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Warmachine 2.0 Reboot

 Post subject: Warmachine 2.0 Reboot
PostPosted: Wed May 06, 2009 8:58 am 
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I found a new definition of getting old.... When a new version of something comes out, and you wonder if it is worth picking up the old version before if it becomes difficult to find because you dont like change and besides nothing was ever made better in a second edition.  ???

Anyway, I have heard a little about the new version of Warmachine, and it seems that the game is becoming a little faster to play and some of the grit of being dropped. Fine. That is a decision by PP and not being a player I cant comment on the gains from a company perspective.

Thing is, I have always looked at Warmachine as one of those games that I would pick up one day. The book looks good quality and while I doubt that I would ever play the game, it seems an interesting read with potential. I like more detailed games. I dont want a faster playing, larger battle game. I want a more detailed and cinematic couple of models, type game. I like the 'combo' system idea in a fixed (dead?) game system, too.

So, question one - Should I pick up the first edition (Prime Redux) version? Is the second edition moving in a direction away from what I am looking for?

And, question two - What is the quickest, easiest and cheapest way to get every single faction/unit/Warjack/Warcaster card possible for the game, and all the suppliments if possible?

I am only really interested in Warmachine (not Hordes) and figured that the first edition stuff may be going a bit cheaper at this time.

Thanks.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Wed May 06, 2009 2:55 pm 
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Quote: (CyberShadow @ 06 May 2009, 08:58 )

And, question two - What is the quickest, easiest and cheapest way to get every single faction/unit/Warjack/Warcaster card possible for the game, and all the suppliments if possible?

Privateer sells Card Packs for each Faction... so you can get everything you need for model stats that way; combined with the Prime: Remix rulebook, you'll have, essentially, all the rules for everything except Pirates and Legends, which were released after the card packs.




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 Post subject: Warmachine 2.0 Reboot
PostPosted: Wed May 06, 2009 3:06 pm 
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Quote: (CyberShadow @ 06 May 2009, 08:58 )

I want a more detailed and cinematic couple of models, type game. I like the 'combo' system idea in a fixed (dead?) game system, too.

I definitely wouldn't say Warmachine is a "more detailed" game, by any means, it's a, potentially, and, perhaps unnecessarily, more *complicated* game as there are often combos, conflicts, and synergies that pop up that don't make sense and can be odd to resolve.

They had to establish "rules of logic"-like timing rules to clear up some things, e.g. "The Active Player must resolve a primary effect before the Inactive Player becomes the Active Player during resolution of 'sufficient damage to be destroyed', but before 'destroyed'... blah blah blah".

If anything, it looks like the Mk2 rules will be *more* "cinematic" as you're more able to do the cool things like Warjack headbutts, slams, etc, and 'Jacks can recover from debilitating effects more quickly, getting them back in the fight.  In Mk1, taking 'Jacks, the embodiment of the actual game, could often be a *drawback* as infantry were, in general, *FAR* superior for the points; Mk2 seeks to rebalance that and, it seems, they're doing a good job of it in the "open beta field test".

I'd say wait for Mk2... looks like it's going to be a *better* game.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Wed May 06, 2009 3:11 pm 
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Quote: (CyberShadow @ 06 May 2009, 08:58 )

I dont want a faster playing [game]

The "faster" bit comes from reducing/eliminating things, mainly from Tournament perspective, that allowed a player to do things in their opponent's turn, reducing that opponent's avaiable play time.  Most Warmachine tournaments have timed rounds, so this was a *significant* issue.

It also comes from consolidating special rules that had similar effect in play, but often very differently worded descriptions, so that there's less confusion while playing.

Don't get me wrong, I still think they need to do work on Mk2; but it really seems like an improvement over Mk1.  Watching people in the local store play Mk2, it looked like they were having *more* fun than when they played Mk1 as it's easier to do the "cool!" stuff now, both tactically and rules wise.  That doesn't mean the *game* is easier, just the implementation of the rules is easier.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Wed May 06, 2009 3:37 pm 
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Quote: (CyberShadow @ 06 May 2009, 08:58 )

you wonder if it is worth picking up the old version before if it becomes difficult to find because you dont like change and besides nothing was ever made better in a second edition.


You kids get out of my yard!!!

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Thu May 07, 2009 12:36 am 
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See, I'm thinking exactly the opposite.  I was interested in Warmachine as I wanted to pick up a game that wasn't published by GW I could reasonably go down to a gamestore and find people playing.  So for me, it's going to be a wait and see deal now.  That's fine though as I still have plenty of other projects to work on.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Thu May 07, 2009 8:01 am 
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I agree, it has been much more fun again with mk2. Just like when playing only prime...

I think WM needed this because more new units with new rules and different worded old rules came. It was going on bad direction so this is very nice course change and I don't see me playing mk1 anymore, mk2 is just what I needed (even though I don't agree with all rules updates, overall they are fine).

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Thu May 07, 2009 8:32 am 
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I agree with all above that Mk II looks promising. That being said however, I still find the first version to be an excellent game! I played in every local tournament there was for about three years and squeezed in casual play as often as I could. Only epic managed to draw me out in the end.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Thu May 07, 2009 11:03 pm 
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I found the 1st version of the game fun so long as I played fun games. What I disliked about it is the effort required to keep up with the latest power combo of new units.

I can see that version of the game would be less fun if played with few jacks in tournament games. Jacks is the reason that I got into game.

I am unsure about Warmachine Mk2. It will invalidate all of the books and card sets that I have bought. It will change all of my units points costs and some of their stats. All of this puts me off.

But it will encourage more jacks which is good thing.

So for me Warmachine Mk2 will be a wait and see.

Cheers

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Fri May 08, 2009 11:04 am 
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Thanks guys.... and I thought that it was you with the camera, Neal!

In the end, I am looking for a version of Warmachine that is a good quality book, with interesting rules and background. If I ever play, it will be in a closed group of people who play just as rarely as I do. They will be pick up games. I want something that is cinematic, fun and tactical. Combos are fine as they are interesting to discover and then try to counter. I want a game that doesnt have obvious unbalance. I dont want a game that I need to keep up with or which has 'short cuts' that stop it being fun, or which I need this special unit to win. Almost all games would be Mangled Metal, so using only Warjacks pounding at each other, with maybe a caster or two.

So.... version one or version two for this?

Having listened to the D6 Generations recent coverage, second edition might actually fit this better than I thought.

Thanks.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Fri May 08, 2009 12:57 pm 
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Quote: (CyberShadow @ 08 May 2009, 11:04 )

I want something that is cinematic, fun and tactical.

So.... version one or version two for this?

Having listened to the D6 Generations recent coverage, second edition might actually fit this better than I thought.

Version 2 is much more aligned with the above, especially as it regards Warjacks as, in MK2, they're a lot more likely to survive to do damage *and* they can "shake off" various debliltating effects which, effectively, neutralized them in Mk1.

Additionally, you'll only have to buy one book for Mk2, as everything that's been released already is supposed to be in there.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Fri May 08, 2009 2:28 pm 
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I have a small Khador army that hasnt seen action for over a year and some Skorne I'd rather work on. I really liked the game but it got kinda confusing. I was thinking to get back few month ago but after I heard MK2 is coming and will bring some changes to Hordes as well I gonna wait definitely.

I think they have a huge potential to improve the game and make it even more fun.

And I guess it even works with my time schedule seeing how many epic tau are/will be standing on my desk.  :;):


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 Post subject: Warmachine 2.0 Reboot
PostPosted: Fri May 08, 2009 5:09 pm 
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Quote: (Chroma @ 08 May 2009, 05:57 )

Additionally, you'll only have to buy one book for Mk2, as everything that's been released already is supposed to be in there.

Not quite.  Mk2 is going to be a single book, but more like Prime Remix.  You're still going to need to buy Mk2 faction decks for the cards.

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 Post subject: Warmachine 2.0 Reboot
PostPosted: Fri May 08, 2009 11:09 pm 
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And if you like the fluff for your army and not just stats via cards the army book!


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