|
Post by grandmasterwang on Jan 31, 2024 14:40:45 GMT
Curious as to people's thoughts as to additions in The Old World that could enhance 8th Edition.
Old World mechanics that would/could mesh well with the 8th Edition framework.
I'll get us started
Bretonnians praying granting a 5+ ward save against Strength 5 or above.
Iron Blaster and Skullcannon both priced at 185 points.
Skeletal Dragon/Crocadilian mount option for Tomb Kings and Liche Priests.
Snotlings in core, so an all snotling army is possible.
|
|
|
Post by DiscoQing on Jan 31, 2024 15:32:50 GMT
Bretonnia already have that rule 😂
I would add...
BSB only allowing rerolls for Panic and Break Tests.
Characters don't confer Stubborn to the whole unit.
A lot of the restrictions on composition, like Shaggoths, waywatchers. And making some choices core through character selection, like minos etc
|
|
|
Post by Naitsabes on Jan 31, 2024 17:23:49 GMT
I haven't played TOW yet. But, I am intrigued by them reigning in silly looking battle bus formations and the whole fall back stuff (which as far as I understand makes what happens after losing combat less all-or-nothing pass the test and you are fine or fail the test and all is lost). Also like that Strength 4 isn't armor piercing. makes light armor a bit more useful.
|
|
|
Post by mcnuggs on Jan 31, 2024 18:35:32 GMT
One that intrigued me right away was heavy cav getting a rank bonus for 4 models wide, rather than the 5 of all others. Could make a unit of Cav breaking a unit of archers much more attainable, as 5 knights hitting 10 dudes and losing 1 knight in the process made that all-but-impossible before.
|
|
DilemmaEnder
New Member
Getting back into the swing of things now that my son is ready to play.
Posts: 7
|
Post by DilemmaEnder on Feb 1, 2024 10:18:31 GMT
I think that the change to the magic phase (being integrated into the other phases now and doing away with the random number of power and dispel dice) is an interesting change. It always feels bad to know that you have 4-6 levels worth of magic in a battle but you roll 2-4 power dice and so can only really get 1-2 spells off at best. It does mean that the spells themselves had to change so that they were functional though so I'm not sure how well it will integrate into the pre-existing set up.
Specifically for High Elves - I love the fact that Spearmen can now have Detachments of Archers. I feel like this fits well with the overall theme of High Elf citizen levies and discipline. That is something that is easy to shoe horn right into 8th game play.
|
|
|
Post by DiscoQing on Feb 1, 2024 12:11:29 GMT
Splitting the spells out into different phases is a needless change imo.
It slows the game down as you have to remember what does what all the time.
A single magic phase allowed you to just focus on spells, once.
|
|
DilemmaEnder
New Member
Getting back into the swing of things now that my son is ready to play.
Posts: 7
|
Post by DilemmaEnder on Feb 1, 2024 13:09:20 GMT
So far, granted it has only been 2 games, the games of TOW I played had very smooth spell usage. It is surprisingly easy to remember that you want to use the Wizard you paid for. Also the type of spells and when they are used is pretty easy to coordinate. They just make sense.
Command Phase - do have any buffs or debuffs I can throw?
Movement phase - do I have any magic I can move things with?
Shooting Phase - do I have and Magic I can shoot out at things?
Combat Phase - do I have any magic that will kill this thing before it kills me in melee?
They flowed nicely in the gameplay and not having to rely on random amounts of Power/Dispel dice (especially not being knee-capped by rolling snake eyes) made it so that every spell was both attemptable and dispellable. That felt nice.
|
|
|
Post by DiscoQing on Feb 1, 2024 22:58:44 GMT
I just feel all those questions could be asked in one phase, without having to remember to ask yourself at the top of every phase 🤣
|
|
DilemmaEnder
New Member
Getting back into the swing of things now that my son is ready to play.
Posts: 7
|
Post by DilemmaEnder on Feb 2, 2024 0:52:56 GMT
I found it just as easy as thinking about what I wanted to do with every other unit during every other phase.
I don't know about you but every phase of the game I just go from unit to unit and think about if there is anything I want that unit to do in that phase.
So it was just a natural progression to do so with the Wizards.
I understand liking what you are used to and have trained yourself to do well. I too am very happy with the 8th edition ruleset. But I must admit that some of the new ideas from Old World are intriguing and might be better for game balance and flow. Only through playtesting will this be able to lend itself to a good decision.
|
|
|
Post by TyrrenAzureblade on Feb 2, 2024 22:29:29 GMT
I personally wouldn't import anything from TOW into 8th, I think 8th is pretty balanced in that there is tons of counterplay to go around. Everything that works well in TOW works well because it's been built to work together from the ground up for TOW specifically. Magic being separated into the different phases works in TOW extremely well because of the new power level, and the way casting and dispelling works. It's a wonderful system that I think is absolutely great for TOW, but it wouldn't work if it were shoehorned into 8th. My literal only gripe with TOW is that Swordmasters have 1 attack instead of 2.
|
|
|
Post by DiscoQing on Feb 3, 2024 9:34:22 GMT
Contemplating playing tow with 8th edition magic. Just throw in a magic phase.
|
|
Tubis
Full Member
Posts: 229
|
Post by Tubis on Feb 3, 2024 10:15:41 GMT
As far as general rules go I like the bonus to initiative for charging. Makes charging a bit more tactical and changes things quite a bit, especially with the changes to how asf and asl work.
I also like the the reduced damage on cannons. Helps those monsters surviving long enough to get into combat.
There are some other small rules that I think are good like pushback, fire and flee, drilled. I don't have the full rules so I can't make a comprehensive list, but from what I've seen there are far more rules I don't like unfortunately.
The system seems way more clunky than 8th. Magic is an absolute snoozefest The lack of step up and supporrting attacks are pretty terrible. And don't even get me started on 'linehammer'!
|
|