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Post by DiscoQing on Apr 18, 2021 17:47:00 GMT
Yeah, I just use my warhammer armies in kow, easier transferable.
You can easily use a tonne of filler in the units so the cost of playing whole armies is looooow.
You can't beat having 200+ skaven on the board tho
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Post by KevinC on Apr 19, 2021 2:52:36 GMT
-------------You can easily use a WFB army in Kings of War. The base sizes are pretty much the same. They even have hordes. My biggest issue with the game is how many players build their armies. Building entire armies of dioramas have become the standard in that game, and I just don't like seeing that. One unit might be cool, but entire armies?! Agreed on that, also I enjoy using my WFB models in a skirmish game called Saga Age of Magic so have no desire to group base. I may give it a go sometime, as I was curious as I remember when 3rd edition KoW was released there was talk that the army lists were being changed to be less friendly to WFB armies, so they could focus on their own IP, which is understandable but for me only interested in the Warhammer World that kills it off as a game i would be interested in. -----Ah, I don't know anything about 3rd edition Kings of War, so not sure about it being WFB 'unfriendly.'
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Post by luke82 on Apr 19, 2021 6:44:52 GMT
I picked up the KoW 3 books to give it a spin and it does indeed seem to have shut down or changed some options to be slightly less ‘carbon copy’ of WFB, but its still pretty broad and can utilise WFB armies pretty well. Some of the base sizes might be a bit different for the bigger monsters but if its a casual game it shouldnt matter too much (theres an exceptional base size rule as well).
Agree on the diorama basing in kings of war too, some of it is way over the top, would look awful (to me at least) sliding around the table. But i get the heebie jeebies from all the tactical rocks GW litter their bases with so no way im ever gonna like whole buildings or mountain sides cruising around!
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Post by knoffles on Apr 20, 2021 11:02:41 GMT
-------------You can easily use a WFB army in Kings of War. The base sizes are pretty much the same. They even have hordes. My biggest issue with the game is how many players build their armies. Building entire armies of dioramas have become the standard in that game, and I just don't like seeing that. One unit might be cool, but entire armies?! Agreed on that, also I enjoy using my WFB models in a skirmish game called Saga Age of Magic so have no desire to group base. I may give it a go sometime, as I was curious as I remember when 3rd edition KoW was released there was talk that the army lists were being changed to be less friendly to WFB armies, so they could focus on their own IP, which is understandable but for me only interested in the Warhammer World that kills it off as a game i would be interested in. It wasn’t that they were necessarily less friendly, in 2nd the lists were fairly carbon copies. In 3rd a number of the lists (herd/Beastmen being one) became almost sub lists and lost unique units but gained access to similar units from the main factions. It meant that they lost some of their unique flavour and you can see it meant that the game could be even further balanced because of it. Personally I found it really off putting but I wasn’t invested enough in the game to get despondent.
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Post by mattbro on Apr 25, 2021 9:56:05 GMT
I need to give it a read when I get a moment. It's hard to make an accurate analysis when you don't know the content. My first impression when you say "no ASF for Elves, no steadfast, no horde rules, ect." is to cringe. Okay, Elves get ASF taken away, but what do they gain in return to make them a viable army? Especially Wood Elves? They are super fragile and EXPENSIVE. ASF was their edge. Take that away, what do they have to keep them from becoming the bottom 3 armies? Things like that. Hopefully, the Armies Project addresses all that. I don't know because I haven't looked into it. But I'd give those things some serious consideration before throwing them in the dumpster. I don't know, I had a dark elf Slaanesh cult in 6th and 7th, before they had ASF, and never had any issues. They were perfectly capable of holding their own against a diverse array of foes. People seem to forget that elves were doing just fine before ASF came along
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Yvain
Full Member
 
Posts: 112
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Post by Yvain on Apr 26, 2021 19:20:51 GMT
Not a fan of the WAP ruleset, it fixes a lot of the basic problems, but add in a lot of new ones. The codex books completely screw up the internal balance of the game. I think he ruined how certain factions play now. When we played it a long time ago it was still very easy to power gamer you way to a broken army, which really defeats the purpose of a fan rewrite.
At best its a move to the side vs a move forward. You would do better just adding in some basic house rules and calling it a day.
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Post by mattbro on May 18, 2021 22:51:21 GMT
Not a fan of the WAP ruleset, it fixes a lot of the basic problems, but add in a lot of new ones. The codex books completely screw up the internal balance of the game. I think he ruined how certain factions play now. When we played it a long time ago it was still very easy to power gamer you way to a broken army, which really defeats the purpose of a fan rewrite. At best its a move to the side vs a move forward. You would do better just adding in some basic house rules and calling it a day. I felt the same way. When I first heard about the project a couple of years ago I was really excited. The idea of a fan led edition, with full rulebooks, and an emphasis on fun and balance over profit-driven rules really appealed to me. But when I started reading the army books I was rather disappointed. Don't get me wrong, the formatting was excellent and the amount of work that went into them was really impressive, but by and large I found that many of them were riddled with new problems. The "put every single unit that's ever been mentioned, even briefly" approach to list design means that many of the books have no clear personality or theme. They're just bloated and have no direction (in either fluff, or crunch). Armies whose last official books were weak or heavily flawed, are still heavily flawed, since most of the same mechanical issues are all still present, they just tweak the points and the stats to try and make the unappealing a little less unappealing. From a fluffy point of view (which I know doesn't matter to a lot of gamers, but does matter to some, like myself), the writing often doesn't make sense. They write the Bretonnians like every knight is basically the sheriff of Nottingham (the way they write the brets, it's impossible to believe the entire peasantry wouldn't just rise up and kill the nobility, or that any knight would ever be worthy of the grail) and they talk about tomb kings units as being "necromantic" despite the fact that TK's wouldn't touch necromancy with a ten foot pole. Finally, to me, it isn't really a new edition per se, just new rules. The tradition is that every new edition moves the story forwards. That's what made me always look forward to a new edition, finding out "and then what happened?". The WAP books don't move the story forwards, they don't seem to have had the confidence to try and imagine a world where the end times ended differently. It's just a nebulous world set in no particular era.
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Yvain
Full Member
 
Posts: 112
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Post by Yvain on May 19, 2021 2:55:42 GMT
Not a fan of the WAP ruleset, it fixes a lot of the basic problems, but add in a lot of new ones. The codex books completely screw up the internal balance of the game. I think he ruined how certain factions play now. When we played it a long time ago it was still very easy to power gamer you way to a broken army, which really defeats the purpose of a fan rewrite. At best its a move to the side vs a move forward. You would do better just adding in some basic house rules and calling it a day. I felt the same way. When I first heard about the project a couple of years ago I was really excited. The idea of a fan led edition, with full rulebooks, and an emphasis on fun and balance over profit-driven rules really appealed to me. But when I started reading the army books I was rather disappointed. Don't get me wrong, the formatting was excellent and the amount of work that went into them was really impressive, but by and large I found that many of them were riddled with new problems. The "put every single unit that's ever been mentioned, even briefly" approach to list design means that many of the books have no clear personality or theme. They're just bloated and have no direction (in either fluff, or crunch). Armies whose last official books were weak or heavily flawed, are still heavily flawed, since most of the same mechanical issues are all still present, they just tweak the points and the stats to try and make the unappealing a little less unappealing. From a fluffy point of view (which I know doesn't matter to a lot of gamers, but does matter to some, like myself), the writing often doesn't make sense. They write the Bretonnians like every knight is basically the sheriff of Nottingham (the way they write the brets, it's impossible to believe the entire peasantry wouldn't just rise up and kill the nobility, or that any knight would ever be worthy of the grail) and they talk about tomb kings units as being "necromantic" despite the fact that TK's wouldn't touch necromancy with a ten foot pole. Finally, to me, it isn't really a new edition per se, just new rules. The tradition is that every new edition moves the story forwards. That's what made me always look forward to a new edition, finding out "and then what happened?". The WAP books don't move the story forwards, they don't seem to have had the confidence to try and imagine a world where the end times ended differently. It's just a nebulous world set in no particular era.
I didn't even think about reading the fluff. I thought it was just ports of the old stuff not made up BS. But I suppose he would have to justify some of those news.
Adding in so many new units was the dumbest move. It nearly doubled what each faction had to balance and like you mentioned some of theme don't really fit any theme. (did brets really need a warrior priest knockoff?) The removal of special rules further damaged faction identity. Combined that with adding in new equipment types and everything is shot to hell with no fixes to the nerfed units.
I rode the WAP train for a while at the start. It was very much a my way or the highway feel, the designer is right your complaints are wrong. It really feels like he put more effort in photoshop nice books than making the game better. I am glad I got off and went with 8th.
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Post by strutsagget on May 19, 2021 5:24:21 GMT
One of my main problem with WAP is that it is as I understand a one man show.
The risk behind that is too big and I will not invest my time in it.
I admire his dedication and output though.
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Post by mattbro on May 19, 2021 8:27:02 GMT
I felt the same way. When I first heard about the project a couple of years ago I was really excited. The idea of a fan led edition, with full rulebooks, and an emphasis on fun and balance over profit-driven rules really appealed to me. But when I started reading the army books I was rather disappointed. Don't get me wrong, the formatting was excellent and the amount of work that went into them was really impressive, but by and large I found that many of them were riddled with new problems. The "put every single unit that's ever been mentioned, even briefly" approach to list design means that many of the books have no clear personality or theme. They're just bloated and have no direction (in either fluff, or crunch). Armies whose last official books were weak or heavily flawed, are still heavily flawed, since most of the same mechanical issues are all still present, they just tweak the points and the stats to try and make the unappealing a little less unappealing. From a fluffy point of view (which I know doesn't matter to a lot of gamers, but does matter to some, like myself), the writing often doesn't make sense. They write the Bretonnians like every knight is basically the sheriff of Nottingham (the way they write the brets, it's impossible to believe the entire peasantry wouldn't just rise up and kill the nobility, or that any knight would ever be worthy of the grail) and they talk about tomb kings units as being "necromantic" despite the fact that TK's wouldn't touch necromancy with a ten foot pole. Finally, to me, it isn't really a new edition per se, just new rules. The tradition is that every new edition moves the story forwards. That's what made me always look forward to a new edition, finding out "and then what happened?". The WAP books don't move the story forwards, they don't seem to have had the confidence to try and imagine a world where the end times ended differently. It's just a nebulous world set in no particular era.
I didn't even think about reading the fluff. I thought it was just ports of the old stuff not made up BS. But I suppose he would have to justify some of those news.
Adding in so many new units was the dumbest move. It nearly doubled what each faction had to balance and like you mentioned some of theme don't really fit any theme. (did brets really need a warrior priest knockoff?) The removal of special rules further damaged faction identity. Combined that with adding in new equipment types and everything is shot to hell with no fixes to the nerfed units.
I rode the WAP train for a while at the start. It was very much a my way or the highway feel, the designer is right your complaints are wrong. It really feels like he put more effort in photoshop nice books than making the game better. I am glad I got off and went with 8th.
Very few of their units are made up exactly. They go through the lexicanum and copy/paste just about every single unit entry. The problem is that a lot of these things come from wildly different eras. Some of them are from oldhammer (1st-3rd edition), others are from the WFB Role-playing Setting. They're from such wildly different eras and by so many different authors, that lumping them all together in one book creates a weird, unbalanced mishmash that doesn't quite sit right (bretonnians with handguns and cannons for example). As for fluff, I mean it's all made up BS, even the official stuff. I'm just big on story. For me, keeping the old world going is as much about keeping the story going as writing new rules. I was disappointed that they didn't attempt to do that. I don't know Mathias personally. What he's done is a massive undertaking, which I definitely respect, but in the end it wasn't what I was hoping it'd be. That's actually what motivated me to do it myself. I've started creating my own army books for a fanmade 9th ed. I've completely finished the Tomb Kings and now I'm working on Bretonnians (I'm starting with the factions that were neglected the worst by GW).
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Post by KevinC on May 19, 2021 14:02:44 GMT
One of my main problem with WAP is that it is as I understand a one man show. The risk behind that is too big and I will not invest my time in it. I admire his dedication and output though. -----------Well one man show is not exactly right. While I admire his commitment, he takes work from others. Some of my fluff and rules are in his books, he did credit me though.
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Post by strutsagget on May 19, 2021 14:35:07 GMT
One of my main problem with WAP is that it is as I understand a one man show. The risk behind that is too big and I will not invest my time in it. I admire his dedication and output though. -----------Well one man show is not exactly right. While I admire his commitment, he takes work from others. Some of my fluff and rules are in his books, he did credit me though. Well what I mean is that the whole WAP stand or fall with him. The day he stop the project stops.
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Post by lordofskullpass on May 19, 2021 15:38:20 GMT
I felt the same way. When I first heard about the project a couple of years ago I was really excited. The idea of a fan led edition, with full rulebooks, and an emphasis on fun and balance over profit-driven rules really appealed to me. But when I started reading the army books I was rather disappointed. Don't get me wrong, the formatting was excellent and the amount of work that went into them was really impressive, but by and large I found that many of them were riddled with new problems. The "put every single unit that's ever been mentioned, even briefly" approach to list design means that many of the books have no clear personality or theme. They're just bloated and have no direction (in either fluff, or crunch). Armies whose last official books were weak or heavily flawed, are still heavily flawed, since most of the same mechanical issues are all still present, they just tweak the points and the stats to try and make the unappealing a little less unappealing. From a fluffy point of view (which I know doesn't matter to a lot of gamers, but does matter to some, like myself), the writing often doesn't make sense. They write the Bretonnians like every knight is basically the sheriff of Nottingham (the way they write the brets, it's impossible to believe the entire peasantry wouldn't just rise up and kill the nobility, or that any knight would ever be worthy of the grail) and they talk about tomb kings units as being "necromantic" despite the fact that TK's wouldn't touch necromancy with a ten foot pole. Finally, to me, it isn't really a new edition per se, just new rules. The tradition is that every new edition moves the story forwards. That's what made me always look forward to a new edition, finding out "and then what happened?". The WAP books don't move the story forwards, they don't seem to have had the confidence to try and imagine a world where the end times ended differently. It's just a nebulous world set in no particular era. Adding in so many new units was the dumbest move. It nearly doubled what each faction had to balance and like you mentioned some of theme don't really fit any theme. (did brets really need a warrior priest knockoff?) The removal of special rules further damaged faction identity. Combined that with adding in new equipment types and everything is shot to hell with no fixes to the nerfed units.
This is certainly the case with the Beastman one - I've recently read through it in my research as to how Beastmen can be given the best 8th Edition experience. Simply getting rid of the Beastman Ambush rule and replacing it with Ambushers killed a fan-favourite special rule and one of the main thematic aspects of Beastmen. Also a lot of the army's existing problems still remain - Lore of the Wild is still there and as subpar as ever, Marks are largely nonexistent (Bestigors can take them as per 6th Edition but no other unit can) and lack of actual Beastman units (as opposed to monsters) is still an issue. Some units have even been nerfed, with the chariots losing Primal Fury on the mounts and Minotaurs only being able to gain a maximum of +3 bonus attacks through Bloodgreed (though at least they did get a significant price cut). Furthermore, while giving the option to take Skirmish does harken back to the Raiders rule, it forces Gors to suffer the drawbacks of being Skirmishers (unable to count ranks, disrupt enemies e.t.c), which Raiders did not. Additionally the new units he's introduced I'm not fond of - Mutants are a half-hearted equivalent of Forsaken that is pointless given they have pretty much the same profile as Ungors and would used for the exact same purpose. Might as well just skip them and take Ungors. The Ramhorn is a new idea, but I can't see Beastmen taking the time to build a howdah and train the beast to carry a load of Gors on its back. Hag Trees, while thematic and relating to the 'Dark things in the woods' theme of the army, are yet another monster in an army that already has loads (especially as he's taken the time to include Cockatrices and Preytons too), and in its lore it says it will eat a Gor just as happily as a human - why would it join a Beastman army specifically then if it would just as willingly eat them as the enemy? That sounds much more the type of lore for a neutral unit in a scenario set in a cursed forest than a unit for one specific army. All of this is why I'm taking the time to write my own version that is a lot more thematic and significantly more powerful while trying to avoid being OP. Largely I'm basing my version off KevinC's erratum that takes the army back to 6th Edition, but I'm also keeping some of the more thematic (and least bad) bits from 7th and adding in a few more Gor units to flesh out the Beastman side of the army.
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Post by Naitsabes on May 19, 2021 16:52:03 GMT
Obviously Matthias should do what he enjoys so sure, put out a 9th edition. Same for re-writting army books. All of that is not my cup of tea.
What I find useful about the WAP is his efforts to collate all units/fluff bits for 'minor' factions from the last ~30yrs. I don't think there is hardly any of 'his own BS' (which as an aside I find unnecessarily derogatory, it's as much or little BS as everything else, very much including GW's output).
So yes, the result is not a tight/themed/balanced (whatever you want to call it) army list but a hodgepodge. Let's you pick an army from the list to give it the flavor you want (leaving out the things you -for whatever reason- disagree with) and play in your garage.
I have used the 8th edition DoW army book and it works fine. I've looked at the Chaos Dwarf army book, terrible editing (whole fluff paragraphs repeated, and very uneven flow to the text) but it includes all unit entries one could possibly think of. Many rules lifted from KevinC's version, mashed together with the LoA. I am very grateful for his efforts.
If he stopped tomorrow, the books are still there, not sure what the problem is. Just stay away from ANYBODY's ninth edition. EEFL
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Post by mrbaldrick on May 19, 2021 18:31:51 GMT
I don't care about the fluff, for that matter I didn't care about GW's fluff either. It's such a patch work of stuff thrown together by so many authors over the years it reads like Harry Potter fan fiction. I'm more interested in a solid set of rules, I think your fantasy setting should be what you want, not what someone else wants.
However, I do like the Army Project 8th ed rules for Beastmen. For the most part if felt like a good upgrade. Bestigor got a little pricier but the cost slashing to Minotaurs and Centigors really balanced it out to me. Also giving Gor the option for Skirmish and Throwing Axes was a big boost. A ten man unit of skirmishing Gor hunting war machines and chaff with Throwing axes is fun. They can also provide a good place for your Shaman to hide.
The price cut to monsters was necessary, as printed in the 7th ed book they are damn near unplayable in 8th. We saw a lot of monsters costs come down in other books beastmen needed it too.
Beastmen Ambush from 7th was a terrible rule. Why GW never issued an errata for it is beyond me, probably just nobody in the studio was playing Beastmen at the time so it was overlooked. Though GW finally did get on the ball a few years too late and made it regular Ambush in the End Times, but even in 7th it sucked big time.
I do find some of the monsters redundant and shoehorned into the book (Hag Tree, Preyton, and Ramhorn). Plenty of other monsters that can do their jobs. As for Dragon Ogres, Trolls, Shaggoths, and the Cockatrice, we didn't need them in the book. They were already in Storm of Magic and accessible to everyone. Storm of Magic and Monstrous Arcanium really are overlooked by a lot of people.
In all the only real gripe I have with AP Beastmen is Centigors. They should be fast cavalry. They are too lightly armoured and even at the AP cost too expensive to be regular cavalry. As fast cavalry they serve a purpose and that's how we play them at home.
The AP rules for Dogs of War and Regiments of Renown are good and make them playable in 8th. I don't care for the AP Kislev or Bretonnians, they just come off as Empire light to me. I haven't read AP 8th Skaven, but have only heard bad things about it.
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