(04-02-2010 01:18 PM)Seleucus Wrote: [ -> ]Aah, buy listening to the likes of us wont fill the coffers!
They need to find ways to bring in/keep the youngsters and prize open parents' wallets (after all, that's what they are in business for these days) rather than provide a game system that suits veteran players who are not going to splash out the dosh on new armies!
Cynical? Maybe, but GW is no longer a gaming club, but an out and out multinational corporation who's primary function is to make the maximum profit, so any game changes will be with this in mind.
Sad, but understandable.
Yeah, WotC did the same thing to D&D with the release of 4E. I wish I could say I'm surprised Warhammer players stick to the game despite adverse rules changes, but GW keeps 'em current by making the tournaments require the latest version of the rules. What does surprise me, though, is that people will continue to shell out absurd amounts of money for a product they don't like very much, and that a mediocre-to-bad game is a better business model than a opposed to a high-quality, thoroughly playtested, and player-approved game. It strikes me that they're simply failing to take into account the Internet and what can be done with it in this revision.
(04-01-2010 07:57 PM)Vaz Wrote: [ -> ]Quote:All Cavalry will now cause impact hits making them much more deadly (they need to be with the fight in two ranks thing) again this makes sense given the overall theme of speeding up combat.
This I've playtested for some time. Personal experience has told me that a single hit at base strength does more damage than an additional attack at a higher strength. This will be getting abused - more so with Khornate Chaos Knights, Saurus Cavalry, Dark Elf COK, Juggernauts and the rumoured Rhinox Cavalry lying around.
I fear that it spells the beginning of the end for our beloved and iconic
pike blocs... since now heavy horsemen will be plowing into them with abandon, counting on their impact hits to tip the scales of combat resolution in their favour.
Only solution I can see is simply build bigger blocs - a 6x6 unit with command trio and magic banner should do for now.
Just means a larger investment in points that will be claimed as VPs by our opponent
What is interesting is that many, many D&D players are now totally reverted to 3rd ed.
But they still bought all the 4th ed core books. (more fool them)
(04-07-2010 10:47 AM)Uryens de Crux Wrote: [ -> ]What is interesting is that many, many D&D players are now totally reverted to 3rd ed.
But they still bought all the 4th ed core books. (more fool them)
Speak for yourself. This guy saw 4ED coming and wanted no part of it. Matter of fact, WotC hasn't gotten a dime from me since the release of 4E.
... They did get a few hundred outta me beforehand, though. Stoopid nerd compulsion to get everything available. >>
But, like I said, it's because they just made a new game and slapped the D&D label on it. The game doesn't even
feel like D&D anymore, so a lot of us cats who started playing before the release of 3E/4E got real turned off by a game that feels more like a computer game transcribed on paper than our old tabletop RPG. Too much change for the sake of cash turns players off. Sure, you'll go on making money 'cause people will update for tournaments and suchlike, but I don't see how rearranging the game so much that it starts losing players is a good plan.
I just think it would be groovy if GW could learn that lesson.
Hell I checked out of D&D at 3rd. Bought the three Core books and then when pulled the 3.5 revision I had enough. Back to playing 2e now.
I have the 3E PHB, and that's where I stopped.

Last time I played AD&D it was the mid 80s - no idea what the edition was
(04-08-2010 06:37 PM)Border Reiver Wrote: [ -> ]Last time I played AD&D it was the mid 80s - no idea what the edition was
The good one.
Er, I mean, AD&D. They call it 2E, now.
play Hackmaster, much more fun

I like the fact that we well me see more diverse unit sizes because of the horde and stubborn rule. Deeper units stay longer, while wider units get more attacks. Combining the two is expensive if its one unit, so you need to mix and match. It will become viable to make big ogre units because the second rank fights with 3 attacks. It will become viable to play offensive with dwarfs because of the 2d6 charge range.
What I found irritating about 7th was the dullness of being I charged by a foe, loose my whole front rank and not able to fight back, and see my unit be run over. Or seeing my eagerness of picking a fight being flattened by a flee reaction and being charged in return. Now a whole other dynamic is in store with 8th and I like the prospects of it being more bloody. Maybe more is up to the dice then I have liked, but I have to play a game or two to decide if I find that a bad thing.
Right now I think Dogs of War could perform well. Magic is more unstable, so less relied upon by our opponents is my guess. Ogres and dwarfs got better, Long Drong slayer pirates shooting in two ranks and being faster chargers. Fighting is now on initiative, but our ASF pikes remain and with enough ranks can hold out better now and bring in loads of attacks. The diversity of a Dogs of War army will truly make it shine now. We can fight on more equal terms now, is my guess.