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![[Post New]](/s/i/i.gif) 2011/06/13 16:49:40
Subject: Sanctuary - Grey Knight psychic power
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Been Around the Block
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Hi everyone
I have a question about Sanctuary.
If you are already standing in difficult + dangerous terrain, am I right to think that sanctuary has no additional effect upon an enemy intending to charge whilst this power is active? It definitely seems that in this situation, sanctuary would make the terrain impassable.
My logic is -
1) Normal becomes difficult + dangerous
2) Difficult + dangerous becomes impassable.
Your thoughts please. Thanks!
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![[Post New]](/s/i/i.gif) 2011/06/13 17:03:32
Subject: Re:Sanctuary - Grey Knight psychic power
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Hierarch
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If it's already difficult and dangerous to begin with, then sanctuary has no change....
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/13 17:13:47
Subject: Sanctuary - Grey Knight psychic power
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Been Around the Block
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Thanks for clearing that up. Although it makes no sense from a rules point of view for there to not be an extra hinderance if you happen to be in difficult/dangerous terrain XD
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![[Post New]](/s/i/i.gif) 2011/06/13 18:03:33
Subject: Sanctuary - Grey Knight psychic power
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Hierarch
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Brother-Captain-Rawr! wrote:Thanks for clearing that up. Although it makes no sense from a rules point of view for there to not be an extra hinderance if you happen to be in difficult/dangerous terrain XD
Why not? Sanctuary just goes through and says all the terrain in a given area is now difficult and dangerous, it only upgrades it when it's not already.
Think of it like this, If X is the terrain value, it looks like this
X=0 is open terrain
X=1 is Difficult or Dangerous terrain
X>1 is Difficult and Dangerous terrain
Sanctuary says all terrain's value is now X+2
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/13 18:57:51
Subject: Re:Sanctuary - Grey Knight psychic power
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Been Around the Block
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Well you can look at it both ways can't you then lol but as I imagine it on the battlefield, if this were real, i'd compare it to:
A fight against daemons amongst the ruins of a bombed out city = the difficult/dangerous terrain
Then the ADDITIONAL hinderance of sanctuary = nigh on impossible to charge on
so you've got daemons already suffering from the tricky slog through the ruins of a city, and then to top it all off, a grey knights librarian creates a blizzard drawn from the warp lol.
Anyway. Thats the way I see it.
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![[Post New]](/s/i/i.gif) 2011/06/13 19:14:34
Subject: Re:Sanctuary - Grey Knight psychic power
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Willing Inquisitorial Excruciator
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Yes, FLUFF wise, (ie. in the stories and NOT in the rules) rough ground and sanctuary would be harder to move through than just rough ground. RULES wise (ie. what happens on the tabletop) It does not matter what the terrain is. Sanctuary makes it difficult and Dangerous, no matter what it was to start with.
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This message was edited 1 time. Last update was at 2011/06/13 19:15:01
40k: 2500 pts. All Built, Mostly Painted Pics: 1 -- 2 -- 3
BFG: 1500 pts. Mostly built, half painted Pics: 1
Blood Bowl: Complete! Pics: 1
Fantasy: Daemons, just starting Pic: 1 |
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![[Post New]](/s/i/i.gif) 2011/06/13 19:47:54
Subject: Sanctuary - Grey Knight psychic power
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Been Around the Block
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My point is that the RULES should reflect the FLUFF. Simples
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![[Post New]](/s/i/i.gif) 2011/06/14 16:24:54
Subject: Sanctuary - Grey Knight psychic power
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Hierarch
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Brother-Captain-Rawr! wrote:My point is that the RULES should reflect the FLUFF. Simples 
And if it did, we would have yet more unresolved rules issues due to overly-complicated special rules...
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/14 16:29:49
Subject: Sanctuary - Grey Knight psychic power
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Brother-Captain-Rawr! wrote:My point is that the RULES should reflect the FLUFF. Simples 
Wrong choice of game then, I guess. I'd rather play a well balanced and playable game, rather one that has its rules fit the fluff to the letter.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2011/06/14 17:50:36
Subject: Sanctuary - Grey Knight psychic power
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Hierarch
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Jidmah wrote:Brother-Captain-Rawr! wrote:My point is that the RULES should reflect the FLUFF. Simples 
Wrong choice of game then, I guess. I'd rather play a well balanced and playable game, rather one that has its rules fit the fluff to the letter.
Example: They have rules for moving into (or not being able to move into, more specifically) impassible terrain... what happens when the terrain under a model becomes impassible? There's literally no way in the rules to resolve this situation, and the game breaks without a specific stipulation.
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/14 17:54:37
Subject: Sanctuary - Grey Knight psychic power
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Huh? Responding to me? I actually agreed to you
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2011/06/15 04:39:05
Subject: Sanctuary - Grey Knight psychic power
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Anti-Armour Swiss Guard
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If the rules reflected the fluff, then space marine armies would consist of 10 models while guard and orks would have up to 3x as many MORE models per points.
Weight of numbers would still spell doom for marines.
They would sell fewer sets as a result and not be the poster child for the company.
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I'm OVER 50 (and so far over everyone's BS, too).
Old enough to know better, young enough to not give a ****.
That is not dead which can eternal lie ...
... and yet, with strange aeons, even death may die.
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![[Post New]](/s/i/i.gif) 2011/06/15 13:04:15
Subject: Sanctuary - Grey Knight psychic power
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Hierarch
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Jidmah wrote:Huh? Responding to me? I actually agreed to you 
More for clarification's sake that anything else. The button says "Quote", not "Disagree", as some users in this subforum seem to think it does.
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/15 13:20:32
Subject: Sanctuary - Grey Knight psychic power
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Freaky Flayed One
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Dronze wrote:Jidmah wrote:Huh? Responding to me? I actually agreed to you 
More for clarification's sake that anything else. The button says "Quote", not "Disagree", as some users in this subforum seem to think it does.
I like this man.
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![[Post New]](/s/i/i.gif) 2011/06/15 14:13:49
Subject: Sanctuary - Grey Knight psychic power
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Plaguelord Titan Princeps of Nurgle
Alabama
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Dronze wrote:Brother-Captain-Rawr! wrote:My point is that the RULES should reflect the FLUFF. Simples 
And if it did, we would have yet more unresolved rules issues due to overly-complicated special rules...
Jidmah wrote:
Wrong choice of game then, I guess. I'd rather play a well balanced and playable game, rather one that has its rules fit the fluff to the letter.
chromedog wrote:If the rules reflected the fluff, then space marine armies would consist of 10 models while guard and orks would have up to 3x as many MORE models per points.
And none of you think the new Daemons clarifications are Rules reflecting fluff?
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This message was edited 1 time. Last update was at 2011/06/15 14:14:18
WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/06/15 14:18:00
Subject: Sanctuary - Grey Knight psychic power
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Decrepit Dakkanaut
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They are rules reflecting some fluff (DP can be controlled by the daemon or with the mortal in charge, making them demidaemons at best) and not others.
If rules reflect ALL the fluff, then Orks can only draw at worst.
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![[Post New]](/s/i/i.gif) 2011/06/15 14:40:02
Subject: Sanctuary - Grey Knight psychic power
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Hierarch
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nosferatu1001 wrote:They are rules reflecting some fluff (DP can be controlled by the daemon or with the mortal in charge, making them demidaemons at best) and not others.
If rules reflect ALL the fluff, then Orks can only draw at worst.
Actually, the same can be said for the Necrons, and the tyranids will, eventually, win, due to attrition and adaptation.
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/15 15:16:44
Subject: Sanctuary - Grey Knight psychic power
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Been Around the Block
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Jidmah wrote:Brother-Captain-Rawr! wrote:My point is that the RULES should reflect the FLUFF. Simples 
Wrong choice of game then, I guess. I'd rather play a well balanced and playable game, rather one that has its rules fit the fluff to the letter.
If einstein could come up with the theory of relativity...I'm sure there are people that exist who could successfully create rules which are relative to the fluff of a fantasy wargame lol
I mean geez ... for the highly unlikely scenario where difficult becomes impassable (due to sanctuary), a leadership check could be made to see if the daemons maintain their hold
on the material realm for that particular turn.
Anyway, I don't believe that in order for the game to be balanced, certain aspects of the 40k universe should be ignored. It does'nt do justice to the game that the fiction it is born from.
There is always something that can be done to balance rules.
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This message was edited 1 time. Last update was at 2011/06/15 15:18:23
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![[Post New]](/s/i/i.gif) 2011/06/15 16:12:32
Subject: Sanctuary - Grey Knight psychic power
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Decrepit Dakkanaut
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So Orks should never lose? Fluff in their codex explicitly states this.
Try balancing that.
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![[Post New]](/s/i/i.gif) 2011/06/15 18:55:21
Subject: Sanctuary - Grey Knight psychic power
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Hierarch
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Brother-Captain-Rawr wrote:If einstein could come up with the theory of relativity...I'm sure there are people that exist who could successfully create rules which are relative to the fluff of a fantasy wargame lol
Einstein's Theory of Relativity and Theory of General Relativity, do not play nice with quantum physics. In fact, Einstein, who managed to point in the face of modern physics and say "Check THIS gak out!", as it turns out, may have been mostly wrong in execution, but the framework was fairly solid...
Much like GW, come to think of it....
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Things I've gotten other players to admit...
Foldalot: Pariahs can sometimes be useful |
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![[Post New]](/s/i/i.gif) 2011/06/15 19:36:29
Subject: Sanctuary - Grey Knight psychic power
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Guarded Grey Knight Terminator
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Brother-Captain-Rawr! wrote:
If einstein could come up with the theory of relativity...I'm sure there are people that exist who could successfully create rules which are relative to the fluff of a fantasy wargame lol
I mean geez ... for the highly unlikely scenario where difficult becomes impassable (due to sanctuary), a leadership check could be made to see if the daemons maintain their hold
on the material realm for that particular turn.
Anyway, I don't believe that in order for the game to be balanced, certain aspects of the 40k universe should be ignored. It does'nt do justice to the game that the fiction it is born from.
There is always something that can be done to balance rules.
The Holy Grail of physics is a Unified Field theory that cleanly, elegantly describes everything in the universe. We are probably not going to find it any time soon because usually, unifying any two forces works, but as soon as you start trying to unify more the models start clashing and it turns into an ugly mess. While it is suspected that such a theory does exist, finding it is orders of magnitude more complicated than it superficially seems. This is with a real world where everything intuitively seems to exist under some kind of unified rule set.
In a game system where different writers are writing from different perspective, unification becomes a fever dream. Balancing rules necessitates ignoring at least one of those perspectives. Unless the fluff itself is written to reflect a balanced universe, then you cannot have game balance and fluff adherence. The 'something' that is done to balance rules is the act of discarding fluff.
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One unbreakable shield against the coming darkness, One last blade forged in defiance of fate.
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![[Post New]](/s/i/i.gif) 2011/06/15 19:54:35
Subject: Sanctuary - Grey Knight psychic power
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Dakka Veteran
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Brother-Captain-Rawr! wrote:I mean geez ... for the highly unlikely scenario where difficult becomes impassable (due to sanctuary), a leadership check could be made to see if the daemons maintain their hold
on the material realm for that particular turn.
Look how much you're already suggesting to add, for just one psychic power in one codex.
Multiply by an untold number of possible scenarios that would possibly go against fluff even slightly.
The best games (remember: games) are simpler. The more complex, the less entertaining they become, and the more difficult to understand for many people.
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![[Post New]](/s/i/i.gif) 2011/06/15 20:01:00
Subject: Re:Sanctuary - Grey Knight psychic power
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Been Around the Block
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The writers for GW need some kind of codex astartes for all of them to follow then.
Right. Lets get to work!
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![[Post New]](/s/i/i.gif) 2011/06/15 20:11:45
Subject: Sanctuary - Grey Knight psychic power
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Dakka Veteran
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Brother-Captain-Rawr! wrote:My point is that the RULES should reflect the FLUFF. Simples 
And most units can't stand in impassable terrain, so if the rules reflected the fluff you are wanting, the unit casting sanctuary would die, and the unit charging them would just stop and walk away
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![[Post New]](/s/i/i.gif) 2011/06/15 21:01:56
Subject: Sanctuary - Grey Knight psychic power
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Plaguelord Titan Princeps of Nurgle
Alabama
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nosferatu1001 wrote:They are rules reflecting some fluff (DP can be controlled by the daemon or with the mortal in charge, making them demidaemons at best) and not others.
If rules reflect ALL the fluff, then Orks can only draw at worst.
Nos, I'm not condoning using fluff to justify rules. However, it was GW that opened the can of worms. If they're using fluff to justify rules, where does it start? Where does it end? And who is to say?
It's difficult to parse what fluff the rules are allowed to reflect and what fluff they aren't. I would figure that whole 'daemons' ruling would've given you fits.
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WH40K
Death Guard 5100 pts.
Daemons 3000 pts.
DT:70+S++G+M-B-I--Pw40K90-D++A++/eWD?R++T(D)DM+
28 successful trades in the Dakka Swap Shop! Check out my latest auction here!
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![[Post New]](/s/i/i.gif) 2011/06/16 06:54:55
Subject: Sanctuary - Grey Knight psychic power
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Decrepit Dakkanaut
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Actually they dont give me fits; i just want some form of consistency. The GK FAQ was so full of errors in strict rules (Falchions only giving +1, scoring dreadnoughts) that both went for and against "fluff", that divining any intent or being able to predict how they will rule has gone waaaay down.
My point above wasnt directed at you, just at the inanity of trying to equate all fluff to rules.
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![[Post New]](/s/i/i.gif) 2011/06/16 10:18:35
Subject: Sanctuary - Grey Knight psychic power
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Stealthy Warhound Titan Princeps
Phoenix, AZ, USA
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Since when does Sanctuary create impassable terrain?
SJ
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“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
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![[Post New]](/s/i/i.gif) 2011/06/16 10:25:21
Subject: Sanctuary - Grey Knight psychic power
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Decrepit Dakkanaut
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It doesnt. The OP was trying to suggest it should do so, without realising the implications....
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![[Post New]](/s/i/i.gif) 2011/06/16 12:39:14
Subject: Re:Sanctuary - Grey Knight psychic power
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Ork Admiral Kroozin Da Kosmos on Da Hulk
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Brother-Captain-Rawr! wrote:The writers for GW need some kind of codex astartes for all of them to follow then.
Right. Lets get to work! 
This basically nails the whole problem - even if you didn't intend to. The writers make up rules, make up fluff and are never forced to make them work together. Some of the writers don't even care about making fluff or rules work with fluff or rules from the rest of the game. Why did they write fluff for a character that basically beat half the warp out of boredom, but gave him rules that would make him lose to any larger group of daemons? I can totally see Mephisto beat a mob of boyz dead after his "awakening", but you can't have a Mephisto in every codex. If they'd rather given him some fluff to fit his rules, he'd basically have the same fluff as 90% of space marine leaders (great inspiring leader, looked up to by everyone, almost died ten times blablabla). You ought to suffer some diminishing returns when writing seven codices about one army. Most xenos characters do fit their rules perfectly.
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7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks actually do not think that purple makes them harder to see. The joke was made canon by Alex Stewart's Caphias Cain books.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. |
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![[Post New]](/s/i/i.gif) 2011/06/16 16:52:55
Subject: Re:Sanctuary - Grey Knight psychic power
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Been Around the Block
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Jidmah wrote:Brother-Captain-Rawr! wrote:The writers for GW need some kind of codex astartes for all of them to follow then.
Right. Lets get to work! 
This basically nails the whole problem - even if you didn't intend to. The writers make up rules, make up fluff and are never forced to make them work together. Some of the writers don't even care about making fluff or rules work with fluff or rules from the rest of the game. Why did they write fluff for a character that basically beat half the warp out of boredom, but gave him rules that would make him lose to any larger group of daemons? I can totally see Mephisto beat a mob of boyz dead after his "awakening", but you can't have a Mephisto in every codex. If they'd rather given him some fluff to fit his rules, he'd basically have the same fluff as 90% of space marine leaders (great inspiring leader, looked up to by everyone, almost died ten times blablabla). You ought to suffer some diminishing returns when writing seven codices about one army. Most xenos characters do fit their rules perfectly.
It's EXACTLY what I meant. I just don't feel the need to painstakingly explain my point to wits end when a simple statement like that can punctuate the entire topic.
Even though we deviated just alittle
So in summary, My initial thought of how sanctuary should effect terrain was legit fluff-wise, it is'nt feasible due to the current rules-set and masterminds (chuckle) of the games progression.
At least this topic was thought provoking enough to have some merit, so Thanks for posting. I do believe we have covered this now
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