| | #21 (permalink) | ||||
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| | #22 (permalink) |
| LO Zealot ![]() Join Date: Nov 2007 Location: Freehold, NJ
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Changing your warcaster is indeed significant, at least more significant than any individual unit in 40k (except perhaps the monolith), but calling that 'changing your army as a whole' is a stretch. Ultimately, the rest of your units stay the same. This wouldn't matter if your army focused completely around your warcaster, but in most cases your jacks/beasts are just as important, and if you keep using the same ones, only with different warcasters, your army isn't going to be that much different. Ultimately, your overall strategy will most likely be exactly same, the only difference being the specific abilities you use, and how you position your troops. Think of it this way: take Magic the Gathering. Imagine if all cards besides land were uncommon. In other words, imagine if every magic card cost about a dollar. It wouldn't make it any less a complex or deep game, but your options would be far more limited, because when you settled on a specific deck, you would be more or less stuck with it. To stretch the analogy further, does anyone remember 'Weatherlight'? Did I just show my age? *Sigh* Anyway, there was an expansion for Magic the Gathering that included 'characters' to go with each deck. Each character had a different starting hand size, health, and special power. That's what Warmachine reminds me of. You get more or less a single magic deck, and the characters change some of your abilities and rules. Ultimately, it's the same deck though, and expanding is expensive. It doesn't mean it's a bad game, in fact it's a very fun game, but it's inherently more limited that 40k, at least in regards to changing and customizing your army. It more than makes up for it, however, with options during the game. In 40k, all you can really do is move, shoot, assault, and perhaps use a power, but those are rare. Again, it comes down to what you prefer.
__________________ MAD DOC'S MASH (ORK 40K) W/D/L: 33-10-11 "Any job worth doing, is worth doing with robotic lobster claws." |
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| | #23 (permalink) |
| Senior Member Join Date: Feb 2006 Location: bakersfield Age: 24
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Warmachine/Hordes is easier to learn, and harder to master, than 40k. The WM/Hordes games expect that you are creative in your unit choices and application. 40k is attrition with marginal amounts of tactics by comparison. I will concede that the list building strategies of 40k go beyond that of WM/Hordes. Another very relevant factor to war games in general; their dice and how they treat us. In WM/Hordes you work with dice results as cumulative, in 40k dice are individual results. I roll dice poorly. It's been the downfall of countless tournament games, neither system is more forgiving for me. I still expect that most players prefer the weight of 2 or 3 dice towards expectations of average over single a dice. In game depth is hard to really compare other than to say 40k is a game of attrition, WM/Hordes plays out like you want it to. just my 2 cents |
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| | #24 (permalink) |
| Inquisitorial Aspirant ![]() Join Date: Mar 2006 Location: Bakersfield, CA
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To a certain extent, I agree with Purple40k (whose name should now be PurpleWM or PurpleHDs.) As for the customizability factor in WH40k. Bull. Have you guys read the Ork, Chaos, Deamons, Eldar, and previewed the new Space Marine Codexs. To get the most out of your armies to practically are obligated to take named characters. Want to play a Crimson Fist army with fluffy rules and something to distinguish them from oddly painted ultramarines, better take their captain. Give it a year and Gameworkshop will make it less customizable than WM (this was the point that first got me to try WM.) Plus, Space Marine characters are losing options with each chapter codex (look at HQs in Blood Angels and Dark Angels.) As for the cards, I love them. Now I don't have to deal with army lists and token markers for effects and damage. I just bring the cards I need and mark them (in protective sleeves of course) as neccessary. Anybody wants to see your army list, hand them the deck and have them add it up if they doubt your math.
__________________ 'An open mind is like a fortress with its walls unguarded and its gates wide open' -Blood Ravens Last edited by librisrouge; July 10th, 2008 at 04:55.. |
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| | #25 (permalink) |
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Honestly, to me, Warmachine/Hordes are basically a 3D trading card game (TCG), kinda similar to the WoW TCG. You make your deck (or if you like to call it an army) base on the hero you choose (or you could call it Warcaster/Warlock), then you add in the cards that will compliment the theme of your deck. Instead of having to draw cards and lay down resources every turn, you get a certain amount of focus to act as mana/resources. I can see alot of people who plays Privateer Press games would also enjoy TCGs.
__________________ Anima Tactics - try it out! |
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| | #26 (permalink) |
| Attention duelists! ![]() Join Date: Aug 2005 Location: Eskisltuna, Sweden Age: 19
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It is a moot point IMO, since it asumes that the cards are the main focus of the game, which we all know ain't true. It is all about the models g'damnit! If 40k was supplied with reference cards, would it also be a "3D TCG"? What about Confrontation or AT-43? I don't think so.
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| | #27 (permalink) |
| Ahhhhh.... ![]() |
TCG is all about combo-ling with different cards, that's why they take certain cards for their deck. Warmachine? Almost every unit has a feature that boosts the ability of another certain unit. I play Menoth so I can only recall the names of the units in this army -- Choirs, what would they do in armies without Warjacks? etc. etc., I could name you a whole bunch more. TCG has max limit on each cards taken -- ex. 4 cards max of the same card in MTG and WoW. Warmachine? Most unit has a max allowence of 2.. if not just single. TCG is about resource control. Warmachine? Focus points, and the assigning Focus phase before anything else. You need that Focus to move a Warjack and it isnt anything different than tapping a land in magic. "some" TCG is about Heroes, ex. World of Warcraft TCG. Hero dies, game over. Warmachine? Warcaster, if he/she dies, the game is pretty much over unless you dont use Warjacks. Now if Warhammer is supplied with Reference Cards, would it turn into a TCG? I think not, because it doesnt have any of the above key TCG playstyle. Surely, Warmachine is a game that utilise dice and some luck in rolling them, but that still doesnt deviat from the fact that it is evolved from a 2D card game into a 3D miniature TCG. I think your argument of turning Warhammer into a TCG by mere publishing of a Ref. Cards is indeed a moot point.
__________________ Anima Tactics - try it out! |
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| | #28 (permalink) |
| Senior Member Join Date: Feb 2006 Location: bakersfield Age: 24
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Neko, you have a very interesting version of TCG. I think you fail to remember one of most basic aspects of a card game in the vein of WoW-TCG/MTG/Lot5R; the random factor in collect ability which is for many one of the greatest draws to that sort of system. In TCGs when a new player, that is terrible, is handed an excellent deck he/she will win. This is very much the case in Warhammer 40k, in WM/HDs seldom is this the case. The nature of a TCG combo is very linear; once A takes effect B takes effect and C..... It's like counting. The simplest of special actions, charging in any table top game requires a player to guess/approximate distance as well as use tertiary player created settings to achieve desired results. TCG combos require a number of cards and understanding of game rules. So yes, to your description of 3D card combos if it seems to still apply. I do not understand how a game where your resources are limited to what you have drawn from the top of your deck(s) is comparable to a game in which you set miniatures on a table. A card has an effect, be it a lasting one (for example; warrior, equipment, domain, land etc) or short lived one(spell, instant, interrupt) the card does not allow for itself to operate outside of it's script. A model for example, may move less than it's relevant movement score. The difference is not in rules but, it is in player aptitude/choice. I would say that if you still believe WM/HORDES is a 3D TCG you should have very little left in way of argument against also calling Warhammer 40k a 3D TCG, aside from the reference cards=). Menoths gimmick is the knot, weaving units and models together to form a tight group of supportive army elements. So, maybe you are coming from a Menite perspective there Neko? Pretty durn positive I'm done with the TCGs, and sure that calling PP wargames 3d card games aint right. |
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| | #29 (permalink) | |||||||
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My Apology!
__________________ Anima Tactics - try it out! | |||||||
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| | #30 (permalink) |
| Attention duelists! ![]() Join Date: Aug 2005 Location: Eskisltuna, Sweden Age: 19
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Don't call me something I'm not. "Fanboy" is an insult to many on the Internet. I just don't see the resemblence to a card game. Of course, I have no interest in card games, neither have I ever played too many of them. I just think comparing a collectible card game with a hobby wierd...
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