Karol wrote:nekooni wrote:
You're not going to write
better GK rules, you're going to write
more powerful GK rules. Even Ward could do
that.
you know that is like saying that Ronaldo isn't really a good footballer or mr Bolt isn't a master runner, just because they are more powerful then other people they fight against. I mean, I would maybe even get the argument if my army was eldar and I was claiming that all it needs to get "fixed" is some buffed up rules. But it is not.
GK are horrible, pre or post
CA changes, They need to get more powerful to be even considered a valid tier 2 army. From what I understand this Ward dude was the one that wrote the only good
GK codex with multiple good ways to play out of a single codex? I guess if eldar do it, it is considered ok, but if someone else gets a book like that, they have to be punished for it for all eternity. Makes sense. What are you going to tell me next that mr Johnson is a good game designer?
It's not. We're not talking about soccer where the goal is to win. We're talking about game design where the goal is to have each faction basically be equally powerful, AND for all of them to be fun to play, AND for all of them to play differently (e.g. melee, gunline, psychic heavy, hit&run style and so on), and ideally even offer multiple different styles of play (eg gunline OR psychic heavy OR a mix of both).
If you just quadruple all stats in the
GK codex (except for points and
PL), you'd end up with a very powerful codex (well, everything would be T12 at least, for example), but it wouldn't make the game better, and it wouldn't make the
GK rules
better. Just more powerful.