Hopes for 10th Edition
Posted: Tue Jan 10, 2023 12:11 pm
It seems strange to be talking about 10th just as 9th has finally given Codexes to everyone (well, World Eaters soon) and we're embarking into the promising Arks of Omen season with a comprehensive rebalancing. But like Psychic Awakening for 8th, the Arks of Omen campaign books and the Boarding Actions playmode are being treated by folks at large as the endgame, and chatter about 10th is starting up.
So let's chatter about 10th!
Now I am a massive fan of 9th - the core rules are streamlined and hit a good level of abstraction for me, the terrain rules have been *great* (especially Obscuring which on a reasonably set up board keeps the game from being a shooting gallery), and Crusade has successfully broken the "all Matched Play, all the time" hegemony. The army rules are thematic and characterful, each faction has a lot of rules making them play like themselves (witness how differently the Marine chapters play despite sharing a couple of hundred datasheets). It's the most fun I've had with a tabletop game, even beating out the magnificent Underworlds that's hitting its own sweet spot right now.
I do agree though that there's a level of complexity in the game that hurts its accessibility. It would be amazing if that could be fixed.
The thing is, that complexity is not in the core rules. Strategems are held by many - myself included - to be a key factor in cognitive overload, but the core has like six of them and Command Reroll isn't exactly a brain breaker. The lethality that made Armor of Contempt a necessary patch (and the size of the rebalance required to remove it again) came from weapon profiles printed elsewhere. Army rules, detachment abilities, campaign and warzone rules - it's the stacking of things that causes the issue, and none of them are printed in the core. Of course, Crusade is in the core so that does count, but its problem is that it's layered on top of so many other things, not that it is inherently complex - it's just a straw that can break the camel's back.
So while I disagree that the game would be better if the core rules tacked back to 30K, or 5th edition or whatever, more importantly I think that's orthogonal to the problem. You could keep the core rules virtually identical and address the complexity issue by completely redoing the supplemental material. As an owner, appreciator and player of...many...9th Edition codexes, I hate to say it, but if you want to smooth the game's learning curve, they have to go.
What would I wish for?
- Core rules very similar. Lots of clean ups are possible but broadly I think the abstractions and hooks are good.
- Ugh...Indexes. Free PDFs for everyone and apologies to Guard/World Eaters.
- Army rules are split into three tiers, Basic, Intermediate and Advanced. Basic are like subfaction traits, a light dusting of Crusade rules and not much else. Advanced is lots of stuff that's good for 2000 point games, most of the strategems etc (moving some strats back to datasheet rules would be good though). Basic should be pretty balanced for the new player experience. Advanced should be tournament balanced. Intermediate is there mostly so you don't have to swallow the full complexity of Advanced to move out of Basic.
- The default suggestion is to start with Basic/Combat Patrol, move to Intermediate/Incursion, and then finally to Advanced/Strike Force.
- Crusade starts at Basic/Combat Patrol and explicitly structures your journey into a learning curve thar than hitting you with full army rules + Crusade rules at once. There's a suggested parallel path for non-Crusade play (Basic Corebook Combat Patrol missions --> Intermediate/Incursion Tempest of War --> Advanced/Strike Force, for example). Tournament play is of course all the trimmings.
- Crusade mechanics, campaign mechanics, seasonal matched play mission mechanics etc should be about the same level of complexity, and maybe core rules + army rules + play mode rules at Advanced level should be about the same total weight as core rules + army rules are now.
I'm not going to get that wish, and as an off the cuff forum post it has its own problems (what's the mechanic that lets a player at Basic play a Crusade game against an experienced player who wants to use their Advanced rules? Giving them CP isn't going to work), but some kind of learning curve structure would be a way to handle the game's complexity without losing the depth and flavour of the current army rules.
I'm sure literally nobody else would want that, so what do you all have in mind?
So let's chatter about 10th!
Now I am a massive fan of 9th - the core rules are streamlined and hit a good level of abstraction for me, the terrain rules have been *great* (especially Obscuring which on a reasonably set up board keeps the game from being a shooting gallery), and Crusade has successfully broken the "all Matched Play, all the time" hegemony. The army rules are thematic and characterful, each faction has a lot of rules making them play like themselves (witness how differently the Marine chapters play despite sharing a couple of hundred datasheets). It's the most fun I've had with a tabletop game, even beating out the magnificent Underworlds that's hitting its own sweet spot right now.
I do agree though that there's a level of complexity in the game that hurts its accessibility. It would be amazing if that could be fixed.
The thing is, that complexity is not in the core rules. Strategems are held by many - myself included - to be a key factor in cognitive overload, but the core has like six of them and Command Reroll isn't exactly a brain breaker. The lethality that made Armor of Contempt a necessary patch (and the size of the rebalance required to remove it again) came from weapon profiles printed elsewhere. Army rules, detachment abilities, campaign and warzone rules - it's the stacking of things that causes the issue, and none of them are printed in the core. Of course, Crusade is in the core so that does count, but its problem is that it's layered on top of so many other things, not that it is inherently complex - it's just a straw that can break the camel's back.
So while I disagree that the game would be better if the core rules tacked back to 30K, or 5th edition or whatever, more importantly I think that's orthogonal to the problem. You could keep the core rules virtually identical and address the complexity issue by completely redoing the supplemental material. As an owner, appreciator and player of...many...9th Edition codexes, I hate to say it, but if you want to smooth the game's learning curve, they have to go.
What would I wish for?
- Core rules very similar. Lots of clean ups are possible but broadly I think the abstractions and hooks are good.
- Ugh...Indexes. Free PDFs for everyone and apologies to Guard/World Eaters.
- Army rules are split into three tiers, Basic, Intermediate and Advanced. Basic are like subfaction traits, a light dusting of Crusade rules and not much else. Advanced is lots of stuff that's good for 2000 point games, most of the strategems etc (moving some strats back to datasheet rules would be good though). Basic should be pretty balanced for the new player experience. Advanced should be tournament balanced. Intermediate is there mostly so you don't have to swallow the full complexity of Advanced to move out of Basic.
- The default suggestion is to start with Basic/Combat Patrol, move to Intermediate/Incursion, and then finally to Advanced/Strike Force.
- Crusade starts at Basic/Combat Patrol and explicitly structures your journey into a learning curve thar than hitting you with full army rules + Crusade rules at once. There's a suggested parallel path for non-Crusade play (Basic Corebook Combat Patrol missions --> Intermediate/Incursion Tempest of War --> Advanced/Strike Force, for example). Tournament play is of course all the trimmings.
- Crusade mechanics, campaign mechanics, seasonal matched play mission mechanics etc should be about the same level of complexity, and maybe core rules + army rules + play mode rules at Advanced level should be about the same total weight as core rules + army rules are now.
I'm not going to get that wish, and as an off the cuff forum post it has its own problems (what's the mechanic that lets a player at Basic play a Crusade game against an experienced player who wants to use their Advanced rules? Giving them CP isn't going to work), but some kind of learning curve structure would be a way to handle the game's complexity without losing the depth and flavour of the current army rules.
I'm sure literally nobody else would want that, so what do you all have in mind?