anyeri wrote:
Ailaros wrote:
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GW has been taking purposeful steps to reveal just how much
40k hasn't ever been a strategy game. Lots of serious players are comparing it to everything from forced labor deathcamps to the great Hitlersharkapocanadoquake of end times. Every one else is waiting for them to just stop playing
40k already and leave the rest of us alone with our fun.
That's all the big stuff I can think of off the top of my head.
This
Say what you want, Alairos, we'll never agree on this one
Take Tomorrow's War. It is probably one of the best wargames I've played. And yet, if you attempt to play it outside the scenarios provided in the book, you'll find that even a small force of the US, Russia, France or Brazil can beat their DPRG or RA opponents to a pulp. This is because Tomorrow's War draws heavily from present-day combat doctrines (and its authors' extensive combat experience) and given that noone has decided to bash heads with Russia just yet, our experience in symmetrical warfare after WWII is limited to say the least.
TW, like all of Ambush Alley's products, puts an emphasis on realism, and by chances of history "realism" is inextricably linked to asymmetrical and guerrilla warfare. But of course, the authors of Tomorrow's War realized it would be moot to write some rules just to show how a single fireteam armed with top-notch gear can slice through dozens of civilians armed with rusty kalashnikovs. They had to make a game. A strategy game. One in which the less fortunate Insurgent player still had the tools and tricks to outmaneouver or outsmart their better armed foes. That's why they introduced scenarios to balance things out.
Now,
40k is a strategy game too. As I've said many times in the past, it has the rules of a napoleonic wargame hidden deep at its core, and not a bad one to boot. And unlike Tomorrow's War, it is not bound by realism: They can do pretty much whatever they want. The 20+ years of history add some weight over its shoulders, true: You can't alter the generic marine statline to give them a better or worse
WS or armor save without causing inordinate ammounts of rage, but they can certainly make adjustments. And of course, they can create units and rules out of thin air if they want.
40k could be a finely balanced game. But it isn't.
Blame not the rulebook. You should fight your own faction from time to time: When playing against a fellow Ork player, 6th edition
40k has unfolded before us in all its beauty. When fighting an Eldar player with six Serpents and an allied BeastStar with Sathonix, I've thrice-cursed the writers of this thrice-cursed game. Everything we hate about this game boils down to one thing: Army books. Codices.
Even the universally despised allies rule suffers from the ill effect that army books written with six or more years and sometimes a full edition of rules between them, or by separate teams or individual writers with no contact with each other, have in the game. Tomorrow's War requires scenarios to work.
40k needs not such a thing, but relies on units, their abilities and availability instead. In two weeks we'll have a nice new book that will settle things down for a while until someone inserts something in Codex: Blood Angels, Codex: Space Wolves or Codex: Orks that breaks the delicate balance again.