Greetings all,
I'm back to regular blogging after the spring hiatus. Big things going on between getting married, house shopping, and preparing for this weekend's big announcement (more to come).
The past few months have really helped give me some perspective on why I went on a semi-hiatus from GW last fall, and have been diving into 15mm miniatures and alternate gaming systems. Some of it was GW's corporate policies, some of it was the price of gaming, some of it was realizing I was unable to see that "the GW hobby" is a buzzword so that people who are really part of "the wargaming hobby" only buy GW product. But, as I've mentioned in a few posts, a big part of it is GW's rule systems. I've finally figured out how to articulate it.
I've made no secret that 1997's Epic 40k is one of my all-time favorite rulesets. Forge of War has been a great replacement for large 40k games mainly because of the vague similarities of those two games. But Forge of War has always seemed to be missing some intangible thing, especially in small games. I've finally figured out what it is, and this will involve a walk through history.
Warhammer 40,000 originated as Rogue Trader. Not news. But anyone who has actually played (or even read) Rogue Trader knows that it is a true skirmish game - made for only about 10-20 models per side, and dealing with a far greater level of detail than a full set of battle rules. 2nd Edition was an attempt to streamline some of the random/detail mechanics and increase to platoon-size forces. Somewhere around this time a few different things happened that changed 40k forever.
1) Plastics became a standard to fill rank-and-file troops and vehicles, which grew army sizes.
2) The tournament scene took off, especially in the US and Germany. This called for streamlined mechanics and lists and fewer "scratchbuilt" options. Hello Codex armies, goodbye Citadel Journal and White Dwarf special lists.
3) Necromunda spun off as a new high-detail true skirmish game.
4) GW became an immensely successful corporation, rather than a small business.
These things led to 3rd Edition. In that book, the design notes clearly state that it was an attempt to create a set of true "battle" rules to reflect the growth in player forces. This philosophy has carried through into 4th and 5th. But I think GW failed in many respects. 5th Edition 40k, with its 2000-point average game size, still relies on a skirmish-built system of roll to hit, roll to wound, roll to save; and the game rewards clever army lists and rule-bending rather than realistic strategy or fluff-based force organization. It's a battle game being played with skirmish rules.
Necromunda (and it's brother Gorkamorka) were attempts to satisfy the skirmish niche. And they do so fairly admirably - these games have a small but loyal fanbase. The level of detail that these games provide are great for small unit scenarios and campaigns, and horrible for tournaments.
Epic: Armageddon was an attempt to satisfy battle rules and tournament desires. It does both, but at the expense of actual fun in my opinion.
But back to 40k, and how we're dealing with it. I recently purchased Flying Lead and Mutants and Death Ray Guns from Ganesha Games. They are FANTASTIC skirmish rules which I will review soon. But for now, what you need to know is that these games allow you to play 5-20 troops per side (and a vehicle or two) in a game that is very enjoyable and rewards strategy. Forge of War doesn't provide skirmish detail, but it makes large games of 40k an absolute joy to play.
So what we've decided for now, not only with all the new 15mm goodies but with our 40k collections, is to change the way we play. We are going to use Ganesha Games (Mutants and Death Ray Guns mixed with Flying Lead elements) as our primary gaming rules, using what would normally pass as 40k Kill Teams. These will form the bulk of our campaigns, especially in Imperial cities. When the time comes for a large, decisive battle, we will break out Forge of War. Playing 40k this way actually allows us to create stories far closer to the 40k fluff than Warhammer 40,000 5th edition has ever allowed. And we're going to have a lot more fun doing it.
I encourage all of you - even if you are dead-set against using anything but GW models - to try alternate rulesets to play different kinds of games.
Showing posts with label Epic. Show all posts
Showing posts with label Epic. Show all posts
22 April 2010
27 August 2009
Epic 40,000: Omega Edition - the main rulebook
My revision of the 1997 Epic 40k rules is beginning to take shape. I thought it would be good for potential players of this system to know what they can expect.
On a production note - I'm creating the entire system using Google Docs. From there it will be exported as a PDF, which I will host freely online. There will be numerous diagrams and play examples throughout the book, for which I will probably use the Vassal Epic module. Other than that, there will be photos of my own models, terrain, and tables. As of this writing, I don't have anyone to do artwork, so the book is going to be pretty basic.
The main rulebook is going to cover everything needed to play a game - except for the army lists. In 1997 terms, the new rulebook is going to be a combination of the old Rulebook and Battles Book. So its contents:
For those of you who have designed similar products in the past, or have simply used enough rulebooks on your own - what else am I missing?
On a production note - I'm creating the entire system using Google Docs. From there it will be exported as a PDF, which I will host freely online. There will be numerous diagrams and play examples throughout the book, for which I will probably use the Vassal Epic module. Other than that, there will be photos of my own models, terrain, and tables. As of this writing, I don't have anyone to do artwork, so the book is going to be pretty basic.
The main rulebook is going to cover everything needed to play a game - except for the army lists. In 1997 terms, the new rulebook is going to be a combination of the old Rulebook and Battles Book. So its contents:
- Epic 40,000: Omega Edition rules
- Demo/Training Scenarios (no army list required)
- Play examples with diagrams for EVERY rule section
- Scenario Special Rules
- Scenarios
- Fog of War (2nd Edition)
- Tree/narrative campaign examples
- Integrated game system campaign examples (40k/BFG/eE40k using Planetary Empires)
- Painting weblinks
- Terrain weblinks
- Quick Reference Playsheet as last page (also available as separate download)
For those of you who have designed similar products in the past, or have simply used enough rulebooks on your own - what else am I missing?
10 July 2009
The future of Epic
This morning, I finally took the time to read through Tactical Command's rather lengthy topic regarding Forgeworld's withdrawl from Epic. This discussion drifted back and forth between other companies (namely Dark Realm and Exodus Wars, but others obviously mentioned) miniatures being used as proxies, and why some people hate it, to the beautiful Necron and Tyranid sculpts recently highlighted on Bell of Lost Souls. The way things are now going, there is no way to ensure the future of Epic miniatures.
Here's my thought at a complicated long-term solution. It relies on several basic, yet quite safe, assumptions:
1. There is, and always will be, a market for new, genuine, Epic-scale Warhmmer 40,000 miniatures to be sculpted, produced, and sold.
2. Forgeworld is completely getting out of the scale, outside of Aeronatica Imperialis and their rumored Titan slugfest.
3. Citadel has no plans to produce any new Epic models.
4. Epic is not financially viable for Games Workshop as a third system, and Specialist Games are barely "earning their keep."
Assumption 4 is somewhat tricky, due to the Lord of the Rings license expiring soon. That drifts into a completely different debate, but I'm of the opinion that LoTR/WoTR will be discarded as soon as it is contractually feasible. Which, of course, could bring about the ever-remote chance of Epic reclaiming its mid-90s status as the "third game."
I don't see that happening.
Instead, I look at other options. DRM and EW probably, and feel free to correct me, would not exist if it wasn't for their products' use as Epic proxies. But they will never be anything more than proxies. And while the miniatures are great sculpts and well made, they are no more Epic miniatures than a 10mmx40mm piece of cardstock with "Necron Warriors" written upon it. 99% of Epic and 40k veterans (I'm talking 5+ years in the hobby) are here because of the miniatures, not for the rules or fluff or artwork.
The sculptors of the Necrons and Tyranids (Evil & Chaos and his cohorts at TacCom) said they asked GW for a license to produce them, and were told that "licenses weren't issued." That wasn't the whole truth. THQ, and other video game makers, have had licenses for years. But far closer to the hobby, look at Fantasy Flight. They WERE granted the license, and have made and are making numerous Warhammer and 40k products. So licenses obviously exist.
Why was E&C denied one? One needs to look back into the early 90s for an answer. Once upon a time, Citadel wasn't alone in the production of models for Warhammer and 40k. Marauder Miniatures was licensed to produce fantasy, and several pre-Forgeworld resin sculptors (all surrounding the legendary Mike Biasi) produced kits for 40k. This ended by the new millennium. Why? Were the licenses no longer profitable for GW? No. Did GW perceive a level of competition on their own products? Yes.
Marauder wasn't simply given a single army within Fantasy and told "hey, this is yours." They were given carte blanche to produce whatever they wanted in Fantasy, and their products ultimately competed with GW's on merchandise. It was sales that GW felt should have been theirs, even though they received the fee and issued the license.
So here's the problem with Epic. E&C asked for a license to produce Necrons and Tyranids for Epic:Armageddon. He was denied. Forgeworld is also being removed from Epic. In my opinion, the two are related. Games Workshop, even though they don't have the time, resources, or personnel to devote to Specialist Games, want to ensure they have sole control of the Epic product line, with no internal or external competition.
Here's their fear. New player (40k veteran or not, doesn't matter) wants to take up Epic. Best case scenario, player orders the book from GW.com. Worst case scenario, player downloads it. Either way, new player is going to need an army. If that player wanted to take up, say, Tau, or even Imperial Guard to an extent, his solution would be Forge World. Specialist Games doesn't make a sale. Now, what if that player wanted to take up Necrons or Tyranids, but E&C has the license? Not only does Specialist Games not make a sale, but Games Workshop altogether is missing from this equation. In their current mode, it's better to not have any other armies available outside of Specialist Games, forcing new player to purchase Marines, Orks, or Imperial Guard. It seems silly to many, but it does make sense. They don't want to expand the line, but they damn sure don't want to see it split across several different manufacturers. There's only one solution that will work. And Jervis Johnson himself has already mentioned it to a few private individuals, probably hoping someone would pick up the hint.
Someone else has to assume FULL CONTROL of Epic.
That's right... FULL control. Not making an army. Not publishing army lists on a public forum. Not making proxies. FULL control. If someone, (or a conglomeration of, say, E&C and his cohorts, DRM, EW, and anyone else with assets and talent) went to Games Workshop, they could be granted the entire Epic product line. Let Specialist Games and Forgeworld get completely out of the business... minis, books, support, advertising - the whole thing back to the hands of those who love and support it.
Here's the kicker. Games Workshop is horribly unlikely to sell their Epic molds and designs. So if someone was granted the license, they almost certainly would have to start from scratch. For every army. Which means to be viable at all, they would have to have an Ork, Marine, and Imperal Guard range released with the new book. I'm not going to make a huge deal out of the books themselves, because the fan community has demonstrated time and time again that the books can be created, and created well. It's just a simple matter of finding a small-scale publisher (even Lulu would work fine) and getting it into print.
If this happened, the license owner would be able to focus entirely on Epic, even if it meant allowing all their other product lines to die. Given the size of the Epic global community and the quality of miniatures produced by the "other guys," this should be given serious consideration as an option. One company's devotion would return Epic to success unseen since the mid-90s. New 40k Codex and product line released? No problem, here's the Epic miniatures to go with it, and the revised army list is already on TacComs and the company's internal forum. Miniatures that have always been missing? Sisters of Battle, Dark Eldar? No problem, here's a box set and half a dozen blisters. We'll revise the line when their new 40k 'dex is released.
I have absolutely NO idea how much this would cost someone (or a group of someones) to do. I don't know how much Fantasy Flight paid/pays for the license, I have no idea if GW would sell the old molds or the book or if the licensor would have to start from zero like I suggested... but I do know this is the ONLY way that we will ever see Epic being supported the way we all wish and hope and dream it could be.
Here's my thought at a complicated long-term solution. It relies on several basic, yet quite safe, assumptions:
1. There is, and always will be, a market for new, genuine, Epic-scale Warhmmer 40,000 miniatures to be sculpted, produced, and sold.
2. Forgeworld is completely getting out of the scale, outside of Aeronatica Imperialis and their rumored Titan slugfest.
3. Citadel has no plans to produce any new Epic models.
4. Epic is not financially viable for Games Workshop as a third system, and Specialist Games are barely "earning their keep."
Assumption 4 is somewhat tricky, due to the Lord of the Rings license expiring soon. That drifts into a completely different debate, but I'm of the opinion that LoTR/WoTR will be discarded as soon as it is contractually feasible. Which, of course, could bring about the ever-remote chance of Epic reclaiming its mid-90s status as the "third game."
I don't see that happening.
Instead, I look at other options. DRM and EW probably, and feel free to correct me, would not exist if it wasn't for their products' use as Epic proxies. But they will never be anything more than proxies. And while the miniatures are great sculpts and well made, they are no more Epic miniatures than a 10mmx40mm piece of cardstock with "Necron Warriors" written upon it. 99% of Epic and 40k veterans (I'm talking 5+ years in the hobby) are here because of the miniatures, not for the rules or fluff or artwork.
The sculptors of the Necrons and Tyranids (Evil & Chaos and his cohorts at TacCom) said they asked GW for a license to produce them, and were told that "licenses weren't issued." That wasn't the whole truth. THQ, and other video game makers, have had licenses for years. But far closer to the hobby, look at Fantasy Flight. They WERE granted the license, and have made and are making numerous Warhammer and 40k products. So licenses obviously exist.
Why was E&C denied one? One needs to look back into the early 90s for an answer. Once upon a time, Citadel wasn't alone in the production of models for Warhammer and 40k. Marauder Miniatures was licensed to produce fantasy, and several pre-Forgeworld resin sculptors (all surrounding the legendary Mike Biasi) produced kits for 40k. This ended by the new millennium. Why? Were the licenses no longer profitable for GW? No. Did GW perceive a level of competition on their own products? Yes.
Marauder wasn't simply given a single army within Fantasy and told "hey, this is yours." They were given carte blanche to produce whatever they wanted in Fantasy, and their products ultimately competed with GW's on merchandise. It was sales that GW felt should have been theirs, even though they received the fee and issued the license.
So here's the problem with Epic. E&C asked for a license to produce Necrons and Tyranids for Epic:Armageddon. He was denied. Forgeworld is also being removed from Epic. In my opinion, the two are related. Games Workshop, even though they don't have the time, resources, or personnel to devote to Specialist Games, want to ensure they have sole control of the Epic product line, with no internal or external competition.
Here's their fear. New player (40k veteran or not, doesn't matter) wants to take up Epic. Best case scenario, player orders the book from GW.com. Worst case scenario, player downloads it. Either way, new player is going to need an army. If that player wanted to take up, say, Tau, or even Imperial Guard to an extent, his solution would be Forge World. Specialist Games doesn't make a sale. Now, what if that player wanted to take up Necrons or Tyranids, but E&C has the license? Not only does Specialist Games not make a sale, but Games Workshop altogether is missing from this equation. In their current mode, it's better to not have any other armies available outside of Specialist Games, forcing new player to purchase Marines, Orks, or Imperial Guard. It seems silly to many, but it does make sense. They don't want to expand the line, but they damn sure don't want to see it split across several different manufacturers. There's only one solution that will work. And Jervis Johnson himself has already mentioned it to a few private individuals, probably hoping someone would pick up the hint.
Someone else has to assume FULL CONTROL of Epic.
That's right... FULL control. Not making an army. Not publishing army lists on a public forum. Not making proxies. FULL control. If someone, (or a conglomeration of, say, E&C and his cohorts, DRM, EW, and anyone else with assets and talent) went to Games Workshop, they could be granted the entire Epic product line. Let Specialist Games and Forgeworld get completely out of the business... minis, books, support, advertising - the whole thing back to the hands of those who love and support it.
Here's the kicker. Games Workshop is horribly unlikely to sell their Epic molds and designs. So if someone was granted the license, they almost certainly would have to start from scratch. For every army. Which means to be viable at all, they would have to have an Ork, Marine, and Imperal Guard range released with the new book. I'm not going to make a huge deal out of the books themselves, because the fan community has demonstrated time and time again that the books can be created, and created well. It's just a simple matter of finding a small-scale publisher (even Lulu would work fine) and getting it into print.
If this happened, the license owner would be able to focus entirely on Epic, even if it meant allowing all their other product lines to die. Given the size of the Epic global community and the quality of miniatures produced by the "other guys," this should be given serious consideration as an option. One company's devotion would return Epic to success unseen since the mid-90s. New 40k Codex and product line released? No problem, here's the Epic miniatures to go with it, and the revised army list is already on TacComs and the company's internal forum. Miniatures that have always been missing? Sisters of Battle, Dark Eldar? No problem, here's a box set and half a dozen blisters. We'll revise the line when their new 40k 'dex is released.
I have absolutely NO idea how much this would cost someone (or a group of someones) to do. I don't know how much Fantasy Flight paid/pays for the license, I have no idea if GW would sell the old molds or the book or if the licensor would have to start from zero like I suggested... but I do know this is the ONLY way that we will ever see Epic being supported the way we all wish and hope and dream it could be.
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Epic,
Epic: Armageddon,
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