in the final game. So I wouldn't be surprised if most of core mechanisms and concepts (including for campaign) are actually from him.



For instance, Warcry's battleplan generator is basically the open war cards from AoS using in open play, but the dagger/hammer/shield formations were original in the General's Handbook 2019 as Meeting Engagements (matched play, but who knows whether it came first). The campaign takes a few things from Paths to Glory (I believe this was narrative?). Warcry has Triumphs and Treacheries, which was an open play thing from one of the General's Handbooks. I don't think Warcry is a watered down version of any of these things, but simply that the sum of all its influences creates something uniquely not narrative or competitive, but which could become more narrative or more competitive easily with an expansion.


The other inspiration for Warcry is the old supplement Realm of Chaos, that is behind the Path to Glory system (much, much MUCH more simplified - if you didn't like random in Path of Glory, you would be horrified to see the random tables from Realm of Chaos. It was completley insane ! ). GW is still doing new with old. But yes, I agree, a lot of ideas are clearly inspired from some things they tried in the last years, and I must say the battleplan generator feels really polished to me. I like it as well very much. And yeah, to me, it feels "watered down", but I guess that's because I remember those old references and keep comparing to it with, I'll be honest, certainly a hint of nostalgia blinding me here.



It's certain that if GW is launching Warcry as a tentpole game, they'll have the next year or two's worth of releases planned out. It seems like it will be successful enough to continue past that, though I don't know what GW considers a success.


I know, I have no doubt they will release at least the last two warbands described in the core rules and certainly another book with new quests. About the success, we'll see indeed.


Rate warcry 1-10 Poll @ 2019/08/25 23:27:49


Post by: NinthMusketeer


 Sarouan wrote:
 NinthMusketeer wrote:

But people overlook that entirely, among other elements, because that is part of enjoying the campaign. We should be honest and admit that all the systems out there are pretty unrealistic.


Some are more than others. And it's not because a band loses a fight that instantly, all their members are dead. Mordheim has a system when the band routs after taking too heavy losses, assuming they take their fallen warrior's bodies with them as they are retreating. This is how a game system can make things more believable, in opposite to others that don't even try. But saying "they're all the same so don't bother at all" is quite oversimplifying the matter here.
Yes, absolutely. I meant to say that it is important to include the context of all campaign structures containing notable immersion-breaking elements.


Rate warcry 1-10 Poll @ 2019/08/26 00:15:52


Post by: Sqorgar


 Sarouan wrote:
Game system in Warcry is completely different from Mordheim, but they have core concepts in common - mainly being a skirmish grim fantasy game focusing on a small band of warriors trying to survive and find glory (and riches) in dangerous ruins. But that's pretty much it, TBH.
It really seems that the majority of complaints against Warcry are specifically in comparison to Mordheim. I thought it might be a case where it was close enough to Mordheim that it was frustrating when it didn't live up to it - but now I'm wondering if Mordheim is just a completely different beast and people just wanted Mordheim instead.

Three ways to play is a GW mantra for their games with the last editions and yes, it is simplified as well. And indeed, Warcry is awesome for open/casual play. The game in itself works really well in stand alone games. So I completely understand you love it.
I think the impression people get is that open play is just doing anything you want all willy-nilly, but it is more like being an inventor or tinkerer. It's seeing a bunch of tools and thinking, I wonder what would happen if I put these two things together? Or, I've got this idea for something cool that the game doesn't support, how much do I have to change to achieve this concept?

I think the battleplan cards really kind of exemplify it. It's like, what happens if we take this terrain, this deployment, this victory condition, and then use this twist? It doesn't always work out, because that's the nature of invention. But it is usually surprising and even when it doesn't work, still moderately enjoyable. But sometimes, it will work out REALLY well - some chocolate + peanut butter combination of factors that you just didn't see coming. You get that inventor's high, and you get this really memorable, unique experience. It's awesome.

Yes, I remember hearing on the Stormcast Interview that warcry prototype rules were made by Jervis Johnson, and that a lot of them were kept in the final game. So I wouldn't be surprised if most of core mechanisms and concepts (including for campaign) are actually from him.
I vaguely remember that, now that you mention it. I'm not well versed enough in the relative works of the people on the AoS team to be able to go, "oh, that's such a Jervis thing to put in the game" or "Pearson strikes again", but if I had to say which GW game Warcry reminds me of the most, it's Blood Bowl.

And yeah, to me, it feels "watered down", but I guess that's because I remember those old references and keep comparing to it with, I'll be honest, certainly a hint of nostalgia blinding me here.
It's interesting, because I don't really have a background in wargames. I'm squarely in the video games arena. I own literally thousands of video games and even worked in the video game industry as both a programmer and a writer. My video game knowledge is intimate, encyclopedic, and absolute. But until AoS launched, my involvement in miniature games (and even board games) was extremely limited.

So, I'm coming from a completely different background here, and my nostalgic tug points are completely different, and what I'm looking for out of tabletop gaming is completely different. Even the concept of "watered down" feels strange to me because the concept of complexity in video games is more variable. I very often feel like an outsider, asking questions about why things are, or need to be, a certain way and getting an eye roll as an answer. Wargamers tend to be unable to articulate their thoughts for the benefit of outsiders. Maybe they are just used to only talking to other wargamers with similar backgrounds.

Like, I'm now curious about Mordheim. I've never played it, but I have some understanding of how it influenced things which came afterwards. I'm going to go check it out now, but it's been 20 years and the game has been mined of all its treasures for so long, that almost certainly, the game I'm going to find is going to be completely devoid of its magic. It'll be interesting, from a historical standpoint, but I won't see it like you see it. It is impossible for me, coming at it from where I am at.

It's going to be a "you had to be there" type of thing, and I get it. I've tried to explain to my children what playing Super Mario 64 for the first time felt like. But Super Mario 64 came out a few years before Mordheim did, and while the video game industry has put out thousands of games since, the miniature game industry has put out dozens (if that). Mario 64 feels like a thousand games ago, but Mordheim is still a living memory, it seems. It's truly interesting how wargaming seems to operate at a different speed than video games.


Rate warcry 1-10 Poll @ 2019/08/26 00:47:35


Post by: auticus


It really seems that the majority of complaints against Warcry are specifically in comparison to Mordheim. I thought it might be a case where it was close enough to Mordheim that it was frustrating when it didn't live up to it - but now I'm wondering if Mordheim is just a completely different beast and people just wanted Mordheim instead.


Something in the same ballpark as Mordheim would have been what I was hoping GW would have produced. Not Mordheim AOS version.

What was produced instead wasn't in the same ballpark, it was a completely different sporting event altogether.

So football fans are going to be put off by the new baseball stadium that replaced the football team altogether.


Rate warcry 1-10 Poll @ 2019/08/26 03:27:04


Post by: Sqorgar


 auticus wrote:

Something in the same ballpark as Mordheim would have been what I was hoping GW would have produced. Not Mordheim AOS version.

What was produced instead wasn't in the same ballpark, it was a completely different sporting event altogether.

So football fans are going to be put off by the new baseball stadium that replaced the football team altogether.
Warcry is not a replacement for Mordheim. If Warcry was Mordheim, they would've called it Mordheim - it's not like GW hasn't rebooted a great number of their popular games from the past with the same name and nostalgic bent. They said they were inspired by Mordheim, not that it was a reboot, spiritual sequel, or replacement. And for some reason, you expected the AoS team to make something unlike AoS? GW didn't play you, you played yourself.

And let me just say - miniature games could have a LOT more variety than they do. Right now, there's maybe three different genres of miniature games and they all play very similarly. Look at the variety available in video games, and even within a small genre like stealth or real time strategy, you'll see infinitely more variety than the entirety of the miniature games market today! It's okay if we don't constantly remake the same six games over and over and over and over again. It's okay if people make new games that are a little different and maybe even a little strange. Because it's a big world and not everything has to be Mordheim.


Rate warcry 1-10 Poll @ 2019/08/26 07:25:30


Post by: Chikout


 auticus wrote:
It really seems that the majority of complaints against Warcry are specifically in comparison to Mordheim. I thought it might be a case where it was close enough to Mordheim that it was frustrating when it didn't live up to it - but now I'm wondering if Mordheim is just a completely different beast and people just wanted Mordheim instead.


Something in the same ballpark as Mordheim would have been what I was hoping GW would have produced. Not Mordheim AOS version.

What was produced instead wasn't in the same ballpark, it was a completely different sporting event altogether.

So football fans are going to be put off by the new baseball stadium that replaced the football team altogether.


There is no doubt in my mind that gw will eventually do mordheim but given the production schedule of specialist games, I don’t expect to see it until at least 2021. Rather than doing a mordheim light with a very limited shelf life, it is better to do something different which has the chance of continuing to exist alongside Mordheim when it eventually arrives. Gw eventually wants to have both a football and a baseball stadium rather than two football stadiums. Meanwhile the old football stadium may be in a slight state of disrepair but it certainly hasn’t been destroyed. It can even use some of the facilities from the new stadium for a better experience.


Rate warcry 1-10 Poll @ 2019/08/26 08:51:06


Post by: Sarouan


 Sqorgar wrote:
It really seems that the majority of complaints against Warcry are specifically in comparison to Mordheim. I thought it might be a case where it was close enough to Mordheim that it was frustrating when it didn't live up to it - but now I'm wondering if Mordheim is just a completely different beast and people just wanted Mordheim instead.


Yes, I admit I was hoping Warcry would be a Mordheim in AoS. And to be honest, I admit my expectations were certainly a bit too wild. Sam Pearson made Hinterlands for AoS some time ago that was inspired partially from Mordheim, so that's where my hope mainly come from. It's true GW never sold Warcry as "Mordheim in AoS" in the end.


really kind of exemplify it. It's like, what happens if we take this terrain, this deployment, this victory condition, and then use this twist? It doesn't always work out, because that's the nature of invention. But it is usually surprising and even when it doesn't work, still moderately enjoyable. But sometimes, it will work out REALLY well - some chocolate + peanut butter combination of factors that you just didn't see coming. You get that inventor's high, and you get this really memorable, unique experience. It's awesome.


Yes, I really love Warcry's battleplan system. Sure, some combinations are sometimes clunky, but it's really easy to build/customize a mission from them with a simple twink here and there to make it work. Their idea of separating cards with symetric/asymetric terrain/deployment/victory condition is a simple one, but one that works really well.


I vaguely remember that, now that you mention it. I'm not well versed enough in the relative works of the people on the AoS team to be able to go, "oh, that's such a Jervis thing to put in the game" or "Pearson strikes again", but if I had to say which GW game Warcry reminds me of the most, it's Blood Bowl.


Now I'm curious. What makes you remind of Bloodbowl in Warcry ? Because to me, the two games are completely and utterly different, in concept, game system and even progression system. Not even the cards have the same importance.



Like, I'm now curious about Mordheim. I've never played it, but I have some understanding of how it influenced things which came afterwards. I'm going to go check it out now, but it's been 20 years and the game has been mined of all its treasures for so long, that almost certainly, the game I'm going to find is going to be completely devoid of its magic. It'll be interesting, from a historical standpoint, but I won't see it like you see it. It is impossible for me, coming at it from where I am at.


Ah I understand. Well it's actually the opposite, because Mordheim's ressources are quite richer from all the years of developpment by the old Specialist Games studio (mainly the magazine Town Cryer, but they had an extension too) and, yeah, fan developpment (which can vary a lot in quality, obviously).

Here is a website with quite a lot of things to download for Mordheim if you're curious : http://broheim.net/downloads.html

I'll just say that when Mordheim first came out, it wasn't as rich as the version I keep playing nowadays with my friends. If I just use the core game, it would certainly not be the same pleasure. Reason why Mordheim can be played instead of Warcry is because of these years of development and having way more lot of content than Warcry in its current state. It may sound unfair, but if I can make a comparison with video games, it's the same as saying if I start World of Warcraft now, the sheer amount of content I'll have will beat any new game coming out recently. WoW is sure older, but it is because it's there with all those years of experience and content that still make it a thing.


Chikout wrote:

There is no doubt in my mind that gw will eventually do mordheim but given the production schedule of specialist games, I don’t expect to see it until at least 2021. Rather than doing a mordheim light with a very limited shelf life, it is better to do something different which has the chance of continuing to exist alongside Mordheim when it eventually arrives. Gw eventually wants to have both a football and a baseball stadium rather than two football stadiums. Meanwhile the old football stadium may be in a slight state of disrepair but it certainly hasn’t been destroyed. It can even use some of the facilities from the new stadium for a better experience.


After listening to the interview with Sam Pearson on Stormcast, my hopes of seeing Mordheim coming back are reduced to zero. I don't think GW will make it return, it's a too niche market and the core concepts behind Mordheim aren't anymore suitable to GW's standing and the way the development studio sees what should be their games. I do believe that, in some way, GW thinks Warcry is the answer to requests for Mordheim's return : it looked like Mordheim at first but it's not and will never be. They take inspiration from their previous games and make new things with them, but Blood Bowl's time when they kept the core system is, I feel, a thing of the past already.


Rate warcry 1-10 Poll @ 2019/08/26 11:13:55


Post by: auticus


t's okay if people make new games that are a little different and maybe even a little strange. Because it's a big world and not everything has to be Mordheim


Let me focus just a little bit on this particular piece.

#1 - I don't want MORDHEIM. Nor do I think everything has to BE MORDHEIM. When I say I wanted something like Mordheim - I want something along the lines of its campaign structure and how that works or a derivative of that.

#2 - No where have I said that its not ok if people don't make games that are a little different.

#3 - To keep my attention I need depth in my campaigns. Warcry does not have that. Warcry is a glorified pick up game that is heavily based off of what drives World of Warcraft PVP players whose primary audience appears to be people who enjoy playing random pick up games at the game store, which is 1000% not me.

#4 - I'm not going to play games that I don't enjoy because its ok that GW made a game that is different. I'm going to play games that I enjoy and this is a thread discussing rating Warcry.

#5 - I'm not interested in a game like warcry or mordheim or frostrgrave or ragnarok or any of the other dozen or so skirmish games on the market for pick up game or tournament purposes. I play mordheim, frostgrave, ragnarok, and other skirmish games exclusively for the campaign systems.

So to conclude, I have never said its not ok to make a game that is not mordheim, I'm not saying that I want 100% mordheim returned, I did not say the gameplay was bad (since these are all mischaractures of things that I have not said being applied to what I have said) and I am responding to comments in a thread specifically about rating Warcry.

As to Warcry being like blood bowl, I'd have to also firmly disagree. If Warcry was remotely like Blood Bowl I'd probably like it more. Because Blood Bowl has consequences. Players get injured and miss the next game. All players climb the progression ladder. At any time players on that progression ladder can be injured and lose stats (something warcry is 1000% against) and at any time that player can die on the pitch and be gone forever (something warcry is 1000% against). Players know they can't just hurl their guys at whatever they want with no consequence because perma injury or death can occur, unlike Warcry, where you will often see people carelessly throw their guys forward because they can't really be hurt and will be back next game.


Automatically Appended Next Post:
After listening to the interview with Sam Pearson on Stormcast, my hopes of seeing Mordheim coming back are reduced to zero. I don't think GW will make it return, it's a too niche market and the core concepts behind Mordheim aren't anymore suitable to GW's standing and the way the development studio sees what should be their games. I do believe that, in some way, GW thinks Warcry is the answer to requests for Mordheim's return : it looked like Mordheim at first but it's not and will never be. They take inspiration from their previous games and make new things with them, but Blood Bowl's time when they kept the core system is, I feel, a thing of the past already.


I completely agree. And even Blood Bowl is being redone for 2020 to include the new friendlier "its not fun when your guys die" mantra, joining all of the other games from the long ago that have transitioned into this new phase as well.

No risk. All reward. Thats what is now fun.


Rate warcry 1-10 Poll @ 2019/08/26 15:01:58


Post by: Sqorgar


 Sarouan wrote:

Now I'm curious. What makes you remind of Bloodbowl in Warcry ? Because to me, the two games are completely and utterly different, in concept, game system and even progression system. Not even the cards have the same importance.

There's several reasons, really.

1) The scenarios play out more like a sports game. Instead of two armies just sitting there fighting, there are a lot of scenarios which involve scoring points from objectives, keeping treasure away from the enemy, escaping off a board edge, and so on. There's a lot more to it that is about maneuvering smartly and planning a few turns ahead, unlike a more traditional skirmish game where it is basically choosing target priority.

2) The warbands are so thematically over the top that they feel more like sports teams than bands of warriors. The Splintered Fangs even sounds like a sports team. They don't feel like armies coming together to battle, they feel like characters from The Warriors battling over turf in 1980s New York City. The way the models fit into different archetypes feels like this is my runner, this is my thrower, this is my blitzer, and so on.

3) Blood Bowl is less of a sports simulation and more of a misery simulation. The best laid plans are meaningless when your runner trips and drops the ball. In Blood Bowl, the game is less about the overall strategy and more about the moment to moment experiences, and it is built to make those experiences kind of surprising and weird. Blood Bowl never pretends to be fair. The way the battle plan cards work in Warcry, you can end up with wildly unfair scenarios that you have no chance to win, but it is still fun because the scenarios create those little moments of misery for you and your opponent which makes the game play out in a surprising fashion. The way initiative dice and critical hits work gives these spikes of... not randomness, but unpredictability that makes me think of Blood Bowl. Warcry is less of a misery simulator, but it does have that element of, "I have a cunning plan! ...Well crap... I have a NEW cunning plan!"

4) The way the campaign works feels like a Blood Bowl league. You upgrade (or downgrade) your team and then challenge other players to a match. You aren't battling over domains or resources, or even really making choices that impact other players. The players level up, but they are ultimately kind of disposable, and they are more important as their archetypes than as individual characters.

5) The unit cards with the minimal stats remind me of the unit cards that came in the Blood Bowl box. The fact that the models all have the same stat blocks and are differentiated in what they can do by skills isn't unlike how Blood Bowl defines its characters. It's just that you get a Runemark that represent "Sure Hands" rather than listing the skill by name.

6) Blood Bowl also has themed pitches. Kill Team has its killzones, but Blood Bowl was doing it first. The "playset" idea is more of a board game idea than a miniature game one. I think Warcry inches a little closer to Blood Bowl because the terrain cards make the entire playset a self contained board, as opposed to Kill Team which uses it as a starting point.

I've only played Blood Bowl twice, and not in a league, so I may be way off on these comparisons. It's just that Warcry feels kind of like a sports game without actually being a sports game, and its design philosophy seems more in line with Blood Bowl's controlled chaos rather than a more traditional skirmish game.

Here is a website with quite a lot of things to download for Mordheim if you're curious : http://broheim.net/downloads.html
Awesome! Thank you.


Rate warcry 1-10 Poll @ 2019/08/29 13:32:26


Post by: lord_blackfang


So I finally actually got 3 games in. I really enjoyed the mechanics. However, the random mission generator produced a combination that was a literal automatic win for one side in all 3 games - in fact 5 times in a row as we re-drew twice. In all games it was obvious who was going to win before the first model activation and there was no realistic way for the other player to do anything about it.

Positioning-based objectives really don't work when armies arrive from reserve from all over the place.


Example from memory: Player's formation X arrives from short edge A on round 3. That player wins if a model from formation X is on short edge A at the end of round 3. There is no realistic way for the opponent to get enough models to that location in 2 rounds (past the first player's other two formations acting as disposable speed bumps) and kill entire formation X in one round.


Obviously this won't happen 100% of the time. But clearly it happens often enough to be an issue andthe players have the choice of either playing out a game that is a forgone conclusion (I mean... 40k players should be used to that, but I am not ) or keep re-drawing until both players are happy with the mission, but then mission generation becomes a game of politics, guilt-tripping and other psychological manipulation.


Will try with only Matched Play cards next time.


If that's still no good, the next step is to throw out this whole Dagger/Shield/Hammer deployment and use Kill Team missions.


Rate warcry 1-10 Poll @ 2019/08/29 15:20:10


Post by: Sqorgar


 lord_blackfang wrote:
So I finally actually got 3 games in. I really enjoyed the mechanics. However, the random mission generator produced a combination that was a literal automatic win for one side in all 3 games - in fact 5 times in a row as we re-drew twice. In all games it was obvious who was going to win before the first model activation and there was no realistic way for the other player to do anything about it.
Few thoughts here:

- It may not have been as one sided as you thought. There's been a game or two where I was sure there was no way to win, only to... well, I still lost, but by such a small margin that I think I could've won if I did one or two things differently. Being at a disadvantage is not an automatic loss. Life is unfair, why should war be?

- In a campaign, you only have to win your convergence missions. You can still advance while losing every other mission, and you get partial credit in the form of glory points and more lesser artifacts. Convergences, you have to win, but you'll know enough about the missions ahead of time to plan your roster and deployment well.

- In a campaign, it'll even out over time. Sometimes, you are the windshield, sometimes, you are the bug. The warbands are not traditionally balanced in that they all do the same things equally. They are very situational, to the point where game balance is achieved over many different games rather than in an individual game. Before throwing up your hands about how unfair the game is, play more than three games.

Positioning-based objectives really don't work when armies arrive from reserve from all over the place.
One thing you might be missing is that when you take an objective, it remains your until someone else takes it. You don't have to sit on objectives in this game, allowing you to move all your models off while still keeping it.

Another thing to keep in mind is that you are usually involved in the set up of these objectives. Many of the objective victory cards have players taking turns placing the objectives on the battlefield, or have roll offs where the winner gets to decide which deployment color they choose. Making poor decisions here can really gimp you in the upcoming game.

Example from memory: Player's formation X arrives from short edge A on round 3. That player wins if a model from formation X is on short edge A at the end of round 3. There is no realistic way for the opponent to get enough models to that location in 2 rounds (past the first player's other two formations acting as disposable speed bumps) and kill entire formation X in one round.
Do you know which victory card that was? I thought you might be reading the card wrong, so I looked through my victory cards and didn't see anything like this. It sounds closest to either The Gauntlet or Raze, but in both cases, the opponent chooses which edge of the battlefield matters. Deployment is decided before the victory card is drawn, so why would the opponent pick a battlefield edge that he knows the opponent is coming in on?

Will try with only Matched Play cards next time.
That should be better for individual match balance, but the warbands themselves are still so situational that it won't create completely fair situations every time. You just need to accept that you'll lose missions, often through no fault of your own, and focus not on winning every battle, but on winning the war.


Rate warcry 1-10 Poll @ 2019/08/29 16:55:19


Post by: lord_blackfang


Slight correction, you flip all four cards before players make any decisions. Objective is known before choosing zones.

I opened my card packs to see what exactly we played (used opponent's set during games).

I think the first one we re-drew instantly was The Messenger + Ambush.

If the defender has priority, he choses to be Red and nominates a guy in the Hammer to be the Macguffin. No matter which 2 edges the opponent nominates to be the escape edges, the Messenger can, at worst, exit via any adjacent corner, while literally the entire blue team is too far away to be relevant unless they have fliers or SCE level shooting. Iron Golems on Blue definitely auto-lose this one. We re-drew and I don't remember what the mission we actually played was.

We then played Burn and Pillage, which is usually an auto-draw as each player sets up 3 objectives under their own models and burns them on round 1. However, anyone with fliers may contest an objective to maybe get the win (and did).

Finally, we played Crush, with a 30-wound flier as the target and the enemy again too far away to ever be relevant. We switched to The Comet mid-game.

And to be clear, I was the player who won all these games with a FEC Flying Circus against Iron Golems. The little dwarf is so cute jumping up and down trying to catch a Crypt Flayer.


Rate warcry 1-10 Poll @ 2019/08/29 17:59:51


Post by: Sqorgar


 lord_blackfang wrote:
Slight correction, you flip all four cards before players make any decisions. Objective is known before choosing zones.
I've read that section a dozen times and somehow, I still missed that you deal all four cards out at the same time, but follow the instructions on them in a set order.

I think the first one we re-drew instantly was The Messenger + Ambush.
The Messenger is probably the worst victory card in the game. It might be better if you only had to pick one battlefield edge to escape, but picking two, there's no way the messenger can't escape - most of the time by the end of the first round. I don't think it matters what deployment card you pick. It might be workable if you break the long edges into two half edges (like the deployment cards do). Maybe.

We then played Burn and Pillage, which is usually an auto-draw as each player sets up 3 objectives under their own models and burns them on round 1. However, anyone with fliers may contest an objective to maybe get the win (and did).
There's some ambiguity to the wording on that one, as it says, each player "can choose to burn an objective they control at the end of a battle round" - we played it that each player could only burn a single objective per round, and it ended up becoming a rather tense and exciting game. It was also the first game we played and didn't realize that you kept objectives even if you weren't sitting on them.

Finally, we played Crush, with a 30-wound flier as the target and the enemy again too far away to ever be relevant. We switched to The Comet mid-game.
Crush with a fast, flying unit would be harsh. I'm guessing it was a FEC Crypt Flayer. That'd be a tough cookie to crack, but maybe possible. Like, a disengage is not a normal move action, so you can't fly. If you can surround the guy, you might have a chance. Also, in Crush, the defending models that end the battle round within 4" of a battlefield edge are instantly lost. I imagine actions which can move models around could be useful here - particularly the harpoon ability of the Untamed Beasts.

The little dwarf is so cute jumping up and down trying to catch a Crypt Flayer.
Little Petey Three Inch hits hard, but moves so slow that he's really only useful for holding objectives that he already starts next to. There really should be an ability to toss him.


Rate warcry 1-10 Poll @ 2019/08/30 08:48:06


Post by: lord_blackfang


Hmmm, I'm 50/50 on the RAI for Burn and Pillage but your way sounds like a much better mission for sure!


Rate warcry 1-10 Poll @ 2019/08/30 21:41:17


Post by: frozenwastes


I'm finding most games that I think are core gone conclusions aren't. They just look that way but are actually usually something you can pull off. I keep winning games I think I shouldn't and losing ones I think I should dominate.


Rate warcry 1-10 Poll @ 2019/09/03 04:34:48


Post by: drbored


I really would have preferred a liiiiiiittle more to the rules. A hit and THEN wound would have made for a bit more variety to units. Having one roll makes things fast and all, but also makes it feel like you can't do anything. There's no counterplay when your opponent activates.

It's also stripped down to either
A. Action economy (if you have more actions/bonus actions than your opponent, you'll win)
or
B. Speed/Range (if your units are faster or have better ranged attacks, you'll win)

And that's not great. Also, there are many missions that some factions just win by default. You may as well not play them. Legions of Nagash wins any mission where you have to kill a certain grouping of models because they can keep resurrecting them. Daughters of Khaine win any assassination mission because they can fly their units straight across the battlefield and merc one of your dudes. Stormcast Vanguard win any game where they can use their brutal range to effect. If you draw those types of missions against those opponents, you may as well just draw again until you get something more balanced, which spits in the face of all the randomness they put in.

It had a lot of promise, but I could see myself maybe playing for another week or so and then moving on to something else.

Monsters and Mercs likely wont add enough to keep anyone interested either. The best mercs will be whichever get more actions or stronger ranged attacks or whatever. Everything else will be ignored.


Rate warcry 1-10 Poll @ 2019/09/04 02:11:03


Post by: NinthMusketeer


It's a hit at my store, to the point where I have concerns about it pulling away AoS players from leagues.


Rate warcry 1-10 Poll @ 2019/09/04 02:12:45


Post by: slave.entity


 NinthMusketeer wrote:
It's a hit at my store, to the point where I have concerns about it pulling away AoS players from leagues.


The low buy-in cost really helps with popularity doesn't it? Really sounds a lot like Kill Team based on the experiences in this thread.


Rate warcry 1-10 Poll @ 2019/09/04 03:47:56


Post by: NinthMusketeer


 slave.entity wrote:
 NinthMusketeer wrote:
It's a hit at my store, to the point where I have concerns about it pulling away AoS players from leagues.


The low buy-in cost really helps with popularity doesn't it? Really sounds a lot like Kill Team based on the experiences in this thread.
I am sure that is a factor in a general sense but it is actually the regular AoS players who are really liking it. Something mentioned more than once is that people like being able to use their existing factions in the game, not so they don't have to buy anything (people are usually picking up warbands too) but because those are factions they like the look of and models they like playing with. Being able to use those models in another game as well is very appealing.


Rate warcry 1-10 Poll @ 2019/09/04 03:51:46


Post by: Sqorgar


drbored wrote:
It's also stripped down to either
A. Action economy (if you have more actions/bonus actions than your opponent, you'll win)
or
B. Speed/Range (if your units are faster or have better ranged attacks, you'll win)

And that's not great.
There's also offensive and defensive ability, and positioning makes a difference. And if you want to boil things down to the absolute most abstract basics, couldn't you make this complaint about any miniature game? What miniature games doesn't come down to action economy, speed, range, offense, defense, or positioning?

Seriously, in a race, speed SHOULD win. That's what a race is. Your argument is basically that the game shouldn't have any races because the models that are good at races will win. Except that not every mission is a race. Sometimes, you are the windshield and sometimes, you are the bug.

Also, there are many missions that some factions just win by default. You may as well not play them.
Play them anyway. You'd be surprised. This weekend I played a game as Corvus Cabal against the Iron Golems, where we each had to run off the other player's edge of the battlefield. With superior numbers and superior maneuverability, I should've had an easy win. Except I didn't win. Due to the squishiness of the Cabal, I lost a number of units - some of which I sacrificed so that the Iron Golems wouldn't be able to make it across the board by turn 4. I let a few through, but made a mistake, and one extra one got through than I wanted, tying at the end of round 4. However, because we were tied, the Iron Golems got another turn to move, but instead of running for the exit, they killed my remaining model, leaving only Iron Golem models on the board, which is a victory if the extra round doesn't produce a win.

If you draw those types of missions against those opponents, you may as well just draw again until you get something more balanced, which spits in the face of all the randomness they put in.
Warcry is not a game that is balanced for a single scenario. There's scenarios which yield advantages and ones that yield disadvantages, it'll even out over many games. It plays so quickly that you should play more than one scenario per session. You'll win some, you'll lose some. You gain some campaign progress, and level up your warband, so you'll still get something out of the games you lose.

It's also worth nothing that you are trying to use the battleplan cards to play pitched battles, but pitched battles don't use the battleplan cards (well, not the victory/deployment ones). Pitched battles have their own sets of battleplans in the matched play section of the book that are more balanced individually. If you want to play the game competitively like that, it's probably better if you play the version of the game that is appropriate for it. The battleplan cards are definitely intended for open play or narrative play.


Rate warcry 1-10 Poll @ 2019/09/04 15:29:22


Post by: LunarSol


Played a game last night where I had to defend an objective for 4 rounds. Tabled my opponent with only a single model ever getting close with a whole round left to play; lost because I didn't roll a 12 on 4d6. Kind of a weird sense of victory and failure on both players and rather disappointed that the scenario was essentially random instead of creating a sense of urgency and tension.

That said the game was fun. Nothing super unique mechanically, but it had a lot of the advantages of Shadespire's quick playtime with more focus on the models than a deck of cards. I had a good time and would be happy to play again.

I do find it a bit odd that it feels like a disadvantage to be the aggressor. Moving up and getting one attack to suffer two in response feels remarkably passive. Also feels like the activation system is waiting to be gamed. I did like the setup options though and the missions have potential. It does really help that the game is so quick while still being engaging. We'll see how it holds up.


Rate warcry 1-10 Poll @ 2019/09/04 17:47:28


Post by: Sqorgar


 LunarSol wrote:
I do find it a bit odd that it feels like a disadvantage to be the aggressor. Moving up and getting one attack to suffer two in response feels remarkably passive. Also feels like the activation system is waiting to be gamed.

If you pop a quad to use the rampage ability, you get a bonus move and attack, which you can use to get into combat and get three attacks against a unit. Some models have abilities that allow other models to act (like the Beastmaster allowing the death kitty to make an extra attack, or a leader which can use an ability to activate a nearby model to join in the attack). And if they don't want to fight you, they have to waste an activation doing a disengage before they can run away - even if they can fly otherwise.

The models differ so wildly in their offensive and defensive capabilities that it really seems like whether or not aggression is rewarded or punished is largely dependent on which model is attacking which, under which circumstances. The Ogor Breacher is a punishment whether you are attacking him or he is attacking you, while I'm convinced the plains-runners are basically just to add bodies for capturing objectives or being glorified speed bumps.

I did like the setup options though and the missions have potential. It does really help that the game is so quick while still being engaging. We'll see how it holds up.
I really feel like I could play a 100 games of this and still have new experiences every time. Variety is not what everybody looks for in a game, but it's really my thing. Miniature games usually require going out and playing against new people to get any sort of variety, or else you end up playing the same people with the same armies on the same terrain. Warcry really goes out of its way to make a game that two people can play over and over again and still get a breadth of game experiences without needing to venture out to a game club and play pick up games. Armies are easy to switch out, terrain has a lot of variety to it, and the battleplan cards encourage playing scenarios that aren't just the same old thing every time.

Kill Team was similar, but I don't think it did enough to encourage playing different scenarios or on different killzones. I mean, you could, and the options were there, but most people just didn't. It kind of became overly competitive real quick, while Warcry makes minmaxing incredibly difficult because it encourages such a big variety of scenarios that you can't build an army that will be successful at all of them. The game is actively anti-minmax, which leaves an enormous amount of room for experiences that games like 40k or Kill Team can no longer provide.