Anyone have any comparison thoughts between RMG and WH 8th/9th/KoW?
Just from what I've seen/read, there are multiple elements about RMG that I like/dislike:
LIKE: Trays- I like the idea of movement trays specifically designed for the game. By offering a bit of space between each of the models, it will make it significantly easier to put models back on at the end of the game. 8th/9th was a pain if you had multiple large blocks of 20mm bases that fit together gingerly. KoW accounted for this by keeping models on in the unit and simply adding a wound counter. This saved time from having to put models back on and kept the footprint of the unit the same so there was no question about where you are in contact with a unit once they lost a few models.
I also like how all the units have the same tray size. No fudging around with 20mm, 25mm, 40mm, 50mm, 100mm, and 150mm bases.
DISLIKE: Puzzle-pieces- I don't like the puzzle-piece-like connectors on the trays. Sure, it's nice when building the units in their respective formations. But my reasons for disliking them are twofold:
First, I don't like the look aesthetically. I hope they come out with some kind of edge piece that fits on to make it smooth across the edge.
Second, when you lose enough models, you have to take off the empty tray, and that could disrupt the existing models. I foresee a lot of players magnetizing their models to the trays for this reason.
LIKE: Movement- March, move, charg, wheel, reform, quick reform (reform then move), fast cav reform (unlimited), 1-inch rule, so many rules in 8th/9th/KoW, and every single one of them fudgeable. I like the movement templates in RMG, simplifying unit movement, while still making maneuvering an important part of regimented combat.
LIKE: Command Dials- I'm an avid fan of SW:Armada and familiar with X-Wing, so I'm used to using command dials. Again, it is a simplification of rules. No more keeping track of "you did this, so you can't do that later". You do whatever is on the dial. In true medieval fashion of raising flags or signs to relay commands to units, the command dials reflect a historical aspect to regimented battle.
LIKE: Players alternate- I love the idea of taking turns activating units. 8th/9th/KoW can get a little boring when it's not your turn. Going back and forth keeps players engaged all game long. I like the Initiative aspect as well, conceptually allowing faster units to activate earlier and take advantage of their speed (don't know if this actually happens in game, but this is how I imagine it).
LIKE: Alt dice- I'm tired of rolling 50 d6s. I like having blanks or doubles or combos on dice, and that different colored dice have different values.
LIKE: Upgrades- I love how you can buy upgrades for units. It gives a sense of customizability to each unit, even if they're vanilla. This will probably be pretty important for the foreseeable future, as with the limited number of factions, there may be a lot of mirror matches. Upgrades are one way to differentiate armies in mirror matches.
LIKE: Aesthetic- The slightly blocky "Warcraft III" look normally doesn't appeal to me, but for some reason I like the models in this game. I especially like the elves (which I play in pretty much every game). They actually look like elves! Elves should look like elves, dwarves should look like dwarves. I'm tired of GW's sense of elves looking like halflings with pointed ears and helmets taller than the rest of the bodies.
NOT SURE: Scale- When I talk about scale, I mean the scale of battle, not the scale (size) of the minis. That being said, I don't know what kind of game this is supposed to be. Skirmish? Mid range? Epic? I have heard arguments either way (like and dislike), and I see value of both opinions. I like the scale of the minis themselves, but the extra space between models and on the edges of the trays creates a lot of space not used. Yes it's nice not to have to cram models together that don't fit nicely. But it also creates a large footprint for the unit on the tabletop, limiting how large of battles you can have.
Don't get me wrong, I like the scale of ~200 points (I like all scales and sizes of battles). But seeing 100, 150, 200+ models on each side of the table looks dramatic and cinematic. The persians didn't invade Greece with 25 people. They invaded with over a million (though today considered much smaller, like 100k, but still). I do hope that they increase the army size in the future for tourneys. But homegames can always be bigger, so no fret there.
PS, for all the people freaking out about the lack of epic scale, chill the eff out. Same goes for the fanboys who tell those people to go play another game. People can have their opinions about scale. But the game is what it is, and you can do whatever you want with it.
I like the idea of this game because you can play it on various scales. You can have a small force of about 100 points as a scouting/raiding party. Then a mid-range game as the vanguards of each army come together. Then a large game that can turn the tide of a war.
The reason I am NOT SURE, is that I don't know how the game balances at different point levels. I guess that's something for which we'll have to wait and see.
NOT SURE: Story- History/Lore really gets me into a game. If I like it, then I put a lot of effort in getting into the game. Campaigns also help with this. Hopefully FFG will put out some more definitive history of the world for those who aren't too knowledgeable in this realm's history (as well as the other game systems preluding to RMG). I've read the wiki pages, and some few others, but I'm waiting for more.
So these are just my initial thoughts. But does anyone else have thoughts in their experience playing both RMG and another rank n file game system?