One of my goals for 2018 was to play a game or two of Warhammer
40K 8th edition. I have
been playing various shades of Warhammer 40K since Rogue Trader days. I played 1st edition, 2nd,
3rd, 4th, and 5th edition; before finally
dropping out of the rat race that was Games Workshop edition changes. I just couldn’t keep up anymore and found
myself exhausted. Half the time I was
actually playing some bastardized hybrid of Warhammer 40K editions: 1-5; as I
misremembered rules and stats and ended up with some amalgamation of rules
instead.
However, I had heard some good things about these 8th
edition rules and I figured why not? I have
tons of models just sitting around. I
mostly use them to play Rampant Stars,
Tomorrow’s War, Konflict 47, Starship
Troopers, or whatever other Sci-fi games we want now. I figured it might be fun to use them in the actual
game universe they were intended for!
Plus, some of my old gaming buddies who had fallen away in the past,
wanted to try it to get back into Warhammer
40K. Who was I to argue, I would
love to get back together with them and play some games. With that, I let my buddy cobble together some
leftover marines to field and army of Dark Angels to play.
The new rules are only 12 pages of quarter sheet rules in
really small font. Does this mean the
game is more streamlined than ever before?
Let’s find out. This will not be
an exhaustive and definitive review of all the changes, for that you will need
to go somewhere else. It is the snap judgements of a veteran player after a few
games.
Things I Liked
They finally got rid of Template weapon and guess range
weapons. If I had a dollar every time
that became a point of contention during a game, I would still be able to buy a
new Warhammer 40K army! Instead, weapons have a certain number of
hits or random number of shots. No
templates. That sped up play a lot.
Next, they got rid of the Armor and Armor Penetration
process for vehicles that had been with the game since late Rogue Trader
days. Instead all units simply have a
Toughness. Damage is resolved by a dice
roll of Strength vs. Toughness. Once a
vehicle was reduced by a certain number of wounds, it would impact the ability
to fight. This was a much smoother
system than the old Armor Penetration and Vehicle Damage tables. However, each vehicle has a unique table, which is bad.
Morale had also been simplified. It reminded me a bit of Dragon Rampant where a failed morale test just caused additional
wounds on the unit. This represented
soldiers running, becoming ineffective, or hiding. Medium sized units seemed to be impacted more
than larger or smaller units, but overall still an improvement. Much easier to figure out and determine than
fallback etc.
Many people hate it, but I still kind of like the
Hit-Wound-Save model. This is still the
core of the game system for mechanics. I
like it as it allows the opponent to do something other than just remove
models. They made some tweaks to the Save
mechanics where everyone has an armor save and weapons have save modifiers that
reduce it. Many units also have an
additional invulnerable style save that they can take and the player must
choose which one they are using, but most of the time the answer is a no
brainer. I prefer this method to the 4th
and 5th edition AP system.
Things I Did Not
Like
Some key, core components are still problematic for
me. However, I don’t think they will
ever “change” as they are integral to what makes Warhammer 40K, Warhammer 40K. The first and biggest issue is still the
I-GO-U-GO nature of the game. I do not think I-GO-U-GO is inherently bad, but
at the scale and size of a game as you are being asked to play in Warhammer 40K it is tedious. I basically spent long periods of time
watching my opponent do stuff and commenting on what they were doing. It felt like I was a commentator at a
Football game, who could only talk about what was happening instead of playing. I would prefer to have had some way to
react. The Overwatch system allows some
limited shooting when charged, but it was very unsatisfying. Basically, I just stood there and
watched. This could be greatly improved
with some sort of alternating activation of units, and then being able to use “Command
Points” to either interrupt or chain activations. However, that would take the game so far away
from Warhammer 40K that it might as
well get a new name. Ultimately, this
made the game very dissatisfying to play.
The other big drawback to the game is simply that it has
no unified system to do stuff. The
Hit-Wound-Save system is to roll a d6 and beat a Target Number established by a
table. That is the bulk of the system. However, morale is completely different you
roll 2d6 and try to beat a stat with some mods.
Sometimes a weapon gives multiple hits, other times multiple shots, and
other times it is roll a d6 and consult a chart. The core rules are better at this, but the
simple rules bloat of Warhammer 40K with
all the factions and gear means that it very challenging to know what does what
without lots of looking at books, cards, etc.
Overall, this lack of a unified system to do anything means you are
looking at rules all the time, even if you are relatively proficient with the 12
page base rules.
On a related note, the sheer vastness of Warhammer 40
with all of its various factions is itself annoying. Players want their factions to do special and
unique things. Therefore, the designers
are coming up with hundreds of different ways to “skin a cat” to make that ‘unique”
faction experience. This leads to rules
bloat and If This/Then That rules. Beyond this, some of the other rules are
nitpicky.
I also am not a fan of the random charge range. To me, this adds just one smidgeon more to
luck than I would prefer, in an area where I would prefer skill and
judgement. Commanders need to know how
far a unit will move, and randomizing that in the charge seems a bit odd to me. It could be argued that instead of the skill
of judging distance, it changes the skill to judging probability. However, Poker does judging probability
better and you do not need expensive 3D models to play it. It makes more sense to me that a tactile
pursuit like wargames would benefit more from spatial skill than probability skill. I would tolerate random charge moves if
randomized movement was fully integrated into the game with a base movement and
a variable add-on/subtraction to move/charge distances. However, now this is just a special mechanic
because it can be special! On the other
hand, I also do not like it when units can just do whatever you tell them, and
this at least adds a bit of mystery to whether the charge will succeed or not.
Meh and Other Uncertainties
Hand-to-Hand is needlessly complex. A game of units should not be so overly
concerned with who can attack who in hand-to-hand and in what order. In addition, shooting is also similarly
nitpicky with who can see what and where true Line-of-Sight matters. It is still a bit easier than previous
editions as you can split fire and do some other interesting things. Warhammer
40K should really adopt the leader model approach like Chosen Men to streamline moving, shooting, and hand-to-hand.
Psykers are back and have their own phase. They can theoretically do psychic powers,
shooting, and hand-to-hand all in one turn.
I imagine this will only get more and more abusable as more powers get
added to by various factions. Otherwise,
they were just a bit of chrome add-ons for flavor.
There are some core scenarios in the book to help players
get away from Kill’em All style missions.
That is good a thing! They also
did a lot of work with deployment zones and setting up the game to try and keep
it replayable and avoid falling into the samey-samey mission/deployment zones
all the time. That was a big
improvement. These rules are only part
of the larger rulebook and not the 12 page booklet. However, the deployment zones, along with who
goes first, and scenario objectives should allow a lot of variable games to be
played. You can even try to steal first
turn, but it is a simply die roll with no risk/reward for trying to steal
it.
Games Workshop also
added Command Points to the game. These
allow you to trigger special abilities or re-rolls. They add a bit of resource management to the
game that was sorely needed for an added layer of decision making. All armies get a few base commands, and as
your codex comes out you get more. It is
only a matter of time before those will get ridiculous and way out of
balance. However, I like the initial
idea a lot.
It looks like Games
Workshop actually woke-up and took a look around at the rest of the gaming
industry and decided to try and compete a bit with modern designs. I applaud their efforts to try and streamline
and modernize their core game. Ideas
such as Command Points, removing Templates, and consolidating Stat lines are
great strides forward.
However, there are still some design decisions at the
core of the game that continue to make it unappealing to me. Lack of a coherent system and the I-GO-U-GO
turn sequence combined with the game size (# of Units being played) is
unattractive to me. There were just long
stretches where I as a player was not making any decisions, only reacting with
dice rolls.
Will I play this again?
Probably. Some of my old buddies
are jumping back on. However, I image
that as more Codex and rules come out it will turn into a bigger train wreck as
it goes. I remember the days of playing
Warhammer 3rd Edition with the Ravening Hordes black and white army
lists. That was an effective and
streamlined game that I could finish quickly at reasonable points. However, once more Army Books were released
it became more and more of a tangled mess.
I expect 8th Edition to be no different, and the few Faction
specific books I have looked at have not made me feel any better.
I have been on this merry-go-round before, and I got
off. I am not eager to get on it again. I am definitely not spending more money for
another ride.
GW is still addicted to the illusion of complexity rather than trying to make an elegant game. This is especially obvious in Age of Sigmar, where you have units that can chose between a weapon option that hit on 3+ and wound on 4+, or a second one that hits on 4+ and wounds on 3+. I can see the thematic, narrative sense in this, but, it is simply noise in terms of the game.
ReplyDeleteAnother thing that annoys me, is List Building. This is held up as being the be-all-and-end-all of good play, with claims that 85% of games are won at the list building phase. This is a result of GW's philosophy of giving every single unit its own bit of a special sauce; with special rules and wargear sprinkled willy-nilly across the factions.
The result of this is, of course, poor internal balance of Codices; so that some unit options are obviously better than others. As a result, internally, some units will never get taken, limiting the player's real, effective choice; and, externally, some codex's best list will simply over powered the best list from another codex.
I don't mind the random Charge Distances, as it actually takes a lot of complex "real world" effects, to do with local ground conditions, initiative, awareness and fog of war, and replaces it with a die roll that is loaded towards a 7" move. It also makes it possible to do away with a lot of complexity in Deep Strike mechanics.
I think that One Page Rules do a better job of turning the 40k setting in to a playable game; or Rampant Stars, of course ;)They also provide a level of complexity appropriate to a reinforced company level battle, rather than GW's roleplaying levels of faff. Still, I guess it is a step in the right direction.
I should get back to my attempts to convert the LoTR rules to a sci-fi skirmish setting.
I could be interested in seeing GW moving away from the Codex model of releases, to an Army in a Box model instead. They could concentrate on producing a fun and balanced force in a box and sell that.
ReplyDeleteI can's see an update comment button, so he's my third random idea sparked by your review.
ReplyDeleteI think it is a shame that the game has lost facing and firing for vehicles. I can see that they did this to simplify the game. However, their solution makes flanking vehicles no longer and effective tactic. Also, the way you can measure from any part of a vehicle mini most terrain items pretty much pointless too.
I'm with you on the "measure from the Squad Leader" idea, and would add a similar rule to measuring from some marked point on vehicles too.
Great comments as always Euan. I am glad my review sparked your thoughts. There is a lot of flase "complexity" in the game. I read a quote from Rick P. on this and he claimed it had to do with the target market of the game. Teens and early twenties like more crunch to memorize while old grognards prefer less crunch and more result. I don't know how true it is, but that was his justification for the false complexity of 40K.
ReplyDeleteI like the LOTR rules and would love to see a Sci-Fi skirmish version of it. I look forward to reading your efforts!