Switch Theme:

Where are the new rules?  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in de
Witch Hunter in the Shadows



Aachen

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.

This message was edited 1 time. Last update was at 2018/12/19 18:13:46


 
   
Made in nl
[MOD]
Decrepit Dakkanaut






Cozy cockpit of an Archer ARC-5S

And we're done here.



Fatum Iustum Stultorum



Fiat justitia ruat caelum

 
   
 
Forum Index » 40K General Discussion
Go to: