| | #11 (permalink) | ||
| Senior Member ![]() Join Date: Aug 2006 Location: Durham, NC Age: 24
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So first, there are some things here that are assumed that I feel shouldn't be, my comments are in red. Quote:
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Now, so I'm not just griping, my own opinions. In 40k there have been two significant changes. One was the jump from 2nd to 3rd Ed. These cosmetically changed the game. Battles were still about killing the most units, and getting the most V/Ps, but the mechanics were completely redone. This marked 40k's break from fantasy. The details have already been discussed. The second change was with 5th Ed. Cosmetically the game stayed the same, strategically, it is an entirely different game. Units are no longer valued by their numerical cost, troops have a significantly different roll, and the game itself just has a new approach. Fantasy evolved more gradually in the first through 4th editions. I couldn't actually tell the different between 3rd and 4th, though I assume there were changes. The only major jump was 4th to 5th. "Herohammer" was put to an end, the army composition changed, and magic was overhauled. This changed how armies as a whole performed. While many consider fantasy "fixed" there are still issues the magic phase and rules like "fear" from what I understand. 40k has seen significant changes due to the complexity of the game. Fantasy has a long historical record to draw off of for creating tactical play. Large blocks of units are also easier to balance. 40k is much more challenging. There are a lot more variables to consider. | ||
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| | #12 (permalink) |
| EVEN MORE DAKKA! Join Date: Jan 2007 Location: Da WAAAGH! Rok Age: 23
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Having gotten into both games a fair amount during the more current iterations (40k just after 4th edition and fantasy just after 7th edition), I didn't know much about how the earlier editions were until I sat down and looked at some friends' older books. I have to agree mostly with what's been said so far in that both games seemed to come up from a narrative style rpg with minis to a miniature wargame. The idea of the hero as the avatar of the player on the battlefield mentioned in a few codexes or army books is the only real vestige of that mindset left, although I guess arguments could be made for other little things, but I digress... As far as why fantasy is more "stable" than 40k, I have to make one point that hasn't been said so far. That is, ever since 40k was based on fantasy rules the game designers have been trying to change it from "fantasy in space" to a rule set that looks more unique and less like a rehash... or appeals more to 12 year old marine players, take your pick ![]() This may be, dependent on your view, a good or bad thing, but it's not what we're trying to get at in this thread. I think GW wants to have 2 different wargames based on the same original set of rules rather than one game with 2 settings. Thus, we see a fantasy that is staying where it has been, which works very well. And we see a 40k that is struggling to figure out what it's doing/what it's becoming/where it's going. 5th edition in some ways has swapped out some of the rules that were distancing 40k from fantasy for ones more reminiscent of fantasy rules and replaced some of the holdovers that kept it close with rules that move in a different way. What I'm getting at, I guess, is that GW is trying to diverge 40k from its fantasy roots but is having trouble figuring out how to get away from a successful and fairly stable rule set without breaking the game.
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| | #13 (permalink) | |
| Member Join Date: Jun 2008 Age: 23
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Are you talking about some armies ability to get 10-20 power dice in a magic phase? Thats not a flaw with the rules its how the army book is written. If thats not it could you elaborate please? And in regards to fear, the rule is working fine, the big problem is that there are armies out there which all units cause it and are also immune to it and many believe that the Fear causing and ItP hasnt been appropriately costed into some units/armies. | |
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| | #14 (permalink) |
| LO Zealot ![]() Join Date: May 2005 Location: inside your head
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See, the trouble with people saying "40K is too much like fantasy, it needs a fix" is that GW doesn't see what fantasy truly is. Fantasy also serves as a well-balanced background to unit based warfare. If anyone here plays RPGs, there's a book in existence called "D20" and it's not it's own game, but a list of ideas and formulas and tables so that you can take the same concepts from DnD, Vampire, WW Games, Shadowrun, etc. and create a system of your own. Fantasy has- at it's very core- the "d20 book" of wargaming. 40K would do better to become more like fantasy, adding to it's complexity, and rebalancing itself. By pandering to simpler players (not saying that all 40K players are simple, but rather, that 40K is a simpler game), and "streamlining" the rules, 40K is removing it's ability to be anything more than just another miniatures game. I would start taking steps back, treating tanks like units instead of rolling death, and adding in more psychology, and correcting alot of the balance issues throughout the game. People have already done it, several times. I don't need to rehash MacMoss's work here, or anyone elses for that matter.
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| | #15 (permalink) | ||||||
| Executioner of Khorne Join Date: Sep 2007 Location: Ipswich, uk Age: 25
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| | #16 (permalink) |
| LO Zealot ![]() Join Date: May 2005 Location: inside your head
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While you gave MY argument to every one of those "devil's advocate" points, I do hope you realize that I was putting them up so that people hear some of the stuff that alot of others don't like about WHFB. And please, I hope that you're being sarcastic about me being a 40K player. I play 7 fantasy armies compared to my piddly 1 40K army, build for our fantasy team, and any look around the forums will show that i tend to stay near the WHFB sections and only venture into 40ks fluff section.
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| | #17 (permalink) |
| Senior Member Join Date: Nov 2006
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HI , I would like to post some responces, if I may. Dr Paris. I am aware that WH had a different magic system ,(I stated this,) but the rest of the changes didnt have a massive impact how the game played.The basic game mechanics, game turn, to hit , to wound , to save, movment , charging etc remained unchgaged. GW just made the game more streamlined and easier to use. Ok the army composition and reduction of characters power altered the 'meta game', but the core game has lots of slow improvements over 25 years. Are you aware of the other game mechanics that could be used for 40k? (SST, At 43, Stargrunt II, Warzone,No limits , 3050 etc all have some great intuitive alternatives to 40ks.) CaptainSarathai. WH got the right game mechanics from the start , so it was just a case of refining the game. 40k borrowed the 'WH game mechanics' due to marketing reasons originaly. The 40k game has out grown them. 40k need its own rule set and game mechanics as it is NO LONGER WH in SPACE,(with lotza gunz..) When this is sorted then the game can develop and get the level of depth WH has , without uncisary complication. So similar depth of game play but with DIFFERENT, more appropriate, game mechanics and rules. Is everybody clear on what game mechanics are? TTFN Lanrak. |
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| | #19 (permalink) |
| LO Zealot ![]() Join Date: May 2005 Location: inside your head
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Rep to VCFTW for taking one on the chin, and making me laugh by giving the only correct answer in the whole dang post! FANTASY "FTW"!!
__________________ total W/ D /L with all armies ----38/ 6 /13----- Do YOU need a list? Click HERE for LO's very own Army Builder! |
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| | #20 (permalink) |
| Pedantic Englishman ![]() Join Date: Sep 2005 Location: Nottingham, England Age: 18
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Alright, alright. I'll agree, Fantasy ftw. BUT- only because the only army cooler than Space Wolves is in WHFB. Cult of Ulric! Yaaar for the God of War, Wolves and Winter.
__________________ Zemaphore- I believe it is in [Games Workshop's] mission statement for 2009: a Global Miniatures Thought Police. The Glomintpo. |
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