Ironhelm wrote:
mspaetauf wrote:
... on Warmaster... the chance in the game that you are forced to sit around doing nothing except watching your opponent roflstomp your army is just way too high...
See now, I actually liked how they "built that in" to the game, thought it was marvelous game engineering on their part - specifically, the impact difference of how disciplined your army is and therefore how good it is about following orders; built right into the feel of the army based on the leadership test.
Examples:
If you have a highly disciplined army (HE or Dwarven) that is not impaired by the vagaries of "ooh there is mist, therefore we can ignore the orders, or the messenger carrying the orders is lost again", then you are less likely to "stand around doing nothing".
However, if your army is composed of formations and their indiscernible leaders who would just as soon lop off your head and replace you as General - Orks for example - then your orders are likely to be ignored often and will add to the flavor of "damnit, Gonzo's Goblins are at it again! Just standing there because they know ignoring my orders will make me mad!"
In the end, while I have played Warmaster with Epic rules, and Epic with Warmaster rules, I actually enjoy playinging them as "different games with different rules" and the rulesets seem very approp to the "era" the game story resides in.
40k/epic occurs in a time when transmissions and orders are relayed instantly (cuz tech never goes bad right?!), whereas Warmaster occurs in a time when the messenger who is "riding his horse full speed to deliver your orders" might instead take a detour to visit with the farmer's daughter for a turn or two.
I beg to differ. While I can see the basic idea behind it, the fact that you roll 2D6 for each command and have no kind of re-rolls or safeguards makes it a total luck affair. I play Dwarves, and I remember so many games where I couldn't do anything. After all, the high leadership values usually are only true for the generals, my other Dwarf characters for example only have 8.
So you even are at a slight advantage with say, an Orc army, simply because you can field lots of little brigades and lots of heroes because they are so cheap. Here, chances even out more so you can usually move at least 2/3 of your army properly. With my Dwarfs I feel it's usually less than 50%. I didn't calculate this exactly, it is just my experience with the game and how mathematics work

Bottom line is - what was intended as a nice game mechanic kind of backfired to benefit cheap armies with low leadership and lots of characters.
cheers,