Sleboda said:
Spiney Norman said:
Well here's the thing, the question really is this, is the GW design team just incompetent, or are they intentionally releasing a mixture of overpowered/underpowered rules interspersed with typos and bad grammar for some obscure reason best known to themselves?
=> There is another option.
Putting aside the pressure they feel from being a public company, I truly believe that most of the designers are neither incompetent (even the TK author has shown enormous progress with his subsequent works - something would have bet was an impossibility for him) nor trying to create intentionally unbalanced rules.
I believe that they are just trying to make rules that reflect the look/feel/fluff/coolness factor of the models, and if that means that sometimes the rules trade off balance for style, so be it.
I'm sorry I keep going back to Tomb Kings for examples, but it's what I know best. In this case, I'll mention the Necrolith Colossus. He has a rule called Unstoppable Assault. In brief, it says he can make extra attacks for each wound that gets through, but only on the charge. If you close your eyes and picture it, it's pretty cool! There's this huge stone behemoth that starts to swing its blades as it charges forward, gaining momentum and generating a deadly storm of blades that rain down on the heads of his foes. With each limb he severs or head he cracks open, the Colossus' rage is fueled further, perhaps capturing a bit of the victims soul as it departs. Very cool!
But wait.
He's only WS3 and his opponents get to make armor, ward/parry, and regeneration saves before additional attacks are granted. With 5 attacks that usually are hitting on 4+, he's rarely going to do more than about 3 wounds with his special rule. Adding to the problem is that he only gets this on the charge - which fits the vision described above but really hurts his damage output. Plus, he cannot march and is therefor unlikely to get into a position where he does the charging, meaning his rule really almost never pops up. It's a complete failure of a rule from a gaming perspective, but it perfectly fits the "story" idea.
My belief is that this mindset is more prevalent than we think.
Another angle on this comes to light when you look at the things Jeremy Vetock has created. He's an incredible passionate and creative individual who has been painting toy soldiers and playing Warhammer longer than most people on these forums have been alive (I'd wager). He loves this hobby like very few others can claim to. To him, randomness and crazy effects are a huge pile o' fun. He fully embraces the Dice Factor of the game. In fact, an oft-used quote of his when people ask him how to do better in Warhammer is this: "I can tell you one thing to do that will guarantee you win more games - Roll well." It's cheeky, but it's funny and tells us a lot about him. He knows that those little devil cubes are a big part of the game and he rolls with it (pun intended). He did the Skaven book. You can't tell me that there is any way that the points values of the stuff in there are balanced in any way. How could they be? When sooooooooo many of the units and items in there have widely variable effects, both positive and negative, I don't believe it's even possible to accurately assign point values to them. In one game a Doomwheel might spin around, crash into a wall and kill itself, while zapping a nearby Abomination into oblivion. In the next it might park near a Dragon, a Phoenix, and a Griffon and kill all three in turn one. How the heck can one possible give that thing a proper point cost? I'll tell you what though, it COMPLETELY captures the feel of a mad Skaven engineer's crazed invention, doesn't it? That's what I mean.
Take a look at our Bastiladon. Even though the Lizardmen book doesn't have as many crazy tables and charts as the Skaven book, the Bastiladon gave Jeremy a chance to put his design stamp on the book with a chart that just so happens to fit the fluff. The fluff tells us that the crew have lost the knowledge on exactly how the thing works, but still manage to coax some power out of it. One can easily imagine the skinks manning the laser cannon of burning hotness trying various tweaks as they go along, hoping to unlock long lost secrets. This results in unpredictable variance in what the thing shoots out. Fits nicely! Too bad it means we cannot count on the thing to do its job when and where we want. Again, I don't think this is incompetence or malice, just a designer placing story-fit ahead of game utility or power level.
I remember I posted on the daemonic legions forum asking the same thing. It is virtually impossible and unthinkable that GW designers are as inept as many think them to be (I mean, they ARE normal adult human beings with a normal intellect, right?). And yet the rules continue to be flawed and unbalanced. I've always attributed it to some obscure marketting strategy that is beyond my ability to comprehend because any other reason just doesn't make sense.
Its always a pleasure to hear others share their insights on the issue. But it still doesn't explain why rules must be so unbalanced.
Fluff IS what drives the idea behind rules. It is supposed to explain everything, from why elves have higher initiative and movement, dwarves have higher toughness, ogres get impact hits, trolls get regen... In most situations fluff gets converted to rules and points are assigned to said rules that, hopefully, reflect the value (or lack of) of the rules adequately. All is then well.
In some situations, however, the transition of fluff to rules and then to points goes completely askew. In your colossus example, I don't think anyone is disagreeing that the fluff behind unstoppable assault is cool as hell. No one is saying that the fluff shouldn't have a rule to represent it. But then the transition from fluff to proper, workable rules fell flat on its face. Why is this so then?
In your example of the doomwheel, let's look again at the fluff-rules-points transition. Fluff is good, everyone likes the iconic doomwheel. Rules, ok, maybe not everyone likes the sheer randomness of it, but as you said it is Vetock's "style", so let's just say the rules represent the fluff properly. But when we come to points, here it falls flat on its face. Yes, it is difficult to give something that totally random a perfect point cost. But I think it is not too difficult to realise that 100 points IS too low no matter how you cut it. Esepcially when the designer chose to give the rules certain attributes like d6 wounds per shot, toughness 6(!) etc. (how can a rickety spinning wheel made by crazed rat-men driven by a rat-man sitting all exposed within the spinning wheel possibly justify a toughness of 6?! But I digress...)
Back to the point. No one is going to argue that the doomwheel should be exactly 125.5 points, or 205 points etc. But for 100 points? That's really too cheap, so cheap that if it does nothing, no biggie to the skaven player (who only has himself to blame for parking his HPA next to the damned thing if it gets shot off by the wheel..). But when it really works, it is game changingly good. When something has such a potentially game changing effect, the points cost must reflect that potential.
Similarly, the HPA has been one of the most-complained about monster for a long time. Again looking at the fluff-rules-points transition. Fluff - cool. Rules - a bit too powerful, but still salvagable if points are fair. Now points - way too cheap. Again, why is this so?
In Warhammer, everything has a points cost. And this is THE saving grace in that no matter what fluff a unit may have, and no matter what rules the designer comes up with to reflect such fluff, the points system is there to keep things balanced. You can have a fluffy as hell rule that is powerful to the extreme, but if you tag on a hefty price tag, less people would complain. You can also have a rule that totally failed to reflect the fluff behind it, but if the points reflect the actual effect of the rule on the game, again, less people would be unhappy.
Essentially, no matter what happened in the transition from fluff to rules, if the transition from rules to points is properly done, game balance is maintained. Whenever people complain about rules being unbalanced or broken or OP, it is simply the result of points assigned being wrong and failing to reflect the in-game effect of the rule.
The question is then, why are designers finding it so hard to get the points right?
This is what I fail to understand.
Sorry for the long post, got a little carried away...
