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I'm taking a good look at the new rules, daaaang the stratagems are lookin' fierce. 

 

Crushing impact: a most worthy successor to Tank Shock. Both Monsters and Vehicles included, and it comes with a little risk. Will be fun to watch, especially when a big boy is about to die & just goes on a suicide charge. KAMIKAZE!!!

 

Fire Overwatch: this one's redo is quite interesting. Tell me if I'm reading this right - triggers at the end of the movement phase, meaning opponents can no longer try to "force Overwatch" & save their best from taking fire. And could you always not reroll hit rolls on Overwatch? 

Gonna force some rather more "cagey" playing. 

 

Heroic Intervention: Do you get fights first now? They don't specifically say you get no charge bonus... right?

58 minutes ago, Kommisar_K said:

I'm taking a good look at the new rules, daaaang the stratagems are lookin' fierce. 

 

Crushing impact: a most worthy successor to Tank Shock. Both Monsters and Vehicles included, and it comes with a little risk. Will be fun to watch, especially when a big boy is about to die & just goes on a suicide charge. KAMIKAZE!!!

 

Fire Overwatch: this one's redo is quite interesting. Tell me if I'm reading this right - triggers at the end of the movement phase, meaning opponents can no longer try to "force Overwatch" & save their best from taking fire. And could you always not reroll hit rolls on Overwatch? 

Gonna force some rather more "cagey" playing. 

 

Heroic Intervention: Do you get fights first now? They don't specifically say you get no charge bonus... right?

 

Overwatch is now just at the end of movement, no longer on either movement or charge; basically you'll always know what the 'best' overwatch target is without having to worry about charging, due to charging changes as well.  It's a nice change, and gets rid of a lot of the confusion and gotcha of "Well when during this turn are you overwatching?".  I think the big change to no rerolls is really nice.

 

HI does impart Fight's First, but Fight's First is also now different so I don't think it's as big of a deal.  Fight's First now really only matters if you're the active player, as they get to choose first no matter what (Unless there was no charge, then the defender would get to go first if there were no other fight's first in the attacker's army).

So far, I think everything looks pretty good. I wasn't crazy about everything in 10th but I did enjoy all my games, which I can't say for all previous editions, and I found it easy enough to just ignore or change things I didn't like. Plus, it definitely seemed like a step up from 9th, no matter what else may be said.
This seems like a step up from 10th, so in that sense, everything is moving in the right direction (I'm never going to think it's a good idea to focus game design on tournament play, but again, I find most of it easy enough to just discount or change to my own preference so I don't see that as disqualifying for the edition as a whole).

I'm quite relieved that it's not nearly as convoluted as 3rd ed. Heresy. That was honestly my worst case scenario and I'd probably rather have played 2nd edition with all its wacky inconsistencies and laborious gameplay in that case :biggrin:

So is crusade genuinely gone-gone, or something that will come back via codices or another supplement? When Joe mentioned narrative had been cut back I hadn't realised it seemed to be gone-gone, but I also wonder what elements of narrative are lost too.

 

 

the changes to the basic rules look alright to me - but i do still think there is far too many layers of rules. having something that works for people who player every week and people who play a couple of times a year or less is perhaps not very easy though

 

Also does 'only war' not exist as a way to play any more?

 

Edit: oh looks like that is now just 'battlefield dominance' and you could choose to just play that with no secondaries.

 

anyway, I've managed to pick up my copy today from my very nicely run FLGS and looking through the core rules and the booklets with the two card decks it is annoying how often it is pointing you towards the app. like even basic stuff like rerolls and modifying rolls isn't in the rule book. nothing about points and army sizes (and the core rules say missions will tell you what size army to play, but the missions in the chapter approved deck don't at least). seems a usual all over the place mess from GW which is as always disappointing to see. 

 

i really don't want to have to relay on having a phone/tablet at the table all the time. or certainly not when i am also paying for rules via decks and codices. 

Edited by Frogian
23 minutes ago, Petitioner's City said:

So is crusade genuinely gone-gone, or something that will come back via codices or another supplement? When Joe mentioned narrative had been cut back I hadn't realised it seemed to be gone-gone, but I also wonder what elements of narrative are lost too.

 

 

There is the Dominatus deck in the box which gives you a campaign and mission objectives and upgrades

1 hour ago, Frogian said:

 

There is the Dominatus deck in the box which gives you a campaign and mission objectives and upgrades

 

Yeah I read Sprues and Brews' review of it - it's a weekend event pack, almost.

 

Quote

One of our favourite things about the last few editions of the game has been Crusade. This was a narrative system that allowed you to “level up” your units, earn unique relics and basically tell a continuing story with your army. It was however basically a different game mode, and it had different missions, objectives and took a lot of book keeping.

 

In 11th Edition 40k it seems that Games Workshop is trying a different tactic for Narrative Games this time with the Dominatus deck. This deck is basically a self contained narrative event weekend. If you’ve ever been to a narrative event at Warhammer World then you’ll know its a great way of playing a linked series of fun narrative games that tell a story that is affected by how the games go.

 

Dominatus takes the essence of that and turns it into a deck that lets you replicate those type of events with a group of people.

 

A single person (known as the Warmaster) will coordinate things and be in charge of proceedings – you really need someone to be able to do this as there are more moving parts than a normal game of 40k.

 

Players will then be split into 2 or 3 different groups depending on how many players you have. The Liberators are the brave armies looking to break the invasion of Armageddon. The Oppressors are those who are there to destroy Armageddon adn the Raiders are the piratical types looking to take advantage of the chaos!

 

Once the groups are split up, each is given a card that tells them the narrative so far – this is really cool, and it actually uses the disposition system from Chapter Approved to add some narrative reasons as to why you are fighting the army you are facing.

 

In comparision to Crusade, this deck uses Chapter Approved itself for the games you will be playing – Dominatus just adds the narrative frame work around that. Depending on the results of your battle you might gain powerful Battle Honors due to winning the game, but even if you lose you’ll gain Battle Skills that can be used to enhance your units. Win or lose, the outcome of the game will have it’s own narrative card that tells you what has happened from a lore point of view, and award you a number of narrative points that impact the overarching campaign.

 

These battles continue over a number of different phases. The set recommends playing 5 games over the course of a weekend, with the first 2 being the first phase, the 3rd and 4th game being in the second phase and the final game being the cinematic showdown. There’s different cards for each phase, meaning that over the course of the weekend you shouldn’t hit the same narrative beats but will instead have crafted your own shared narrative over the course of 5 games.

Things you have earned in each battle can then be equiped by units in future games, giving you an evolving army over the course of the weekend.

This is basically a way of adding a narrative flavour over a short run of games – but there’s nothing to stop you taking these rules as a foundation and expanding them out further in order to have the campaign run for a month for example with a map and more depth. The rules encourage you to run this your own way, but they real key here is that it works great just out of the box, and because it’s all driven using the Chapter Approved deck it feels like you are playing “proper” matched play 40k while still getting all the fun that comes with narrative play.

 

Ash from GMG was more damning of it though:

 

 

 

Not seen others about it yet, however.

 

I am curious what else has been retained, lost or created in terms of "narrative", crusade, campaigns, world building in games, and so on.

 

 

Edited by Petitioner's City
1 hour ago, Petitioner's City said:

So is crusade genuinely gone-gone, or something that will come back via codices or another supplement? When Joe mentioned narrative had been cut back I hadn't realised it seemed to be gone-gone, but I also wonder what elements of narrative are lost too.

 

 

 

It's been replaced with the Dominatus card deck to give you the structure of the minicampaigns, and apparently the Maelstrom supplement which gives you the character design rules and the Raid and Ruin campaign system (with further upgrades for completing additional challenges within the mission).

 

More crusade-like stuff is going to appear in future narrative books according to either the Q&A or the unboxing vid, I think I also remember them talking about more faction/warzone specific systems as part of that.

They also said "All crusade stuff still works" which is true. Nothing has invalidated any of it.  Don't throw your 10th stuff into a fire and you've got crusade already ready to go.

Edited by DemonGSides

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