Showing posts with label Warhammer 40 000. Show all posts
Showing posts with label Warhammer 40 000. Show all posts

Thursday, February 28, 2013

rules problems


There is always a lot of debate about rules in Warhammer. Some of it is justified; it's hard to make up a rule system that will work across thousands of gaming tables. The rules governing wargames as opposed to a computer game have to be much more flexible to account for the creativity of players. My friends and I often play custom games of 40k.

But the main rule set is designed to allow players to meet total strangers and have a common understanding of the game. This is where rules problems come into effect; A miss understanding or different interpretation of the rules can not only bog down a game but ruin players fun.

The common way to resolve rules problems is the "Rules as Written" method. RaW seems like it should be the be all and end all of rules settlements but there is a massive problem with it; The players themselves. Being a competitive game players are always looking for advantages. The worst players are the ones who use the rules as a weapon. They often will quote little loop-holes and weird order of operations arguments to explain why you can't or they can do an action. Things like

"We are playing a 750 point game and I brought my Black Templar but I didn't want to use the lame Emperor's Champion model so I only brought 749 points. My codex trumps the rule book and it says ARMY"

Now whats wrong with that argument? The logic is fairly sound.
All Black Templar Armies that are 750 points and higher are armies that must take an Emperors Champion
All black Templar armies that are my army are Not Black templar armies that are 750 points and higher
All armies that are my army are armies that do not need to take the emperors champion

While the logic is sound the wheels fall of this particular argument have nothing to do ether premise or the conclusion. It's the Ethical implications within the argument.  What the argument is really saying is;
 "I want to use an option that is superior to the Emperors Champion; I am going to fudge my numbers so the Emperors Champion isn't required by the rules as is exactly written."

Another why to say this is "I am going to do what I want to win and fuck you."

The simple truth is that Wargames are supposed to challenge players on the table top. Players are supposed outwit each other using the models on the table. You're supposed to take an army and maneuver it to victory above the table play is reprehensible. When players start looking for exploits and work arounds to stack the odds in their favour they are actively ruining the game. If you are playing the game in a way where a lot of people argue with you; chances are what you’re doing is wrong. It may not be wrong by some stretch of logic. But it could me wrong a morale level.

A personnel example I have of this type of behavior is a player trying to keep Abaddon from joining a unit of Plague marines. The argument being that while having the mark of chaos ascendant Abaddon had all the Marks of chaos. But the rules say a model may join a unit with a different mark. There was an argument for both sides (since remedied by way of FAQ) but he wanted to win so he argued until he was blue in the face that Abaddon had to be “on his own”.

Keep the battle on the table. Resist the urge to try and use the rules as the decisive weapon in your list. 

Friday, December 7, 2012

Terrain

Terrain is a massive factor in any game. I don't think players realize just had much terrain can't screw them over. A lot of people play terrain as simple as they can make it. area terrain everywhere. lets slap a hill in the middle, some buildings in the quarters and maybe a fence or two to break up open areas.  4+ cover saves and 5+ cover saves, difficult terrain. simple right!

Well no. Terrain is good but you need to have lots of it and have different kinds of terrain. Impassible, dangerous and mysterious are all needed to keep the game playing properly. having all these variable terrain types really mess with math hammer players. O you took 120 ork Boyz so you can control the whole board, spread out to deny templates and have lootas in the rear to gun down light armour? that'd be hard to do with a bunch of giant rocks all over the board you can't walk on or see through, bet you wish you had brought stormboyz or kommandos to open up another avenue of attack now!\
Obviously this is an extreme example. 


 The problem of people ignoring terrain is even more evident in fantasy. With no way to block routes of march or to force units to reform massive hordes just walk right into combat. without things to block cannons or slow down unit the game devolves into a scrum in the middle.
Good thing we found this convent wide open field! I thought we might have maneuver or something! 
My point is Table tops should be different every game and should be made so sometimes you are at a disadvantage. counting on being able to shoot every turn, spread out to cover the board or always get a cover save is kind of ridiculous. I know it's a problem for tournaments to get enough terrain. But I really think you need to try. Lots of places put out nice pre-fab pieces and I will pay extra for more terrain.

Tuesday, December 4, 2012

Winter War Round up

Well The Winter War has come and gone and it was a bloody good time! I had three great games with awesome guys.

My list consisted of:

Pedro

Drop-pod Sternguard with 3 Combi-meltas and a Melta gun- 10 man

Drop-pod Sternguard with 3 Combi-meltas and a Melta gun- 10 man

Drop-pod Dev Squad with 3 meltas and a Missile Launcher

5 man scouts sniper rifles

5 man scout camo cloaks, missile launcher sniper rifles

5 man Thunder-hammer Storm shield Terminators.

Storm Talon with cyclon missile launcher

My first Game was against a Grey Knight Player. 2 purifier squads, a land raider, 2 storm ravens and Crowe. I had first turn and it was brutal. My Sternguard broke open his landraider and killed 16 purifiers. He assualted a combat squad in his turn and killed it, but the 4 purifiers got gunned down. during the top of turn one. His storm ravens came on and tried to salvage the game but at this point I was able to spread out and secure all the objectives. My storm talon shot one Raven down, Crowe was inside and survived the crash only to land right in front of my terminators who laid a smack down on him.
My first game was very successful, but this isn't a mark against my oppenant. His army was simply suseptable to drop pod assaults. Maybe if he had combat squaded and spread out, but it's hard to say. 

My second game brought me up against A Tzeentch Daemon list. I knew this would be a make or break game on turn 1 and fortune was on my side. He didn't get his preferred wave, his mishap'd one squad and I didn't loose a whole unit to flamers, I got good scatters on my pods and was in a position to win the entire game then an there. But my dice went south on me. I had to kill 4 flamers, 10 pink horrors and a Lord of Change. I had over 40 shots to do this with. I know the Math wasn't in my favour and it was a long shot but if a storm bolter brought the lord down to the ground rapid firing hellfire bolters could deal enough damage. 
My dice of course failed me at this point. I did no wounds and my terminators were over watched to death. c'est la vie. The rest of the game really doesn't matter. My opponent played a great game and had a hard as nails list. I maxed his sportsmanship because despite the ass kicking I received it was a fun game. 

My last game was against a Necorn foot list. I planned to deep strike on one flank and roll up his line But i deep struck too close my terminators were to far back to properly support the Sternguard. I was barely able to hold my objective( a morale victory at this point) and killed his warlord in a challenge. In all I ended up 13th overall. Not bad for my first tournament in a long time. 

 I really think Daemons need a fundamental change. A lot of people are talking about how you beat daemons: gems like deploy so they can't flame you, torrent them down and other really "useful' tips. The fact is Flamers and Screamers went from good to insane and it is annoying to play against. Out of all the units that could have been updated why pick two of the already useful ones? When you play against daemons they always have the "initiative" and you're forced to react to them. I know the list isn't unbeatable, but it sure as hell isn't fun to play against. Breathe of Chaos is disproportionately powerful to anything else in the game right now, I mean in the CSM book it's a 2 warp charge power or 50 points for the chance to cast it once. But I had a good tournament and am now thinking about my Nightlords and Out of the Basement in January.