JohnHwangDD wrote:GoblinChow wrote:Age of Sigmar lost most of that. I can tolerate some cleaning up of the rules. Even a bit of streamlining and simplification wouldn't hurt the game. I hope they don't touch the basic combat system, as it is the heart of the game, and provides a lot of the "personality" that distinguishes
40k from the other hundreds of fanciful wargames out there. They need to leave the basics of the shooting phase, wounds, saves charging, overwatch, assaults and the like reasonably intact. The basic feel of the game is quite fun right now. If it stops being fun, challenging and exciting, I will take my money and find another game to spend it on.
Have you played
AoS? It plays pretty much exactly like
GW/
40k with the same core move-shoot-save combat mechanics, but it's just a lot cleaner.
I personally don't feel the two games play or feel anything alike, outside of the most basic of mechanics (ie,
d6 rolls, move/shoot/charge/assault basic framework). The devil is in the details I guess, as the way magic, charging, assault, dealing damage, and turn order work in
AoS is so vastly different from
40K (and really I'm glad, they need to stay different).
In my perfect world, we'd get the
40K dataslate version of warscrolls, with unit and weapon rules fully self contained (and freely available). Codexes would be used for fluff and formation/detachments. We'd get the
AoS casualty selection rules and eliminate unit sub-types outside of
IC/
MC/Vehicle (which is really just a tag for special rules) and just keep the unit sub-type style rules on the dataslate. The Psychic phase should be modified to tone it down a bit, maybe work more like the
AoS version.
And for the love of all that is holy, keep the base-to-base measurement method vs model-to-model (which even
AoS players don't use if possible).