According to Stu, the tenth edition will cater for them in different ways. Simplifying the process should improve things, but veteran players had a lot of fun messing around with the flexible rules for force creation in the current edition to customise their troops. ![]() There are a lot of alterations, aimed at making the game faster and more accessible. “This allows us to better control the various interactions and make sure we focus on the ones that create the right experiences for players.” This should also help address another long-standing issue with the game, which is how the complex interactions between factions made it possible for players to game the system and create unbalanced forces with the same points cost. “It gives players lots of choice and options but in a more contained way,” Stu explains. Instead of additional factions that you can add to your army, a detachment is now more like bag of special abilities you can use. The “super simple” army-building rules bring a new meaning to the editions-old concept of detachments. ![]() “This new mechanic really helps represent morale, combat readiness, pinning, and all sorts of other effects and really introduces some new challenges for players to engage with.” “I am also really pleased with what the team has done with Battle-shock,” he continued. “Which returns the emphasis to the miniatures and their datasheets.” He also couldn’t resist picking another. But in the end, he chose the changes to army construction. ![]() “It’s like asking which is my favourite child,” he said. So many that Stu found it hard to choose which he felt was the most impactful.
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