I call it a bad game because it's got serious flaws and is over simplified. I used to love 40K. When it started changing I didn't suddenly hate it THEN go looking for reasons why and find the talking points. I started disliking it because of the flaws. Don't forget that- I didn't come in with a 'fuck 40k' attitude, I came in as a loyal, long time fan and went 'what the fuuuuuck?'. But you're right, it's not designed for me to enjoy- I am no longer the target demographic.Lord Relvenous wrote:My continued response to you is that your points haven't proven the game to be bad, just not a game designed for you to enjoy.
Absolutely. Magic is an exceptionally well designed and maintained game. I don't like Magic either but I don't have a list of issues with it- it simply isn't how I want to spend my time.There's a difference between a badly designed game and a game you don't like. I don't like Magic, but I would never call it a badly designed game.
Well as I said, I really loved Epic. I like a big battle as much as the next guy but that's what scale is for. If my 5 marines can't do shit but all open up on that ork mob I'm more than happy to abstract it away in Epic. Some of what I've said is entirely factual- cover, save modifiers, TLOS all have issues, which you concede some of. The opinion bit comes in where I say 'because of x,y and z' I think this is a bad game. You don't think x,y or z are that big of a problem. Meh.However, you've been making statements of fact in this thread, not statements of opinion. They're not valid, and my responses have been to point out that you are posting your opinion that has been effected by your dislike of army based games and preference for skirmish games.
Some of the things that don't bug you do bug me and some of the things you concede but will tolerate are deal breakers for me. Each to their own. I think the main difference we have is you thing 40K could be improved a little where I think it could be improved a lot.I don't think 40k is a badly designed game. Could it be better? Of course, no game is perfect. However, it does what it intends to just fine. TLOS (and cover) and Wound allocation are the only real problems I have with it.
As for responding to your points:
Glad we agree. Cover should be well done in a wargame given it's ubiquitous use. I can't stress how stupid I think it is that cover is useless if your armour is decent. Cover does nothing to cut down the amount of fire you take.Yes the current cover system has it's problems.
Same difference. Point being even with a team of snipers you can't pick off specific targets- the sergeant/plasma gunner/etc are always the last ones to die. Call it 'scooping up', 'look out sir' or whatever you like but it's a cheap mechanic to protect assets, turning the rest of the squad into nothing more than hit points.However, there is no "scooping up" of weapons. Wound Allocation was specifically introduced into the game to prevent exactly that happening.
Firstly jump infantry could theoretically (if not for the ruling) still exploit it. And that's great that they addressed it, but they did so with a commandment from on high rather than adjusting the rules. The ruling conflicts with the rulebook. If they want to change the rules fine, but making a ruling inconsitent with the rules is not, IMHO, a good idea.Lol, this again. Anyone that brings this up usually has n ever seen it happen, or if they have hasn't played it right. If anyone actually tries this against me, I just demand that they follow the letter of the rules perfectly. They can't move models in different units at once, they can't move through models of other units, and they must measure all of their distances. That puts an end to that real fast as their whole army gets bogged down. Oh wait, that was my answer to that situation. Now it's not:
It could be far worse- you could have a bottleneck with forces meeting in the middle and the 14 orks who can't get within 2" are left out in the cold. The point however was to illustrate that having a single member of a squad in melee magically provides immunity to ranged attacks for all, be they right there near the fight or, as you said, strung out over a large distance.How are you getting an Ork half a board away? The charged unit is required to pile in, and then every round both sides pile in. That means the furthest models are moving 12" towards each other. Unless you have an Ork player stretching one unit in a line at max coherency (shoot him out of coherency if that happens), that's never going to happen.
An unneccesary one- the same number of dice get rolled either way. The point stands.It's a result of slimming down the time a turn takes. If you change the rules to solve this one rare problem, it introduces much longer shooting times as people fire at multiple units with different weapons and have to resolve the results of each individually. A 40k turn is already long enough.
In 40k that 'arrow' would defeat power armour exactly as consistently as a heavy bolter. Hell that arrow will breach terminator armour just as frequently and you don't think that's a tad overplaying the abstraction? To put it another way weapons with wildly different AP (lets say an assault cannon and a multi-laser, because they're the same strength) are identical against 3+ armour. Hell you could have an AP - weapon and it'd still be just as effective. I guess that's a level of abstraction you're happy with where I'd prefer save modifiers. An assault cannon may not have a good chance of penetrating terminator armour but it's got to be better than a laspistol.An arrow may have a better penetrating profile than a rock, but if I'm wearing steel plate, neither one is going to penetrate it. They'll both only damage me in my soft armor (SM rolling a 1 or 2). I see no problem with AP.
Massive game+unit with no defined limit= time consuming? No, surely not!? But seriously I get that you don't want to resolve a billion deviations, and that's cool neither would I. But I could totally get behind it being a unit ability, once per turn or something like that (there's always that one guy in the film who throws the grenade). Honestly though it seems like grenades got simplified because of game size inflation.I just played an Apocalypse game where a guy brought 3 Deathwind drop pods (they generate blast templates against every unit within 12" on the turn they enter). It took us forever to resolve every blast scattering, wounding, and rolling saves. You wanna scatter 10 blast templates for every squad on the board (pretty much everything has grenades now, seems like). I don't.
Bases are important for determining things- where you can move through, how wide your coherency is, how many models can get withing 2" to attack you, whether your hit by blasts...As it stands there's no consistent rule, which is terrible for something which has genuine game effects.If it doesn't have a base, you use the hull. If it comes with a base, use that. If it was supplied with a base in the past, use that. I really don't see the problem.
Personally no but I've seen it. Usually it happens with eldar jetbikes. Either way they're one of the most frequently swapped and changed base size. Some people like the stability of larger bases, others like them as small a profile as possible. It's open season.You can have mixed base sizes in an army. And you got a box with a mix of bases? Really?
And that's my point, there is no rule. A contributing reason why I think the current 40k is a bad game.Anyways, if it's a concern, talk it over with the local TO. They will give you the word of law. If you're worried about national tournaments, just get everything based on the new bases. Your 90's terminators can be on old bases or new bases, it doesn't matter. If anyone says it does, tell them to prove it to you and show you the rule.
Yes I've seen it. To the credit of players I've also seen the reverse, where people purposely make things more vulnerable and this is more frequent by far. But yes TLoS is a problem, and one more reason I call 40K bad.Have you ever actually seen an army modeled with TLOS raping in mind? I know it was bandied about quite a bit, but I've only seen maybe 2 armies with it. And one of those armies was in a tournament where the player picked up terrible sportsmanship scores. He got his just desserts. But yes, TLOS is a problem.
And witness Sportsmanship/Comp scores. If that's not an argument for bad design I don't know what is.
I think it does hurt the game, especially given the prevelance of marines. Cover should be used tactically but there's no god damn point if it does nothing for you, just like that 3+ save (cover, invulnerable or whatever you like) doesn't really mean shit because the jetbike had that save already. Why would the eldar bother flying through that mess if it doesn't benefit him? Why not just fly straight at the ork and force the same hit roll with the same save (unless of course the ork suddenly has an AP3 weapon)? And yes I think it's absurd that a giant, stationary tank is as hard to hit as that jetbike. On the one hand you can barely believe the ork could miss while on the other it seems incredibly lucky for him to hit. But he does both exactly the same. Abstraction gone a little too far again.Okay. Sure there could be hit modifiers. But does it really hurt the game all that much? No. Having no hit modifers means the game doesn't reward close range fighting anymore (it already does to a large extent) and punish long range fighting more. That bike the Ork is shooting at has a 3+ cover save. That's 40k's version of their modifier. The defense is modified, not the attack.
The only thing a marine loses when he charges is the AP of his weapon which is only relevant IF it was going to defeat armour. There are some dangerous as fuck ranged armies sure.Tell this to the Leafblower, Razorspam, and the Missile Spam. Close combat is deadly, and it has to be as many armies are built around it. However, shooting is just as mean. That Space Marine may put out a higher amount of attacks when charging, but those attacks don't benefit from high strength or AP. Also, it gives the enemy a chance to strike back.
Who's talking weapon specific? How about a simple +1 to the damage roll for ever point you exceed the armour by? Instantly makes a lascannon more effective against a landspeeder than a heavy bolter. Maybe you'd have to adjust the table slightly but mechanically it's simple as.Vehicle damage is as complicated as it needs to be to not hamper game play. Introducing weapon specific damage effects would 1)slow down the game and 2)make it incredibly hard for a player to keep track of them all. And just because a shot penetrates the hull does not mean it penetrates to the passenger compartment. Additionally, you can hurt passengers while shooting at their transport: make it explode and they take damage and have to take a pinning test.
And you can't hurt the passengers without hurting the vehicle, even if they're plastered all over it's hull. No shit if you blow up a vehicle someone is in it'll hurt them.
Ok conceded, there's some balance, sure, it is after all a 'creep'. But there are also areas of gross imbalance, like the above mentioned Grey Hunter.BBullshit it doesn't exist. Codex Creep first of all is horribly exaggerated, especially in the early days of a release. Secondly, if balance "doesn't exist" why are older codices still able to compete against new ones?
It's great that 5th is balanced against 5th but it'd be better if half the line wasn't stuck in 4th (or earlier). That's part of the issue though- the support for the game is less than stellar.Sure some are fucking worthless (Necrons), but on the whole, every codex can be played competitively, and the 5th edition codices are well balanced to each other. It's why there's a great mix of winning armies in tournaments.
If it ain't broke...And Orks got gimped by a rules change, so GW fixed it to retain balance. This is a problem, how?
First up FNP already does stack with armour. Secondly I advocate cover making you harder to hit as you know. Thirdly does it not seem right to you that they guy carring the giant powered shield might be *slightly* more survivable than the guy without it? Ok, calling the section 'single saves' was perhaps misleading. The thrust of the argument is that a vest is good, a vest and a helmt is better and a vest, hemlet and solid bit of cover is better still.It all comes down to balance. Terminators are already hard to kill, with Terminators with storm shields being tough sons of bitches. Terminators that got their armor save, then their storm shield save, then their cover save would be nigh unkillable. Seriously, that's a 1/36 chance to die. Throw in FnP (which 3 different types of terminators can get) and that's a 1/72. Do you want to only kill one terminator for every 72 wounds you inflict on him? Do you want to have to shoot a lasgun at a Terminator 432 times before you can bring him down (assuming BS 3)?
Is it not concievable I don't like it because it's a bad game? I'm not trying to dislike it- I'd love for my investments of time and cash to suddenly be worth something to me again. Sure it's not Clan Wars bad but it could be a lot, lot better.40k is not a terrible game because you say it is. You just don't personally like it.
Sure... but I'm not sure what your point is.40k isn't a new system, but neither is it as old as 1st edition would make it out to be. There was a massive overall of the rules between 1st and 2nd, and again between 2nd and 3rd. 40k has grown and changed as a game, that's why it's called 5th edition, not 1.0.5 edition.
How you want to play your game is your business, and not really relevant to whether or not it's a good game.
I'm not familar with FoW at all, other than knowing it's WW2 based. Abstraction doesn't make something bad though in and of itself.