So over the past year or so we’ve had a slew of army books released, going back to Feb/March last year you have Warriors, Daemons, High Elves, Lizardmen, Dark Elves, Dwarfs and Wood Elves. Wow that’s almost half of the armies have been updated in a year, first off Great going GW, truly fantastic achievement to turn out so much work so quickly, secondly great work GW as they’ve not overly suffered from horrendous power creep and unbalancing the game (unlike prior editions).
So that said what do I think about the books, are they well
designed? For this I’m thinking balance
of rules and units rather than aesthetic and background, while those are really
important for choosing which army to play they are somewhat less important for
the decision of what to put on the table.
If pushed I can probably put the armies into tiers, unlike
prior editions though I don’t actually think this is all that meaningful as
there are more matchups where A>B, B>C but C>A so overall it levels
the field over the course of a few games.
But again pure power and tiers isn’t really what interests me, I’ve
always preferred to play the underdog armies as an additional challenge on
myself. Though reading a blog recently
it suggested that this was just a protection mechanism to explain away losses
and I should really try playing with the gloves off and accepting the truth
about just how good a player I am. An
interesting point and definitely partly true, but I’m comfortable that it is
very unlikely I’d win any tournaments if I did take the hardest thing, so I prefer
the personal challenges I set myself.
What does interest me is the longevity of a book and the flexibility
of the book. Obviously not all armies
can do everything but most can be played in a few different styles and then
secondary to the playstyle (or partly feeding into what defines them) are what
the different units in the book can do and how effective a ‘bang for their buck’
they provide in doing it.
Those who listen to podcasts have probably heard some people
saying that the cost of a unit is somewhat irrelevant if it does something in
an army which nothing else can. This is
hugely true, but for me the sign of a good book is where there are multiple
different ways of achieving one thing.
For example take the Dwarfs, sure they’re pretty limited in certain ways
but if you need to kill a big monster there are a multitude of options from
WMs, Characters with multi wound weapons or slayers with always wounding on a
4+ and getting extra hits as they die.
All sort of do the same thing but in very different ways. So if I want I can make the decision my army
won’t have any cannons and I don’t overly have to worry that suddenly there is
one area of the game I can’t cope with.
So considering this and looking at the books what do I
think? Well I’d say GW have been getting
a whole lot better at this than they used to be. Are they getting it right every time, no not
quite.
WE being the new kids on the block are what has inspired
this. At first glance at the book it’s a
horribly one dimensional gunline army with some mobile avoidance thrown
in. Forest spirits are ‘nerfed’ and it
has no combat power. But actually try digging
g a little deeper, what if I put 3 units of Wild riders into the army, all of a
sudden that’s a lot of S5 AP attacks on a relatively small frontage probably
with rerolls to hit most things. So what
happens if you throw them into the current ‘meta’? Armour isn’t going to like
it a great deal, sure a 4+ save will deflect a decent amount of that damage but
with multiple units and only about 150pts for a unit it’s a decent bit of punch
for a throwaway unit. Then try pitting
them against infantry and suddenly they’re utterly shredding them. Wild riders into White lions, Executioners or
even T4 infantry like saurus, dwarf warriors even WoC are doing lots of damage
before they die. Sure their damage
output falls off after a single turn but that initial impact is pretty
intimidating. The only unit I’ve thought
of which still doesn’t really care are Plague bearers but even they should lose
about 5 guys on the turn of charge to killing around 2-3 back. Combine all that
with the hugely flexible movement then it’s such an appealing unit, of course
they have frenzy so you’ll occasionally lose them to running off into something
they shouldn’t but I just find that makes it even more fun to play with as it’s
yet another control element to consider.
So all of a sudden that one dimensional gunline army has a
new focus for me. Out go the 100s of shots
(Zzzzz), in comes something like 18 wild riders! Do I need an anvil unit to go
with that maybe? Well you have core
dryads or their harder cousins the Treekin, sure the damage output isn’t
spectacular but that’s not really what an anvil is all about. Plague bearers seem really popular still
despite their weakness to death magic, admittedly they’re better in virtually
every way than dryads due to poison, better ward and inbuilt -1 to hit plus
access to command including a magic banner.
But DoC can’t put down high volumes of shooting on the board to thin
units down. Or maybe even moderate
volumes of shooting and some mobile combat punch for a more balanced army.
Another look at the army and another model to consider. Captain on horse with spear, shield, probably
throw on AP arrow too 93pts (with the arrow).
3S5 AP attacks with rerolls, 4+ save or enchanted shield, or dragon helm
gives a 3+. Suddenly a couple of great
chaff/WM killers again for throw away cost.
So the defining feature of the good books that GW has been
turning out is variety and flexibility of how to do a particular thing with an
army, all of this whilst they manage to maintain the theme of the
background.
So where do I think this has been done well?
Obviously from the above I think WE have got it right, but
also HE have it in spades. DE have a
decent shot at it but I think there are some slight internal balance issues
(basically read warlocks) which have very quickly driven them into a single
build which has become hugely popular at the expense of all others. If you choose to ignore that build though
there are so many good options in the book that you can get great flexibility out
the list.
Sliding down the scale a little you’ve got DoC and to a
lesser extent WoC. Both books have a
standout build that has become very popular but actually stepping away from
that doesn’t really hurt the power of the books significantly and they can
still perform fantastically with a lot more variety of units, but in the case
of WoC it is still all about getting stuck into combats largely by charging
front on into your opponent and smashing them. DoC have a bit more subtlety
about them but do rely heavily upon horrors and skull cannon for a pseudo
gunline element to support some good grinding combat ability with the powerful smash
element of a GD.
Pulling up the rear are Dwarfs and Lizardmen – Both of the
books made attempts to diversify through the addition of new units, all of
which are cool in their own way, but ultimately the tournament builds are
exactly the same as before and the flexibility to build them in different ways generally
results in weakening the build.
It’s
pretty small things to be honest, Saurus need certain magic buffs to work, the
changes to slann means you don’t really see them any more, so saurus remain substandard
choices which with the core being the way it is results in only skinks
amounting to much, the changes to skink-krox units has made them less flexible
so again you don’t see them used and the builds become very one
dimentional.
Dwarfs I’d say was a missed
opportunity through a couple of very small things. 1. The hatred special rule should have been
before deployment not after, the army doesn’t have enough flexibility of
movement to change it’s setup to reflect a huge change in combat ability, so it
forces a more defensive deployment. 2.
Runic Anvil but no other bound items in the list. I think runesmiths should have had a lore of
magic effectively added through bound spells, all buffs not damage output, not
debuffs so it’s very much an internalised thing. Basically like the warrior priests do with empire. It would have made them able to compete in
combats where they potentially go in as underdogs. All to often when playing dwarfs you set up
for an even fight and then the opponent gets off a spell and you’re done, being able to have that same option to swing
things would have made them a viable combat army so moved them away from the
reliance on defensive gunlining.
So reading back I do wonder is it just the fact that it’s
been elves that makes it look like the wonders of diverse flexible books has
become a regular thing? It has always
been a hallmark of theirs that they do all things fairly well so I’d expect
them to be the more flexible books anyway.
Hopefully we’ll find out when Brets, Skaven and Beastmen get updates
(hopefully they’ll be the next three books before repeating any of the 8th
Ed ones).
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