Irisado wrote:
I know that I'm probably in a minority of one, but I really don't have a problem with the current points system. It's not perfect, I know, however, I haven't seen anything that's really a significant enough improvement to persuade me to support it.
I agree that the rules for flyers are not well integrated into the game. Again though, I cannot see a good alternative to the current rules. I fear that this could take a very long time to sort out, assuming that we can reach any sort of consensus.
On the -1 penalty to shots over half range or when moving. No, I don't like that idea. The ranged mechanism works very well as things stand. Let's not bring in Warhammer style penalties to a ranged combat system refreshingly free of them.
Hi!
Having lead all the revisions, I'm the first to tell you that the inertia against change is always very strong, particularly at first glance, given some of the reactions on others venues I would say you are not alone at all.
However, here's the thing. For 18 years players have argued over basically the same thing, unit cost. rarely are there heated debates on rules mechanics, unit stats or army organization. Cost is the one the ruffles LOTS of feathers.
The reason why, as I have observed is that we all base out assessment of "worth" on our personal experience across the games we have played or witnessed. The problem emerges when our "expectations" of cost balance" are not shared by other individuals or groups. When this happens whom is correct?
Due to my background with the game (enormous collection, previous hobby store owner, etc), I have had access to either playing or viewing such a large volume of games as to perhaps dwarf most peoples experience, so does this my experience trumps all others? No. In fact I have taken great pains in these 18 years NOT to do that. Perhaps even standing by when "not so good" things get implemented, because its every bodies game and they should have a say too.
But that still leaves a vacuum of what is the "baseline". How to we set value objective and not need to depend on the bias of our own opinions?
I can only see a formula doing that. Not because it is entirely objective or balanced, but because it is applied UNIFORMLY and that is the key. With a formal baseline we can now create new units and have a good idea how to price them (how would you know where to place cost on a new unit no ones ever used, thee is no experience to fall back on?).
Also, a formula open up the game for people to create whatever they wish and have a reasonable expectation that there will be a cost wise balance in comparison to existing units. One of the main reasons people just stopped making up units (more plentiful back in the day) is that why the proposed idea might be cool "cost" was the stumbling block (too high, too low, etc).
Personally, I support it because I have seen that it can handle, as well as correct, what I have always suspected. That most core units are overpriced and that certain "too good" units were markedly undervalued. It has delivered in that regard.
Now an IG army can look like one with real massed infantry (since all those companies went down), more tanks (went down too) and certain rarely used artillery companies can now be used since they are so much cheaper than the often trotted out company with double shooting basilisk.
All armies have benefited from these types of reductions, and those things that haven't are being worked on (units with hit location templates).
Of course, I do not underestimate the value of familiarity. The old values are know (perhaps) even memorized) and people like that. But it is also an obstacle on improving the game, since we cannot expand it based on where we each "feel" things should be.
As always consensus will be measured, but if once more "the way things were" wins out, it will be respected, but I think it will also kill the revision as well as any further chance on really improving the game.
Primarch