Lanz
Junior Strategist
Posts: 685
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Post by Lanz on Mar 2, 2018 23:31:45 GMT
Also remember...you do not have to play in theme...sure you lose free units and buffs, but is trading a buff from theme worth trading for a buff from a solo/unit? Typically no. Since they keep releasing unique models for the theme lists that offer their own or better buffs to make up for it. Stack on top of that the options to include 2 merc/minion options and you have what is basically a non-choice. The benefits of playing out of theme are very small compared to the benefits of playing within theme.
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Ganso
Junior Strategist
Posts: 932
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Post by Ganso on Mar 3, 2018 0:10:34 GMT
It seems really odd to me that there are people that don't give a Firetruck about how PP is doing things that they are desperately trying to Socially Engineer an Alternative for wide spread consumption. When the obvious solution, to me at least, is to just go up to someone at the club/FLGS/Local Facebook group and say "Hey, I want to play a Non Theme game. Any takers?"
Why is there a need to make it into a big "this is going to take over conventions!" thing?
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Post by Charistoph on Mar 3, 2018 1:13:18 GMT
No and yes. Force org charts set limitations based on what where a unit's category lies, and possibly the number of that unit. Themes set limitations on what units may be taken, period. To use the Skorne examples I provided, with Disciples of Agony as currently constituted, I cannot take any Venators at all, but with the Force Org Disciples of Agony, I could toss in a unit of Venator Slingers for their Flare debuff. The Venator list in the FO DoA wouldn't be as broad as could have been if it was the normal Skorne FO. Do you see the difference between "cannot take at all" and "limited in number"? Yeah but your example seems to be a both cannot take at all and whatever you can take is limited in number except you didn't put the numbers for the general category limits. The whole limited in number thing already exists as FA. Shop you're just suggesting that the battlegroup have an FA and the units have an FA and then include a new FA for elite units. The only thing that was actually limited in the examples was the Warlocks, and that's mostly because of the title of the theme. That part could be excluded, of course, as even just the concept of how Skorne Warlocks work they all have to be good at causing agony. Characters were specifically mentioned in the overview, so I didn't bother repeating them in the actual lists. Pretty much FOA would be such like 2 Rare Units per Warcaster or similar. The unit's FA would still be in force, so for an FA:1 unit, that would allow for 2 other Rare Units till you added a second Warlock. It could also mean that you could run 2 Slingers in Disciples, but you'd be missing out on bring the Legends of Halaak. (note, this is just an example, not an intention of actual numbers). "why isn't this game more like that other game most of its players stopped playing because it had shoddy rules" Certain things worked, certain things didn't work. As it is, there is quite literally little difference between Themes and Core Formations in 40K Choice Detachments which didn't even last two years.
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Post by W0lfBane on Mar 3, 2018 1:18:10 GMT
Yeah but your example seems to be a both cannot take at all and whatever you can take is limited in number except you didn't put the numbers for the general category limits. The whole limited in number thing already exists as FA. Shop you're just suggesting that the battlegroup have an FA and the units have an FA and then include a new FA for elite units. The only thing that was actually limited in the examples was the Warlocks, and that's mostly because of the title of the theme. That part could be excluded, of course, as even just the concept of how Skorne Warlocks work they all have to be good at causing agony. Characters were specifically mentioned in the overview, so I didn't bother repeating them in the actual lists. Pretty much FOA would be such like 2 Rare Units per Warcaster or similar. The unit's FA would still be in force, so for an FA:1 unit, that would allow for 2 other Rare Units till you added a second Warlock. It could also mean that you could run 2 Slingers in Disciples, but you'd be missing out on bring the Legends of Halaak. (note, this is just an example, not an intention of actual numbers). "why isn't this game more like that other game most of its players stopped playing because it had shoddy rules" Certain things worked, certain things didn't work. As it is, there is quite literally little difference between Themes and Core Formations in 40K Choice Detachments which didn't even last two years. I'll stop arguing about it cause I don't feel like I'm contributing positively. Basically what I was trying to say is themes in their current form are like one step removed from force org charts Actually I do play another game that uses force org charts and I Firetrucken love it.
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Post by Charistoph on Mar 3, 2018 1:57:06 GMT
I'll stop arguing about it cause I don't feel like I'm contributing positively. Basically what I was trying to say is themes in their current form are like one step removed from force org charts. I disagree on that point, but it largely depends on which type of force organization chart we're talking about. Firestorm Planetfall's Helix system is extremely restrictive, and very closely resembles 40K's Choice Detachments. Flames of War is also somewhat restrictive, and very closely resembles the Theme lists. The force organization lists of Fantasy Battles and 40K's Role Detachments were/are actually quite open. WHFB's organization in 6th Edition even allowed from some armies, like Skaven and Vampire Counts, to have an alternative configuration depending on the themed force they were in. They were more restrictive than what I suggested for Skorne's Disciples of Agony (the plague rat groups couldn't take techno-artillery, for example), but the basic concept was there, and I took it for an example and ran with it. Actually I do play another game that uses force org charts and I Firetrucken love it. I have Firestorm models and Dropzone models, and both of those have rather restrictive organization charts. My first TT game was Battletech, and that's even more free form than Infinity is (but let's face it, when you are limited to 8 models on the table by the engine, you can afford to be that free form).
More to the point of the original post, how would you organize your army's unit collection?
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zich
Junior Strategist
Posts: 690
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Post by zich on Mar 3, 2018 3:13:14 GMT
Seems less restrictive than themes and actually discourages spam. I'd be all for it.
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Post by gedditoffme on Mar 3, 2018 5:42:06 GMT
I’m just confused with why you would do this. What problems does it solve? How does it make the game different?
It sounds like you don’t like themes and are looking for another layer to add to them...
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bward
Junior Strategist
Posts: 184
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Post by bward on Mar 3, 2018 5:46:00 GMT
Jesus, does every thread on this page have to be about wishlisting game design changes regarding themes? It’s so played out. They are here, adapt or move on.
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Post by mcdermott on Mar 3, 2018 5:47:34 GMT
Jesus, does every thread on this page have to be about wishlisting game design changes regarding themes? It’s so played out. They are here, adapt or move on. Yeah wishlist something useful like harkevich2 with Field Marshal: Point Blank
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bward
Junior Strategist
Posts: 184
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Post by bward on Mar 3, 2018 6:07:59 GMT
Jesus, does every thread on this page have to be about wishlisting game design changes regarding themes? It’s so played out. They are here, adapt or move on. Yeah wishlist something useful like harkevich2 with Field Marshal: Point Blank Not sure who that’s directed at.... but atleast it’s something new. The rampant wishlisting in general is one of the worst things CID has lead to.
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Post by Charistoph on Mar 3, 2018 6:40:03 GMT
I’m just confused with why you would do this. What problems does it solve? How does it make the game different? It sounds like you don’t like themes and are looking for another layer to add to them... Partly because of this: Seems less restrictive than themes and actually discourages spam. I'd be all for it. And partly to provide a focus to army creation that was lacking in the game before hand. For all the faults in GW game design (and they are huge and many), this basic army building scheme was rarely an issue that I heard being presented. Jesus, does every thread on this page have to be about wishlisting game design changes regarding themes? It’s so played out. They are here, adapt or move on. As I stated in the original post, I started this thread because I had an idea to create a positive change to the game structure and didn't want to clutter up the other threads. If you don't want to positively contribute, then avoid this thread. If you would like to positively contribute to the thread, then please do so and provide an organization list of your army that you think would fit or a reason why it would fail.
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Cyel
Junior Strategist
Posts: 685
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Post by Cyel on Mar 3, 2018 7:41:38 GMT
I am definitely in favour of FOC style limitations if they are done right as it creates more varied, balanced armies/less skews and less rock-paper-scissors games as a result. You mean people will take the absolute best models in the absolute best theme and all the lists will remain cookie cutter in competitive play because thats how it will shake out always and forever? I am not sure what you mean. I think a limiting system which forces players to build balanced, varied armies is better than one which forces them into building skews. This is because I believe the most important part of the game is what happens on the table, and it should be the deciding factor. With balanced armies everyone can take on everyone and gameplay is king, with skews facing skews what you buy and your luck with pairings is much more important than I would like it to be. An example of bad FOC style limits is vanilla WFB / WH40K. For example the excellent idea of Lord-Hero-Core-Special-Rare introduced in 6th edtion WFB was compromised by choices that were available in those categories. For instance Core was supposed to be the army's solid backbone of regular troops. Vampires could satisfy the minimum requirement of 3 such units/2000pts game with tiny units of Dire Wolf fast cavalry and Ghoul skirmishers for the total of 150pts, which in no way looked, felt or played like a solid backbone of regular troops. An example of good FOC style limits is the excellent Swedish comp system created for 6th edition WH40K/ 8th WFB or Polish Balancing Patch for 7th ed WFB which evolved into the ETC Balancing Patch. Those things limited the spam builds which made games into what now is called "gear checks" and made playing those baaaadly balanced systems actually possible and enjoyable. Of course it's all good assuming you are the kind of player who, like me, thinks the tabletop part of the game is the most important and a sensible, balanced army should have a chance against everyone if you play it competently. Some people must believe the opposite, that victory achieved by putting as many pre-nerf Mad Dogs/ untargettable Griffons/ mk2 Bradigus Watchers etc in your shopping basket with the goal of never giving your opponent a meaningful game on the tabletop is a perfectly good kind of victory. Some people bought into those armies without feeling bad about it after all. For them the less balance, the more skews and spams, the better, because they can out-purchase their opponents to victory.
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Post by dirtyharrypotter on Mar 4, 2018 9:48:51 GMT
This game allready has a FOC. We have a minimum battlegroup (the core this game started with) and field allowance for every choice. I don't think it should be more restrictive then that...
Because warhammer was primarily balanced around movement they could divide armies into sections that covered that, and things like warwachines and monsters were very easy to file under those catagories as well. Whether or not they succeeded is another question.
Warmachine is balanced around rules interactions much more then warhammer and it is looking for those interactions that makes listbuilding so much fun. Themes in mk2 specifically were able to look at those interactions, demand which units you could take or not, and lay even more restrictions on that the bigger the bonus you were getting. Whether or not it was balanced is again a different question.
That imo is what a FOC should look like in warmachine. Anything more general feels very dissatisfying, as many of our current themes are now proving.
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Post by Charistoph on Mar 4, 2018 14:31:29 GMT
Because warhammer was primarily balanced around movement they could divide armies into sections that covered that, and things like warwachines and monsters were very easy to file under those catagories as well. This is most definitely not true. Warhammer was not balanced around movement, and units were not sectioned according to their movement. Warhammer sectioned units according to the fluff around how common the units were in the army. This is why you would have Knights in the Core of Bretonnia and the Empire, while pretty much everyone else had them relegated to Special or Rare. The same could be said of the Tomb King Chariots as well. Tomb Kings had so many Chariots (in the fluff), that not only could they be taken Core, they could be taken as units. Dwarfs and the Empire could take artillery in the Special slot, while almost everyone else had their artillery in the Rare slot. So, no, movement wasn't a factor in determining if a unit was Core, Special, or Rare, just how common GW thought the unit should be in the army. If you look at some of the more specialized armies that were introduced in 6th Edition, such as the Southlands Lizardmen, the Blood Dragon Vampires, or Clan Moulder Skaven, which rearranged the organization of units (or even eliminated them as an option), you would see that the commonality of the unit was the rule of the day for Fantasy. 40K is a different story. Part of what they used was the commonality of the unit, but that usually only applied to the Troops. The other part was the role that unit had in the army. Cavalry, Beasts, light Vehicles, scouts/infiltrators, or dedicated Mechanized Infantry are Fast Attack. Heavy (or heavier in the case of Dark Eldar) Vehicles and Heavy Weapon Squads are Heavy Support. Veteran or highly trained infantry were usually relegated to Elites, though this sometimes was used for rare infantry like Ogryns. And so on. So, while movement was a factor for the Fast Attack units, it rarely was in the case for any other Role's assignment.
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Post by smoothcriminal on Mar 4, 2018 21:16:37 GMT
We already kinda do. We have 1 must take model in caster (which limits a lot what can you take with his buffs) and we have FA on things. And then there's theme bonuses that want you to take things in 20-25pt chunks. There is actually not much choice, you usually have 5 ways to build a theme (2x BEs, 2x big infantry/cavalry units, 50/50 jacks/infantry, all jack, all infantry) and most don't even allow that much that due to restrictions.
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