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WL System Discussion (Split from Karkarions)


wildger
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One thing about Warlord is that there really is room for growth of each faction while keeping the older versions completely viable. Say as I am a dwarf player that they come out with an expansion on each of the current dwarf factions moving the story forward by 20 years. You keep some of the Elites maybe upgrade them with their further experience you keep most of the soldiers while adding one or two new ones, and you turn the rest of the elites and warlords over by having them be the ones moving up to the front of the battle as the older models are holding key fortresses and raising their children to be the new champions of a faction. You have the new ones not interact with the old ones but those old one still represent a solid army and you can now have a second set on mini's that match the visual aspect of the old ones but bringing some different fighting styles to the game.

 

I don't see the current model to be a detriment because it is easy enough to get into the game but that should not limit possible future growth.

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. Also do a search for Squats, GW removed them back in 2E 40K and yet people still want them.

The big problem with the "removal" of the Squats is that GW has changed the rules as well as made the miniatures difficult to get before completely discontinuing them. So no way to get the miniatures and no rules for them. So yeah, that leaves a really sour taste.

 

If the rules don't change, and a company still provides some way to order the miniatures outside of general distribution (the status that CAV minis have been in for years) then even though the faction has been "removed" from the active portion of the game, it doesn't stop players from being able to play that faction. That's a situation that's a lot easier for people to swallow.

 

It really comes down to not completely screwing fans over, and managing expectations.

 

That reminds me, I should really ebay the few squats I have sitting around...

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I don't see what's silly about Space Dwarves at all, small and muscular would be an excellent adaptation. Even if they were silly, they don't compare to a tank dressed up as a cathedral. I don't care how many skulls you stick on it, it's always going to be more effective an affront to sense and aesthetics than weapon of war. Dark Angels wear dresses. Blood Angels are vampires. Imperial Fists wear bright yellow armour. Warhammer 40K is drowning in silly. Space Dwarves if anything are too sober for it.

 

Mind you, Squats is the worst name ever. Unless there's an alien race out there called the "Poop-crouches".

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This is about the point in any game where the common sense portion of your brain should kick in and be able to say, "it's close enough". While you might not be able to find a tape measure that is exactly 12.7mm wide, I'd bet you could find something close enough. If your opponent wants to argue about it not being exact, then he is a d-bag, and you should stop playing with him anyway.

 

~v

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quick question for y'all: where the frack do i get the rule books?? I can't find them in the store anywhere and I'd really like to not have to resort to looking for scanned bootlegs. I'd also like to find a copy of CAV's rules.

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Hi,

What I like about Warlord:

- Easy game to learn. On 32? pgs you have all the rules. Warhammer for instance is more than 100. All profiles and "faction rules" are five/six pages. I don't want to compare it with a WH army book. Furthermore, with Warlord you don't need three pictures to explain all the situations and strange rules (the only I know is Trample). Yes, there are always "black holes" on every game system (even on Munchkin), but it's quite easy.

- The game works great in multiplayer. Sure, a 3 player "all vs all" will be as broken as it'd be on any other game system I've tried. But you don't have to clarify ANY rules. It's all on the book.

 

What I don't like:

- World is not detailed. Yeah, sure, if I could get the 1st ed and the army books I'd have everything but now it's difficult. AND it is NOT difficult to create a Wiki or some pages on the web with tons of background (this background difficult to have).

- Lack of support on Reaper main site. I mean, there are ALWAYS a lot of fans who would be more than happy to create something new every month for the page (a new army like Karkarians or Jade Empire, new scenarios, new background, new characters for some factions..). The amount of work to be done by Reaper is really low, just give an account (and maybe some Bone candy) to any of the forum respectable members and I'm sure they would do a great work.

- The main difficult for the newbie is to know the symbiosis between SA's. Having five models, each with 3-6 SA's, is too much to think about tactics when you begin on Warlord.

- There could be a "Five Scenarios Learn-to-play" booklet (or pdf or whatever) to help new players.

 

Oh, and BTW... regarding d10s. All dice rolls are "value + d10 > difficult". If anybody likes to play with d20, simply x2 everything. If anybody likes the d6, simply 0'6x everything (values, difficults, bonus...). Probabilities are not changed on a A+X>B situation if all variables get multiplied ;-)

Edited by Namarie
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While I agree about the benefits of Reaper supporting the game via their home page with fluff & crunch I also recognise that doing that well is not a cheap undertaking.

 

My experience with Kobold Quarterly says they have to pay a freelance editor & artists on top of a web monkey to keep their web content at an appropriate standard, even for content they are not paying the authors for (perhaps more so for that).

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This is about the point in any game where the common sense portion of your brain should kick in and be able to say, "it's close enough". While you might not be able to find a tape measure that is exactly 12.7mm wide, I'd bet you could find something close enough. If your opponent wants to argue about it not being exact, then he is a d-bag, and you should stop playing with him anyway.

 

~v

It has been my experience that 'Common Sense' is not all that common.

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