Slann
NIGHTBRINGER
Second Spawning
- Messages
- 90,155
- Likes Received
- 277,846
- Trophy Points
- 113
TOW rules reveal: movement...
https://www.warhammer-community.com...e-movement-phase-introduces-marching-columns/
17th November, not October.Another TOW preview coming, on the 17th October
The Closed Order and Open Order formations idea seems intriguing, as does the Counter Charging mechanic. The reduced charge ranges could go either way. On the flip side, I'm not really a fan of the March Columns as it would be a pain in the ass to physically reform your models and then have to reform them back. That could bog down the game.I was most impressed with this article, it has pretty much everything I was asking for in a revised Warhammer Fantasy Movement Phase - the introduction of Closed Order vs Open Order, March Columns providing a new tactical choice, the correct Skirmisher and Failed Charge rules returning from pre-8th, random charge distances surviving from 8th but toned down slightly, Counter Charging as a new charge reaction.
The only downside is pre-measuring survivingbut I'll just ignore that when playing at home (apart from the admittedly required use of it when determining when Frenzy units have to test to avoid going berserk), as I've always done when playing 8th.
Most exciting stuff!
What's more, it looks as if TOW articles are now going to become a weekly event (AT LAST!), which is most welcome. I look forward to next Monday's article on the Shooting Phase.
Even banks moved away from this horrid design after realizing there's a ton of things that are awefull experiences on phones...Probably because GW think most people prefer to buy stuff on their phones now (which is certainly not true right now but may well become true in the future when my mad phone-dependent generation reaches middle age).
In fairness it's either physically reform formations, or not have meaningfull formations at all. Honestly, it's not too bad if you just keep the units small enough.The Closed Order and Open Order formations idea seems intriguing, as does the Counter Charging mechanic. The reduced charge ranges could go either way. On the flip side, I'm not really a fan of the March Columns as it would be a pain in the ass to physically reform your models and then have to reform them back. That could bog down the game.
What's the alternative? Forbidding people from measuring things at one specific moment during the game seems a bit odd. Plus, otherwise the previous phase will just take longer with people measuring charge ranges just before the movement phase officially begins.I was most impressed with this article, it has pretty much everything I was asking for in a revised Warhammer Fantasy Movement Phase - the introduction of Closed Order vs Open Order, March Columns providing a new tactical choice, the correct Skirmisher and Failed Charge rules returning from pre-8th, random charge distances surviving from 8th but toned down slightly, Counter Charging as a new charge reaction.
The only downside is pre-measuring survivingbut I'll just ignore that when playing at home (apart from the admittedly required use of it when determining when Frenzy units have to test to avoid going berserk), as I've always done when playing 8th.
That's true, the extent of the annoyance will be dependent on the width/size of the units in question. If you have a unit that is 5 wide and 4 deep, it is trivial. Oppositely, if you have a 10 wide by 5 deep horde unit, god help you.In fairness it's either physically reform formations, or not have meaningfull formations at all. Honestly, it's not too bad if you just keep the units small enough.
What's the alternative? Forbidding people from measuring things at one specific moment during the game seems a bit odd. Plus, otherwise the previous phase will just take longer with people measuring charge ranges just before the movement phase officially begins.
Sure, but a decent archer (or unit commander) is more than capable of roughly gauging distance to a target. And shooting at exact maximum range is rare, they'll shoot when they're pretty certain the target is at least within a range they can comfortably hit. E.g. maybe this archer can hit at 450 yards when he has a good day. But he knows that if he wants to reliably hit he needs to wait till 400-ish, so unless he's desperate he'll wait till the enemy is a bit closer than that 450 so as not to waste any arrows. And he's definitly not going to shoot at something more than say 460 yards away if he's capable.The alternative is to just ban pre-measuring (apart from a very few exceptions where it's vital for getting rules like Frenzy to work). People shouldn't be pre-measuring distances to enemies for things like shooting and charging, because it has a good chance of influencing their decisions as to who their units will charge and shoot at in ways that wouldn't occur with real generals. In the Ancient and Medieval worlds of our own universe, a general couldn't just pre-measure the distance between a unit and their foe and say 'OK, I know these chaps are now in range because I used my magical god tape measure to verify as such, you can now fire'. They would have used their best estimates based upon their experience and knowledge, and if their troops happened to be out of range of the target, then that was a mistake resulting from the general's command decision. The same should be the case in Fantasy, in a setting where there are no targeting systems or anything that could give a commander the foresight that pre-measuring contributes. If you elect to charge a specific unit and fail your charge or lose a round of shooting because the target is out of range, then tough, that was a mistake on your part as the commander, better luck next time.
More importantly though, I don't think it's practical to ban it. Too many people would struggle with gauging distances and get frustrated, and since you constantly need to measure distances anyway you'll probably end up seeing a lot of cheating (or "clever" use of mechanics and rules to allow people to measure things anyway, as some players would call it).
So again, what exactly is the alternative to avoid needless frustration?
The main difference is that this is quite a difficult skill to expect of a beginner. Accuratly judging distances with an error that is at least below 1" without a measuring tap is not something people easily grasp. Or even of an expert really, especially considering that you don't really get consistent points of references unless you always use the same armies and the same terrain.The thing is, though, every game requires the use of particular skills to become good at it - in the case of chess it's planning ahead, in the case of football it's running speed and agility, and with basketball it's being able to jump high and throw the ball through the hoop. Allowing all forms of pre-measuring to help people who aren't good at gauging distances in Warhammer would be like allowing people poor at planning ahead to make 2 chess moves a turn, forcing a football player to slow down to give a slower player a chance of reaching them or lowering the standard height of basketball hoops to give short people more of a chance of scoring a point. It gives the veneer of making a game more accessible, but in doing so it sacrifices some of the challenges associated with the game, and thus some of its quality.
There's one very important question to anwser here. How niche are these games? Again, I'm sure there's some people who enjoy it.Many other wargames made by other companies insist on no pre-measuring for the reason of realism I mentioned previously, and few people in the communities who play those games seem to have issues with that or demand for that to be changed, suggesting that by and large people have no problem with it.
The main issue is that it won't all necesarly be "official" cheating. A lot of it will be in that gray realm where RAW and RAI conflict, for example people measuring the "allowed" things at oppertune moments to improve their extimates for the next charge.With regards to cheating and gamesmanship in this area, that of course is down to the players themselves to discourage it and call out anyone who does try and pull a fast one on their opponent while gaming, as with any other form of cheating.
Did they state how many spells you get? Cuz if the average wizards gets 2-3 spells so he can do something in multiple phases it isn't terrible.The biggest thing though is, once again, magic. The two spells previewed make the Tomb King spell previewed earlier look particularly bad now which is sad, and it appears as though there are no more Eight Lores of Magic, and potentially just one Lore of Battle Magic (though Magic Lores could have more than six spells now to compensate). Similarly it's concerning that the Lore of Daemonology might mean there's no more God-Specific Chaos Lores. That's certainly going to take some fluff out of the game.
Honestly, the most surprising thing about this model is how long it took GW to start actually capitalizing on the theme FEC has going on and release something more interesting than variants of "deranged canibal monster with a large femur for a weapon"I also am surprised by how much I am reminded of kruleboys clothing with his robes.
Those two spells seem unbalanced to you? Fireball is a great spell, but in no way game breaking. The Vortex of Chaos doesn't even seem all that good. The dangerous terrain effect could be a useful nuisance, but the random movement of the template blunts its strategic impact.The biggest thing though is, once again, magic. The two spells previewed make the Tomb King spell previewed earlier look particularly bad now which is sad
Grand Justice Gormayne.
I will enjoy saying "Objection overruled!" with accompanying *bonk* sound effect when he attacks.
I also am surprised by how much I am reminded of kruleboys clothing with his robes.
View attachment 140562
Honestly, the most surprising thing about this model is how long it took GW to start actually capitalizing on the theme FEC has going on and release something more interesting than variants of "deranged canibal monster with a large femur for a weapon"
Those two spells seem unbalanced to you? Fireball is a great spell, but in no way game breaking. The Vortex of Chaos doesn't even seem all that good. The dangerous terrain effect could be a useful nuisance, but the random movement of the template blunts its strategic impact.
Exactly what kind of magic system are you hoping for? I love magic in Warhammer but it would seem there are a few voices hoping to have it relegated to irrelevance. 8th edition magic was fantastic, save for a few problematic spells (purple sun, dwellers, etc.). The strategy should be to tone these spells down, while keeping all the good stuff.
I must disagree (surprise!I'm not implying either of those two spells are unbalanced, indeed they look fine from a balance point of view. It's just that they make the Tomb King spell previewed earlier (re-rolling 1s to Hit in melee with roughly the same casting value) look rubbish in comparison, which is more than a little concerning for all those who want Tomb Kings to be good.
Aside from Purple Sun, which super-vortex spells are you referring to? Purple sun was a game changer, but most other vortex spells were typically considered to be the weaker spells in their magic lores. I can't think of any other Vortex spells besides Purple Sun that I was eager to have in my spell list.The vortex spell is a budget-value version of the super-vortex spells from 8th, which is a good thing. Weren't those also dependent on the random movement of a template?
Was magic (outside of those select few uber spells) that overpowered in 8th?I was hoping that the magic system would be in the middle between 6th/7th and 8th - not relegated to irrelevance (otherwise what's the point in it?) but not the force of destruction it was in 8th.
I mean that they took advantage of the theming of the model and the various gross undead things have a clear parallel with the "proper" attributes of office a judge has. The model isn't just swinging around a random femur and calling it a hammer, he has an actual gavel. Sure it's made out of a femur and skulls, but it's clear that it's supposed to be a gavel. He also has the wig, a chain of office, a robe, and some legal books. It's much clearer what he's supposed to be than say crypt horrors who just have a random collection of bones.To be honest it's still a deranged cannibal monster with a large femur as a weapon, simply that the cannibal monster thinks he's a judge rather than a knight and the femur's got a couple of skulls on it.