Vaz when you sit down and can draw up a balanced expanded rule book that is playable but not broken then I might take what you have to say seriously.
I'm not necessarily talking balance. I'm talking inane decisions about the rules, like the Blood Angels, for example. Why do Blood Angels get Assault Marines as troops rather than fast attack? Why do they get Descent of Angels? Because they use them a lot - but they don't, because it's already stated they have no more Assault Marines than any other chapter. And then we have the Ultramarines Characters - all of whom, IIRC, frequently break the laws of the codex astartes by bringing in different rules variants to the armies.
This isn't just raging against "that army has what I want" - it's just senseless daft decisions such as that which make me question "why?".
Want to talk about fluff shift then those of us who played in second edition will have shit to complain about when half of our armies stopped being playable.
"Unplayable"? in what way was it unplayable? You mean that you could no longer field a Librarian and 2 5 Man Space Marine squads to make up a 1000point army, or that your armies simply needed to evolve to a new edition?
I'm talking about Fluff Shift, when Necrons were Chaos Androids, not Necrons. And now we have Chaos Androids > Necrons > Space Marines in Skeletons. It's a case where giving them character has reduced their character. 40K is a heavily typecast environment, ranging from your Space Marines and Imperial Guard with distinct attributes related to real life, while things such as the Necrons and Tau are allegories to popular culture.
Necrons are your Skeletal Hordes of the Vampire, the Vampire being the C'Tan. The Necrons having some sentience is fine, I'm perfectly happy with that - relating to the Ghoul, or some other Vampire dependant non-Undead creature. But when they start having a personality, that confuses me, considering that they have been hibernating for such a long time in a metal shell, and yet when they suddenly awake, they're all unique?
Writers complain about the Tyranids, Necrons and Orks being armies about which it's almost impossible to write for - not having any real character whatsoever, and being utterly one dimensional, as opposed to Humans, Marines and Eldar. I don't see why that is a problem. it's a game for children, and the writers of the background and novels are generally of a poor calibre with a few noted exceptions, meaning that it's unlikely to actually ever get too mainstream or noted for many literary awards - niche ones like the Gemmel award for Sigmar is strange - the books are shite, with no character developement, and an utterly cliched storyline, and the NYTB list for the Heresy novels - that's simply popularity - and fuck me the X Factor is popular.
This set of rule books have been some of the best I have seen ever come out of GW and it seems that all armies might have a chance and it will be more about playing the army well then buying 4 uber squad and killing everything.
Poorly written rules with inane reasonings behind purely to sell more models is my complaint with Mat Wards rules. The game is about fun, I admit that. But since when does sloppy rules writing have to be the hallmarks of fun? You can have a clear concise set of rules which are fairly balanced without being limited to not having fun. And what about those of us who play tournament style games - Mat Wards core Fantasy rules makes games rely on stacking a load of modifiers onto high risk, high reward strategies, and using those modifiers so that there's very little risk, for the most part, and the new rules just aren't coming out quick enough to counteract that.
As for the new ones, yes, I can easily put a list together how I want, and not worry too much about how it plays, and just let fun dictate. But for those of us who want more out of it, Mat Ward doesn't cut it.
For those of us who love the lore as it was, there's no excusing his bullshit.
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