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Sergeant_Crunch

The changes from Warlord 1.X to 2.0

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-I totally agree about most of the change for the game. You wanted to make the game faster, it's done. But by doing this and giving up on all those little rules, like Picking-up Objects, Looting, searching, etc. I wonder if Warlord is any longuer a skirmish game. without that, the more obvious goal in a game is to crush the opponent, or to take control of a location. Will warlord in the near future just become a Battle game ?

All of those things can be done by using the Specialty Action inside of scenarios. If you played in the tourney at ReaperCon, or will be at GenCon, you will see this in action. Scenarios can add all of those options. ::):

 

 

-No rules for Unit Cohesion ? If I divide my units between fights all over the board, the time to remind which minis are part of the troop I'm activating, I can totally destroy the pace of the game. I can't think about a single reason that explain you choice about that.

The previous version of the game never really did anything with cohesion anyway. There was no real penalty for being out of it. It simply never came up. So we had to decide between making it more important and having it mean something, or by removing it. I made the decision that the game would not be improved by forcing cohesion. I felt the game would feel more like a skirmish game without the cohesion rules. Keep in mind that a 4'x4' table is roughly the same size as a football field, so it isn't like units CAN get all that far away from each other.

 

 

-And by far the more important : no campaign rules ?!!?

The faster the game is, the best it is for campaign. I can only hope to see a new set of campaign rules for warlord (I'll test The Brettinburg Campaign for now, but I want more ^^).

100% purely time based. I needed this game out in time for GenCon. Warlord has been steadily losing players year after year, and the biggest reason cited was the lack of a current physical rulebook. A well designed, well balanced campaign system can take 6+ months to develop. I didn't want to miss this year's convention season completely (Warlord 2 was demoed extensively at Origins, and will be the rules system in place at GenCon) and lose another year's worth of players.

 

We are actively working on a campaign system now, and when complete, it will be available on ReaperGames.com. ::):

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I'm just happy to have the new book in hand, and will kick the tires enough to decide how much more to put into it. If it's off the hook I may go Black Lightning. If it's just okay, I have a game I can enjoy for years. Win win.

 

I like cohesion for other games I play, but sometimes at the end of a battle, with one unit against it from two sources, it's a natural for cohesion to just go out the window.

 

Also, Warlord is a high fantasy game, and with scenarios, I could see units splitting and going after different objectives.

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Well, as part of the development group, I can share that one of my goals is to eventually be able to work on an epic level version of the game. If we can get to do that, then I will most certainly want to include cohesion and routing and all sorts of those concepts. But, for this skirmish level game, it seemed that everytime we discussed it, the negatives outweighed the positives.

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Ok, I get your point about Cohesion. That's just that I sometimes play on a 96" x 72" table with multiple deployment area, so splitting a troop in two or more group can pay. I guess it will only ask for some change in the way we play.

 

 

All of those things can be done by using the Specialty Action inside of scenarios. If you played in the tourney at ReaperCon, or will be at GenCon, you will see this in action. Scenarios can add all of those options.

 

I'm in France. I would like to have my butt kicked at GenCon, but it won't be for this year ^^

I think i'm gonna use the rules from Warlord 1 for these actions. But the new players coming with warlord 2 won't know them (except for those who played in the tourney at ReaperCon, or will be at GenCon... That's sooo unfair ^^)

Will scenarios be available on ReaperGames.com ?

 

 

100% purely time based. I needed this game out in time for GenCon. Warlord has been steadily losing players year after year, and the biggest reason cited was the lack of a current physical rulebook. A well designed, well balanced campaign system can take 6+ months to develop. I didn't want to miss this year's convention season completely (Warlord 2 was demoed extensively at Origins, and will be the rules system in place at GenCon) and lose another year's worth of players.

 

We are actively working on a campaign system now, and when complete, it will be available on ReaperGames.com.

 

Fine, forgot everything I've said : Warlord 2 is perfect ^^

I have to edit some message in different forum now.

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Elende,

 

I hope you are not takign our responses as any kinda of defensive attack on you. All of your opinions and questions are perfectly valid. Hopefully we also gave some valid answers.

 

You say that sometimes you play on a larger table. Yep, I could see how that would change up some things for you and your group. As I said, hopefully one day in the not too distant future we can work on an epic level game that will require larger tables and such and that aspect of the game will have its place again.

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I'm looking forward to the good tire kicking!! Thanks for sharing the links to the data cards. I need only print out the Dwarves and Darkspawn, and I'm at least ready to play.

 

It would be nice to bring back four or five people that got in for Warlord 1, and 1.2, but left for a while.

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Im glad to see cohesion gone. After putting up with it in some other games things like, having to be in los of your leader or only an inch or less away, got to be really tireing. Mind you I did not have a problem with it when I first started playing warlord so it has never bothered me with this game. Still it is one less rule to worry about now.

 

I am very keen on the idea of a small scale game as I'm trying to get it worked out to play with 3 or 4 people I know and none of us want to move around trays of figures. So I rather like the rules a bit tailored to small groups. If all goes well we will have the rules down and be looking forward to some campaign rules, missions, and things in the future. Also with the small scope of the game making it possible to have a decent fighting group for a low point cost, one can afford to have several factions. After doing some research I find that I can buy a pretty good group from any faction of about 500 points for less than 40 bucks. That alone has made the game pretty attractive to some of my el cheepo friends.

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The price is reasonable, and the range is awe inspiring. Even if you aren't 100% satisfied with the rules, the models are still good for RPGs, No Quarter, proxies for innumerable other games.

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Just wanted to pop in here and give a tip of the hat to the writer(s) who came up with the intro story and the faction fluff pages. I was wondering how they would do a second edition's worth of talking about the same factions. I thought the way they pulled it off was very clever. The feel of all of the factions has remained the same, and they haven't made any huge changes like "these guys had their home base completely destroyed." In a sense everything is the same, but they presented it in a cool way. I liked all of the props to the first edition rulebook's fluff, and I REALLY liked the cliffhanger (ok, that may be over-reaching) ending that leaves the door wide open for Savage North.

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I just got my softcover book today, and it looks really nicely presented.

 

I just noticed (thanks to the sticky thread) that Warlords are no longer required for high-points games.

 

Other features of the book that set it above the previous one included the way the pages are tabbed along the margins with section titles. It makes it that much easier to find what one is looking for. Also I like that the data cards section for each faction is uninterrupted by model fluff. Don't get me wrong. I like fluff, but having the cards on their own page makes it easier to get to the most important details during gameplay.

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Well, I am one of those coming back after a bit of a hiatus. Wish I could meet up with you and unleash Sokar's wrath on GenCon. Sadly, a funeral this week took the money that would have gone for the trip.

 

Oh well. Now we need busy making a applet to play Warlord online!

 

One question though, just to make sure I'm reading things right. You cannot combine elements of different factions in an army anymore? No more Mercs being hired by Sokar's faithful?

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At this time, there is no more freelance, nor is there any 25% merc rule. The only current ability to mix factions comes from the Merc's faction ability of Change of Heart.

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Best you could do was proxy your mercinary models and use Nefsokar datacards. Depending on what models you were using from the Mercs that may or may not produce satisfactory results :P

 

One new change that really helps out a Nefsokar player is the change in Summoned (not sure that made it into the stickied post). When a model summons, they used to get one model. Now they can get up to three! As before you still need to pay the point cost for the models when building your army, and you still need to hold them off to the side un-deployed. But three! And they take the action like they used to. Check out the Anubis Guard model. They've now got Summoned, and they have Damage Reduction/1, AND they have Provoke. So some model pulls a trick and bases your caster? No problem. Specialty action to bring out up to three Anubis Guards, make sure they're in base to base with the offending model, then Fight actions all around to stomp the enemy into the ground. Or, Fight actions on the part of the Anubis Guards until the enemy model is dead, then the spellcaster still has a chance to sling a spell. Perhaps a Familiar upgrade would be key there, as it would not have to get tied up in terms of LOS in having three Anubis Guards standing watch over it.

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