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GW just announced possibly one of the coolest releases yet on Facebook: the new Open War card deck, which apparently goes up for pre-order tomorrow.
Gives you a set of 5 decks of cards and you take 1 from each deck. They give you:
- An object
- A deployment method
- A twist which is a random thing that happens each turn (their example of the debris coming down and dealing mortal wounds on a roll of a 6 sounded cool)
- A small bonus for the person with the least power level or points
- A big bonus for if your opponent's power level/points is double yours.
Apparently it's supposed to have roughly 50,000 combinations. This gets me quite hyped, I love the idea of randomly generated battles, super cool.
This message was edited 1 time. Last update was at 2017/07/07 17:50:59
Yeah, I am getting this too. I'm hoping they do this for AoS too as it definitely gives Open Play a new spin besides beginner battles and multiplayer Royal Rumbles.
Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-)
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim
These are great. Between these and the power ratings, I feel like GW is finally zeroing in on what makes open play so appealing - dynamic armies and scenarios that are just competitive enough to build a fun experience without dominating it. Honestly, I hope AoS adopts both these cards and the power ratings.
They remind me of the old 2nd edition mission cards, which I loved dearly. Sadly I can see this not getting much use because it's not "balanced". I do, however, hope they do something similar for AOS.
I like the general idea, but the Prize objective isn't really looking that promising. Whoever holds the ball at the end of round 5 wins. Everything else that happened is irrelevant. That doesn't really make for a fun game, when all you do is head down mid and see who has the strongest star.
One of the few things I'd consider buying. Hope the objective cards don't feature many actual objectives - had the silliness of chasing tokens around a board. Useless.
Purifier wrote: I like the general idea, but the Prize objective isn't really looking that promising. Whoever holds the ball at the end of round 5 wins. Everything else that happened is irrelevant. That doesn't really make for a fun game, when all you do is head down mid and see who has the strongest star.
Except that your stronger star suddenly gets hit by a piece of space station. And then look! My warlord came back from the dead to ambush and kill your warlord! I won the game! Now suddenly the Prize turns out to be irrelevant and you killing my warlord earlier amid a rain of burning space debris was anything but irrelevant.
I love this. You bring an army to a game, and it's like you're opening a book and finding out what happened. The table will tell you and your opponent a story while you're enjoying killing stuff at the same time.
Bharring wrote: At worst, you'll spend all your time and money on a hobby you don't enjoy, hate everything you're doing, and drive no value out of what should be the best times of your life.
Purifier wrote: I like the general idea, but the Prize objective isn't really looking that promising. Whoever holds the ball at the end of round 5 wins. Everything else that happened is irrelevant. That doesn't really make for a fun game, when all you do is head down mid and see who has the strongest star.
"Omg they just put the ball inside the goal at the last minute and they winned the game! Football sucks!"
The point of the fun is the strugle to keep the "Prize" in your control.
This message was edited 1 time. Last update was at 2017/07/07 20:38:58
Dakka does have White Knights and is also rather infamous for it's Black Knights. A new edition brings out the passionate and not all of them are good at expressing themselves in written form. There have been plenty of hysterical responses from both sides so far. So we descend into pointless bickering with neither side listening to each other. So posting here becomes more masturbation than conversation.
ERJAK wrote: Forcing a 40k player to keep playing 7th is basically a hate crime.
I love the idea. I enjoy narrative scenarios in gaming, but hauling around all those scenarios can be annoying. A huge number of combinations in an easily portable deck sounds great.
Bender wrote:* Realise that despite the way people talk, this is not a professional sport played by demi gods, but rather a game of toy soldiers played by tired, inebriated human beings.
Heck, I like it just for having game (not turn) objectives, and deployments on an easily consulted card, and not in the rulebook!
I also think the Sudden Death objectives would be good for less-intense tournaments, for each player, as it would allow the possibility of quicker games and playing more opponents. It would kind of undermine the "best army design" ideal, as you may draw one that is really easy or really hard, but it would be kind of a speed-dating version of the game.
I can easily see this adapted for something like matched play.
Objective, deployment and twist are fine in matched play.
Ruse is drawn by whomever is losing before turn 3. Giving them a chance to make a comeback.
Sudden death is drawn by whomever is losing before turn 5 giving them 1 chance to win before the game is over.
This gives even a horrible matchup army of a super competitve list vs a fluffy list a chance to compete. Of course you can table your opponent before they can win by sudden death so it's not fool proof.
This message was edited 1 time. Last update was at 2017/07/08 04:07:29
Purifier wrote: I like the general idea, but the Prize objective isn't really looking that promising. Whoever holds the ball at the end of round 5 wins. Everything else that happened is irrelevant. That doesn't really make for a fun game, when all you do is head down mid and see who has the strongest star.
of course, that's just one of quite a few objective cards...
gungo wrote: I can easily see this adapted for something like matched play.
Objective, deployment and twist are fine in matched play.
Ruse is drawn by whomever is losing before turn 3. Giving them a chance to make a comeback.
Sudden death is drawn by whomever is losing before turn 5 giving them 1 chance to win before the game is over.
This gives even a horrible matchup army of a super competitve list vs a fluffy list a chance to compete. Of course you can table your opponent before they can win by sudden death so it's not fool proof.
To a degree I agree with this. integrating these cards into eternal war missions would allow for a good mix of long thinking strategy and dynamic play that people want and not the random, unbalanced ing nonsense that is Maelstrom. allow the players to pick a few objective cards as secondary objectives, then draw a few twists/ruses for each player that they can use at any time.
Purifier wrote: I like the general idea, but the Prize objective isn't really looking that promising. Whoever holds the ball at the end of round 5 wins. Everything else that happened is irrelevant. That doesn't really make for a fun game, when all you do is head down mid and see who has the strongest star.
I don't know if a Star will really mean anything. 15 Kommandos pop up, grab the prize and are ported off by a weirdboy. Then they just keep running away.
The rewards of tolerance are treachery and betrayal.
Remember kids, Games Workshop needs you more than you need them.
Sounds like a blast for fun play! There are 36 different ways to play Eternal War, and 36 different ways to play Maelstrom of War, not to mention the War Without End, Narrative, and Historical missions. If you are already bored of all that, then yeah. These will be a blast! As far as 50,000 combinations... that's roughly 8.7 cards/deck. Those decks are going to be pretty small...
For competitive tournaments- I wouldn't touch that stuff with a 10' pole.
Kara Sloan shoots through Time and Design Space for a Negative Play Experience
Scroll down a little bit for some more open war card previews.
"Field of Glory" objective is 3 objectives, one in the center and one in each deployment. If someone controls all three at the end of their turn they win.
A sweet Ruse card for the player with less power lever "Ambush" after deployment (but before first turn), pick up to three units and they may be redeployed anywhere 12" from enemy deployment or units.
A twist card "Dead of Night" is 12" range on shooting and psychic powers, the player who goes first rolls a die at the start of the battle round and on a 4+, 6" is added, next turn on a 4+ 12" is added and so on.. brutal for gun armies.
This message was edited 1 time. Last update was at 2017/07/08 15:44:10
40k is as exciting as riding a pony, which doesn't sound very exciting.......
But the pony is 300 feet tall and covered in CHAINSAWS!
Tamwulf wrote: Sounds like a blast for fun play! There are 36 different ways to play Eternal War, and 36 different ways to play Maelstrom of War, not to mention the War Without End, Narrative, and Historical missions. If you are already bored of all that, then yeah. These will be a blast! As far as 50,000 combinations... that's roughly 8.7 cards/deck. Those decks are going to be pretty small...
From Games Workshop:
12 x Deployment cards - 12 different player deployments;
12 x Objectives cards - 12 different objectives for winning the game;
12 x Twist cards - 12 different special rules that can be used to add a special factor to the game, such as acid rain, orbital debris and fighting in the dead of night;
6 x Ruse cards - 6 different cards that can be used to glean an advantage, such as ambushing or digging in – used to counter a higher power rating;
6 x Sudden Death cards - 6 different cards that provide different ways to win if you are significantly outnumbered – if your enemy has a power rating at least twice that of yours, you get a secret advantage to use as you wish!
'It is a source of constant consternation that my opponents cannot correlate their innate inferiority with their inevitable defeat. It would seem that stupidity is as eternal as war.'
- Nemesor Zahndrekh of the Sautekh Dynasty Overlord of the Crownworld of Gidrim