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King Mekhet

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Posts posted by King Mekhet

  1. Thanks, missed it. Still, a painting of mickey mouse is somehow a copyright violation for disney. Some of that art is more than just "inspired by" GW content. And GW is well known for their ambitious legal teams.

     

    Anyway, I hope it passes unnoticed.

    They'd have trouble proving damages since the rules are fan-made and being distributed for free. Though I'm not a copyright lawyer, and it's been a years since I took any IP law classes.

  2. Yeah, it's supposed to keep them hot. It was designed for use on places like Hoth, but accidentally made standard kit everywhere ;)

     

    Finally got around to seeing this. Fun flick. Honestly, I might well rate it my favorite of the Star Wars movies so far, if only because I first saw the original trilogy in the 90s as a jaded teenager, rather than as a kid. Yeah, it has some Shield of Baal level "SPACE DOESN'T WORK LIKE THAT" problems, but I was expecting that, since Abrams seems to have a generally poor grasp of just how mind-bogglingly huge Space is, so it didn't bother me that much. I liked all the characters, old and new. Well, maybe not "like" for some (Kylo Ren, the First Order General dude, whatever his name was, the ginger guy), but appreciated. They worked for who they were supposed to be, whether or not that was someone "likable".

    My only complaint about the movie is that it doesn't slow down to appreciate the scenery. Too crowded jumping from one action scene to the next. Though quite honestly, the same critique can be levelled at ANH which is only SLIGHTLY more evenly-paced.

  3. Showing my super nerd card here: The Kessel Run in the Star Wars universe is a spice smuggler's route through a treacherous network of black holes and Star systems that pose a risk to ships traveling through hyperspace. Less than 12 parsecs refers to the distance of the route that Han and Chewie took through this network, breaking a long held record.

    Question is whether that was what it was initially meant to refer to, or whether thats what a writer used to plaster over the initial error :P

    • Like 1
  4. This ship made the Kessel run in 12 parsecs.  o.0

    Star Wars has never been about the science.  Ships flying in vacuum like they have air.  Ships flying in air like drag is fiction.  None of this is why we *care* about Star Wars.  Plasma passing through an atmosphere?  The mass of a star vanishing into a planet with no repercussions?  Ask me if I care.  If you have not turned that part of your brain off at the door you're doing it wrong.  (And I'll point out that Mekhet mentions it in an aside, not as a con so I think he's ok with that.)

     

    I think Kehmet voiced it well when he commented on the parallels to A New Hope.  *That's* what made this fit so well into the Star Wars universe for me.  Heck, I didn't even mind Rei going all fangrl on the Falcon.  I took that as more of the "jedi as mechnical prodigy" which they made clear without beating to death (I mean, there was no pod race or anything!).  In short, I glossed over a bunch of things that people seem hung up on because I accept that jedi react differently to things because they can feel the force (e.g. the hug between Leia and Rei at the end).

    Yeah that's exactly what I was trying to say: Star Wars is a light, fun, fantasy space adventure. It is not meant to be taken so seriously. Elements like the Death Star are meant to be awesome, thematic, and evocative, not critically analyzed for whether they're technically feasible. Same thing with Rei's technical prowess...I took this pretty clearly to be a manifestation of her force powers, and again something meant to be cool and not really scrutinized at 1000x magnification.

     

    The hug at the end I also saw very differently apparently. Leia is hoping against hope to see Han returning with her son. She waits expectantly as Finn and Chewie exit, not saying anything. But when Rei walks off the Falcon, nobody coming after her and with that sad look on her face, Leia knows what's up. But she's a mother, a general, and a career politician and leader...her first instinct isn't to see to herself, but to comfort Rei's obvious pain and grief first. And so the two shared a hug, mutually grieving the loss of someone they both cared for.

    • Like 1
  5. Watched the movie this afternoon, after marathoning the original cut trilogy, so here's some thoughts while it's all fresh:

     

    PROS: Rey was the highlight of the movie for me. Well-cast, well-written, well-developed. I like how we see her as a badass right off the bat, and how they indirectly showed how her latent force powers bled into all her other abilities. Cool.

     

    I liked *aspects* of how they paralleled ANH. A good mix of old and new, paying tribute to the original trilogy while ushering in the new Disney era. The thematic parallels were the better part (except for some bits, which fall into the con category).

     

    Rylo Ken was a good antagonist. He captured well the sort of person who would fall to the dark side, without the cartoonish evil that Darth Vader sometimes fell into.

     

    Good mix of humour and seriousness. Thought the movie took itself a little too serious in the beginning, but they let off on the humour in the middle and brought it back in line.

     

    CONS: Some of the fan service was a bit excessive and clumsy, especially some of the Han Solo and Millenium Falcon bits. Some of the scenes with Rey and Han in the Falcon felt like bad fanfic, Rey standing in for that inner child of ours who really just wanted to hang with Solo in the cockpit of the Falcon and gush about how much we loved him and his ship.

     

    The Bigger-Better-Death-Star jumped the shark a bit too. I mean...it was cool and [big bad swear word], but JJ Abrams really needs to learn how to direct a movie where the fate of the entire [big bad swear word]ing universe isn't at stake. Which leads me to my biggest criticism...

     

    ...the pacing. It felt like they crammed a good 20% too much action into this movine. It could have really benefited from slowing down just a bit more, letting the audience take in the sights a bit. The original trilogy was so awesome because it made the whole universe seem really real, whereas TFA relied too heavy on familiarity to accomplish the same thing.

     

     

    VERDICT: Solid 8.5/10. If I were to rank it objectively in terms of quality, I'd probably drop it below Empire but above A New Hope. Yeah it was cheesy at times, and the science didn't aways make sense, and there were plot holes abound...but that's Star Wars. I think much of the criticism of this movie comes from people who have placed the original trilogy on an unassailable pedestal. They're very flawed movies...but that's part of their charm. They great in part because they *dont'* take themselves too seriously. Because they *don't* let hard science get in the way of a cool visual effect. It's a space fantasy, replete with knights and wizards and magic.

    • Like 1
  6.  

    Whatever makes you feel like your game of toy soldiers isn't just that.

     

    It's a strategy game played with toy soldiers. Just like Risk. Just like Chess. The compelling aspect of the game is the depth of strategic choice, which entices you to learn the game, to learn the decisions available to you, to *improve* your ability.The depth and complexity of those decisions is especially important here, given that we're talking about a "Masters" event, which is at least superficially about deciding who is the best player in North America at our game of choice.

     

    Honestly though, what's most important about the Masters is the spirit of competition. An entire event dedicated to those players who have put in the time and effort to learn a game inside and out. Where each game you play you can expect to be challenging and evenly matched. Depth of strategy is just as important to that, as without strategy the people you play will just be the ones with the best dice rolls over the preceding season.

     

     

     

     

    @Krieger: I too love pouring over a 200+ page rulebook. I love mastering all those same janky shenanigans that Beasley referred to. I loved rolling over ideas about tweaks to my army and character builds in my head throughout the day, and calling up friends to discuss some whacky new list idea I had for the next tournament.

     

    Kings of War is a game that is purpose-built to avoid much of that. It is a game designed to put player skill and tabletop decisions above all else, and to shunt army and character builds to the background. Which is really unfortunately.

    However the tabletop experience is also top-notch. It's a really compelling game, and rewards planning and clever decisions.

     

    I'm kind of torn on it personally. On its own...I'm not sure how invested I would be, just playing in a garage with my friends. However as a tournament game I'm intrigued, and if it picks up steam going forward I would absolutely be more interested in getting on board. Especially given that I already have the models.

     

     

    That said...I also have my Darklands models and rulebook arriving soon, and that has me a thousand times more amped up than Kings of War. It's basically the polar opposite of Kings of War: enormously complex rules and unique, distinctive factions that are dripping with flavour and backed up with truly stupendous models. Not sure how it's going to fare as a tournament game, but it definitely has my attention at the moment.

    • Like 1
  7. Tactical Depth is an oxymoron in a game where you push around little toys and roll dice.  It is a self important term used to make what we are playing seem more of an "adult" game rather than what it really is which is a bunch of dudes playing with dolls.  Yes, you have to think and try to outmaneuver an opponent but at the same token you do that in chutes n' ladders.  

     

    The games listed; Age of Sigmar, Kings of War, 9th Age, etc.. all are wargames and all are going to have "tactics".  They are also all products that for some reason people get emotionally vested in and will beat their chest that their toy system is better than yours and you are a big dumb stupid head for playing something that they aren't.  

     

    Let's take this approach:  Let's get a consensus of what game is going to be used for masters and what systems have enough interest to warrant people investing time and money into developing organized play so that we may continue to have circuits like the Masters or OFCC.  

     

    I am seriously not interested in having yet another thread erupt about how system X isn't tactical but system Y is.  Aidan and by extension Matt are trying to get a gauge as to how the tournament scene landscape looks so that planning may begin as soon as possible.

     

    What profound nonsense.

     

    You don't "outmaneuver your opponent" in Chutes n' Ladders. It is a game where outcomes are 100% determined by dice rolls, with zero decision-making involved whatsoever.

     

    Warhammer, Kings of War, Age of Sigmar, etc. are all *STRATEGY* games. They involve making decisions on a game board in order to outmaneuver, and thus defeat, your opponent. Wargames are perhaps not *pure* strategy games, as some element of chance is involved, but nevertheless what decides the vast majority of outcomes are player decisions (including how much chance, and thus risk, a player chooses to expose him or herself to...all factors that are known and can be accounted for in advance).

     

     

    How then is the relative complexity, depth, and breadth of decisions available for players to make in each game not a relevant factor in choosing the game this community sticks with going forward? Especially considering that we are talking about our relation to the MASTERS event, which is meant to be a test of a player's knowledge and mastery of the game system.

     

     

     

     

    Kings of War is a great game. It's a lot more complex than you would think, and the movement phase is actually much tighter and more restrictive than WHFB's ever was. This means you really need to properly plan and execute your moves in order to avoid a catastrophic mistake sewering your chance at victory. As a replacement for WHFB goes it doesn't hit all the same buttons...I think it is quite "bland" in that all the choices feel very generic, and there's not as much differentiating the factions.

     

    However it's a much better option than either Age of Sigar (which is a mess), or 9th Age (which is also bland and boring, and worst of all very played-out).

    • Like 2
  8. I'll echo the point about Oregon having an awesome coast, of which it seems you are not visiting...

     

    Anyway, sounds like fun. As for suggestions, I really only know the 80% of the Oregon Coast you aren't going to. Lots of good natural tourist attractions, like parks, camping areas, and early oregon buildings/constructions. Good air too. Not sure on washington, but it's illegal to own the beach in oregon, so you can actually walk from one end to the other (mostly, some natural limitations in parts) without entering private beaches.

     

    Our recent, man made attractions are all rather lacking, in my opinion. No real theme parks, smaller incarnations of attractions found in other states, and weather that just doesn't really support typical beach-stereotype activities. You can still have fun and some of the antique stores are pretty good, but mostly people go for nature/natural things.

     

    Thanks for all the great suggestions, everyone!

     

    To be clear, we *ARE* taking the route along the coast, to enjoy all the fun outdoorsy thingies. Also beer. We'll cut back into Portland at the end, then rip up the I-5 back home. But for most of the trip we'll be along the coast.

     

    I shall look forward to trying out these many awesome suggestions. Then making the trek back down all over again for OFCC a few weeks later haha.

    • Like 2
  9. Hastings confirmed many of these rumours, so it lends them slightly more credence (I'm feeling 60-40 right now). The fluff changes at least sound pretty cool.

    As for the rest, I would hazard that GW is keeping things under wraps until people have an actual chance to see the rulebooks. Leaking changes prematurely will just lead to people equally prematurely making sweeping assumptions and staying away from the product as a result. If they can hold off until the product actually hits, we can see things for what it is and make a determination on the merits.

    Basically, they don't want us dismissing things before they actually come about.

  10. Hey everyone,

    Taking a week-long road trip down the coast of Washington and Oregon with the ladyfriend this Saturday (starting in Vancouver, Canada and ending in Portland the following weekend). We have some loose plans for what we want to do (largely enjoying sandy beaches and delicious beer), but I wondered if any of you folks might have some suggestions for cool places to hit up? Also any good camping spots :)

     

    Thanks!

    • Like 1
  11. Saw the rumors and have been following some forums. If it is true I don't know if I would buy 9th or even continue to complete my current armies. It's not the Game I loved, it's more like a trendy Kickstarter Miniature game that gets hype for a month or two but then the theme becomes outdated and the Story becomes so convoluted fans lose interest.

     

    The Old World worked because ironically as it sounds it was timeless. It wasn't based on a trendy theme, it was its own thing. This current rumor seems to point to GW trying to create a "new world" by using a theme that will be outdated in a couple of years. Even the Names of the races just look painful and like it is out of a Dark Sun RPG.

     

    Calling Orcs Waaghkin seems like a teenager's attempt at creating his own role playing game by giving old Stereotype races new names.

     

    Hope this rumor is false or else this will be a sad marketing attempt.

     

    I am too old to be playing with Waaghkin. Just sounds plain stupid.

    A lot of people still really love Dark Sun. It's an iconic setting, and while it's a bit niche given the restrictions it imposes upon the campaign it still very much stands the test of time.

     

    While I do agree that the old setting had a certain timeless charm to it, it was also very stale and very generic. It's just Tolkien + historical earth. It lacked individuality. There was nothing about it to really hook you and draw you in, unless you were somehow motivated already.

     

    Quite honestly, I say good riddance to the old setting. It will remain perfectly preserved for those who want it, frozen in the same state it's been stuck in for 20 years. And now there's this great new world that people can explore. I don't really see how it's in any way "trendy" or will become quickly outdated. It shares some aspects of M:TG and other worlds that have been around nearly as long as the WHFB Old World has been. 

     

     

    edit: NOTE THAT THIS IS NOT 9TH EDITION. That's been confirmed by basically every credible (and incredible) rumour monger on the scene. This is Age of Sigmar, which is a completely separate system. Rumour is that there will be a 9th edition to follow, which will be mass battle and much more in line with what we have now.

    • Like 2
  12. http://www.warseer.com/forums/showthread.php?409992-Age-of-Sigmar-II&p=7468262&viewfull=1#post7468262

    Hastings just verified much of the rumours posted above.
     

     

    Yep...... I think this guy is actually NOT talking entirely about the AoS box/set but in some instances the Rules AFTERWARDS...
     
     
    ....... consists of three books (what I have heard too)
     
     
    - full fledged rule system; no skirmish game - meaning not restricted to low miniature count:  (as I understand it AoS WILL be skirmish level, the later rules bring about massed battle rules)
     
    - there are unit cards for every (as far as I can see) old unit. I was told there would be separate rules to allow fielding of old units, however I thought these were included in the kits
     
    Setting 
    game is set on world Regalia that is connected with other young realms through portals of the old ones. Young realms are realms that were populated by the old creators and were guided on similar historical paths. Exactly what I was told
     
    ...... Fast travel is possible through a number of ..... circles that allows mages to open portal from one to another ..... There were a long period of peace curated by the Exoatl (Old Ones) ......  Exactly what I was told
     
    The Skaven arrived on their own on Regalia and are basically the same.  Exactly what I was told
     
    The Soul Mill is a huge machinery ...... to feed on the power of dead spirits.....  Exactly what I was told
     
    - Lizardmen are not gone. There is a race called Servants of the Exoatl - I was not aware of the "servants of" part but the name Exoatl was mentioned to me.
  13. Really glad I don't play fantasy. A change that large to fluff would be devastating to me.

     

    Mmmmmeh. WH40K is keeping the fluff fresh by exploring the world of the Horus Heresy. WHFB doesn't have that same sort of possibility, since all the interesting historical stuff is scattered across millenia with no centrally defining or compelling conflict to generate that sort of interest. And the existing fluff was stale as balls.

     

    Quite possibly a huge troll, but it's exactly the sort of thing that WHFB needs. I know die-hard hobbyists who haven't bothered to read the fluff section of their armybook for several editions, since it's always pretty much the same. Occasionally they'll shoe-horn in a new unit here or there, but before End Times the WHFB story hadn't changed significantly since Storm of Chaos (which was very quickly retconned). Didn't exactly make the fluff a draw. Nostalgia value for existing players, perhaps, but little more than that.

     

     

    Seriously? Good riddance. I remain unsettled by talk of sweeping changes to the mechanics of the game, but so long as any new units are compatible with 8th (which I suggest they will be), and a new edition of mass battle is released in the future (which I anticipate will follow AoS...though perhaps not for a while), then I'm happy even if AoS is a complete bust. And if there is no more mass battle and AoS is awful then...well...whatever. There's always Darklands, Warmahordes, Kings of War...or any number of the other "also-rans" who have never quite managed to draw me away from WHFB, but which I would take as a consolation prize.

    • Like 1
  14. Hmmmm I just don't recall people talking about how stagnant the Old World was in the last few editions and only now that GW has dumped it that people are jumping on that bandwagon.

     

    I've been complaining about it for years. WH40K has a rich universe that is instantly distinctive, with a central and setting-defining narrative in the Emperor-Horus conflict. Any WH40K player can give you a cliffnotes rundown of the setting off the top of their head, which will sound compelling to a new player interested in getting into the world.

     

    The WHFB Old World? Yeah...it's...uh...sort of a Tolkien ripoff set in the real world? There's like French knights and a Germanic HRE-style Empire? Dark Elves are angry Canadians. High Elves live in Atlantis. There's like...Aztec lizardmen and Undead Egyptians?

     

    It is absolutely generic and absolutely uninspired. The vast majority of WHFB players I know barely even bother to read their *own* damned fluff, let alone that for the rest of the world. All most people really know is where the factions are from, and which ones are historical enemies to their own factions. Blegh.

     

     

    This supposed new setting is a massive improvement over that. It gives the world an instantly identifying character, that sets it apart from other worlds. It gives the factions a place in a compelling central narrative. I would feel compelled to read fluff outside of my own armybook.

     

     

    In short...it's awesome.

    • Like 3
  15. Saw these posted late last night, and personally I think that world sounds freaking awesome. It's got enough character to give it some prima facie identity, which the WHFB Old World always lacked (being a prima facie LOTR knockoff on a modified Earth map). It's got a central narrative in the inexorable advance of the Sigmarites, while also maintaining the menace of a Chaos incursion (but sans the "overwhelming threat of destruction from the North" that stagnified the Old World fluff).

    If this is true (which I give 60-40 right now...), then I think this new setting is a great thing for Fantasy. It's got enough to give the setting substance, and draw new players in, yet also enough to fuzzy edges at the map to allow those so-inclined to create their own narratives.

    Either way, it was time to lay the Old World to rest. It had become a very stagnant setting, developed more through re-writing than new development. It's primary appeal to newcomers was more in its genericness than any defining character in or of itself. I think this new world will be a great think for the WHFB brand.

    Whether AoS as a game is worthwhile will depend, however. I wouldn't be surprised to see a new WHFB mass battle edition drop 6 months or so after AoS. They'll want to give the new system some room to take root before they distract us all with the new shiny.

  16. That's what I am doing. More or less silently waiting to see what happens. If the rules are good, especially if there are skirmish rules, then I will glad come out of hiding. But history has not always been kind so I am keeping my emotions out of what is happening for now and will not invest my money or effort until the release of 9th.

     

    Besides life has kept me from doing much gaming or spending much money.

     

    I  think that's a pretty standard attitude. Not much point investing in models that may or may not have any use or relevance in a couple months. Only purchase I've made in the last few months was a pair of warsphinxes I picked up by returning an extra copy of Triumph & Treachery that I'd won at a tournament.

     

    I do look forward to this Age of Sigmar once it comes out. My guess is that it's just the name for a boxed set, and the main rulebook comes with more fleshed-out skirmish rules for small point-cap games. Some other reliable rumour sources have been reiterating the Ravaging Hordes 2.0 rumour, which is very intriguing. 

  17. Any word on the new Bretonnia army book? I heard they're bringing back the wedge-shaped Lance Formation...

     

    <ducks> 

     

    :P

     

    Either Harry or Hastings on the Warseer forums said they had word of a new Bret book in development. Given the rumours coming out about the new edition, I'd hazard a guess that they're getting rebranded into this new "Sigmarite" faction, essentially supplanting the Arthurian vibe with good ol' fashioned Catholocism.

     

    They had also seen near-completed digital sculpts of a TK Hierotitan/Necrolith Colossus, and some sort of dwarfen construct thingy. Perhaps these got scrapped, but perhaps we will see these rolled out as part of the new release schedule?

  18. Thanks for the confirmation. Yayy. So there is a 9th ed coming in less than a month. It is so weird, i would expect huge buildup and marketing and other stuff... But all we see is the few lines and paragraph teaser... Doesnt gw want us to be excited about it?

     

    They did...it was called "The End Times." They'll focus on 40K the next couple weeks, and then switch to fantasy in the leadup to the preorder date.

    • Like 1
  19. King Mehket I totally appreciate the time you put into explaining attack allocation, and I hope others will read and learn a lot from it!

     

    But I was describing how I thought it *should* work, not how it *does* work! I am pretty comfortable with how the current rules work, and honestly, I find it pretty lame that I can gain such a huge advantage over people who don't understand the little rules (like for example combat reform minutiae). So I try to generally avoid using such silliness.

     

    What I was suggesting is simplifying it all by just allowing all front rank models to attack regardless of b2b status, for example (maybe up to 10 models or whatever). This would eliminate the need to maximize combatants (fixing a lot of funny charge situations); would eliminate the advantage of conga lines; etc. And the simple "as shooting in 40k" attack allocation would remove all that b.s. you can pull by making way, challenging, combat reforming, etc., where you can make it so that enemy models can't fight, or have to attack a model they can't hurt, etc.

     

    Again though, great examples and I hope people who aren't as familiar take a minute to read it over and grok it!

     

    :)

     

    NtK

     

    Apologies, I misread. Still thought it was important to elaborate on how those work though, as two armies in my team (my VC and the Bret's) have character buses where attack allocation becomes an issue. Want to make sure nobody is seeing this [big bad swear word] for the first time.

     

    Its been dominating the meta up here for a while now and I just kind of assume everyone knows what's up.

     

    (Didn't mean to infer that you don't)

     

    Also fun story: only the acceptor can ever move in a challenge. If the issuer is not in a position where the models can touch, then neither will move. Its an odd rule

    • Like 1
  20. I actually agree with this. Watching the discussion on other sites, it seems a large majority of people prefer round bases for 'aesthetic' reasons. But I think square look -just- as good, personally. Obviously I want to abide by the rules I am playing, so if AoS goes to round bases - I'll probably rebase JUST ENOUGH figures to play it, and keep hoping for a massbattles/rank and file game (or hang onto 8th, I suppose).

     

    As for your hate towards elves... we need to work on that, DP. I'll make you nice collection of berries and holly leaves, maybe a crown of thorns and a few proper trees to hug, and we'll get you 'elfed up' in no time! :)

     

    I really don't think that it's going to matter much. So long as you're running models as ranked-up infantry, it shouldn't make a difference what base shape they're on. Rounds or squares...if they're in a movement tray it makes very little difference. Ask any demon player who uses round conversion trays.

     

     

    As for rules I would like changed:

     

    1) Base contact attack allocation: as my above point illustrates, it's overcomplicated, unintuitive, and leads to jankiness. As much as I love the power and flexibility you can get with janky character buses, I hold no illusions that it's good for the game or will survive the edition change.

     

    2) Cannons: specifically hitting both mount and rider. Mounted models need to use monster cav rules, or cannons should randomize. End of story.

     

    Also character sniping with cannons is pretty bull[big bad swear word]. They should randomize like bolt throwers do. In fact...there's really no reason they don't just work like boltthrowers regardless. Place marker, bounce the distance, resolve for all units hit exactly like a boltthrower (combining all separate units and ranks thereof for the purposes the "piercing ranks" rule).

     

    3) Double Movement: there needs to be a general rule that no model may ever, for any reason, move more than double its movement value in the movement phase, unless some spell or effect specifically allows otherwise. This is built into a lot of the rules already, but not into all of them (queue fanatic slingshots, and all other sorts of janky nonsense in the ETC worst plays manual).

     

    4) Building Rules: building rules are completely whack. The fact that attackers get shunted out of the building is complete garbage, and makes it mathematically impossible to destroy certain units when they get holed up in the tower.

     

    Suggestion: attacker only shunted out if the defender wins. If the attacker wins then they get to stay inside the building and fight another round of combat in the subsequent combat phase. Defender should gain "unstable" to offset the advantage of permanent stubborn.

     

    • Like 2
  21. Something else I've been thinking about: if I could fix one thing about 8th I think it would be frontage and b2b rules for Close Combat.  They're rife with counter-intuitive scenarios that can swing a combat one direction or another through ticky-tacky rules.  Gives such a huge and unsatisfying example to those of us who know how to leverage the rules minutiae.  Something like "All front rank models get to fight with full attacks.  All 2nd rank models get a single supporting attack.  Before rolling to hit, attacks are distributed as evenly as possible across the enemy's front rank, with the attacker allocating odd numbers of attacks."  Done, no more effing b2b, challenges, aligning to maximize, blah blah blah.

     

    This is not quite correct. The controlling player must allocate the attacks of each individual model against other individual models in base-contact. Rank-and-file models (not including the champion) are indistinguishable, including the Musician and Standard Bearer as per the special rules of those models, and so simply "attacking the unit" is a valid allocation. If there is a champion or character also in base contact with a model, then any number of its attacks may be allocated against the champion/character. If there is ONLY a champion/character in base contact, then the attacks must be allocated only against those models.

     

     

    There is no restriction on how those attacks are allocated, beyond that they do in fact need to be allocated. You can, of course, only deal as many wounds to such model as it has on its profile. Any further wounds are lost for combat resolution purposes (save in a challenge, where they are specifically counted for "overkill" purposes).

     

    Example:

     

    Unit A is a unit of chaos warriors, arranged 5-wide [champion][Rank-and-file][Lord][Rank-and-file][Rank-and-file]

     

    Unit B is a Bretonnian lance, 3-wide, arranged [Champion][Rank and File][Lord]

     

     

    Since both units are made of models with 25mm frontage, the lance is arranged in the middle of the unit, with a warrior file hanging off either side.

     

     

    The file on the extreme left of the warrior unit (champion in front) is ONLY in base contact with the bret champion. Thus all those attacks, including the attacks from the WoC champ, must be allocated against the bret champion (since the supporting models attack "through" the model in the front rank, and he can only allocate attacks against the champion).

     

    The models on the extreme right flank can also only allocate against one model: the lord.

     

    The chaos lord is in base-contact with the entire lance, and thus has his pick of where he allocates attacks. The files on either side are slightly more limited, having a choice between the champion or rank and file on the left, or the lord or rank and file on the right.

     

     

    Tactically speaking, the lord should allocate at least one of his attacks against the Champion. Why? Because the file on the left is likely to do more than 1 wound to the champion, but the rest will be wasted. As the Lord's attacks go before them in the initiative step, that model will be removed and replaced with a rank-and-file knight by the time the warriors get to strike, meaning that they can mulch additional knights than if they were only killing the champion 2 or 3 times.

     

    Note too that if the Chaos Lord issues a challenge, and the Bret Champion accepts, that entire file on the extreme left WILL NOT GET TO ATTACK. They are base contact only with a model in a challenge, and thus just sit around with their thumbs up their asses.

     

     

     

     

     

    TL;DR - learn your base-contact shenanigans. 50% lords and heroes has really encouraged janky character buses, and Swedish especially makes it worse with their odd penalties for unit sizes and their very minimal penalty on hero-level characters. 

  22. If the books were still compatible they wouldn't pull them from the shelves. If they were still compatible people would still have a reason to buy them. If people had a reason to buy them then they wouldn't pull them from the shelves. The models will be compatible but its highly unlikely the books will be.

    More importantly though, the models haven't been pulled. Which means the units themselves are still compatible, but the books would seem not to me.

     

    To me that means only one thing...Ravening Hordes 2.0. Everyone gets an armybook upon release, that makes existing models playable.

     

     

    Though I'm still guessing we lose the finecast stuff.

    • Like 1
  23. I still don't see where you think GW is going to invalidate your existing army. They could easily publish a set of rules that are compatible with 8th ed books. That is not a huge effort on their part. Thus, you get to keep playing with your current models and you don't have to rebase anything. Remember Ravening Hordes? Again, not a big effort from GW required to release something like that.

     

    But moving forward, I could see where they will focus on expanding the skirmish game instead of going back to mass battles.

    We already know they're not going to do this, as it' confirmed that all 8th edition books and armybooks have been pulled from stores as of today I believe. Based on that I expect to see a Ravening Hordes-style update, probably excising all of the remaining metal/finecast models from the line and moving forward from there.

     

    Doesn't bode well for my beloved Tomb Kings, where half the important elements in the range are still finecast (all characters, casket, ushabti, catapults). My Vampires should be alright still (though the only plastic character is the ZD lord / SGK?).

     

    I'm not going to lie and say I'm not holding my breath. However I'm cautiously optimistic that GW won't [big bad swear word] us all over.

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