Kilkrazy wrote:
GW can fix the game, but they need to identify what is wrong with it and address various different ideas about what it should be -- competitive or casual -- tight or sprawling --- skirmish or mass battle. They need ideally to square these various circles in order not to drive away a significant chunk of players who lean towards one or other end of the spectrum.
I thin this can be done by reorganising the rules into a small level skirmish game, a medium size competitive game, and a big battle game, which share a common core of rules that is expanded by optional add-on books.
This is the biggest problem,
IMO. In their never ending quest to SELL MORE MODELS! they have completely lost sight of what they even want the game to be. A points system, true line of sight and the mission structures make it a competitive game. The gaping holes in the rules and randomness everywhere make it more of a casual game. Things like challenges and wound allocation make it a skirmish game. The amount of models needed to play and combat resolution make it a mass battle game. They've tried to do everything at once with this ruleset and just ended up doing it all poorly. There are better beer and pretzel games out there. There are better skirmish games, narrative games, pick up games, etc. You can say what you want about the balance in WMH, X wing, Infinity, etc, but how many of those companies have said "We don't care about the quality of the rules, if you do, you're playing our game wrong"? As far as I can remember,
GW is the only company in the history of
TTWG to basically tell their customers they don't give a feth about tight, balanced rules.