Gerald P. Illies
www.minis-market.com
Keep the minis, find a set of appropriate rules (SF and/or Fantasy) that
you like and 'convert' your mini's to those rules.
Best of both worlds. Er, at least from a guy who has never knowingly
(it's a long story) bought GW minis.... or their rules...
Gracias.
--
Glenn
North American Skirmishes (MOTW) prior to 1700's.
French Wars of Religion (DBR) interest.
SF (StarGuard, Dirtside 2) and Fantasy (Dwarf) gamer also.
Sent via Deja.com http://www.deja.com/
Before you buy.
--
Tim MacPherson
Kelowna BC
CANADA
ti...@home.com
"Gerald P. Illies" <tri...@paulbunyan.net> wrote in message
news:FRQV5.180$Ce2....@news7.onvoy.net...
your right. it is.
now for the free advice, keep the mini's, pick up a set of the rules
"shockforce" here: http://www.demonblade.com/ for 17.95 for the second
edition.
and convert your 40K figures into shock force stats usint the build system
in the book.
if you are interested i'll even send you the cheat sheat i made up, and my
conversions of 40K stuff.
i am in no way affiliated with the game or company, i just think it is a
good system.
good luck,
brian
>
> Please forgive me for putting this in the historical newsgroup but if I
>had placed it is the fantasy newsgroups I would probably start receiving
>death threats. The fact of the matter is, I spend a large sum of money
>purchasing EXPENSIVE games workshop minis, and spent a large sum of time
>carefully painting the neat(I will admit that they look cool) minis. Then I
>was excited to play, and finally found a place in which to test my tactical
>skills. Much to my horror, I found the game system to be extremely boring.
>I am a long time historical gamer so I have multitudes of good rules systems
>to compare it to, and I would have to say Warhammer 40K ranks low on the
>scale.
This won't help you in your present case (and will probably get *me*
branded a heretic in this ng), but here's something for future
reference. Whenever I want to try a new set of rules, *before* I buy
figures, rebase, paint, etc etc etc, I always give the rules a few
play-throughs using flat cardboard cutouts instead of minis. If the
game sucks, I don't bother with the rest of it and I've save myself a
ton of wasted effort.
-- Steve Lopez
"Chess is ruthless: you've got to be prepared to kill people." - Nigel Short
The Chess Kamikaze Home Page: http://www.geocities.com/ludekdudek/
The Chess Kamikaze Club: http://clubs.yahoo.com/clubs/chesskamikazes
(Hands back soap box)
Chucker
"Gerald P. Illies" wrote:
> Please forgive me for putting this in the historical newsgroup but if I
> had placed it is the fantasy newsgroups I would probably start receiving
> death threats. The fact of the matter is, I spend a large sum of money
> purchasing EXPENSIVE games workshop minis, and spent a large sum of time
> carefully painting the neat(I will admit that they look cool) minis. Then I
> was excited to play, and finally found a place in which to test my tactical
> skills. Much to my horror, I found the game system to be extremely boring.
> I am a long time historical gamer so I have multitudes of good rules systems
> to compare it to, and I would have to say Warhammer 40K ranks low on the
> scale.
Given that a lot of GW customers are kids, trying to work complex tactical
concepts into a game would be futile, or maybe GW will realize a few years
down the road that it has a fairly solid base of older customers and start
catering to them as well, instead of going for the jugular of the 9 to14
niche.
But then again, I'm probably being naive and much too nice ... :-)
Warhammer 40K, Warmaster, and Warhammer is designed for 13 year olds.
Just to note: I love to listen to these kids argue about correct paint jobs,
realistic battles, and authentic detailing. Kinda reminds me the historical
groups bitterly argueing pewter vs brass buttons on some Napoleonic Regiment, or
if chariots charged formed infantry. They yell and point to cryptic passages in
conflicting suppliments, each totally convinced that THEY have the ultimate
truth.
We don't ever really grow up.
I'd say that most problems with the game arise from the players
themselves. There are people in our local group whom I will not play
against as they are prime examples of your typical "Cheez player/power
gamer". Choose your opponents well and you will have good games.
Perhaps you should try setting up a campaign in the 40K universe. Or,
as someone else suggested, transplant the rules to a different setting
of your own invention. A campaign would give you something more to
discuss than mere stat lines...
Or "steal" historical scenarios and use 40K opponents in place of the
actual combatants....
Lastly, there are plenty of "historical" games out there that are just
agony to play...Empire, Firefly and Challenger spring to mind
immediately. And lets not even mention the DB-whatsit series of rules!
;-)
Howard Fielding
PS. I'd be happy to buy your figs if you give me a good price! ;-)
On Fri, 01 Dec 2000 17:03:33 GMT, "Gerald P. Illies"
> Thats not all. When we game historical campaigns we always have history
>to talk about, debate about, and joke about, but with 40K all you can talk
>about is, this weapons stats and that units skills, or all the cool weapons
>you could have if you decided to sell your left nut(please excuse my
>profanity) to get the money to purchase them. I have half a mind to just
>sell off my 40K stuff and chalk it up as lost time. Or is there still hope
>for my ambitions!?
Well, first off, the kids that play the game often get right into the
background story. That's why the games have huge chunks of fictional
"history". It's the same sort of interest that gets kids talking about Star
Wars as if it was real.
As for the miniatures, there are a lot of good miniatures sets out there that
can still be used with the miniatures. I highly recommend Stargrunt II. I've
run it at conventions. I've run games using GW figures at conventions! SG2 is
a generic rules set that is quite adaptable. I'm still playtesting a
supplement I've written for using it in the American Civil War. There's also a
set of rules for using it in World War II. The mechancis are slick and easy to
learn.
There are other rules you could use with the figures. Other than that, you
could always sell your figures.
Allan Goodall a...@sympatico.ca
Goodall's Grotto: http://www.vex.net/~agoodall
"Surprisingly, when you throw two naked women with sex
toys into a living room full of drunken men, things
always go bad." - Kyle Baker, "You Are Here"
Hi Gerald,
I sympathize with you. Third edition of 40k does indeed suck eggs (and
considerably worse IMHO). I started with 2nd edition and that had at
least some ability for tactical combat. Third editions has little or
none. If you don't mind adapting those minis to a different ruleset try
either Stargrunt II by Ground Zero Games or Starguard fifth edition by
Reviresco. Andy O'Neil will vouch for the tactical accuracy and quality
of SGII and Starguard is also an excellent set of rules for tactical
ability and it plays extremely easily. Give another try with a different
set of rules. GW's rules get worse with each successive generation.
Tom Bryant
President, HMGS-GL
"Gerald P. Illies" wrote:
>
> Please forgive me for putting this in the historical newsgroup but if I
> had placed it is the fantasy newsgroups I would probably start receiving
> death threats. The fact of the matter is, I spend a large sum of money
> purchasing EXPENSIVE games workshop minis, and spent a large sum of time
> carefully painting the neat(I will admit that they look cool) minis. Then I
> was excited to play, and finally found a place in which to test my tactical
> skills. Much to my horror, I found the game system to be extremely boring.
> I am a long time historical gamer so I have multitudes of good rules systems
> to compare it to, and I would have to say Warhammer 40K ranks low on the
> scale.
> Thats not all. When we game historical campaigns we always have history
> to talk about, debate about, and joke about, but with 40K all you can talk
> about is, this weapons stats and that units skills, or all the cool weapons
> you could have if you decided to sell your left nut(please excuse my
> profanity) to get the money to purchase them. I have half a mind to just
> sell off my 40K stuff and chalk it up as lost time. Or is there still hope
> for my ambitions!?
>
> Gerald P. Illies
> www.minis-market.com
I did enjoy the dark pseudo-scientific-medievalism feel of the origional
game, some of which still exists in the newer simplified (some would say
dumbed down rules) and it was the background (with a bit of tinkering) that
brought me back for a few knock abouts.
But it's all quite spoilt by the price of figures and the over reliance on
big, bulky heroes with HUGE guns/axes (and big hats)..
Theres a GW shop in my town and whenever I pass it it seems mostly full of
12-16 year olds.. where do they get the money from to ever build an army?
Even with inflation the pocket money I got would have meant I could only buy
4 - 5 figs a week, even the plastic ones are £5 for 5..
I could go on ranting, but I'm sure others will pick up the thread...
Bye!
Vinz
Cry HAVIC
Shockforce
Stargrunt II
Starslayer
Warzone
VOR
(I've never read Starguard)
> If you don't mind adapting those minis to a different ruleset try
> either Stargrunt II by Ground Zero Games or Starguard fifth edition by
> Reviresco.
Also, most of the above have "build your own" point systems
that make converting most any figure fairly straightforward. They have
varying degrees of play balance, in my opinion, but it's worth deciding
for yourself which system's point system is best/easiest for you. Off the
top of my head:
VOR (www.fasa.com)
Starslayer (http://mj12.chrispy.net) - this site has an online troop
builder and downloadable demo rules [I wrote 'em, so obviously
think they're the best of the bunch :-)]
Shockforce (www.demonblade.com)
Cry HAVIC (www.talongames.com)
Good Luck,
Demian
Would it not have been a good idea to try the system before you built armies
for it?!
Mike
Well of course it would be wise to try the game first, unless
you had just been impressed by the figures and bought a few..
Personnally when I get into a new era I often start building an
army first, but then you usually have several sets of rules to choose from,
not so WH40k though as suggested why not use the figs.. even the
background.. and use different rules.
..Which brings me on to another thing that annoys me about GW
the rule that you can't use non-sanctioned GW miniatures if you want to play
in a club or official convention game.. good business sense yes, but often
bad for the player.. particularly if you've just seen some lovely figures
that would make great Imperial guard and at only 50 pence each.. or an
airfix kit that could be converted into a tank..
Another annoying but good-business rule to exploit the kids is that
a figure must carry the exact weapon he is meant to represet.. okay if
someone announces that three of their Goblins with muskets are actually
carrying Las cannons it would be unfair and unrealistic... but for practical
purposes if you have a squad of space marines with a heavy weapons guy you
don't want to spend even more dosh on having a figure to represent every
potential support/heavy weapon option from the army list.. a bit of
imagination and common sense, and a quick word 'Oh this chap here has a
plasma gun not a melta gun..' will suffice.
End of Rant Part #2
>Would it not have been a good idea to try the system before you built armies
>for it?!
I started with the original Rogue Trader version and never went past it.
It had some rather obvious system problems. It had a move phase followed by a
fire phase. This "move/fire" order hadn't been used in a "modern" tactical
game in years. Another problem was that while you had a negative modifier for
firing at a moving target, there was no negative modifier for firing in the
same turn you moved. There was no opportunity fire rule, something that had
been an issue with tactical games since the discovery of the "Panzerbush
syndrome" in the early 70s with the "Panzerblitz" board game.
To fix these short comings I used a slightly modified version of the Squad
Leader turn sequence. This worked surprisingly well. I added an opportunity
fire rule. GW later introduced an "overwatch" rule as an option in an issue of
White Dwarf. It was obvious others were calling for this.
I found the game was fun, especially if treated as a skirmish game of 20 to 40
figures a side. I stopped playing, though, when I started falling behind in
the arms race. New figures and rules were making older figures obsolete. They
were also making the game "bigger". The more powerful figures made for more
figures on the table, which bogged it down.
When I saw 2nd edition, I stopped playing.
I still have two copies of Rogue Trader (if you were there at the time, you'd
remember the horrible binding GW used; I complained and then sent me a
replacement). I also have the two Realms of Chaos books and the Siege book,
and a couple of others. I still think I should pull it out and try playing it
again, to see if it is as much fun as I remember... with each side having a
few squads of mostly just infantry!
http://www.brookhursthobbies.com/ For many other suggestions. Look for rules Medieval
Society of Ancients Good review of rules
Rules Sets from Emperor’s Press (Snurfed from their downloaded Catalog)
Warfare in the Age of Discovery
Miniature Rules for the Renaissance by the same team that wrote Warfare
In the Age of Reason $22.50
Revenge
our rules for medieval warfare $22.50
Normans
a scenario book for the above $10.00
Depends if you like the miniatures and can afford more or know people
who can afford more and like em....
Although, in order to justify the chain saws you'd maybe have to invent
energy shields or give the small arms the rather low effectiveness they
have in 40k.
I've not played 40k much, but it did strike me as a pretty poor system
when I played it.
I use Stargrunt 2 for sci fi and moderns, this produces effects which
match my understanding of "realistic" whilst being quick play.
The opposed rolls, alternate activations... etc... mechanics are
particularly involving.
Andy O'Neill
www.l-25.demon.co.uk/index.htm
Liverpool Wargames Association
www.l-25.demon.co.uk/LWA.htm
I had mine (and some other rulebooks) glued by a bookbinder, really tough
now !!!
I guess that games like Warhammer Ancient Battles and Warhammer Panzer
Battles show that the WH system kinda works, the basics are dated and I
think that almost everyone will agree that the rules are too simple and a
bit too random for most people's tastes.
So the answer, afaik is yes, WH40k is boring, but not really bad.
The rest like GW company policy, figures, prices etc ... are what really
kill GW products ...
>
>
> Hi Gerald,
>
> I sympathize with you. Third edition of 40k does indeed suck eggs (and
>considerably worse IMHO). I started with 2nd edition and that had at
>least some ability for tactical combat. Third editions has little or
>none.
Actually, I think you've got it backwards. The new 40K is a fairly
quick moving squad level game. The previous edition, from what I
understand, was just one big cheez-fest with Characters ruling the
battlefield.
Howard
You wouldn't happen to be interested in buying some 40K minis(painted)
would you?
GPI
Justin Taylor wrote in message <90bj9c$ibc$2...@gxsn.com>...
Ian would like to play a Medieval / Fantasy low level (skirmish or small
unit) game. Your suggestions would be appreciated.
There are going to be a number of reccomendations given (DBA, DBM,
WAB, Tactica, Armati.... thr list goes on) The one piece of advise
I'll give is this. Play a rules set that other gamers in your area
will play. The best rule set ever created in the history of the
universe is no good if there aren't any opponents (unless you like to
play solitare)
The cheese is still there (check out Dark Eldar) and the tactical
capacity has been gravely limited. In second edition you could assign
different weapons in such a way that standard infantry squad could have
different weapons and INDEPENDENTLY TARGET THEM. Basically you could
make a std infantry squad with a heavy or support weapon for
anti-tank/vehicle work or cracking tougher nuts on the battlefields. In
third edition the tactical ability of the squad is destroyed as the
squad now has to fire on the SAME TARGET. This is fine when infantry is
fighting infantry, but it stinks if you have to use that unit to stop a
tank or dreadnought. At least under second edition you had the ability
to do what REAL squads do, have a support weapon to take on the tougher
targets and the ability to use those weapons independently from the rest
of the squad if necessary.
Tom Bryant
President, HMGS-GL
>
> The cheese is still there (check out Dark Eldar) and the tactical
>capacity has been gravely limited. In second edition you could assign
>different weapons in such a way that standard infantry squad could have
>different weapons and INDEPENDENTLY TARGET THEM. Basically you could
>make a std infantry squad with a heavy or support weapon for
>anti-tank/vehicle work or cracking tougher nuts on the battlefields. In
>third edition the tactical ability of the squad is destroyed as the
>squad now has to fire on the SAME TARGET. This is fine when infantry is
>fighting infantry, but it stinks if you have to use that unit to stop a
>tank or dreadnought. At least under second edition you had the ability
>to do what REAL squads do, have a support weapon to take on the tougher
>targets and the ability to use those weapons independently from the rest
>of the squad if necessary.
>
I think the reason for this is that GW has turned 40K into a squad
level game rather than a man-to-man level game. The premise is, IMO,
that the squad fires with the most effect when it is acting under the
direction of it's squad leader. This is represented in the game by the
fire system provided. That is not to say thatindividuals in a squad
are *not* firing off at other targets, merely that the fire is
ineffective.
The same sort of principles are used throughout the rules. Go back and
"revisit" 40K 3rd edition from this prospective and I think you will
see that they are actually a pretty elegant set of rules. The various
Army Codexes *do* add elements of "cheez" back into the game, but the
option is always there to not use the more excessive features.
Howard
Well....
I should mention (my own) Swish, which is influenced in part by Fantasy
Warriors.
I stopped playing using these rules a few years back as there are far
more people playing warhammer. FB6 is worth a look, but perhaps rather
expensive.
I've read the intro pamphlet for Crucible, which explains how the basic
rules work. Crucible has some interesting ideas, mechanics don't seem
particularly innovative.
A while back, I bought Mordheim. This is far too simplistic for what I
want out a skirmish game. No Opportunity fire.....
I then chucked together a set of rules for Darkest Africa ( What ho
carruthers, on my web page ).
These are for missile orientated skirmishes with irregulars on at least
one side and command control therefore revolving around "characters".
I will be tweaking these somewhat for a mordheim-style game which will
have more emphasis on close combat.
I suspect these could be written clearer, but take a look and see if you
find the some of the mechanics interesting.
They're fantasy colonial rules but we've used them for straight fantasy as
well.
--Ty Beard
"Quid Veritas" <quidv...@netscape.net> wrote in message
news:3A29AE37...@netscape.net...
mjc
1) No reaction fire rules (although this may have been addressed in a newer
version ... I'm going back to 1st edition rules). e.g. A unit with a
MegaDeathPlasma cannon will sit idly by as a unit crosses its field of fire.
2) The army lists tend to increase in power/interest over time, so that the
latest "Death Ninja Eldar from Craftworld Zulu" will mince a 2 month old
Space Wolves army.
Point 2 can be addressed to nearly everyone of GW's games IMHO.
jon
"Gerald P. Illies" <tri...@paulbunyan.net> wrote in message
news:FRQV5.180$Ce2....@news7.onvoy.net...
>
> Please forgive me for putting this in the historical newsgroup but if
I
> had placed it is the fantasy newsgroups I would probably start receiving
> death threats. The fact of the matter is, I spend a large sum of money
> purchasing EXPENSIVE games workshop minis, and spent a large sum of time
> carefully painting the neat(I will admit that they look cool) minis. Then
I
> was excited to play, and finally found a place in which to test my
tactical
> skills. Much to my horror, I found the game system to be extremely
boring.
> I am a long time historical gamer so I have multitudes of good rules
systems
> to compare it to, and I would have to say Warhammer 40K ranks low on the
> scale.
> Thats not all. When we game historical campaigns we always have
history
> to talk about, debate about, and joke about, but with 40K all you can talk
> about is, this weapons stats and that units skills, or all the cool
weapons
> you could have if you decided to sell your left nut(please excuse my
> profanity) to get the money to purchase them. I have half a mind to just
> sell off my 40K stuff and chalk it up as lost time. Or is there still
hope
> for my ambitions!?
>
> Gerald P. Illies
> www.minis-market.com
>
>
> Ian would like to play a Medieval / Fantasy low level (skirmish or small
> unit) game. Your suggestions would be appreciated.
Neither of them are skirmish level, but if he's ever seen a DBA/DBM
game and is interested in that, give him a look at HOTT or Fantasy
Rules!
GW tournaments stop non-GW models - its their right as the tournament
organisers.
Jimi
It's certainly any game master's right to do anything:
Jimi wrote:
>
> GW tournaments stop non-GW models - its their right as the tournament
> organisers.
But why would this matter? Other than for market approach... If the
models are the same scale, what's the problem? I don't understand that.
One of the ideas of a miniatures game, fantasy or otherwise, is visual
appeal.
I'm plastic figure user, primarily WWII. My web site has loads of pics
of our wargames. Maybe not the most gripping shots or the best painted
minis, but most of them don't look too bad. And that's with a mixture
of companies that provide minis and buildings: Airfix, Matchbox, Revell,
Fujimi, Hasegawa, PST, CTIO, Smer, Premo, Rocco, Edai, ESCI, Imex,
Atlas, Vero and possibly more if I thought about it hard enough.
I've heard so many bad things about Warhammer here, and this is one of
them. Other than marketing reasons, why only GW stuff allowed?
--
Tim - http://www.ucs.mun.ca/~tmarshal/
^o<
/#) "Burp-beep, burp-beep, burp-beep?" - Quaker Jake
/^^
: I've not played 40k much, but it did strike me as a pretty poor system
: when I played it.
: I use Stargrunt 2 for sci fi and moderns, this produces effects which
: match my understanding of "realistic" whilst being quick play.
: The opposed rolls, alternate activations... etc... mechanics are
: particularly involving.
:
The biggest limitation to GW's systems I have seen is their inability to
use common sense and instead apply excessive amounts of fiddling little
rules into the mix. A unit can't just have high leadership. Instead it
has to have high leadership and some special ability that enables it to
fall back, but not suffer any of the ill effects of falling back as other
units face. Or if a unit is specially trained in jungle combat,instead of
just being about to move more efficiently through jungle terrain (say
treating is normal ground instead of difficult terrain) the not only treat
the terrain as better, but *also* have the ability to move through dense
jungle terrain faster than they could normally move across totally open
eterrain as well. That is one of the things I like about historicals. My
highlanders can still fail on their charge and possibly break, and if they
do it hurts them just as badly as any other unit tht breaks in combat.
The difference is that it just doesn't happen that often...
Needless to say we do still have a lot of fun playing GW games. What we
don't like we change into something we do like. I can't say that I
regularly play any RPG or mini based game completely in OOB format.
Something is always getting changed...
Avatar
I think the closest GW ever really came to putting out a truly decent war
game was with Epic 40k. The epic system *finally* actually played at the
scale it was meant to play at. Gone were the details of every little
weapon that made a single tank roll a dozen dice in combat on its own.
You could much more effectively see the tide of the battle turning and we
seldom saw the single side domination that was evident in ealier
incarnations of the the epic system. Unfortunatly, other players didn't
want a truer sense of scale for the game they wanted 40k, with 40k level
details, for all the minis usually associated with the peic scale...:P
Avatar
Hello,
It's not 'really' a skirmish game(but it can be) and
it's not real expensive. You might try looking at
Armies of Arcana by Thane's games.
It's playable in 25mm or 15mm scale(15mm is nice for being
inexpensive) and the Main Rulebook is the last you'll ever
need to buy... All updates, rule add-ons are available for
free from the website. I have played MANY games of this and
I consider it the best Fantasy rules out there.
Additional Idea: Fantasy and Historical mix; You might take
a look at Flintloque/Deadloque. Take Fantasy Races and cross
them with Napoleonics. The English are Orcs, French are Elves,
Germanic states: Dwarves and Ogres, Scotts are Ratmen, Nepolise
are Toads, etc.... It's a very good Skirmish level game (There
is also a big battle game called Slaughterloo)
http://www.alternative-armies.com/
Hope that this helps
Brandu
--
To Quote Socrates: "I Drank WHAT?!?"
Sent via Deja.com http://www.deja.com/
Before you buy.
>1) No reaction fire rules (although this may have been addressed in a newer
>version ... I'm going back to 1st edition rules). e.g. A unit with a
>MegaDeathPlasma cannon will sit idly by as a unit crosses its field of fire.
The first edition, Rogue Trader, rules actually included reaction fire in a
White Dwarf article. It was an obvious miss in the rules "as written" though.
>I've heard so many bad things about Warhammer here, and this is one of
>them. Other than marketing reasons, why only GW stuff allowed?
That IS the only reason.
The stores don't want people playing with figures they couldn't buy in the
store. To be honest, I can understand this. You're not going to find Home
Depot doing home building demonstrations with tools and supplies you can only
buy elsewhere. When it comes to sanctioned tournaments, well, if you pay the
piper you call the tunes.
I don't happen to like it, but that's how they do it.
Because GW, as a game and mini manufacturing company wants you to buy
*their* products, meaning their minis to support their games. They view
their big tournements as showpieces for their product line and if someone
has a mini that came from another company, I guess they don't want to
competition.
I've found that the easiest way to avoid that kind of issue is to just not
bother to play in GW's big sponsored tournies and events. I've given them
enough money in the past to buy minis from them and don't see the point in
paying them more money just to play games in a space they are providing...
Avatar
: True enough, which is probably why Epic didn't last. Have you tried
: Warmaster? - another GW game which has got close to a decent wargame
: system, and which will also, therefore, not last.
I just can't bring myself to buy yet another scale of mini gaming at this
point in time. I've read the warmaster rules and they look pretty
interesting, but I just can't imagine when I would get the time to play
it or where I would store the minis for it! ;)
I've heard some good things about warmaster. What I've heard and what
I've seen in Epic 40k show me that GW does have the ability to put
together a decent product. Would be nice to see them use that ability on
their main lines. To give credit where credit is due, they have been
working, in their more recent WFB and 40k editions, to try and tone down
the super character and psychic/magic dominance that was making both games
somewhat dull to play... in official leagues...Shows that they can
occasionally listen as well.
The most amusing thing about GW to me, right now, is the fact that when I
started playing these games many, many moons ago the big rage was big
boxes of plastic minis to make units from. They slowly phased those out
going predominantly to metals with lousy plastic support for basic troops,
but now the focus has come full circle again and they are once again
releasing boxes of plastic minis to make units from...Its pretty funny
watching that happen...:)
Avatar
Jeff Hancock (j.t.h...@home.com) wrote:
: Is it just me or are we discussing Warhammer 40K on the historicals list
: when GW already has their own list? Isn't this why we separated the lists 5
: years ago?
:
Actually the lists were separated so that the historicals posts would no
longer be lost in a multitude of GW gaming posts and that results is
easily scene, even with a single thread about 40k/GW on the list at the
moment...
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Obviously you don't post or read over their much do you?? ;)
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The GW policy of dropping games after one or two years has poisoned any new
game coming out ... GW created their own vicious circle with people not
wanting to buy potentially very interesting games and flagging sales
resulting in the lines being dropping, once more proving to people that
investing in games other than WHFB and 40K is wasted money.
To be honest, games like Epic, Warmaster, Space Hulk, Gothic, Necromunda
were decent games. They had their weaknesses, but nothing that a few good
house rules couldn't fix anyway. The main problem no matter what direction
the discussion goes, is those [expleteve deleted for your safety] prices
!!!!
In one sense we should be thankful for GW for drawing youngsters into
miniature gaming, because the "GW-alternative cooperative" is ready to
welcome them when GW kicks them out of Paradise once they bypass the target
age and relative sales potential.