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Post by KevinC on Dec 31, 2020 2:55:30 GMT
With the recent update and talk about the new Old World game, it made me reflect on WFB 8th edition. We've been playing this edition for 10.5 years now (!), including 5.5. years without GW support - indeed, a testament of the rules set. I'm not bored with it in the least.
And so, I've been contemplating why I like 8th edition the best of all the WFB editions. Of course, as with any gaming system, there are rules one might not fancy. I miss the guess range weapons. I was excellent at it (if I do say so myself), but 10.5 years later without it, I'm not sure if I still have that skill. Regardless, here are the main reasons why I believe 8th edition to the best:
Infantry I love infantry units. My friends and I never understood why WD battle reports used so many small units all the time. We used large units in earlier editions, for the +3 combat res. points for rank bonus was always a big deal in our games. One time, at a 4th edition WFB tournament, one of my friends brought a unit of 40 Dwarfs with a runic banner that made them unbreakable. He was named a power gamer for the move (shrug). I brought a unit of 12 Trolls to a tournament and other players simply thought I was mad! It was an expensive unit, but hard to beat, and if the Trolls won combat enemies who did not outnumber them fled automatically because of the Cause Fear rules back then.
Then one day in WD a Stillmania article was published about using large units. Nigel Stillman agreed with us! The article went on to describe the benefits of fielding big battalions (who cares about Goblin Fanatics when your Dwarf Ironbreakers are 40 models strong?). One of my favorite 5th edition battle reports was Nigel's Bretonnians v. Rick Priestley's High Elves. Stillmania brought a unit of 20 Knights of the Realm and deployed them in two ranks of ten models (A proper unit in my eyes, and I loved that he ignored lance formation to reduce the effectiveness of the bolt throwers!).
Anyway, 8th edition made big units of infantry more effective than ever before with three new rules:
1. Steadfast (making additional ranks even more important) 2. Horde Formation 3. All units being able to attack with two ranks base (both combat and shooting!).
All this makes infantry more effective and causes players to field large units of infantry. YAY!
Power/Dispel Pools I know so many people think 8th edition magic is broken, but I just can't wrap my head around it. In 6th and 7th edition, players could stack their power dice pool. If you wanted 12 dice every turn, you could built that into your army list. If a Vampire player knew what they were doing, they could not lose the game aside from a streak of bad luck. As with anything in tabletop wargames, if you want to balance something, make it random. Invest a lot of point in wizards at your own peril. A low roll on the Winds of Magic is not uncommon.
Random Charges It took me probably two years or so to get use to this change. Like many WFB players I was so use to precision. Now, a unit might be 8" away from the enemy and fail the charge or a player might think his unit is safe from a unit only to see the unit roll box cars and complete the charge. Indeed, a lot of the hard core tournament players hated this change. Random charges, random magic phases, it's harder to win. Tournament players like reliability (by the way, I'm not knocking tournament players. I was a big time tournament player. Just it's a fact reliability and rerolls are keys to winning a tournament). Over all, I think it makes for an interesting dynamic that you can't rely on every charge you declare.
Army Books and Supplements Although I though the 6th edition rulebook was great, I didn't like the army books. They dropped so many units from prior editions and left out a lot of the classic special characters, too.
The 8th edition books brought back virtually everything (even Nagash during the End Times!) and made a lot of new units. The 8th edition books have the most complete army lists and are filled with all the lore.
8th edition is the most complete WFB games in many ways as well, in terms of army books, army lists, units, special characters, and additional supplements.
What do you guys think about 8th edition? What are you favorite elements of the game?
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Post by strutsagget on Jan 1, 2021 8:31:40 GMT
I know tournies and 9agers, all they do is talk about balanced. Balance by making the game boring, everything the same and nothing is allowed to be high impact random.
I am always surprised how balanced a lot of our games are in 8ed.
We have had so many games that literally decided by last dice cast on a 50/50. Always surprise me how well written it is as we talk about so many pages of rules.
And yes I loves hordes and infantry units. 6ed look like skirmish games too me.
The worst part about all Warhammer is the use of inches 😛, as I been brought up with metric system inches/foots and all the crazy named stuff just do not relate to me so guessing distances in inches makes a game unplayable for me. Or the opponent as I will need so much time to convert everything back and fourth. So I love pre-measuring too. Battle realm tiles do help as I know they are 24” but hey then it’s not guessing if I for a fact know distances anyway. But I wish WM and especially cannons had some kind of guessing built in.
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Post by KevinC on Jan 1, 2021 18:24:42 GMT
I know tournies and 9agers, all they do is talk about balanced. Balance by making the game boring, everything the same and nothing is allowed to be high impact random. I am always surprised how balanced a lot of our games are in 8ed. We have had so many games that literally decided by last dice cast on a 50/50. Always surprise me how well written it is as we talk about so many pages of rules. And yes I loves hordes and infantry units. 6ed look like skirmish games too me. The worst part about all Warhammer is the use of inches 😛, as I been brought up with metric system inches/foots and all the crazy named stuff just do not relate to me so guessing distances in inches makes a game unplayable for me. Or the opponent as I will need so much time to convert everything back and fourth. So I love pre-measuring too. Battle realm tiles do help as I know they are 24” but hey then it’s not guessing if I for a fact know distances anyway. But I wish WM and especially cannons had some kind of guessing built in. ------------I completely agree that 8th WFB is balanced well...I attribute that to the random elements. Random charge, random winds of magic, they can spoil the best laid plans, creating opportunity for the other side, allowing comebacks, etc.
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Post by alpenn on Jan 1, 2021 20:29:10 GMT
I couldn't agree more about loving 8th edition because of the rules making infantry more of a viable option. It is beautiful sight to see infantry units slogging it out in the middle of the table, instead of losing combat by 1 or 2 points and fleeing...something that always bothered me about earlier editions.
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Post by knoffles on Jan 1, 2021 21:19:30 GMT
I agree with all the above sentiments, especially about the random rolls but had to flesh out my own thoughts. I'm sure i've missed half a dozen more...
Premeasuring and random charges
I love that 8th introduced the random charging and so eliminated the constant adjustment and nudging your units so they were xx.1” away. It’s amazing how many ways a distance could be measured in previous editions. Don’t get me wrong, I do miss the range guessing with things like stone throwers but premeasuring removed a lot of the crap out if the game. It also winds me up that so many anti-8th players seem to think that guessing a distance on a table amounted to their edition being more ‘tactical’. It removed the advantage that seasoned players tended to have over new starters as after decades of playing, there wasn’t that much guess work in distances.
Supporting attacks, step up, steadfast & hordes
The feel that armies clashing is actually causing multiple fatalities rather than one or 2 and then a unit breaking, actually makes it feel like combat rather than your unit just psyching out the other. Step-up also means that unlike other editions if you were to fail the charge, you aren’t almost guaranteed to lose.
I like that the game promoted different ways of fielding the units. You want a bucket load of attacks but with some risk, take a horde. If you want to tarpit an opponent, take plenty of ranks. I do think they missed a trick of disruption also removing steadfast. That would really add a bit more tactical depth to having larger flanking cav units etc.
It also meant that there was a reason for taking a unit larger than 20-25 models (apart from appearance and the odd exception such as unbreakable and fear causing units)
Striking at initiative
Generally I think this was a change for the best. I do think that I might have liked this to have been only, a second round of combat thing. Perhaps when you charge, in the first round of combat you count as initiative 10, as that would give you a greater reason to charge and that way, ASF and ASL would still come into play over-riding the initiative 10 in some cases and it would also remove re-rolls from defending ASF troops).
Magic and random rolls.
I like the high risk, high reward nature of 8th’s magic. In many ways it was a throwback to 4/5th’s magic. You could gamble and go magic heavy but the winds were fickle and so you might not get enough dice to do anything meaningful. Gone are the days of the battery pack dice from wizards. This is another example of a random roll (like charging). It adds that element of unknown and forces you to adapt when circumstances change and I’d argue making you a better player. I can appreciate that tournie players might not have liked this.
Many players quote their dislike of the unit killer spells and while Pit of Shades is probably a bit too powerful against certain armies, they exist to counter the horde and deathstar units. If someone wants to put all their eggs in one basket, then they must understand that they could go out in a blaze of glory (or not!) and there is always the miscast risk in order to get them off (and we all know how many times a cascade occurs!).
Army books
The number of additional choices/new models added to the army books was in general excellent. The books were also pretty balanced. Yes some books are better but there isn’t as big a discrepancy as some players (normally 6th advocates) seem to think. It’s probably telling that 2 of those cited as being ‘weaker’ were those without an 8th edition version (and with Beastmen the main flaw is the points cost of some of the entries and perhaps lack of options, the latter being something the Bret’s had too). Never-the-less, you can still win using any army. I also don’t want a perfectly balanced game. It’s good to be challenged, it makes you a better player. I’m often surprised how close a lot of our games are and that might be down to:
Scenarios
I’m not actually sure if scenarios existed in 7th but I’ve always loved them. You have to take into account that you may get a scenario that doesn’t favour your preferred army build and factor that in. Blood and Glory is a prime example and even watch tower.
Meeting Engagement and Dawn Attack throw in the random set up elements and force you to adapt your plans on the fly.
These have all helped with my enjoyment and I think the longevity of the game.
My only disappointment was they didn’t release more but it is one reason I’ve collected as many comp packs as possible as may tournaments created their own.
Triumph and Treachery
In my eyes the greatest expansion for the game ever released. The amount of laughs I’ve had playing this trumps any other game. It is excellent and the only way to play with multiple players. If you've never played it and have access to 2 more friends, I can't recommend it enough.
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Post by midnightfox0083 on Jan 2, 2021 2:05:14 GMT
I know tournies and 9agers, all they do is talk about balanced. Balance by making the game boring, everything the same and nothing is allowed to be high impact random. I am always surprised how balanced a lot of our games are in 8ed. We have had so many games that literally decided by last dice cast on a 50/50. Always surprise me how well written it is as we talk about so many pages of rules. And yes I loves hordes and infantry units. 6ed look like skirmish games too me. The worst part about all Warhammer is the use of inches 😛, as I been brought up with metric system inches/foots and all the crazy named stuff just do not relate to me so guessing distances in inches makes a game unplayable for me. Or the opponent as I will need so much time to convert everything back and fourth. So I love pre-measuring too. Battle realm tiles do help as I know they are 24” but hey then it’s not guessing if I for a fact know distances anyway. But I wish WM and especially cannons had some kind of guessing built in. ------------I completely agree that 8th WFB is balanced well...I attribute that to the random elements. Random charge, random winds of magic, they can spoil the best laid plans, creating opportunity for the other side, allowing comebacks, etc.
I find it's more about mindset than any actual mechanics of the game. 9th Agers and Tournament players want a "solved game" where they already know the best choices, army composition, and maneuvers to win. Yes, they want the randomness taken out, but that's because they want the fewest variables to calculate into their game equations. It's why they all worked as hard as they could to break the Horde/Steadfast rules with Deathstars, expected EVERY game to be one where the best Deathstar build wins, and then got frustrated those games when a balanced list ran rings around their Stars because their Star should have been able to sweep entire armies thanks to Mathhammer.
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Post by grandmasterwang on Jan 14, 2021 23:43:25 GMT
Eefl! Still going strong. Such an amazing ruleset. So fun, so customisable. It really captures the regiment battle feel. Swords and sorcery battles just too huge. Base quibbles can be easily worked around. Circles, squares...whatever they can all be worked into 8th. The randomness, the strategy, the momentum shifts. Just too epic. Eefl       
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Post by mrbaldrick on Jan 16, 2021 18:08:04 GMT
With the recent update and talk about the new Old World game, it made me reflect on WFB 8th edition. We've been playing this edition for 10.5 years now (!), including 5.5. years without GW support - indeed, a testament of the rules set. I agree with KevinC. I started playing WH with mix of 3rd & 4th, then got into 5th, 6th was better. 7th felt like they took the good from 6th and made the bad worse. It took me a while to get into 8th, random charges were also difficult for me to get used to. Once I started playing more games I love it. In prior editions I hated how ineffective infantry was, how all you needed was the Magic 5 in combat res and you won. I never liked that if someone wiped out your front rank you were screwed. As others have said the game looked so small in 5-7. In 8th if you put 2000+ points on the table it looks like an army. I have enjoyed the game for a long time but 8th solved most of the problems that I had in prior editions. It's not perfect but for me it's my favorite way to play. Even with GW dangling this Old World carrot in front of the community I don't think I'll give up 8th. Side note, like KevinC said I don't understand why people complain about Magic in 8th. Clearly they never went up against Skaven with 20 power dice in 6th or Tzeentch Daemons with 21 in 7th. At least in 8th when people get over confident with magic there is a decent chance their caster will explode.
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Post by KevinC on Jan 16, 2021 18:50:22 GMT
Tzeentch Daemons with 21 in 7th. ---------Yes, the dreaded "Tzeentch Flyer Circus" was a tough army to fight against. In 4-7 editions, there was many ways to make a broken, or just unfun, army (i.e. march block and shoot/magic, 100% avoid combat armies, etc). In 8th that is very difficult to do and even if you do, it hard to make it work properly. In the 8th edition tournament circuit, I felt an average army could beat anything, even against some of the nasty combos that are out there.
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Post by imrillion on Jan 18, 2021 21:07:00 GMT
For me its the vastness of the armies. its that Hoard rule. lets face it to get the maximum use from Helf Spearmen in hoard formation u need 60 models in the unit... 5 full ranks n 10 bodies to soak shooting damage to get to the enemy, add to that the lore of light, get em having 2 goes at CC with all their rerolls and the game can go from 0-60 in 1 phase! THESE are my rule, THIS is why I love 8th and THIS is why i have 15k of each army!
Add to this the slow model size creep. Our monsters are bigger, units are bigger, characters look more flamboyant, its all WFB in HD and I fuckin LOVE it! I did my nuts when the Arachnarok dropped, way back in the day, who knew almost half a decade later Nagash would make his bold and triumphant return, bigger than Ben Hurr!
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Post by DiscoQing on Jan 18, 2021 23:31:22 GMT
Surely Lore Of Shadow on those 60 Spears? for - D3 Toughness or Mindrazor 😜
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simon
Full Member
 
Posts: 138
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Post by simon on Mar 9, 2021 18:10:35 GMT
Just stumbled on this thread and thought I’d add my 2 cents. A couple more of the most common complaints:
1) It’s only about hordes... This simply isn’t true in my experience, particularly as the steadfast rule incentivises unit depth as much as the hordes rule incentivises unit width. Being 10 wide doesn’t guarantee 30 attacks, and you could be outflanked easier.
There is also some killer spells which are a check on very large units. If you take a deathstar unit then don’t be surprised when your opponent throws all their nasty magic at it.
Also, what’s wrong with hordes anyway? They look really cool and the rule is a reward for painting 40-50 of the same model type!
2) Cannons are laser guided... I just see this as a reaction to losing a cherished model early in the game. You’ve just got to learn from the mistake and adapt. While I sympathise with that feeling (it must be awful!) I don’t think that just because youve spent lots of time painting a big monster that gives you an automatic right to plonk it down in the middle of the table and charge forward on turn one! If your opponent has cannons then you’ve got to play smart. Hide behind a hill or building.. If you have flyers or cavalry etc I’m sure you can take out or at least obstruct the cannons by turn 3, leaving you with turns 4-6 for your giant to rampage around the battlefield! As a dwarf player I don’t bring a cannon expecting to take out a monster, I bring it as a check on monsters, maybe forcing them to hide for a bit, or at least take a detour around terrain..
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Post by mottdon on Mar 11, 2021 2:52:48 GMT
^This. I've always felt the same way, honestly. Hordes and bus formations have their strengths and weaknesses. But regardless, they're all susceptible to nukes. That can win or lose you the game if you've sunk your money into one deathstar.
And Canons. (Can you feel me rolling my eyes?) They miss their targets just as much as they hit (okay, well it feels that way) and when they do, you'll inevitably roll a one when trying to wound! Laser guided. Ha!
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Post by vulcan on Mar 11, 2021 18:27:05 GMT
^This. I've always felt the same way, honestly. Hordes and bus formations have their strengths and weaknesses. But regardless, they're all susceptible to nukes. That can win or lose you the game if you've sunk your money into one deathstar. And Canons. (Can you feel me rolling my eyes?) They miss their targets just as much as they hit (okay, well it feels that way) and when they do, you'll inevitably roll a one when trying to wound! Laser guided. Ha! Then you fire the other one, hit, and blow away a monster that costs more than both cannon away before it does anything aside from try to hide from the cannon. Remember, cannon are never encountered alone and are usually found in batteries of two, three, or in large battles even more. And compared to monsters - who will never break their points in infantry, mind you - cannon are VERY point effective. And just as effective against infantry as the monster, which is why they're no-brainers to take to the max.
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Post by Horace on Mar 12, 2021 11:35:19 GMT
I have always been pretty happy with how 8th plays. I have a couple of gripes but most of them would really have been solved with a balance pass if the game had been supported properly (Hello Unstable/properly costed WoC DP & BotWD).
I personally would have preferred Cannons to be roll to hit the spot you aim at, then scatter it D3" or something if a miss was rolled. I don't like the laser guided aspect of them. I don't think cannons are as overpowered as the internet thinks though. You need to be wary of them if you have monsters on turn 1/2, then they are basically useless. It is a cannons only purpose to counter large items and they are required to a point as a check on these. Again a points balance pass may have tweaked them up slightly.
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