AgentP Posted October 20, 2014 Report Share Posted October 20, 2014 I czar'ed game night last night, and hung out. I love coming to game night, and talking with folks and watching the games. I enjoy everyone who plays Warhammer, all excellent people. But honestly, I'm deriving less and less enjoyment from actually playing Warhammer. Somethings about the game just make no sense to me. Maybe I'm dumb (entirely possible), but I just don't "get" certain things. Here is my list of grudges: 1. The rules are too complex, and not centrally contained. In literally every single game at OFCC someone did something and I didn't question it, only to have someone later tell me "they can't do that because XYZ." Then at least a couple times, someone later corrected that person saying, "No, actually it's ZYX" I feel that every time I play the rules change and someone tells me that in fact how someone else played me last week was wrong, or there is a new FAQ, or they have the e-book so it's been updated, etc. I suppose the only choice is to literally stop and read the book time and time again in each game, turning a 1 hour game into a three hour game. 2. Points levels. Certain armies simply do not work at certain points levels, period. And conversely, certain armies do not scale appropriately. So some armies get stronger with more points, others wither. Certain armies cannot function at low points, others dominate. It's impossible to find a point level that balances across the spectrum. And it makes it difficult to play low point "learner" games because in fact there are major game tactics that just don't work at lower point levels. 3. Steadfast. This rule is asinine. 4. Weapon skill. Weapon skill is undervalued. Strength and Toughness scale fully, meaning you can need 2's or 6's if the disparity is enough. But weapon skill caps at a 3-5 spread, so WS10 vs WS1 still is just a 3-5 spread. Thus, with high WS troops you're not really getting your money worth. 5. Likewise, STR and T are overvalued, particularly STR, as not only does it affect wound rolls, it affects armor. A high STR model is always better than a high WS model. 6. Stupid charge rules. For example, last night BroG charged some rats, they declared a flee, he elected to try and catch them. On their flee roll they ended up fleeing through their own unit and ended up 1" popped behind. BroG rolled more than high enough to catch them, but now that they were behind the other unit, rather than connect to the new unit, the rules required it be a failed charge. Makes no sense, dumb rule. 7. Flank and rear charges and disruption. First, see my thought on steadfast generally. But the idea that you need not one, but TWO full ranks to disrupt on a flank charge is stupid. I think a unit of chariots, or a block of knights, or a huge ass monster would be pretty disruptive. 8. The rules for unstable. 9. Too many re-rolls, as was said in another thread. 10. Idiotic misc rules. I feel that the game doesn't encourage actually straight up combat, but the building and exploitation of tricks, like a wall of goblin heroes so that you can't attack rank and file, blocking things like a doom wheel by parking a model 1" of it's side so it cannot turn, having a lone character with a dragon bane gem hold up entire units, etc. 11. Fast cav. In a quasi-Napoleanic game like Warhammer, fast cav function too much like a round base unit from 40k, it can move anywhere, infinitely reform, face wherever, snake through obstacles, etc. They break the rules too much. 12. Unit variety. I feel that the rules of game inhibit, rather than encourage, model variety. Characters on monsters are cannon bait, so they're off. Smaller units can kill "chaff" but not much else. (Good for chaff hunting, by the way, is gamer code for "only to be used on units in that dude's army who are as crappy as this unit.") Smaller sized infinity units are useful if playing watchtower, but no one plays that scenario. Etc. So yeah, I'm pretty down on Warhammer lately. I've played since 1988, both fantasy and 40k. And right now, I'd have to say that 7th ed 40k is better than fantasy. Heresy, I know. But Maelstrom 40k missions are the most fun I've had pushing plastic dudes around a table in years, mostly because it throws list building and exploitative tricks out the window in favor of a rapidly changing dynamic where victory conditions ebb and flow and you are forced to play the scenario. Just my rant of the day. 4 Quote Link to comment Share on other sites More sharing options...
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