Login |  Register |  FAQ
   
Post new topic Reply to topic  [ 459 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22 ... 31  Next

Black Legion rules review

 Post subject: Black Legion rules review
PostPosted: Fri Aug 22, 2008 10:08 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote: (Wisp @ 22 Aug. 2008, 12:34 )

And I definitely would like it kept in, to discourage the super best friends army lists where the gods are all buddy buddy.

I can already do this with no detrimental effect by spacing out formations affiliated with one faction with Undivided armour units.

My main reason for removing it is that is has no effect and people can easily get around it anyway.

So why have it?

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Fri Aug 22, 2008 10:47 pm 
Purestrain
Purestrain

Joined: Thu Feb 13, 2003 10:52 pm
Posts: 9617
Location: Nashville, TN, USA
I'm for dumping it from both BL and L&D.

_________________
Neal


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Fri Aug 22, 2008 10:54 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
I say dump it.

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Fri Aug 22, 2008 11:19 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sat Nov 05, 2005 12:13 am
Posts: 8711
Location: Leipzig, Germany, Europe, Sol III, Orion Arm, Milky Way, Local Group, Virgo Supercluster, Universe
*opens dump bucket*

_________________
We are returned!
http://www.epic-wargaming.de/


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 8:57 am 
Brood Brother
Brood Brother

Joined: Sun Dec 16, 2007 1:18 pm
Posts: 72
Location: Finland
1) Most obviously, this rule has been completely removed from 40K and Fantasy, even the Daemons of the four gods are able to play happily together. Indeed, it is now much more difficult to play a mono-god army in any army and either system (although I persist despite the current as my soul belongs to Slaanesh whatever system I play...)


Yep. And that's my main beef with it. I don't mind too much if someone really wants to shove all that random crap together and call it an 'army', but I mind not being able to make a proper, fluffy one. Since you're a Slaanesh player, doesn't it bother you that ruleswise you're shooting yourself in the foot by taking mono-Slaanesh?

2) To nip any "we don't need to follow every little change in 40K's rules" I would point out that this has been a major shift in the entire background for both systems.

40K and fantasy doesn't allow demons to run together with their mortal followers anymore, either. How about we remove them, too? To placate all those with bunches of miniatures, how about we add in a generic version of them? While we're at it, let's just remove all the flavour and make the lists all bland and mushy. And don't tell me "we don't need to follow every little change in 40K's rules". Obviously 40k is such an excellent game with a perfectly working ruleset, so let's take in even more from it. Seriously, I wouldn't go near anything newer than 2nd edition with a ten-foot pole. Apart from some miniatures, which rock and can still be used with older rulesets that were actually games instead of excuses to roll dice and display your miniatures, while providing GW with funds by buying bucketloads of space marines.

Even more of a case in point with the Black Legion, while different detachments within the Legion may be associated with any given God, this association is almost always transient (with the exception of the real cultist nutters). It makes even less sense that these would not act in a cohesive manner as they might be worshipping a different God tomorrow.

Those guys who might be worshipping a different god tomorrow and whose association is transient? They're undivided. They can't summon a specific god's daemons and ancient rivalries don't concern them. Those guys with the tzeentchian icons painted (or probably fused to) their armour, who summon warpflame-breathing entities and utter prayers to the god of change? They've sold their souls, any thought of them switching gods won't end up well.

3) From a game balance perspective it makes little sense. It's really just a little fluffy rule. You really think that mixing Khorne and Tzeench is more balanced than Khorne and Slaanesh? If this rule is there purely for background reasons that no longer exist, what's the point?

I probably wouldn't play GW games if not for the background. And those reasons still exist in my and many other gamers' hearts, even though GW is set to butcher their own background.

4) It is easily forgotten (both innocently and deliberately) and really rather a pain to actually use. It slows the game down, affects tactics and for no real reason.

No real reason? Untold millennia of hatred disagree with you!  :laugh: And my first games were against a chaos player who forgot demons killed in assaults count towards resolution so he used them as grots. No different, really. Just give your opponent a slap.

Pixelgeek, you then have to watch out the opposing formations don't get too close, or take the risks that come with worse initiative. It's still a drawback which you have to work around, but it's doable if you really really want to. Sounds good to me.

Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 12:35 pm 
Brood Brother
Brood Brother

Joined: Mon Jul 04, 2005 4:45 pm
Posts: 8139
Location: London
A key design philosophy for games designers these days is to always have only 'positive' special rules to remember. So if forgotten they don't act to your opponents detriment. The -1 init rules don't...

_________________
If using E-Bay use this link to support Tac Com!
'Abolish red trousers?! Never! Red trousers are France!' – Eugene Etienne, War Minister, 1913
"Gentlemen, we may not make history tomorrow, but we shall certainly change the geography."
General Plumer, 191x


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 7:54 pm 
Hybrid
Hybrid

Joined: Tue Jul 05, 2005 1:32 pm
Posts: 4893
Location: North Yorkshire
As a player who has tested a LatD army with Slaanesh & Khorne formations and war engines I say keep the rule. It adds a little extra spice to playing with chaos forces, however for BL I won't mix factions as I don't see the risk as worth while.

_________________
_________________
www.epic-uk.co.uk - home of the UK Epic tournament scene
NetEA NetERC Xenos Lists Chair
NetEA Ork + Feral Ork + Speed Freak Champion


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 8:58 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Quote: (Tiny-Tim @ 23 Aug. 2008, 19:54 )

It (The 'hated' rule) adds a little extra spice to playing with chaos forces, however for BL I won't mix factions as I don't see the risk as worth while.

I guess that's the problem; Although in theory the 'hated' rule adds some extra spice, in practice it will never get used by the majority of people... and army list construction is made unweildy as a consequence.




_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 10:21 pm 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
This "hated factions" rule and the way that Chaos armies can be created to get the 'automatic' +1 initiative is one of the irritations that I have with the list. Essentially there is no incentive or benefit for fielding multiple factions, and many reasons not to.

Rather than dropping the rule altogether which just relaxes the list further and removes a vital part of the design, IMHO it would be better to require that armies only consist of followers of the relevant factions (as the "Hated factions" would not be seen dead together - pun intended :p ).

Also as TRC says, it would be better if the rules were worded so that the army and/or formations get a better initiative if certain circumstances or units are present rather than absent, ie where the formation is within range of something or someone it gains the benefit rather than the reverse. For example
a) Any formations within 30 cms of their faction's Altar get +1 to their initiative roll;
b) Any formations within 30cms of the greater daemon get +1 to their initiative roll;
c) Where the Supreme commander is on the battlefield, all formations get +1 to the initiative roll

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 11:03 pm 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote: (Ginger @ 23 Aug. 2008, 14:21 )

Rather than dropping the rule altogether which just relaxes the list further and removes a vital part of the design, IMHO it would be better to require that armies only consist of followers of the relevant factions (as the "Hated factions" would not be seen dead together - pun intended :p ).

Why?

And how does it "relax" the army list any if the rule has no effective impact at present? I always get 1+ initiative for my formations in my CSM armies so how is the removal of this rule going to "relax" anything?

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sat Aug 23, 2008 11:12 pm 
Brood Brother
Brood Brother
User avatar

Joined: Fri May 05, 2006 2:57 am
Posts: 20887
Location: Harrogate, Yorkshire
Ginger makes some exceptionally good points.

Well, all except C. :D

_________________
Currently doing a plastic scenery kickstarter


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sun Aug 24, 2008 1:44 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
Quote: (pixelgeek @ 23 Aug. 2008, 23:03 )

Quote: (Ginger @ 23 Aug. 2008, 14:21 )

Rather than dropping the rule altogether which just relaxes the list further and removes a vital part of the design, IMHO it would be better to require that armies only consist of followers of the relevant factions (as the "Hated factions" would not be seen dead together - pun intended :p ).

Why?

And how does it "relax" the army list any if the rule has no effective impact at present? I always get 1+ initiative for my formations in my CSM armies so how is the removal of this rule going to "relax" anything?

The point is not what you can achieve with the rules as they are currently worded - we all agree that they do very little and worse that they are easily forgotten. But the rule was obviously put there for a reason, otherwise why waste the space?

So rather than just discarding it, we should really be asking what that reason was and furthermore, whether the result was in line with the general fluff.

As far as I can see, the rule was put in to provide a boost under certain circumstances - in other words to raise the Chaos armies initiative above 2+, but not quite to the same level of the marines 1+. Equally, from the comments of others it seems that "Hated factions" would not act together; hence the two suggestions to force armies to be made of 'friendly' factions and to provide some condition that the Chaos player can purchase or engineer that will boost the army initiative.

By adopting these proposals, (with an appropriately worded condiditon) the army list would still work exactly as it does now. But it would also require the Chaos player to maintain that condition and would equally give the opponent a slightly different set of strategic and tactical options - so the game is more fun.




_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Sun Aug 24, 2008 2:37 am 
Brood Brother
Brood Brother
User avatar

Joined: Sun Feb 16, 2003 8:10 pm
Posts: 2642
Location: Edmonton, Alberta
Quote: (Ginger @ 23 Aug. 2008, 17:44 )

As far as I can see, the rule was put in to provide a boost under certain circumstances...

No, it wasn't. It was put there because in the past the Chaos armies in most games have had Hatred rules.

It is the rules manifestation of fluff.

- in other words to raise the Chaos armies initiative above 2+, but not quite to the same level of the marines 1+.


The army has a base 1+ initiative and it was reduced to take the bonus from the Hatred rules into account. Jervis likes writing rules in such a way that the player they effect needs to remember them to get a positive effect which is why the rules are not written as being a negative modifier when you are within range.

_________________
Guns don't break formations. Blast Markers break formations.


Top
 Profile Send private message  
 
 Post subject: Black Legion rules review
PostPosted: Mon Aug 25, 2008 12:39 am 
Brood Brother
Brood Brother
User avatar

Joined: Wed Nov 16, 2005 7:20 pm
Posts: 5483
Location: London, UK
With the recent change to the Marine list that removes Drop pods as an option for Scouts, should we also introduce the same restriction to the Forlorn Hope, removing Dreadclaws as an upgrade to prevent the same abuses?

_________________
"Play up and play the game"

Vitai lampada
Sir Hemry Newbolt


Top
 Profile Send private message  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 459 posts ]  Go to page Previous  1 ... 16, 17, 18, 19, 20, 21, 22 ... 31  Next


Who is online

Users browsing this forum: No registered users and 12 guests


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
Jump to:  


Powered by phpBB ® Forum Software © phpBB Group
CoDFaction Style by Daniel St. Jules of Gamexe.net