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Made in ca
Fixture of Dakka




*edit* quoted the wrong person.

This message was edited 1 time. Last update was at 2016/02/13 12:27:45


Agies Grimm:The "Learn to play, bro" mentality is mostly just a way for someone to try to shame you by implying that their metaphorical nerd-wiener is bigger than yours. Which, ironically, I think nerds do even more vehemently than jocks.

Everything is made up and the points don't matter. 40K or Who's Line is it Anyway?

Auticus wrote: Or in summation: its ok to exploit shoddy points because those are rules and gamers exist to find rules loopholes (they are still "legal"), but if the same force can be composed without structure, it emotionally feels "wrong".  
   
Made in pl
Longtime Dakkanaut




It's shallow, lazy, weird, silly, bloated by special rules, broken for any serious play and written with a marketing department checklist in hand. It is, deliberately or not, a big feth off towards the playerbase of the game it replaced.

It could be somehow excused as just another silly "fun" little game if it was a different company in a different context.

In current circumstances and context, the quality of AoS rules is abysmal.


This message was edited 2 times. Last update was at 2016/02/14 12:31:54


From the initial Age of Sigmar news thread, when its "feature" list was first confirmed:
Kid_Kyoto wrote:
It's like a train wreck. But one made from two circus trains colliding.

A collosal, terrible, flaming, hysterical train wreck with burning clowns running around spraying it with seltzer bottles while ring masters cry out how everything is fine and we should all come in while the dancing elephants lurch around leaving trails of blood behind them.

How could I look away?

 
   
Made in us
Ultramarine Librarian with Freaky Familiar





Southern California, USA

Plumbumbarum wrote:
It's shallow, lazy, weird, silly, bloated by special rules, broken for any serious play and written with a marketing department checklist in hand. It is, deliberately or not, a big feth off towards the playerbase of the game it replaced.

It could be somehow excused as just another silly "fun" little game if it was a different company in a different context.

In current circumstances and context, the quality of AoS rules is abysmal.




I think AoS's problem, like 40k, is that the game designers can't agree on what it is supposed to be. Is it a simple, easy to learn ruleset or is it a deep, rules intensive game? The core rules seem to imply the former while the warscrolls/books imply the latter. Is AoS a quick skirmish game with focus on what every model is carrying/how many wounds they have or is it a mass battle game? Was AoS's intent to lower the cost barrier or is it to milk the remaining fans of every penny?

These contradictions are what make AoS the odd ruleset that it is. AoS has the makings for a quality platoon level game if they would just cut the fat out.

Thought for the day: Hope is the first step on the road to disappointment.
30k Ultramarines: 2000 pts
Bolt Action Germans: ~1200 pts
AOS Stormcast: Just starting.
The Empire : ~60-70 models.
1500 pts
: My Salamanders painting blog 16 Infantry and 2 Vehicles done so far!  
   
Made in us
Dangerous Skeleton Champion




Baltimore

There isn't a huge disconnect between the simple core rules and involved unit rules. That's deliberate. The same mindset built magic the gathering (a game originally conceptualized to have no 'core rules' at all, and have all game rules on the card).

The execution is lacking, but frankly I like the idea. In a game that wants to have a narrative tone, it pays to give individual units the design space to do unique things mechanically to bring that narrative to life on the table.

Were this a new game from someone else and not GW's replacement for Warhammer, I'd consider it an interesting, though clearly not fully baked, first draft of a game that showed a fair amount of promise.

This message was edited 1 time. Last update was at 2016/02/14 17:56:39


 
   
Made in gb
Arch Magos w/ 4 Meg of RAM





I am a fan of the warscrolls too, although it is a lot to remember and can really slow down the game when the opponent is constantly flicking from page to page on their smartphone.

If I ever make it to a Warhammer World tournament, my "best player" votes are likely to go to opponents with a great grasp of their army rules because it really makes the experience much smoother.

The thing I like the most about the warscrolls is how nicely they could be converted into a deck of cards for each faction.

GW, please make faction decks of warscrolls like the 40k tactical objectives decks.

Bye bye Dakkadakka, happy hobbying! I really enjoyed my time on here. Opinions were always my own :-) 
   
Made in jp
[MOD]
Anti-piracy Officer






Somewhere in south-central England.

 TheCustomLime wrote:
Plumbumbarum wrote:
It's shallow, lazy, weird, silly, bloated by special rules, broken for any serious play and written with a marketing department checklist in hand. It is, deliberately or not, a big feth off towards the playerbase of the game it replaced.

It could be somehow excused as just another silly "fun" little game if it was a different company in a different context.

In current circumstances and context, the quality of AoS rules is abysmal.




I think AoS's problem, like 40k, is that the game designers can't agree on what it is supposed to be. Is it a simple, easy to learn ruleset or is it a deep, rules intensive game? The core rules seem to imply the former while the warscrolls/books imply the latter. Is AoS a quick skirmish game with focus on what every model is carrying/how many wounds they have or is it a mass battle game? Was AoS's intent to lower the cost barrier or is it to milk the remaining fans of every penny?

These contradictions are what make AoS the odd ruleset that it is. AoS has the makings for a quality platoon level game if they would just cut the fat out.


It's a quick, easy to learn ruleset that covers the absolute basics of skirmish combat, moving and fighting, and adds feth tons of exceptions and special rules to provide all the different models and monsters with marginally different capabilities that have cool names.

Yet the core mechanics, despite being so stripped down, are clunky and time-consuming.

I am not saying this is a bad thing, because a lot of people want a simple game that involves scads of special rules and dice rolling.

I'm writing a load of fiction. My latest story starts here... This is the index of all the stories...

We're not very big on official rules. Rules lead to people looking for loopholes. What's here is about it. 
   
Made in us
Dangerous Skeleton Champion




Baltimore

The clunkyness is definitely a bad thing. I like the idea of simple core rules, detailed unit rules, but the core rules need to be absolutely clear and play as smoothly as possible for that to work well, and AoS has, to put it as kindly as possible, room to improve here.
   
Made in gb
Longtime Dakkanaut




United Kingdom

I am a fan of the warscrolls too, although it is a lot to remember and can really slow down the game when the opponent is constantly flicking from page to page on their smartphone.

If I ever make it to a Warhammer World tournament, my "best player" votes are likely to go to opponents with a great grasp of their army rules because it really makes the experience much smoother.

The thing I like the most about the warscrolls is how nicely they could be converted into a deck of cards for each faction.


If I do go to one that is exactly what I'll be doing - printing off the units I'm using. I don't have a smart phone to flip through them with
   
 
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