Should I get the new rulebook?

By GrandClam, in Tannhauser

Just lookin' for afew honest opinions on it. From what I hear, the Reich and Union have switched playstyles- which I don't like one bit. I also hear that Zork'a is just as insanely unkillable (which isn't too big a deal I guess, we always just give the opposing player max reinforcements). I love how mental/command packs are actually worth it now, but I hate how pistols are even more worthless than before. I understand it's less random than the original, but I finally figured out the strategy to that randomness and have grown to like it. Anyway, what do you personally think of the new book?

Finally, should I:

Stick out with the old rules and make minor adjustments to the grotesquely overpowered characters such as hoax (and I'm guessing Hoss as well).

or

Buy the new book and try to memorize both editions?

A lot of opinions have been said, just search a few pages back in this forum.

In short: if you like Tannhauser, buy new rules. Also new stuff will be released only with the new ruleset. It has a few flaws but it is definately improvement.

i recently bought the new rules. i am a fan of the old rules, but i gave the new ones a try. personally i think the new rules are worth a try. their is a few or more changes on the characters. i think the battle changes is a improvement. they also have an overwatch rule which is really cool and can do some serious damage. yet still i don't like the victory point rules. even though i'm a fan of the old way, i will be playing this game with the new rules for now on.

New rules, no doubt about it. They allow for much more strategic game play. The ability to negate wounds with CP's and their liberal refreshment make for much more durable characters. I prefer this; characters can still die at the of a hat, their's just a few more safeguards and ways to play defensively. I don't think pistols are worthless... like with the original rule set, the game does come down to luck in the end.

I would say the Reich and the Union are nearly perfectly balanced now, which makes for some truly epic battles.

GrandClam said:

Stick out with the old rules and make minor adjustments to the grotesquely overpowered characters such as hoax (and I'm guessing Hoss as well).

or

Buy the new book and try to memorize both editions?

If you intend to buy any new Tann material, I would suggest buying the V2 rules as that will be what all new releases use. I think $10 (or whatever the price is these days) is relatively cheap compared to the time you would otherwise spend reverse-engineering your own V1 rules for new units. Your opinion may vary, of course, but that's my 2 cents.

If you don't intend to buy any new Tann material then the V2 rules are probably a waste of time, since the V1 rules weren't exactly broken.

I also wouldn't waste too much time trying to "memorize two rule sets." If you decide to go with V2, go all the way and leave V1 rules behind. Maybe adopt a few house rules for changes you absolutely can't bear, but don't plan on playing some games one way and others another. That's just a migrane waiting to happen.

If you mind buying new releases by FFG go and buy the V2 rules. If you miss somethings from Classic Edition just create a house rule for it.

For example I require automatic weapons to have a min distance of 1 circle to be used, thus leaving pistol and hth weapons the only way to hit effictively adjacent targets.

I don't often use "house-rules" as I've played so many other games in a Tournement Rules enviroment, and nothing is more fun than a table argument over someon's house rule that they think is official.

But that said my wife and I really miss the custom equipment pack rule from Tann 1.0. So, we somtimes use it.

Do you notice if custom packs get alittle overly powerful or not? Seems like Heizinger with stamina hermetica, command hermetica, and patmos amulet would be REALLY nasty.

Not yet, but that's part of the fun of trying out unique equipment combinations; to see if something cool happens.

Agreed, but I'm not that far into the new rules yet. Haven't even made a dent in the massive amount of pack combination tactics.

I think that FFG decide to remove the 2 Heroes + 3 Troops and the Custom Equipment pack to speed up the game preparation. The same goes with the Bonus Token limited to 3 for the whole team.

Beyond that, if you want to experiment new equipment combination I can't but agree. under Classic Rules I almost never used Ramirez or Wolf packs as they are since I find them more efficient with customized packs.