Showing posts with label imperial armour. Show all posts
Showing posts with label imperial armour. Show all posts
Monday, 1 October 2012
Saturday, 21 July 2012
Forge World
There has been some discussion lately around our club about the possible inclusion of Forge World units in our campaigns and leagues. There are those who do not wish to see them made legal for various reasons and there are those who don't have a problem one way or the other, and then there are those players who see them as being just an extension of the codex units. Those latter players are trying to force the issue by saying that all FW units are now 40K legal. That's not true though. It also doesn't mean that anyone can just turn up with an FW unit in their army. Some opponents just will not play against them. I can understand why too.
Forge World makes some awesome models and expands the military forces of the forty-first millennium. However when it comes to balance and points costs, they are often way out and that is the problem. That and some armies don't get anything even remotely resembling a boost from FW. Forge World should just stick to making the resin models whilst GW should be adding their units, probably pointed and balanced, to the codexes. Then we would see them being properly balanced and people wouldn't complain.
All of this means that for the 2013 league (possibly map campaign) I need to decide how to handle Forge World units. At the moment we have a couple players who want to play the new Eldar Corsair army list and I have agreed pending them giving everyone else a chance to review it in advance of the campaign. As for everyone else I am pondering allowing each player three FW units that they can use but if an opponent doesn't want to face them, they can't use them in that game.
It's all so complicated and no one is going to walk away happy with whatever I decide to do.
Forge World makes some awesome models and expands the military forces of the forty-first millennium. However when it comes to balance and points costs, they are often way out and that is the problem. That and some armies don't get anything even remotely resembling a boost from FW. Forge World should just stick to making the resin models whilst GW should be adding their units, probably pointed and balanced, to the codexes. Then we would see them being properly balanced and people wouldn't complain.
All of this means that for the 2013 league (possibly map campaign) I need to decide how to handle Forge World units. At the moment we have a couple players who want to play the new Eldar Corsair army list and I have agreed pending them giving everyone else a chance to review it in advance of the campaign. As for everyone else I am pondering allowing each player three FW units that they can use but if an opponent doesn't want to face them, they can't use them in that game.
It's all so complicated and no one is going to walk away happy with whatever I decide to do.
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