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2014/05/12 01:07:35
Subject: Re:40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Honestly, requiring troops to score doesn't seem to be resulting in people taking significant number of troops. Instead of 2 bare minimum squads, we see... 3 or 4 bare minimum squads, ideally ones that can hide in the corners until the last turn, and then scoot out onto objectives. If they went to 'all infantry score' or some such.. great. Makes perfect sense to me.
2014/05/12 01:09:42
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
azreal13 wrote: Mathematically, of course it will. Meaningfully? Not so much. Scoring two wounds is 200% more effective than no wounds! but makes no functional difference to the efficacy of the deathstar.
Multiple units pouring fire into a Death Star is going to do more than "2 wounds" compared to a single unit firing at BS1. With many of these types of units, wittling them down with sustained fire is the only way to bring them down. Allowing them to "hide" in combat for most of the game is going to nullify the one thing that can really counter them.
Besides, even if it was "just 2 wounds", 2 wounds could be the difference between a dead GUO and a GUO massacring another squad.
GW clearly either is not aware or does not care that they exist, but they are at least something that can be voluntarily withheld from the game by the player.
If we're going to use casual play as a metric here, then there's no point in having this conversation. There is no such thing as imbalance in casual 40K. Assault units are perfectly useful and balanced in casual 40K. You can voluntarily withhold a Death Star in casual play, you can also voluntarily not consolidate into combat, or turbo-boost onto objectives turn 5, or use data-slates, or spam doom-scythes, or play gunlines, or use any other number of broken mechanics, in casual 40K.
I don't care about casual 40K. I'm talking about competitive 40K, where balance actually matters and you can't just house-rule away things that you don't like about the game like death-stars or melee units pin-balling around the table with consolidation rules.
When discussing "balance", you need to consider the broken mechanics. You can't just hand-wave them away.
So I re-iterate, there are many units that are either very fast or are very durable and the only way to kill them is to whittle them down over multiple turns of shooting. When dealing with those units, yes, there is a world of difference in effectiveness between focusing them down with shooting, and a single unit getting to snap-fire at them before getting crushed under their assaulting boot.
azreal13 wrote: I've lost Greater Daemons and Princes to Overwatch.
I've assaulted a squad of flamers with seekers and taken zero casualties.
No one cares about anecdotes.
Just going to say casual is not balanced in the slightest. Hell, it's more balanced in competitive because at least there you have generally similar armies duking it out. Down here in the casual and/or narrative gaming cycle we have Riptides versus Pyrovores
Automatically Appended Next Post:
Mantle wrote: I was thinking about the unbound list nonsense where people are planning on bringing X amount of riptides and all unit being scoring and had an idea.
What if an unbound list was like the WHF percentages say x% in HQ X% in troops and then X% used on elites fast attack and heavy support! that way people are still taking troops for scoring but could use the last of their points in specialising there force to have more heavy support, fast attack or elites than a usual force.
People could build those iron warrior forces that they have always wanted to play without some WAAC guy pulling out 20 riptides.
I'm going to have to be cynical on this. First of all, that isn't all that unbound. Second of all, if you read what they were saying you'll notice it doesn't work. The Tau player wants to field 4 riptides and tons of broadsides. That's probably a bit more than a certain percentage of the army. That and we can add how Radio, a rather reliable source, said it wasn't a thing.
Honestly, I wonder what sort of horrifically bad dice-rolling luck people have had against overwatch to think that it's anymore than a minor nuisance.
Double-tapping firewarriors are going to kill 3 charging guardsmen on average in overwatch. GUARDSMEN. They don't even get a save. We're not talking about space marines or something, just regular old guardsmen.
I wouldn't bank on overwatch to do gak against anything unless I had a Tau gunline set-up with markerlights to maximize support-fire shenanigans. Otherwise it's borderline useless.
As someone who played a very assault heavy Ork list in 5th, and stopped playing orks in 6th i will tell you the reason my army dosen't work any more.
Removeing casualties from the front.
If your spreading your orks out to their full 2" spaceing to defend from blast weapons, by shooting off the 1st rank of of orks, you effectivly lost 3" of movement from your last movement phase.
(The 1" ork base plus the 2" spaceing.)
Now if your running green tide the problem is even worse, since due to space when deploying you have to make your ranks shorter for space. If you end up rolling "Hammer and Anvil" deployment you bassicly are forced to have only 5 orks per "rank" in the hoard.
So by killing 10 orks, i lose 6" of movement from my hoard. All assault based armies suffer from this lose of movement to some degree or the other, but I think orks are the example of it at it's worse.
Bassicly 6th ed wound allocation punishes you for playing a assault army, and rewards people for playing shooting armies. Stuff like Overwatch on it's own isn't the problem, it's that over watch is takeing the problems with 6th ed wound allocation and makeing them WORSE.
6th then also felt content to take away the few tricks assault armies had to keep competive with shooting armies in 5th, like assaulting out of outflanks and a few other minor details. 6th ed killed the assault army.
I'll agree here. This killed a lot of armies in some way, shape, or form. Overwatch is just the icing on the top.
This message was edited 2 times. Last update was at 2014/05/12 01:15:59
Slayer le boucher wrote: Sooo...basically ennemy can shoot 2 or 3 times per turn, for oly one CC per turn if we follow your opinion?...,
Yes, a unit could potentially shoot twice in a game turn, 3 times if they win combat in the first player turn and then get charged in the second. However, the assault unit gets to fight twice in the game turn, since they fight in both player turns. In most cases, if they charged then they also got a round of shooting before hand. And they get extra movement from charging and from piling in.
...it would be more of an incitive to NOT consolidate towards ennemy units.
If it's currently your turn, then not consolidating into anothe rcombat means you're standing around to be shot at and/or charged on your opponent's next turn.
If its currently your opponent's turn, then not consolidating means you're free to charge next turn and be hit with Overwatch... which would have the exact same effect as if you had consolidated.
So no, it would not be an incentive to not consolidate into another unit. That would almost always be a positive thing for an assault unit if they're intending to continue assaulting rather than running away into cover.
I dunno if you noticed that CC units and armies has much more trouble then straitgh shooting units/armies, why?,
Random charge range, no assaulting from vehicles, and removing casualties from the front.
With the exception of Tau, Overwatch by itself really hasn't hurt assault armies that much... If wound allocation is (as rumoured) being overhauled, and the end result is no longer having to remove the closest model first, I can see assault armies doing just fine again, and being able to consolidate straight into another combat, even with having to face Overwatch, can only help that.
Automatically Appended Next Post:
Lansirill wrote: Honestly, requiring troops to score doesn't seem to be resulting in people taking significant number of troops
That's because there is no real incentive in the current game to play to the mission. Most players from my experience just try to wipe their opponent out, and worry about capturing objectives at the last minute if it's actually necessary.
This message was edited 1 time. Last update was at 2014/05/12 01:20:55
0035/05/12 01:23:06
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
I think it was the random charge range that hurt assault units the most. Followed by the loss of assaulting out of stationary transports.
Other than that I think the balance between close combat and ranged combat is thee closest it has ever been. I believe that it is the other rules that have hindered it's effectiveness.
All the worlds a joke and the people merely punchlines
2014/05/12 01:46:28
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Shooting is almost stupidly OP in 6e and then you factor in all the CC nerfs that wen't along with it, it makes playing CC units un-enjoyable. It absolutely amazes me that players have the gall to say that the ability to consolidate into a new CC is game braking or OP.
Because I remember playing games where I had one effective shooting phase? Because I remember playing games where the game was effectively over on turn 2 or 3 once my assault units got stuck in and I could just consolidate up a line without a care in the world?
What game are you playing that CC consolidation would be OP because it's not 40k. It's a d6 consolidation. Spread out your units.
This was the refrain then. It's not always possible, especially if you're playing a horde army.
CC consolidation is tremendously powerful. You lock your opponent's ability to move, shoot, and use abilities and choose their own assaults, and can potentially have one unit wipe another unit every single assault phase.
It was removed for a very good reason. With the hilarious deathstars that now exist and the speed units have now relative to what they had in 3E and 4E it'd be even worse.
IRON WITHIN, IRON WITHOUT.
New Heavy Gear Log! Also...Grey Knights! The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.
2014/05/12 01:53:43
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Shooting is almost stupidly OP in 6e and then you factor in all the CC nerfs that wen't along with it, it makes playing CC units un-enjoyable. It absolutely amazes me that players have the gall to say that the ability to consolidate into a new CC is game braking or OP.
Because I remember playing games where I had one effective shooting phase? Because I remember playing games where the game was effectively over on turn 2 or 3 once my assault units got stuck in and I could just consolidate up a line without a care in the world?
What game are you playing that CC consolidation would be OP because it's not 40k. It's a d6 consolidation. Spread out your units.
This was the refrain then. It's not always possible, especially if you're playing a horde army.
CC consolidation is tremendously powerful. You lock your opponent's ability to move, shoot, and use abilities and choose their own assaults, and can potentially have one unit wipe another unit every single assault phase.
It was removed for a very good reason. With the hilarious deathstars that now exist and the speed units have now relative to what they had in 3E and 4E it'd be even worse.
3rd turn? That was the last time CC was broken to no end.
And I wouldn't say CC consolidation is powerful. It's still a d6 charge only. That coupled with all the other rules make it questionable at best. Plus, distance your unit 3.5 inches and you have about a 50% chance of them failing at all without even worrying about overwatch.
That said, good gosh the deathstars. There really needs to be a rule to pull them back (and can we get some edits on vehicle damage? I'm sorry but I always found it silly my barely made the charge to the front of a tank blew it up from behind)
StarTrotter wrote: That said, good gosh the deathstars. There really needs to be a rule to pull them back (and can we get some edits on vehicle damage? I'm sorry but I always found it silly my barely made the charge to the front of a tank blew it up from behind)
You didn't blow it up from behind. The idea behind infantry always striking rear armour is they find weak points - open hatches, viewing slits, gun barrels, etc to throw their krak grenades into. So they strike the rear armour, which is always a 40k vehicles weakest value.
2014/05/12 02:10:07
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
StarTrotter wrote: That said, good gosh the deathstars. There really needs to be a rule to pull them back (and can we get some edits on vehicle damage? I'm sorry but I always found it silly my barely made the charge to the front of a tank blew it up from behind)
You didn't blow it up from behind. The idea behind infantry always striking rear armour is they find weak points - open hatches, viewing slits, gun barrels, etc to throw their krak grenades into. So they strike the rear armour, which is always a 40k vehicles weakest value.
Ah, sorry then! I haven't been able to play a game in almost a year thanks to college. Some of that stuff slips eventually.
I find myself agreeing with everything that Vaktathi has said about the advantages of assault. Close combat is absolutely the most deadly thing in 40K. The inability to move or shoot, no cover saves, duking it out during BOTH player turns, and the utter lethality of sweeping advances are all amazing perks for assault units. It's for these reasons that I feel that assault SHOULD be difficult to conduct, because the rewards are so great. I've always felt it should be a way to finish off a squad after softening it up with shooting, because that makes a lot of sense to me.
This is not to say I have no sympathy for the plight of assault armies. I believe the pendulum swung too far in 6th edition, but I still think assault is something which should be difficult for the reasons mentioned above.
2014/05/12 03:02:28
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Seriously think about it, without the nerd rage. Noob comes into the store and has a mix match of models. Though they all equal 1k. Bam! He can play without having to worry about getting a full 2k force. Which admit it, can be very intimidating when entering the hobby. Unbound lists seem to be meant for lower point games. To allow new comers into the hobby a way to play from the get go. I think everything will be alright
2K Daemons Fantasy
2.5K Ogres
3K Flesh Tearers
2K Necrons
2014/05/12 03:03:34
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
creeping-deth87 wrote: I find myself agreeing with everything that Vaktathi has said about the advantages of assault. Close combat is absolutely the most deadly thing in 40K. The inability to move or shoot, no cover saves, duking it out during BOTH player turns, and the utter lethality of sweeping advances are all amazing perks for assault units. It's for these reasons that I feel that assault SHOULD be difficult to conduct, because the rewards are so great. I've always felt it should be a way to finish off a squad after softening it up with shooting, because that makes a lot of sense to me.
This is not to say I have no sympathy for the plight of assault armies. I believe the pendulum swung too far in 6th edition, but I still think assault is something which should be difficult for the reasons mentioned above.
I don't really think it should. then again, I come into this from a Chaos Daemon viewpoint where our shooting is minimal to almost nonexistant. Then again I would rather it be easier to make it into CC but perhaps not have the lethal sweeping advance. At least not as it is now. Odd I know but it's that hard question of how to keep the pendulum at center. At this point it's just not worth fielding most assault units because they can't make it in time to really matter or just get blown back. Sure, they get to duke it out on both turns, but they also risk standing open right in front of the enemy to get blasted, to fail right in the enemie's face, they have to wade through turn upon turn of fire oftentimes before they can even duke it out, even when they finally battle they will often get injured in the process, they often lack any worthwhile shooting or it comes at a drawback to them (shooting before assaulting isn't quite what they say it is), and shooting also ignores cover much more regularly nowadays and it hurts many armies. As per CC units, I guess you could say the randomness is the cover save an entire deny the witch
As per sweeping, it's a bit less efficient than one would say. Considering how common fearless and ATSKNF is with high leaderships elsewhere, it's not quite that simple. At the same time it's humorous that armies with this are perhaps better for CC armies to fight because it means they are more likely to not have to worry about being shot to bits in the enemy turn whilst Tau or IG being swept is quite often far more inconvenient for the assault army.
This message was edited 1 time. Last update was at 2014/05/12 03:05:07
jspyd3rx wrote: Seriously think about it, without the nerd rage. Noob comes into the store and has a mix match of models. Though they all equal 1k. Bam! He can play without having to worry about getting a full 2k force. Which admit it, can be very intimidating when entering the hobby. Unbound lists seem to be meant for lower point games. To allow new comers into the hobby a way to play from the get go. I think everything will be alright
New comers can game from the get go currently.
If someone is daunted by the fact that they need an HQ and two troops for a legal army, maybe tabletop gaming isn't for them.
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2014/05/12 04:28:31
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Blacksails wrote: If someone is daunted by the fact that they need an HQ and two troops for a legal army, maybe tabletop gaming isn't for them.
But let's be honest, who is playing games with only the mandatory HQ and troops? That's what, a 500 point game, when most people play 1500-2000 points? Realistically you need the mandatory minimums and a few other units. The unbound rule would seem to remove this obstacle and allow you to play those three formerly-mandatory units and then throw in some stuff from the rest of your collection to meet the normal point limits. It definitely removes a barrier to entry for new players, the problem is that it does so in a way that encourages overpowered lists for everyone else.
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2014/05/12 04:32:11
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Blacksails wrote: If someone is daunted by the fact that they need an HQ and two troops for a legal army, maybe tabletop gaming isn't for them.
But let's be honest, who is playing games with only the mandatory HQ and troops? That's what, a 500 point game, when most people play 1500-2000 points? Realistically you need the mandatory minimums and a few other units. The unbound rule would seem to remove this obstacle and allow you to play those three formerly-mandatory units and then throw in some stuff from the rest of your collection to meet the normal point limits. It definitely removes a barrier to entry for new players, the problem is that it does so in a way that encourages overpowered lists for everyone else.
Right, but going off the example I was responding to, if a player bought 1000pts of 40k without doing any research to ensure that 1000pts contained the minimum HQ and troops, that's not the game's fault. I'd also hardly call that a barrier to entry any more than GW's pricing model is regardless of what selections are mandatory and what aren't.
Regardless, Unbound is hardly the solution to anything.
Automatically Appended Next Post:
gigasnail wrote: They really should have pushed the killteams rules for that.
Also this.
That would be a solid way to introduce people in a cheap, effective manner that rules out some of the more lesser balanced issues of the game.
This message was edited 1 time. Last update was at 2014/05/12 04:35:03
Mordian Iron Guard - Major Overhaul in Progress
+Spaceship Gaming Enthusiast+
Live near Halifax, NS? Ask me about our group, the Ordo Haligonias!
2014/05/12 04:36:49
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Blacksails wrote: If someone is daunted by the fact that they need an HQ and two troops for a legal army, maybe tabletop gaming isn't for them.
But let's be honest, who is playing games with only the mandatory HQ and troops? That's what, a 500 point game, when most people play 1500-2000 points? Realistically you need the mandatory minimums and a few other units. The unbound rule would seem to remove this obstacle and allow you to play those three formerly-mandatory units and then throw in some stuff from the rest of your collection to meet the normal point limits. It definitely removes a barrier to entry for new players, the problem is that it does so in a way that encourages overpowered lists for everyone else.
Right, but going off the example I was responding to, if a player bought 1000pts of 40k without doing any research to ensure that 1000pts contained the minimum HQ and troops, that's not the game's fault. I'd also hardly call that a barrier to entry any more than GW's pricing model is regardless of what selections are mandatory and what aren't.
Regardless, Unbound is hardly the solution to anything.
Automatically Appended Next Post:
gigasnail wrote: They really should have pushed the killteams rules for that.
Also this.
That would be a solid way to introduce people in a cheap, effective manner that rules out some of the more lesser balanced issues of the game.
Its a solution to unbind wallets.
To bad its a gakky idea and no one currently enjoys playing janky bs armies, I don't see how making it jankier and bullshitier is going to suddenly make people line up to face off against 10 riptides at 1850.
This message was edited 1 time. Last update was at 2014/05/12 04:37:15
Rick Priestley said it best:
Bryan always said that if the studio ever had to mix with the manufacturing and sales part of the business it would destroy the studio. And I have to say – he wasn’t wrong there! The modern studio isn’t a studio in the same way; it isn’t a collection of artists and creatives sharing ideas and driving each other on. It’s become the promotions department of a toy company – things move on!
2014/05/12 04:51:52
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Blacksails wrote: Right, but going off the example I was responding to, if a player bought 1000pts of 40k without doing any research to ensure that 1000pts contained the minimum HQ and troops, that's not the game's fault. I'd also hardly call that a barrier to entry any more than GW's pricing model is regardless of what selections are mandatory and what aren't.
But that's not what I said. The newbie has the minimum troops and HQ, they just don't have enough other stuff to play a single-codex army at 1500-2000 points. Let's say the newbie gets a tactical squad, and then gets some cheap stuff from a friend who is cleaning out their unused stuff: another tactical squad, a captain, a crisis suit, a LRBT, a couple squads of starter set orks, etc. They can use the two tactical squads and the captain to make a legal army, but it won't be enough points to play a real game with anyone and so there's no point in showing up to 40k night until they buy a lot more space marine stuff. And of course none of the other stuff makes a complete 1500-2000 point army either. With an unbound army. on the other hand, they can take the whole pile of stuff at once and have 1500-2000 points, even if it's a very poorly optimized 1500-2000 points. Now instead of being stuck with a useless 500 point "army" until they invest another $500 they can start playing right away.
gigasnail wrote: They really should have pushed the killteams rules for that.
Also this.
That would be a solid way to introduce people in a cheap, effective manner that rules out some of the more lesser balanced issues of the game.
Killteams is great, but it's not really the same game. You can't just show up to 40k night and expect to find someone interested in playing it, since they've probably brought their standard army to play a normal 1500-2000 point game.
This message was edited 1 time. Last update was at 2014/05/12 04:53:19
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2014/05/12 05:00:45
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Yeah, I refuse to believe someone spent money on 1,000 points worth of models, and not only never bought the requisite troops and HQ choices, but is now so daunted by the thought of spending another $50-70 to get them that the hobby is now ruined for them. Not to mention that I don't think GW really cares if you buy that much product and then never play the game or buy another model again...after that first big sale, the 1,000 points that player already bought, you're dead to them, and it doesn't matter if you spend another penny because they got all they ever planned on getting from you. Churn and burn, it's what makes GW's financial reports look so good!
So no, I don't think unbound is designed to be "noob friendly"...if the prospect of building a "traditional" army is intimidating then how is building an army of $85-$140 robots any different? Or $60 tanks? Or $80 flyers? If you want something noob-friendly that lets you play with whatever you have, then putting Kill Team back into the core rules would have been a more logical choice. All you have to do is paint one, maybe two squads of guys and you can start playing games of 40k even if you're missing units. But then they wouldn't sell as many of those big, expensive tanks and robots now, would they?
And while I was typing my post I was beaten to the punch, lol. But yeah...
Blacksails wrote: Right, but going off the example I was responding to, if a player bought 1000pts of 40k without doing any research to ensure that 1000pts contained the minimum HQ and troops, that's not the game's fault. I'd also hardly call that a barrier to entry any more than GW's pricing model is regardless of what selections are mandatory and what aren't.
But that's not what I said. The newbie has the minimum troops and HQ, they just don't have enough other stuff to play a single-codex army at 1500-2000 points. Let's say the newbie gets a tactical squad, and then gets some cheap stuff from a friend who is cleaning out their unused stuff: another tactical squad, a captain, a crisis suit, a LRBT, a couple squads of starter set orks, etc. They can use the two tactical squads and the captain to make a legal army, but it won't be enough points to play a real game with anyone and so there's no point in showing up to 40k night until they buy a lot more space marine stuff. And of course none of the other stuff makes a complete 1500-2000 point army either. With an unbound army. on the other hand, they can take the whole pile of stuff at once and have 1500-2000 points, even if it's a very poorly optimized 1500-2000 points. Now instead of being stuck with a useless 500 point "army" until they invest another $500 they can start playing right away.
Do we know if unbound really lets you play literally anything, like a giant blob of crap from half a dozen different books? I was under the assumption you still used a parent codex and maybe a supplement or allies like normal, but just didn't have an FOC to obey.
This message was edited 2 times. Last update was at 2014/05/12 05:07:28
Desubot wrote: Why isnt Slut Wars: The Sexpocalypse a real game dammit.
"It's easier to change the rules than to get good at the game."
2014/05/12 05:13:20
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Peregrine wrote: Let's say the newbie gets a tactical squad, and then gets some cheap stuff from a friend who is cleaning out their unused stuff: another tactical squad, a captain, a crisis suit, a LRBT, a couple squads of starter set orks, etc. They can use the two tactical squads and the captain to make a legal army, but it won't be enough points to play a real game with anyone and so there's no point in showing up to 40k night until they buy a lot more space marine stuff.
Two tactical squads and a captain is plenty of stuff to get in a game for a beginner without bogging them down in special rules.
But even ignoring that, yes, if you buy a whole bunch of unrelated stuff you don't wind up with a playable army. Just liek if I buy a whole bunch of assorted car parts off eBay, I probably won't wind up with a functional car. I'm not really seeing a problem that needs fixing there.
You can't just show up to 40k night and expect to find someone interested in playing it, since they've probably brought their standard army to play a normal 1500-2000 point game.
If someone has a 1500 point army with them, it's not difficult for them to throw together 500 points from what they have to give the new guy a go. I've done that before, on occasion.
2014/05/12 05:21:02
Subject: Re:40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Sidstyler wrote: Yeah, I refuse to believe someone spent money on 1,000 points worth of models, and not only never bought the requisite troops and HQ choices, but is now so daunted by the thought of spending another $50-70 to get them that the hobby is now ruined for them.
The issue isn't the cost of the troops + HQ, it's the cost of getting a 1500-2000 point army to play normal games. Unbound is a huge help to newer players who can only make a 1500-2000 point army by throwing a bunch of random stuff together.
if the prospect of building a "traditional" army is intimidating then how is building an army of $85-$140 robots any different? Or $60 tanks? Or $80 flyers?
Because new players often either switch quickly between impulse-buy "armies" before settling on what they really want to play and accumulate a bunch of random units, or buy an entire collection of random stuff cheaply on ebay or from a friend.
If you want something noob-friendly that lets you play with whatever you have, then putting Kill Team back into the core rules would have been a more logical choice. All you have to do is paint one, maybe two squads of guys and you can start playing games of 40k even if you're missing units.
But, as I said, kill team is only great if other people want to play kill team instead of normal games.
Do we know if unbound really lets you play literally anything, like a giant blob of crap from half a dozen different books? I was under the assumption you still used a parent codex and maybe a supplement or allies like normal, but just didn't have an FOC to obey.
It seems to be "take whatever you want, within the rules of the allies matrix". So if you're willing to put up with AoC and desperate allies you'll probably be able to bring pretty much anything you want, unless the allies matrix gets some major changes.
This message was edited 1 time. Last update was at 2014/05/12 05:25:55
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2014/05/12 05:22:22
Subject: Re:40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
In my opinion GW's new box design doesn't do anyone any favors as far as that goes. It's not so easy to tell at a glance anymore what belongs to what army when everything has the same black box design, unlike when everything had a themed background tying the products in a line together.
In some cases it's obvious, like those Tyranid warriors and Tempestus Scions probably don't go together, but the Scions and Space Marines? If you're a new player it might be confusing, and I doubt GW staff, who are all desperate to make any sale they can because GW will fire them in a month if they don't hit their goal, are going to go through any hoops to correct the budding player's mistake.
Sidstyler wrote: Yeah, I refuse to believe someone spent money on 1,000 points worth of models, and not only never bought the requisite troops and HQ choices, but is now so daunted by the thought of spending another $50-70 to get them that the hobby is now ruined for them.
Sigh. Would you please read my post before commenting on it?
I finished typing mine after you posted yours. Sorry.
This message was edited 1 time. Last update was at 2014/05/12 05:23:29
Desubot wrote: Why isnt Slut Wars: The Sexpocalypse a real game dammit.
"It's easier to change the rules than to get good at the game."
2014/05/12 05:25:06
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
insaniak wrote: Two tactical squads and a captain is plenty of stuff to get in a game for a beginner without bogging them down in special rules.
Sure, for one teaching game. Now how many "captain and tactical squads" games do you think the newbie is going to get when they keep coming back every week with the same models? A stripped-down teaching game is fine for a player's first game, but there's a long period where the new player knows the rules and wants to play real games but doesn't necessarily have a full single-codex army.
But even ignoring that, yes, if you buy a whole bunch of unrelated stuff you don't wind up with a playable army. Just liek if I buy a whole bunch of assorted car parts off eBay, I probably won't wind up with a functional car. I'm not really seeing a problem that needs fixing there.
The problem is that's often how new players get into the game. Someone they know sells them a bunch of random stuff they aren't using anymore in exchange for beer money, they start the game and someone they know says "hey, I remember that, want my old models", etc. Even just being able to use both halves of the two-player starter set at once is a big help.
If someone has a 1500 point army with them, it's not difficult for them to throw together 500 points from what they have to give the new guy a go. I've done that before, on occasion.
Yes, but that assumes that they want to play a 500 point game. If I've brought my tank-heavy IG to play a normal game then I don't have any interest in playing a 500 point game with whatever random guardsmen I can scavenge out of my boxes. The newbie is either going to have a full army available (which unbound makes a lot easier), or they're going to sit and watch while I play someone else.
Automatically Appended Next Post:
Sidstyler wrote: I finished typing mine after you posted yours. Sorry.
Post edited to remove the comment then.
This message was edited 1 time. Last update was at 2014/05/12 05:25:44
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices.
2014/05/12 05:30:00
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
Peregrine wrote: Sure, for one teaching game. Now how many "captain and tactical squads" games do you think the newbie is going to get when they keep coming back every week with the same models? A stripped-down teaching game is fine for a player's first game, but there's a long period where the new player knows the rules and wants to play real games but doesn't necessarily have a full single-codex army.
Well, there's a long period if they're not buying more stuff to put into their army...
The problem is that's often how new players get into the game. Someone they know sells them a bunch of random stuff they aren't using anymore in exchange for beer money, they start the game and someone they know says "hey, I remember that, want my old models", etc. Even just being able to use both halves of the two-player starter set at once is a big help.
As is buying stuff that actually makes a coherent army. Again, not seeing a problem here.
Yes, but that assumes that they want to play a 500 point game. If I've brought my tank-heavy IG to play a normal game then I don't have any interest in playing a 500 point game with whatever random guardsmen I can scavenge out of my boxes. The newbie is either going to have a full army available (which unbound makes a lot easier), or they're going to sit and watch while I play someone else.
...or they're going to play against someone else who is willing to throw a force together. Or they're going to play a team game with a more experienced player. Or they're going to talk about army design and tactics, or painting, or Star Wars, or whatever with other guys, and then go home and feel more inspired to work on their army.
Can you imagine a world without hypothetical situations?
2014/05/12 05:55:10
Subject: 40k 7th Edition release 24th may (may 17th pre-order) confirmed - new WD info added in OP 5/8
"Unbound" as presented in WD is not a bad thing because it lets a player assemble a scratch force for informal games. People have always done that sort of thing without GW's justification.
It is a bad thing because it implicitly allows and encourages players to assemble a scratch force for formal games against "Bound" armies.
The "rule" may tend to institutionalise the same kind of divide as exists between painted army and un-painted army players, which in part arose from the Ard Boyz tournament rules.
This message was edited 1 time. Last update was at 2014/05/12 05:55:41
Just saw that GW put a video on their website that informs about the new edition, especially about the new ways to build your force.
Did GW informed us about a release which is not even on preorder yet? A strange world indeed.
2014/05/12 08:48:14
Subject: Re:40k 7th Edition release 24th may (may 17th pre-order) confirmed - new rumors added in OP 5/11