|
Beta rules should be out today I believe so at least there's a feedback period before launch.
|
# ? Jul 27, 2022 17:34 |
|
|
# ? Jun 5, 2024 15:14 |
|
I really, really hope that they use the MKIV launch to finish their loving website, what a loving mess that is.
|
# ? Jul 27, 2022 17:46 |
|
Pretty sure I'm banned from the WMH general discussion Facebook group lol. Guess I flew a little too close to the sun.
|
# ? Jul 27, 2022 20:40 |
|
You're probably better off, haha. I'm guessing it's nothing but doomsaying in there?
|
# ? Jul 27, 2022 20:47 |
|
I'm feeling very whiney and tantrum-y about no beta rules yet.
|
# ? Jul 27, 2022 20:59 |
|
The Deleter posted:You're probably better off, haha. I'm guessing it's nothing but doomsaying in there? It has been for a long, long time. It doesn't help that half of the people in the group probably haven't played the game in half a decade or more and just do nothing but make everything miserable.
|
# ? Jul 27, 2022 23:38 |
|
Rules and commentary have finally dropped: https://home.privateerpress.com/2022/07/27/mkiv-beta-rules-and-change-comparison/ Edit: there is a lot of Warcaster in here but it seems like it's good stuff, though it does make Warmachine a fundamentally different game than it was. Facing and Free Strikes are gone, rough terrain is simplified and elevation is back, units move like Warcaster, attacks out of turn are rare, and that's just the commentary on the changes, I haven't actually read the rules yet. rantmo fucked around with this message at 00:03 on Jul 28, 2022 |
# ? Jul 27, 2022 23:45 |
|
Free strikes are gone but instead you must forfeit your combat action. I like that.
|
# ? Jul 28, 2022 00:31 |
|
I'm down with everything listed in the summary except facing. That was a mistake.
|
# ? Jul 28, 2022 00:46 |
|
Slyphic posted:I'm down with everything listed in the summary except facing. That was a mistake. I disagree. Facing made the game a slog and caused more arguments and nitpicks over micro measurements of accuracy than it added to the game. I’m all for removing the weaponized geometry and five-thousandths of an inch calibrated measurements nonsense. While I don’t claim to be a game systems designer, nor would I say that I could do better than a professional, I’m confident that you can make a game that is both competitive and fun and doesn’t require devolution into pass/fail scenarios over the most minuscule of measurements on the regular. Facing did a lot of that.
|
# ? Jul 28, 2022 01:04 |
|
Facing was always more annoying to me than anything tbh E: I'm so loving glad templates are gone S.J. fucked around with this message at 01:34 on Jul 28, 2022 |
# ? Jul 28, 2022 01:10 |
|
Free strikes were a good feature. I really liked it. But man, the issues of facing coupled with differing attack ranges and also attack arcs on the model was awful to deal with on the board. Works much better in electronic versions. So I get dropping it. Between that and no templates, I bet they cut a 1/2 hour from a full sized game.
|
# ? Jul 28, 2022 01:43 |
|
I like the rack options a lot. Cygnar is now actually a snipe faction.
|
# ? Jul 28, 2022 02:02 |
|
https://home.privateerpress.com/2022/07/27/mkiv-beta-rules-and-change-comparison/quote:Changes from WARMACHINE MkIII to MKIV include:
|
# ? Jul 28, 2022 02:44 |
|
Cygnar may well be the deflection faction given their spells. And the new jacks badly outclass the old ones. The Ironclad equivalent (old cost 12 points - and the Cryxian jacks haven't changed cost much) is a Stryker so it has a Storm Legion Accumulator and SPD 6. It also has Relentless Charge (the cheapest head option), the Voltaic Shield off a Centurion, and comes in at 11 points. I'm also wondering whether all-ranged heavy jacks are now worthwhile given that you can have two main guns on them. Edit: I'm also side-eyeing the quasi-hunter light jack. Advance Deployment, a long-arm, and either a shield or a second gun with either arcing fire or beat back for 10 points. Admittedly no extended control range or pathfinder. neonchameleon fucked around with this message at 03:27 on Jul 28, 2022 |
# ? Jul 28, 2022 03:21 |
|
FA:4 on jacks is interesting.quote:When an AOE attack misses its target and the target was within deserved redeemer supremacy IMO
|
# ? Jul 28, 2022 03:26 |
|
neonchameleon posted:Cygnar may well be the deflection faction given their spells. It looks like the heavy warjack versions of some of the options might actually be higher POW too?
|
# ? Jul 28, 2022 03:32 |
|
xiw posted:FA:4 on jacks is interesting. Redeemers are down to 9 points from 10 - and only half as inaccurate (RAT 3 now rather than the 1 you'd expect with the Inaccurate rule). Unfortunately the Skyhammer rockets are now Reload [2] rather than ROF 3. RIP Redeemers.
|
# ? Jul 28, 2022 03:36 |
|
New Ghostly is kinda weird, a bit better overall. Not really impressed with the "Bane" army thus far though. Seems like it'll be a while before I touch Mk4
|
# ? Jul 28, 2022 07:07 |
|
So orders are completely gone it appears. Shield wall as +2 arm / no knockdown in b2b is pretty easy to use. All jacks in each army get their army keyword - makes tactician: exemplar pretty nice. Enliven is back with no disadvantage for walking out of combat now (though it might be easier to block jacks in with charging models) Choir will be fiddlier with the unit placement limits. Errants gained a random shield attack (!) to go with bonus dual attack. That's a lot of mat8 swings. Lance rule finally gone. Jack marshall abilities seem to be gone, and Reclaimers (who had no drive) lost their jack-related abilities - so jack marshall is presumably entirely about the drive now. I guess rhythm of steel's a bit easier to use with new unit movement.
|
# ? Jul 28, 2022 07:36 |
|
xiw posted:FA:4 on jacks is interesting. I've got like 21 Grundbacks, I'm eyeing this nervously I really like all the changes, except the template ones because I thought they were fun, but I still think it's a good change. !Klams fucked around with this message at 14:28 on Jul 28, 2022 |
# ? Jul 28, 2022 14:13 |
|
Haven't played or even paid much attention to this game in almost a decade but I read the blog post about Mk4 and in theory I like almost everything they're saying. Will skim the rules later today. I'm a little unclear about legacy support and the switch to 3D printing though. Will they swap to 3D printing for all their old stuff? Like will you be able to get nice, easy to assemble plastic kits for <any given metal model> now/eventually? Or is a certain amount of stuff just going out of print and if you have it you'll be able to play it in their Open format but if you don't then good luck getting something you may want?
|
# ? Jul 28, 2022 14:17 |
|
I have a pile of shredders, I better be able to use them
|
# ? Jul 28, 2022 14:29 |
|
My impression is that a lot of the old stuff will just fade away, though presumably the models that are being brought forward into MKIV--like the Banes as we see in the sample cards--will still be available in some fashion eventually. This is all speculation of course, if they've commented on legacy models I haven't seen it.
|
# ? Jul 28, 2022 14:29 |
|
Legacy models will go out of print, they're not making them any longer.
|
# ? Jul 28, 2022 15:02 |
|
I'm afraid all those cool models I've been putting off buying for ages need to get bought soon before they go OoP and the scalpers descend. Because there's not a single model post Grymkin I actually like.
|
# ? Jul 28, 2022 15:18 |
|
In theory they might be able to 3D print some of the newer metal/resin models that were 3D print mastered in the first place.
|
# ? Jul 28, 2022 15:23 |
|
It seems to me that some legacy models are going to have to still be in print because they'll be fully supported in MKIV but if that's new sculpts or 3D prints of the old ones I don't know.
|
# ? Jul 28, 2022 15:34 |
|
Presumably a few things will stay but I doubt it will be anything they aren't already making in house or capable of doing so.
|
# ? Jul 28, 2022 15:42 |
|
Yea I'm guessing all the old stuff is either: * Going out of print * Getting a new model that can be 3D printed But it would've been really cool if they were like, "We 3D scanned all our old poo poo and can now print-on-demand whatever we what!"
|
# ? Jul 28, 2022 15:48 |
|
I really want to see them throw up an article about their new 3DP production area. Find out exactly where they are on the spectrum between a dozen Mars 2s on folding tables in a spare bedroom with a box fan in the window to an actual professional setup like this.
|
# ? Jul 28, 2022 15:59 |
|
I feel bad about the loss of legacy stuff because a lot of 'normal dude' type units will be going away for more 'interesting' miniatures- i enjoyed playing steelheads, pirates, even trenchers.
|
# ? Jul 28, 2022 16:07 |
|
We'll see the trenchers again, they've all but guaranteed it.
|
# ? Jul 28, 2022 16:10 |
|
PP posted:And finally, after twenty years, we are embracing true warjack customization in WARMACHINE. The first warjack kits we’ll be introducing in MKIV will come with ... four different heads, which represent different cortex abilities. During force construction in War Room, you’ll be able to customize each of your warjack’s loadouts to best support your strategy and playstyle for your upcoming scenario. But we didn’t just reflect this in the rules—we made sure the models support this new concept as well. Different Jack heads coming with different abilities sounds really bad for "glance value" 😬
|
# ? Jul 28, 2022 16:14 |
|
Sab669 posted:Different Jack heads coming with different abilities sounds really bad for "glance value" 😬 I mean, you just ask when you're setting up or whenever you can't remember what it does. It's a core part of Warcaster, so they've got some confidence in it not being a problem at the table.
|
# ? Jul 28, 2022 16:16 |
|
Sure yea you can always ask, but what I mean is you can easily discern a jack's Big Fuckin' Sword from its Big Fuckin' Gun or Big Fuckin' Hammer. So even if you might not know exactly what it does, you can approximate what it does without needing to ask / remember. Heads are small and more easily confused and will need clarification more frequently. My memory has just always been poo poo and keeping track of all that stuff has been a big "barrier" for me with wargaming in general
|
# ? Jul 28, 2022 16:30 |
|
Just going off of all the wartable diagrams I keep seeing, the new movement seems kinda janky, charging especially seems kinda weird when it's unit vs unit
|
# ? Jul 28, 2022 16:39 |
|
I'm a weirdo who likes the Storm knights aesthetic and the new jacks, but I definitely think some staples are gonna come across. The little chicken jacks for Cryx, trenchers, etc. My main issue is that MK3 infantry units are a billion different special rules and I hope some simplification is done. Look at the Warmachine University entry for regular old Trencher infantry and tell me that isn't some poo poo.
|
# ? Jul 28, 2022 16:45 |
|
Hipster Occultist posted:Just going off of all the wartable diagrams I keep seeing, the new movement seems kinda janky, charging especially seems kinda weird when it's unit vs unit I played a game with the beta rules and it loving sucks rear end. It's janky as hell and doesn't feel good at all.
|
# ? Jul 28, 2022 17:14 |
|
|
# ? Jun 5, 2024 15:14 |
|
I had a feeling the Warcaster unit movement rules would be a problem with Warmachine-sized squads.
|
# ? Jul 28, 2022 17:17 |