Warhammer 40k 8th Edition. You might Love it, and you might hate
it. You might hate to love it or love to
hate it.
Regardless of your position it has quantifiable merits and
flaws. As a whole, I rate it around a C-/D+
in what has been a steady B+ for 40k’s entire lifecycle. It is summed up by a methodology of
simplifying without streamlining. It
employs a few enjoyable gimmicks to cover the fact that the game system as a
whole has been reduced to a resource less Real-Time Strategy Game. That is not to say it will be a terrible game. a game is only a set of guidelines in a contract of 2 or more people in an effort to have fun. I've had hilarious fun playing games with Terrible rules.
There are some good things in the new rules as well. Modified Die Rolls bring variety and lessen the Rock/Paper/Scissors mechanics found in the old AP system. i'm sure there are many others. My focus in this article is one the game concept I'm most excited about AND most afraid of.... Polwer Levels and Narrative style play.
There are some good things in the new rules as well. Modified Die Rolls bring variety and lessen the Rock/Paper/Scissors mechanics found in the old AP system. i'm sure there are many others. My focus in this article is one the game concept I'm most excited about AND most afraid of.... Polwer Levels and Narrative style play.
Power Level: My new favorite thing
That said, there is a major merit that I find highly appealing,
and that is the concept of Narrative Gaming using armies based on Power
level. The Power level is a very powerful
system that allows players to build an army quickly with their existing models with
very simple math. The idea of Power
level is relative rather than detailed, so the minutiae of selecting and
accounting for individual pieces of wargear is unnecessary (and is general such,
the games run on such a high grade of variability that such granular decisions
generally do not have a typically large outcome on victory). Army build to me is the least interesting and
most time consuming portion of the game.
The Power Level methodology seems aware of this and just works to get
players into throwing down armies quickly.
The weakness of the Power Level Mechanic is that we have not
real idea of how well balanced the units are.
Power Level itself, is only modified by unit size and occasionally some
wargear (like Jump packs) that change the units core rules. Weaponry is never factored in (on the
assumption the power levels control a median rating based on weapon
choice) This is okay when the Delta
shift of units is fairly small (such as the 3 options slots of a tactical squad(Sergent/Assualt
Weapons/Heavy Weapon)) There are some
units that have large deltas in their combat effectiveness based on their unit
choices (for example a Sternguard unit with no upgrades is only generally
powerfully, but 10 models now with
Combi-weapons is nearly game breaking). I
think GW was lazy in their approach to building Unit Datasheets that accommodate
SOME level of weaponry choice. I can
find a great many instances in the Army lists so far that indicate that their
generation was not fully vetted or playtested for what a Majog edition change
affecting all armies should have entailed.
GW expects that you’ll
only modify SOME of your SternGuard with weapon updgrades, but now that
combiweapons aren’t one-use weapons (and free), one can expect that 10
Combi-weapons will be the Power-gamed standard of the unit in Power Level based
play.
It seems to me that for some units with high model counts
that can make dynamic upgrades across the entire unit that has drastic changes
in their effecteness. (Sternguard will be my current posterchild). A unit
containing 5 combi-flamers and 5 combi-meltas would be nearly unassailable and
capable of annihilating nearly anything it set its mind to (probably annihilating
a FEW things a turn). It becomes clear
fairly easily that this unit only being about 40% more costly than a tactical
marine squad seems like the bargain of a century. Units like these allows a scary level of
Min/Max and Power Gamers will be quick to exploit these obvious game balancing holes
in the rules. The Datasheets could have
made some,however small, attempt to account for these types of weapon/upgrade
excesses. (5 Sternguard weapon upgrades
cost an additional Power Level or Scouts select Cameoline cloaks cost an
additional Power level). This would
still have allowed for quick simple army building without Certain units
exploiting their free stuff or non-brainer choices (like the scout cameoline
cloak upgrade)
These guys should have
brought their free Camo cloaks!
I’m not generally afraid of my usual gaming cohorts moving
to this (like to use the units they’ve already built who through previous edition
balancing limited their excess of wargear base on point cost effectiveness). It will be the dreaded “Others” who will jump
to taking awful advantage of these rules.
Because of this, the “Match play” point system is the only true way to keep
these types of abuses in check (though we have no actual idea if the point
values in Match play are balance and more than the power level.
In the face of the Power Level Narrative play, game design,
I pretty much hate the “Match play“ point value system. It chooses to retain the most time consuming
and complicated (and mistake prone) part of the hobby after providing a simpler
method to build armies, mainly because they didn’t put their full effort into
ensuring the Power Level system was solidly constructed. Neither system is. What we essentially have
is GW giving us their word that these are “balanced”, these points values were
derived through a system that ensured they are “better”. They are obviously
more granular, but the same could be said about the 6pt plasma gun in the early
3rd edition codices. 6pts was
a very granular and incorrect point value that infested the 40k gamescape for
YEARS!!!! I have nigh-zero confidence
that what has been provided is anything more than the SAME as what we’ve had
forever… but probably worse…. They did the absolute minimum to push these lists
out to the public and obfuscated the lackluster effort with “2 tiers of play”
that define mechanics for army building what should be a fairly simple process. I don’t think this is necessarily intentional
and I respects the Game Developers in the company. But when the accountants walk into the Game
Dev office and start talking about the “bottom line” and “diminishing returns
on investment”, I firmly expect GW as an organization to fail in bringing us a
better more balanced game.
Of course, what GW intended for a given unit in their Power
Level Rating is subjective and prone to debate.
Some people won’t find 10 Combi weapons unbalancing, some player will
find abuse in taking all lascannons and powerfist toting sergeants in their
squads as game breaking. Those discussions will be had and always will. But hopefully in that discussion we come
closer to approaching balance.
Going forward
I like the Power
Level System, and my hope is that my gaming group will adopts it and that the
overall abuse of game breaking builds will be small. I know I intend to. I take
responsibility to the fun and wellbeing of myself and my opponent while in game
and I consider not bringing the biggest broken rifts in the Gameplay universe
to be a part of that. My laziness
certainly already pushes myself towards sticking to the Power Level type of
design. And in the end hopefully, most players I deal with will realize that
one does not need every tweak at their disposal to have a good time playing
with little toy dolls.
Good read, I agree completely with your assessment.
ReplyDeleteI agree with the above (what you said, not necessarily what Kevin said! 😂) but I think that one of the more wonderful possibilities in narrative play is the unbalanced forces facing one another and creating a mechanic that begins to balance he situation. For example, command points are rewarded to the underdog. These situations can be expanded upon.
ReplyDeleteTo a narrative gamer, power gaming a unit like stern guard shouldn't be a problem because it won't come up. To a competitive player you would need to ask: "why aren't we playing matched play?"
What will be the worst? Listening to the excuses power gamers make for bringing a maxed unit to a narrative game.