DEPRECATED - please use the Facebook Group.
March 22, 2013
March 6, 2013
March 6, 2013
March 6, 2013
I do not usually post but Juck and I played a trial game at GW yesterday. Also downloaded all the rules and all the new stats.
Warhammer Fantasy is officially dead. This is a very different gaming mechanic. Not to say it does not work though. But perhaps very simplistic. From what I can tell good for very quick smallish size games but don't know how it will work for larger games.
Overall I think for adult players, (we are sort of adults) too much strategy has been devolved. But for GW I think it will be a marketing success of great looking models that are very expensive to be brought up by kids with rich parents. The flip side is that older Fantasy enthusiasts will probably stop playing or stay with 8th. But I think GW have fully accounted for this future of new players not the people who already have several armies.
As for the current 8th campaign we are all playing, I think stay with the 8th rules as the 9th can not really compare. I say this even though my Brets are on a more level footing with other armies in 9th.
I think all play some 9th trial games, but it is built for smaller armies with lots more scenery required. It is like someone at GW management said to make fantasy like 40k with a simplistic 'Blood Bowl' rules system. The thing is Blood Bowl is 11 models per side with a fixed board and lots of tactical situations that just keeps on giving where through good tactical play you can increase the favor of the dice in both fighting and ball play. I can see 9th WH getting boring very fast. Also the difference of 40K and Fantasy is why I like playing both.
Some of the possible bad things: There is no points system or rules on who you can side with. So just bring Nagash, a couple of dragons and some new Sigmarmarines because you want to win; right kids!!!!
no real options with unit load outs or character load outs. So for example a Brets Palladin will always be the same.
Due to no blocks of units with actual ranks the movement tactics are gone. No flanking or wheeling. Just charge off at 360 degrees.
Due to no real magic phase or lots of spell options the magical tactics are gone.
No one can miscast and cannons/war machines do not misfire, (unless you are Skaven).
To hit and to wound is now fixed. So you hit and wound a goblin the same as you would a Blood Thirster. The difference is that the later will have a better save and lots more wounds. But means no tactics on who you combat against. If against something better, you will loose unless very lucky dice rolls.
You will need lots of wound counters. Lots of wounds on all but basic foot troops as armor is shit.
Due to movement tactics gone and points system gone the player who brings the biggest and hardest stuff will win unless really unlucky dice rolls. As your armies will all shoot a bit, (and I mean a bit, as ballistic distance has decreased), cast a couple of spells and then collide into close combat. Who will win this combat is pretty much pre-determined by their stat lines.
I do like the bravery rules where some parts of unit run away not the whole unit and I do like the difference in individual rules for banners and musicians and weapon load outs.
You will get the full rules in your brain by the third play unless you are a fuck tard.
Some up: When I was about to leave the store a couple of kids were being taught the rules system of 9th with their parents looking on. They were loving it. Within 15 minutes they had understood the game and were begging their parents to buy some of the great models. GW would be thinking £££££££££££££££££££££. It truly is business over quality of game.
March 6, 2013
Could still use movement trays to get blocks of skaven/bret peasants infantry ect around the board fast.
The rating of the units are still the same in that what was hard, average, weak is still comparably the same, so what stops anyone from using the 8th Army book points and percentage systems to create a level game.
Individual unit rules are very important as that is where some tactical difference enters the game. I also like the simplistic layout of the Warscrolls that gets all rules across quick without jumping around several large books of information.
Also; just play 9th as a skirmish level game in addition to 8th as a separate different game. There is 40K and 30K right?
Ideally I would like to add the points/percentage system and movement/charge rules and magic phase of 8th to the new 9th simplicity and then we would have a good all round game.
September 25, 2013
March 6, 2013
January 18, 2013
March 6, 2013
After playing a few games now, I can honestly say; There are more tactical decisions that have to be made now then there ever was in Fantasy Battle 8th Ed.
For me the Combat phase is the most important Phase of the game. The fact that you choose one unit to attack at a time, means you can't just charge multiple units/ your whole army in and expect to win everything. You may strike first in one combat, but another c may loose a favourable combat because they went second... I cannot state enough just home different and combat striking 2nd could be important to wether you win or not, so choosing your combats in sequence become everything.
In 8th ed you could just charge a 1+ rerollable character into a block of 50 guys and run them down... This takes away from the game and has no real tactics in it what so ever! This always annoyed me with fantasy. (And that's coming from a Lizardmen player with Scar-vets)
My honest opinion is the game hinges on your tactical prowess to attack the right units at the right time, with the right synergies correctly used. No more can you truly expect to know the outcome of a multiple combats and units working together will be key. Strategy and tactics in game will play a big part of winning.
Magic has been toned down agree, which is a little bit disappointing, but we are in early stages.
Whilst many may be upset from this, I do actual like it from the game perspective. (This is coming from a Slann player!) too often 1 spell could result in the game being simple over... How is it Tacical to throw 6 dice at Dwellors, Mind razor, Purple sun or Final Trans?
Age of SIgmar offers Tactical play with synergy of armies and breaths fresh life into every unit again. Everything can do a job well now and more then ever you as the general will win games through good play I feel.
Now don't get me wrong there are holes in the game at the moment. For me I don't really care about points values as such at all.
Maybe this is the way I think about gaming but I don't really care about winning or losing. I would rather be outnumbered 2 to 1 but have a objective to achieve that is nearly impossible and try to through all the odds achieve that. That's a game to me...
Racking up either side of the board and just pushing 2 armies towards each other is simply boring and I think gamers need to start thinking for themselves and coming up with missions, fluff and cool armies to really enjoy this game.
If you want to be "Gamey" this is not the game for you!
Black Marine Studios UK
March 6, 2013
People online seem to think Age of Sigmar has ruined Warhammer Fantasy Battle. GW has not ruined it. They have ended it. This is a new game which in my opinion is not as much tactical fun as any other game they have ever produced.
Not to say it will not be in the future though. I think the reformatting of all units to be more compatibly balanced is good, I also like the fact that lucky over powerful spells will not win you the game, (although over powered heros may do, I don't know). Admittedly I have played one game against Juck of about 35 models per side and 2 characters each.
Most Users Ever Online: 86
Currently Browsing this Page:
Huang da wei: 502
Guest Posters: 0
Newest Members:CatincaRef, AacobCip, Williambus, Roberthoola, nitauu4, Besosfx, climbexpert, SergioHug, Preonna, todden69
Administrators: Admin: 16, FCWookiee: 1279, Ben Calvert-Lee: 1972