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Wait a minute, Alessio making the game competitive and simplified was a bad thing?!?
2nd ed took an entire day to set up and play. It was rife with silly herohammer garbage like a terminator librarian on combat drugs with a displacer field and other gak butchering half your army.
I think the crew are drunk on nostalgia.
I'll have what they are drinking then.
I'm loving 6th edition and the switch of focus. I have not been this excited about the game in years.
The only people I have met who are unhappy with it are the sportshammer players. [shrug].
This message was edited 2 times. Last update was at 2012/07/15 23:20:31
Some news:
- Phil Kelly not leaving GW, that rumour was false
- Design team aware of Tyranids needing a boost
- New Codices higher quality than 5th edition paperback ones
- Possibly more expansions in the next 4 years (one idea is relics from HH usable in the game)
- Flak Missiles are currently unavailable to all armies, but will come in future Codices
- Mat Ward is a nice fellow not deserving the flak he gets
Spoiler:
natfka wrote:Faeit 212 Exclusive: 40k Design Studio Open Day Saturday, July 14, 2012
Little did I know that when Scissorheart offered to do an exclusive report from the GW Headquarters in Nottingham, that we would receive such an in-depth and very well written report on the events and from personal conversations with the Design Team from GW. This is a lot for everyone to sink their teeth into, so lets get right to it.
Please do not forget to thank Scissorhands for such a great report on the days events in the comments.
via Scissorheart
Hi Natfka
As discussed a few weeks back, I attended the 40k Design Studio open day today. I've written up all my notes exclusively for you. I'm not sure if this is how you would like it presented but there's some fascinating tidbits of info in here! I've attached a pic too of my bro standing next to a life size Rhino!
Today, my brother and I attended the Warhammer World Design Studio open day at GWHQ in Nottingham UK. Throughout the day there were a number of seminars covering many aspects of the hobby, from painting, terrain building, flier demo’s, participation games, sculpting demo’s and most importantly (for me at least) a chance to chat with the key games designers about the new rules and the changes that have come to the game as a result. I was itching to get some insight into the thinking behind 6th Edition’s many features and I must say that I acquired far more information than I’d expected to during the course of the event. Here's a compilation of mine and my bro's notes
I’m a daily follower of Natfka’s blog and I promised him a few weeks back that I would give him an exclusive rundown of the day’s more interesting points so that I could share what I learnt with the community. So here we go.
The first seminar of the day was hosted by Jervis Johnson, Matt Ward and Jeremy Vetock and they took turns responding to a number of pre-defined questions before opening up to the audience. I was frantically making notes during the course of the seminar and I’ll summarise here what I wrote and how the guys answered
Q1. What were the key objectives of 6th Edition?
The ultimate goal of 6th edition according to Jervis was to tackle what both he and Matt described as ‘Associative and Disassociative’ rules and to add more realism to the game.
E.g. If a poisoned dagger had +1 WS in close combat, that would be deemed ‘dissacoiatve’ as it makes little sense. However, if it gave you a re-roll to wound, that would be ‘associative’ as it would capture the essence of a poisoned attack being made and potentially causing damage as a result of it being laced with some horrifying toxin.
Other examples of ‘associative’ rules included the abiltiy to throw grenades and the distinction between different power weapons. By making certain rules ‘associative’, the game adds more ‘weight’ to the feel of units on the table. Flyers crashing to the ground is another example of this, as is wound allocation in shooting (models vanishing from the front of units and not the back), Its all about realism.
Q2. Why include so much hobby and fluff info in the rulebook?
All three commented on the importance of seeing the hobby as a whole. A new player to 40k would grasp the broad depth of the hobby in one mighty tome. Again, Jervis mentioned the significance of adding ‘weight’ to the game and posited that all aspects were synonymous. In the opinion of the designers, the fluff adds an important aspect to the game as it puts the whole experience into context and provides a rich narrative for the tabletop game itself.
Q3. Why is the background of 40k so ‘Imperial centric’?
The designers consider the Imperium to be the largest empire of the 41st Millennium. The story really centres on the rise and fall of the Imperium and the Xeno Codex’s almost orbit this story. That’s pretty much the way its been written since Rogue Trader and there’s really no moving away from it as the central narrative to the 40k universe.
Q4. Why Hull Points?
According to Matt Ward, vehicles in previous editions didn’t seem to fit very well with the rest of the game system and made for odd and peculiar situations. He mentioned that there was little granularity to the vehicle rules compared to other unit types. The addition of Hull Points is therefore used to make vehicles more inclusive during a game and give them a continued presence even after having taken a few direct hits. Jervis said that it flattened out the extremes. Vehicles used to get obliterated in turn one or take damage that would render them ineffective for a turn or two which really didn’t flow too well. Hull Points therefore allow players to enjoy the attributes of their expensive vehicles without them vanishing off the table having done virtually nothing.
Q5. Did you consider moving the timeline on?
Not for this edition. They like the idea that the Imperium of man is ‘at the brink’. They don’t see the current epoch as being at a dead end and therefore, do not need to change it. They did not rule out the prospect of changing this in the future however. One good point that Matt made was that it has moved on anyway since 2nd and 3rd as we now have Tau, Dark Eldar, Sisters and Necrons.
Q6. Why allies and fortifications?
Jervis said that the old fluff in previous editions made many references to scenarios where different races forged alliances in various situations. He felt that later editions had polarised armies and made them rather restricted. They want to open up the game as a means to circumvent some of those restrictions and allow for more diverse tactics on the table. The fluff can now follow on and provide literature that encompasses those often tenuous alliances. Many alliances have obvious narrative value.
In terms of fortifications, Jervis considered these beautiful plastic kits as somewhat wasted given their aesthetic value on the table. Giving these kits rules and points values feeds into the ‘associative’ aspect of 6th edition. I do agree here as I often wished for rules regarding the 5 massive quad guns in my terrain box!
Q6. Why random charge distances?
This rule apparently came as a result of the ‘associative’ wound allocation and Overwatch rules. There are 2 aspects to this however. If your front line is going to take Snapfire hits, there needs to be some compensation for the front line going down and cutting your charge range. The random charge role helps a unit to get into combat regardless of having been whittled down at the front (provided you roll high enough), but it also adds a sense of realism in that battles are violent and chaotic – meaning that sometimes, for whatever reason, you just don’t make it far enough! Jervis acknowledged that some gamers don’t like having control removed, but argued that a swirling battle full of death, destruction and explosions wasn’t really an environment where controlled and predictable actions were likely! In his words, it adds ‘tension and drama’ to the game.
Q7. How difficult was it to add flyer rules into the game?
Matt Ward picked this one up. He said that it was relatively simple given that flyers were an extension to the revised vehicle rules. The team said that they had an idea of the mechanic due to Apocalypse but held off until 6th to fully include them. Seems as though they had been toying with the idea in 5th but the rest of the rules didn’t allow for it too well.
Q8. Why Challenges?
The team wanted to create the sense that characters were leading their troops into battle and not just skulking around at the back of units. It also gave lesser characters (i.e. SM sergeants) the opportunity to exhibit moments of heroics (leaping in to save their captain with one wound left from a rampaging Daemon Prince for example).
Q9. Why change the Psychic rules?
The team wanted to make Psykers more akin to Wizards in WHFB. They felt that a half page of rules in a codex simply didn’t do them justice, especially for the likes of special character psykers. Lets face it, a psyker firing d6 s4 AP- hits in the shooting phase is little more than a gun and therefore, a menial extension to the shooting rules. The team considered the random aspect of it more ‘associative’ given the dangerous and often unpredictable nature of warp manipulation.
Some extra tidbits:
· 6th Edition was actually finished 6 months ago
· They thought long and hard about using a points system similar to WHFB instead of FOC’s but it would have been to difficult as there was so much emphasis on FOC's in the Codex’s. New players would have found it too confusing.
· The reason that charges are not allowed on Deep Strike is to prevent the utter predictability of mega-hard units appearing anywhere and destroying whatever they want every game. There was a possible hint about Genestealers being able to do this at some point in the future!
· The new edition nerf’s some units and provides buff’s to others. The new Codex’s will rebalance incidents where this is too extreme.
· One guy complained that the new rules were adding unnecessary complexity (e.g loads of new universal special rules). Ward argued that it’s best to keep lots of the rules universal in the main rulebook. New codex’s can then have units with a variety of the SR’s and opponents will know exactly what to expect. He did caveat this though by saying that USR’s would still apply to certain characters in Codex’s.
I spoke to Matt Ward in person after the seminar and I really must emphasise that he’s a really nice, polite and engaging fellow who doesn't deserve the flak he gets from some members of the community. He deserves praise for his role in bringing us 6th edition. He explained that rule setting is always going to be ‘a moving target’ and what works for one person is going to upset another. He said that there were many things that were out of his hands because business decisions have to be taken into account when developing game systems and rules. A couple of key points that came out of that conversation:
· Flak Missiles are currently unavailable to all armies, but we’ll soon see them filtering through into the game.
· We can expect a new FAQ before the end of the summer.
· He spoke about Tyranids being a tad difficult to work with as they have (in the past) been a little one dimensional (i.e charge everyone into CC). He made a point about there being no vehicle rules in the Tyranid army and that its monsterous creatures need to be able to kill Daemon Princes so how do you balance it out? We shall see!
I spoke to Jervis for a long time about ‘associative and disassocaitive’ rules but I think I’ve covered that off.
Next I spoke to Phil Kelly (the dude) who again is a really sound guy (and by the way - he isn't leaving GW).
Phil said that there are currently 6 ‘projects’ on the go for 40k. I think he was referring to Codex’s. I asked him about Tyranids too and he said (rather excitedly) that he has ‘some really great ideas up his sleeve’ for the Nids. Sounds encouraging! It's worth noting that everyone I spoke to in the design team understands the need for Nids to get a boost.
He also shared his personal opinion on 5th edition and said (with the greatest of respect) that Alessio Cavorte seemed to want to make the game more competitive and simplified. He thought that this made the game a little to flat and generic in its function (which I personally agreed with). His words were that it ‘lost its craziness’. 6th has therefore moved to address this and give more feel and character to the units and the game as a whole. It does seem to be a consensus amongst GW staff that 2nd was a great edition in many ways (although obviously broken in others).
One other exciting thing that he mentioned was the release of expansions. He said that one example of an idea floating around is the introduction of relic’s which could be (for example) wargear from the Horus Heresry era, usable in today's battles. Possibly a new book or expansion but still just an idea at the moment.
Phil said that the quality of the new Codex’s far surpasses the paperback’s of 5th and beyond (I wonder how many are finished!?)
Lastly I spoke to Robin Cruddace. I asked him about GW’s release schedule and to my utter amazement, he said that they were aiming for some sort of release each month. Be it a codex or some sort of expansion. I would be surprised if this were true!
He said that there would most likely need to be a larger number of expansions between now and 4 years time so that you don’t reach a point where all codex’s for 6th are released with 2 years still to go before the next cycle. Take that how you will!
So there we have it folks. A very enjoyable day indeed – and most insightful!
Was there any mention of Sisters of Battle or suggestion from the developers about them? Anything implied or which could be infered?
Oddly I really wouldn't want another Nid dex. We already got a ton of stuff and its just the rules which are the problem; which is bearable. Nids have a ton of models in plastic and got a decent wave release.
I'am amazed that they think 5th edition wasn't the zainy edition? The idea that 6th is gonna be more OTT is either awesome or terrifying depending on how you take it. I mean are we going to see Soulstorm style Living Saints?
This message was edited 2 times. Last update was at 2012/07/16 00:35:38
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natfka wrote:
Faeit 212 Exclusive: 40k Design Studio Open Day
Saturday, July 14, 2012
Q3. Why is the background of 40k so ‘Imperial centric’?
The designers consider the Imperium to be the largest empire of the 41st Millennium. The story really centres on the rise and fall of the Imperium and the Xeno Codex’s almost orbit this story. That’s pretty much the way its been written since Rogue Trader and there’s really no moving away from it as the central narrative to the 40k universe.
This^, imo, is indicative of one of GW's biggest failings and really comes across as the designers just being lazy. To put it another way, if the game was truly locked into being Imperium centric then Xenos vs Xenos games would have no point, rarely happen and would not be as enjoyable as Imperium based games.
It makes no since to have a business that tries to only attempts to maximize profits on one 40k model line out of eight(Basic SM units use mostly the same models). This especially true when the company's total sales(Not revenues but actual # of sales) are slumping. A case can be made that they have saturated their market.
Now if they are going to increase sales, they need to either:
2)Advertise in an attempt to increase the sie of their market ..............Stone wall of silence campaign seems to point that GW will not go this route
3)Find a synergistic relationship with a more mainstream product .................GWs overealous IP protection and a history of not playing well with others indicates that this is unlikely.
(BTW: No, the Ebooks on Ipabs don't count).
or
4)Finally, they could find a way to attempt to maximize the other model lines.......................This is what 6th ed is. IMO, based upon the answer to Q3, GW may have been hoping that the allies matrix would help to sell Imperial armies to xenos players but the current anecdotal evidence is that the opposite is happening. (Anecdotal evidence= Threads on Dakka and what has been flying off of the store shelves in our area.)
The point that I am getting to is that GW needs to back away from the Imperium centric mindset and saying that there is no way to move away from established fluff comes across as both ironic and somewhat hypocritical.
natfka wrote:Q5. Did you consider moving the timeline on?
Not for this edition. They like the idea that the Imperium of man is ‘at the brink’. They don’t see the current epoch as being at a dead end and therefore, do not need to change it. They did not rule out the prospect of changing this in the future however. One good point that Matt made was that it has moved on anyway since 2nd and 3rd as we now have Tau, Dark Eldar, Sisters and Necrons.
Wait, They are at a point that they (GW) have titled as "The Time of Ending". If there was ever a time to organically/intuitively move towards an increased focus on the other factions, It is when they are beginning to wax in power and the Imperium is waning.
The line about not ruling out changing in the future sounds like when someone says that they will stop procrastinating, eventually.
Also, as others have said, the last sentence is either quoted in the wrong context or Mr. Ward has a very skewed (Ward-centric) veiw of the 40k history.
This message was edited 2 times. Last update was at 2012/07/16 01:29:46
Officially elevated by St. God of Yams to the rank of Scholar of the Church of the Children of the Eternal Turtle Pie at 11:42:36 PM 05/01/09
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In the immortal words of Socrates, I drank what??!
Kilkrazy wrote:Yes, and I think FHM is better value.
I spent 10 years in the magazine publishing trade and I know whereof I speak.
Well, I have spent over 30 years gaming, and I think its not. I have got a lot of out of my 40k investment - more hours of modeling/painting/converting/collecting/gaming than I have spent.
Value....hmmm...
You keep using that word, I don't think it means what you think it means...
However, I am excited to see your battle reports where you can get four years and thousands of hours of entertainment out of that issue....
DavePak
"Remember, in life, the only thing you absolutely control is your own attitude - do not squander that power."
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Kroothawk wrote:
If the report tells the truth, Mat Ward stated that editions 4+ differ from editions 2+3 in that they had Tau, Necrons, Dark Eldar and Sororitas. Dysartes just stated the fact that Mat Ward then is not familiar with the history of 40k, as Necrons and Sororitas were introduced in 2nd edition, Dark Eldar and Tau in 3rd edition (some of them with even earlier roots: Evil robots and Pirate Eldar). Whether or not you like Mat Ward, his statement is wrong.
By statement I assume you mean a 2nd hand report that paraphrases what he said in a seminar, and is not a direct quote, so perhaps could be an extremely simplified version of his actual explanation. But sure, let's take that and turn it into Mat Ward not knowing anything about 40k fluff.
If everyone wasn't frothing at the mouth ready to jump on Mat Ward and/or GW for half a second its pretty easy to realize he was referring to the universe being expanded by the addition of new cares or going further into the background of previously minor factions in the universe. So their interest is not in moving forward in time, but expanding the story in other ways.
You can never beat your first time. The second generation is shinier, stronger, faster and superior in every regard save one, and it's an unfair criticism to level, but it simply can't be as original. - Andy Chambers, on the evolution of Games Workshop games
Phil said that there are currently 6 ‘projects’ on the go for 40k. I think he was referring to Codex’s. I asked him about Tyranids too and he said (rather excitedly) that he has ‘some really great ideas up his sleeve’ for the Nids. Sounds encouraging! It's worth noting that everyone I spoke to in the design team understands the need for Nids to get a boost.
· He spoke about Tyranids being a tad difficult to work with as they have (in the past) been a little one dimensional (i.e charge everyone into CC). He made a point about there being no vehicle rules in the Tyranid army and that its monsterous creatures need to be able to kill Daemon Princes so how do you balance it out? We shall see!
So, I'm gathering from this that we can expect to see a WD Tyranid release, same as was done with the Eldar Night Spinner?
GENERATION 7: The first time you see this, copy and paste it into your sig and add 1 to the number after generation. Consider it a social experiment.
Phil said that there are currently 6 ‘projects’ on the go for 40k. I think he was referring to Codex’s. I asked him about Tyranids too and he said (rather excitedly) that he has ‘some really great ideas up his sleeve’ for the Nids. Sounds encouraging! It's worth noting that everyone I spoke to in the design team understands the need for Nids to get a boost.
· He spoke about Tyranids being a tad difficult to work with as they have (in the past) been a little one dimensional (i.e charge everyone into CC). He made a point about there being no vehicle rules in the Tyranid army and that its monsterous creatures need to be able to kill Daemon Princes so how do you balance it out? We shall see!
So, I'm gathering from this that we can expect to see a WD Tyranid release, same as was done with the Eldar Night Spinner?
I have my own theories about this, but they're pretty much in line with what you just suggested. Either way, I'm glad that the issue with nids is at the very least recognized, even if they're not entirely sure how to manage to move forward.
...and frankly, I wouldn't mind having SOME units that freak out my opponents for their CC capacity that don't cost half the army, and suddenly trip when they hit a twig. -_-
Phil said that there are currently 6 ‘projects’ on the go for 40k. I think he was referring to Codex’s. I asked him about Tyranids too and he said (rather excitedly) that he has ‘some really great ideas up his sleeve’ for the Nids. Sounds encouraging! It's worth noting that everyone I spoke to in the design team understands the need for Nids to get a boost.
· He spoke about Tyranids being a tad difficult to work with as they have (in the past) been a little one dimensional (i.e charge everyone into CC). He made a point about there being no vehicle rules in the Tyranid army and that its monsterous creatures need to be able to kill Daemon Princes so how do you balance it out? We shall see!
So, I'm gathering from this that we can expect to see a WD Tyranid release, same as was done with the Eldar Night Spinner?
The annoying thing is that 'nids really need a rebalance rather than new content. Adjusted point costs, unit/weapon statlines, and a couple of rules amendments. While I could see them doing a Night Spinner style release with new rules in WD (such as a Harpy kit with alternate build option for the new unit), it won't really do much to help things. The best we could hope for is if that new unit was a direct counter to flyers.
I guess a digital re-release of the 5e codex with tweaked rules would be too much to hope for
Loved these models brought along by one of the attendees.
This message was edited 2 times. Last update was at 2012/07/16 08:55:20
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MasterSlowPoke wrote:The idea that Ward isn't familiar with the Necron history, considering he wrote the only other Necron book, is insane.
That he wrote the only other Necron book proves he isn't familiar with the Necron history. Just like turning the Grey Knights into a bunch of closeted Chaos worshippers proves he isn't familiar with Grey Knights history.
I don't think Ward is evil or a bad person, but I do think he's incapable of doing his job, and the game has suffered for it.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis
Since they started using sorcery and the magic numbers of the Chaos gods, wield a daemon weapon in battle and perform blood sacrifices due to the influence of a Bloodthirster.
"When I became a man I put away childish things, including the fear of childishness and the desire to be very grown up."
-C.S. Lewis
Since they started using sorcery and the magic numbers of the Chaos gods, wield a daemon weapon in battle and perform blood sacrifices due to the influence of a Bloodthirster.
I'm curious, do you genuinely believe this? Particularly regarding Sorcery*?
*Noting the (typical) difference between Sorcery and psychic powers.
Regarding the Necrons, I don't think it suggests Ward has a lack of knowledge regarding their background. It wasn't ignorance of the Necron background IMHO, but a substantial re-write. A re-write that was IMHO needed to benefit them as a collectible, characterful and customisable faction in 40k.
That said, the rules are looking to be pretty questionable in 6th...
"It is the great irony of the Legiones Astartes: engineered to kill to achieve a victory of peace that they can then be no part of." - Roboute Guilliman
"As I recall, your face was tortured. Imagine that - the Master of the Wolves, his ferocity twisted into grief. And yet you still carried out your duty. You always did what was asked of you. So loyal. So tenacious. Truly you were the attack dog of the Emperor. You took no pleasure in what you did. I knew that then, and I know it now. But all things change, my brother. I'm not the same as I was, and you're... well, let us not mention where you are now." - Magnus the Red, to a statue of Leman Russ
Since they started using sorcery and the magic numbers of the Chaos gods, wield a daemon weapon in battle and perform blood sacrifices due to the influence of a Bloodthirster.
I hate to defend The Great Beast, but it's worth pointing out that as far back as 2nd ed. the Grey Knights had a 'mystical' style which librarians (at least as I recall) conspicuously didn't have. (I'm thinking in particular of Captain Stern's story in the Dark Millennium rulebook.)
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Wait, so they actually did try to make the game more competitive and streamlined and they said it made the game flat and boring? If there aren't rules arguments and shouting matches and possibly even fisticuffs then they apparently are doing it wrong!!
Playing chess doesn't require skill, it just requires you to be good at chess...
NAVARRO wrote:They want fun? Make Nids allies to Imperial guard, and bring Genecult back.
this x1000.
I don't like that idea for Genecults, if only because I always saw the Nids as consuming the Cults as soon as they showed up. The Nids aren't particularly discriminating in who they eat.
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NAVARRO wrote:They want fun? Make Nids allies to Imperial guard, and bring Genecult back.
this x1000.
I don't like that idea for Genecults, if only because I always saw the Nids as consuming the Cults as soon as they showed up. The Nids aren't particularly discriminating in who they eat.
Personally I agree with this view.
In the end, the cults are either killed by their enemies or else the 'Nids devour them as they wipe out the planet and every last scrap of biological matter on it.
Plus, you know that it would end being horribly abused in the end... For every person who's actually 'doing it right' and just sticking to some guardsmen + transport + maybe one or two pieces of heavier equipment, you'd have 10+ gak-wipes adding Tervigons + Swarmlord + 'Stealers to their armoured gunline.
If the next Tyranid codex (or a WD dex) let you run a Genestealer Cult army using certain units from each codex instead of a flat alliance, I think it could work. I don't think Genestealer Cults have Tervigons and Manticores very often though.
Brother SRM wrote:If the next Tyranid codex (or a WD dex) let you run a Genestealer Cult army using certain units from each codex instead of a flat alliance, I think it could work. I don't think Genestealer Cults have Tervigons and Manticores very often though.
Genesteler cults don't ally with any tyranid type outside of the genestealer. The swarm just eats them as they lie down and die in proximity to the hive mind. Genestealer cults via allies would rely on players using their judgement. 40k players aren't that trustworthy.
----------------
Do you remember that time that thing happened?
This is a bad thread and you should all feel bad
[DCM]
GW Public Relations Manager (Privateer Press Mole)
In the old school fluff, after a Tyranid invasion defeated the standing army--it would talk about how the Cult would line up willingly, praising the Hive Mind while marching on ships for consumption.
Experiment 626 wrote:
Vampirate of Sartosa wrote:
Nagashek wrote:
NAVARRO wrote:They want fun? Make Nids allies to Imperial guard, and bring Genecult back.
this x1000.
I don't like that idea for Genecults, if only because I always saw the Nids as consuming the Cults as soon as they showed up. The Nids aren't particularly discriminating in who they eat.
Personally I agree with this view.
In the end, the cults are either killed by their enemies or else the 'Nids devour them as they wipe out the planet and every last scrap of biological matter on it.
Plus, you know that it would end being horribly abused in the end... For every person who's actually 'doing it right' and just sticking to some guardsmen + transport + maybe one or two pieces of heavier equipment, you'd have 10+ gak-wipes adding Tervigons + Swarmlord + 'Stealers to their armoured gunline.
Thanks but no thanks.
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Wait a minute, Alessio making the game competitive and simplified was a bad thing?!?
2nd ed took an entire day to set up and play. It was rife with silly herohammer garbage like a terminator librarian on combat drugs with a displacer field and other gak butchering half your army.
I think the crew are drunk on nostalgia.
The only things I seriously miss from 2nd edition are To hit modifiers instead of cover, armor save modifiers instead of AP, and point limits instead of FOCs. Instead they decided to bring back the Imperial Assassin with Polymorphine, Melta Bombs, and Digital Weapons popping out of a termagant squad during a Virus Outbreak.
On the bright side, I might get to dust off my Ork Splatta Cannon. (Literally. It's sat in one place for 15 years now.)
Did anyone bother asking about the craziness of the Tau FAQ? If they went for "associative" rules, than why are some squad leader troops still characters in their own squad (Paladins, Nobs), yet Shas'vre Bodyguards(And probably some others in other armies) only count as infantry?
Wow. Not sure how I missed this thread. Great info.
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While interesting, and I'm glad they did something like this, I find it sad that they find balance to be contrary to 'fun' or whatever, when many other games don't seem to have the same problem.
While I can understand their reasoning for some of the changes, it really doesn't seem like they thought them through or tested them much, Vehicles and Allies in particular.
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Vaktathi wrote: it really doesn't seem like they thought them through or tested them much, Vehicles and Allies in particular.
We've had the rules for less than a month. They had them finished at least 6 months ago. Something tells me that they spent more time testing them than any of the critics here have.
I don't think that it says they find balance to be contrary, but that they found the game to be too simple.
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