Impressions of 4th Edition after 25+ games

Hi everyone, just wanted to share some impressions after about 25 games of 4th Edition. I’ve played mainly as Dwarves, Elves, Kingdoms of Men and Goblins and against Trident Realms, Nightstalkers, Forces of Nature, Elves and Orcs.

First the positives:

  1. I really enjoy 4th Edition. As a ruleset, I think it is overall superior to 3rd.
  2. I like many of the changes to the army lists to help differentiate units and I think the point formula has helped narrow the effectiveness/efficiency gap between units.
  3. I like Command Orders system overall and think it really adds to the game.
  4. I think the shooting changes, LOS changes, combat changes, etc. are all generally beneficial.
  5. I enjoy the new scenarios, all are good.

Room for improvement:

  1. There is a very wide gap not just in the strength of Command Orders, but in their applicability. What I mean by this is that you can end up playing a game where you have an army with very situational Command Orders and you get to use perhaps one Command Order per turn or none. At the same time, your opponent is firing off very broadly applicable and useful Command Orders every turn with every Commander. I’ve observed that for the “newer” armies with more command orders, this doesn’t always mean they are out of whack power-wise, so it’s not necessarily a balance issue (with a few exceptions), but it does feel like a fun issue. Everyone seems to pay the same Commander point tax I assume for orders, but orders seem to fall outside the formula that prices things like spells, yet some Commanders get a lot more for that tax. I’d like to see each army that wasn’t in “Invasion” get one extra Command Order that is more broadly useful, just to give eacn player the feeling that on every turn their Commanders are getting some possible mileage out of the system. For example, a “Rally!” command that on a 5+ might restore a point of damage or unwaver a unit.
  2. Some of the army list changes are questionable, especially in the new unlock system. Some units that seemed iconic have been removed, some of the “make this core/specialist” result in odd list incentives, in other cases units are auxiliary when it might have been better to just limit them, some previous synergies are gone without being replaced. I’m sure the books will help in terms of adding units back in, but I’d love to see some of the synergy issues get a look before then.
  3. The Scenarios and Maps really need another pass to account for all the deployment configurations.
  4. Loot tokens and Withdraw. First, why are we still allowing Loot token pickups on Turn 1 and then adding to that now Withdraw with a Loot token? Why? Do we really want a game to be pretty much decided by who wins the die roll to go first? It’s long past time to bring the Loot-style scenarios into better balance - it will improve Kings of War to make these scenarios more tactical. No token pickups until Turn 2 and no Withdraw with a Loot token. I’d also suggest that the free individual pivot should perhaps not be a thing if your individual is carrying a Loot token.
  5. In general, I love that everything has US and can score now. However, I do think there is an issue with “trash” or cheap Hordes now that they have the same US as more expensive or elite Hordes. If you can get a big block of Nerve for less than many Regiments cost, why not take it? This can also encourage spamming “trash” Core units. I have two suggestions here. FIrst, perhaps there should still be a separate US category for units that really are at the “trash” level for their size, which reduces their US by one. Second, perhaps there should be a requirement within your Core like the Rule of Three that says before you can take more than X of the same unit, you need to also take something else from the Core category.
  6. I’d suggest that Blizzard and Blood Boil could use a little points bump.
  7. In terms of the balance of Commands, keeping in mind what I said above, be a bit more careful about handing out too much Heal/Barkskin style stuff, especially given that it stacks up with spells so you can have a spellcaster doing each effectively twice per turn. I would suggest taking a second look at Forces of Nature and Trident Realms and ask if you really wanted them to have quite this level of on-command Heal/Barkskin? I’d also ask if it would be better to have something flavorful like Thonaar’s buffed Green Rage be a once per game thing (he gets regular Rage the rest of the time) instead of every turn?

Thanks for reading.

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I haven’t played enough games to add much of use to these comments, but they chime with my limited experience so far.

Nicely explained and a great resource for mantic to consider as things move forward.

With a new edition there were always going to be wrinkles. Sounds like there are a few but nothing that ruins the game!

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Appreciate the well written feedback, hopefully it makes its way to somebody updating the game. Some commentary on the cons from me:

  1. Before a die was rolled, it was pretty clear that the faction orders were wildly out of balance. But I think you’ve hit on a second part of this, that for plenty of factions it sucks to have all these points (forcefully) invested into commanders and next to nothing to show for it. I’ve been messing with Abyssals, and typically spend half my game issuing zero commands with my four commanders. (Aside: Can Abyssals please have a vicious order? Or a regen buff order? Both feel obvious given the 3.5E auras and upgrades …)
  2. Focusing on the Invasion armies, I think it’s interesting how few slot modifiers we saw. Salamanders have many of them, Trident has one?, Halflings have one? (tho it’s a hero and a big deal, moving trolls to core), Xirkaali have none. I’m hopeful expanded rules will make for thematic builds or at least more options, but it’s not clear that’s a guarantee.
  3. I’ve yet to play with alternate deployments as they seem bad / I mostly play in tournaments where long edge is by far the easiest format for a packed room.
  4. Dropping loot when withdrawing seems to be a universally obvious change. I’m mixed on the first turn pick up, and I guess the problem is that you no longer lose nimble (or 360 individual spins) when you carry the token. First turn looting wasn’t a problem in 3E, but the ability to abscond with the loot was reduced then. Part of my ambivalence is that there is some counterplay to opponents who grab the loot immediately … but you need to be able to charge 13” to do so, which is not a universal ability.
  5. The US3 space should certainly be explored. There are plenty of US3 trash infantry hordes from 3E that ought to have stayed with that.
  6. I don’t need Blizzard 4 in the game, would recommend dropping to Blizzard 2 and 3 for the current points.
  7. I do feel like, overall, the intent wasn’t to have so much sustain in the game, judging by the changes to shooting. Gradual damage over time that helps tip over combats feels like the combined arms intent of shooting in 4E (tho we’ve seen that translate into overwhelming combat to remove single targets in one turn, as it did in 3E as well), and that’s really undone by all the stacked healing in the game. I think Heal cost is also reduced as a spell, for those with access.
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1 - agree with comments about both the power and usability of the commands various factions get - and that’s not restricted to those in the first campaign book who get more.

Played AD v Basilea and while those of the latter (heal/elite) were usable in virtually every turn, the AD ones (dogs/exploding slaves) were far more restricted and I actually never used them at all!

4 - definitely, no withdrawing with loot - if you get slowed, can’t fly or get surged, why should you be able to hastily retreat, potentially far more than 2d6?

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Great post - I broadly agree with everything that’s been said here.

While I really like the system, the specifics of Commands definitely need some work. Like you say, some armies have have a usable Command for every hero in every turn, while others are might struggle to find one to use for more than 1-2 turns per game.

I feel like this is mostly a numbers problem. Most armies just need another 1-2 commands to round out their options.

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How on earth have you played 25+ games?! That’s like 4 a week for the last 6 weeks!

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Maybe you aren’t passionate enough? :face_with_raised_eyebrow:

Just kidding, right now I would not be able to reach this number. I haven’t played that much, but at least several times.

I would agree to most points (like everybody it seems).

But right now I weigh the usefulness and strength of the Command Orders differently.

I don’t like this system right now. Every army seems to pay the same price for it, but they don’t benefit the same way. Some orders are right away useless, some (like the ones giving a shooting attack) differ in statistic damage, but need the same roll. And some dictate how your army should look, because they work on determined traits only.

And I struggle with shooting. Maybe I had to many games against Nightstalkers and Abyssals, but it’s so annoying if you cause 9 damage on a unit with 16, roll a 7+ and the unit is only wavered. And in its next turn the unit regenerate and is back to 5 damage. But because other units come closer, you can’t concentrate your shooting at the damaged unit. And in the end, you won’t be able able to destroy a unit, even if you invest quite a lot.

The second big nerf is the combination of reduced shooting stats and the loss of steady aim.

You have to move often for fitting targets or to get out of the way (of your unit or the enemy) and then you will feel the missing 1/6 because you only hit on a 5+ now.

Another problem is the strict US distribution. No matter if your unit is around 130 or 220, if it’s a regiment your US is 2.

Hordes are even more unbalanced.

I sometimes field a horde not for their nerve or survivability but just because US 4 for example 180 points is just must have.

The horde needs to do nothing but be in the right place at the end of the game.

This might be okay for a horde, but a horde of zombies should not have same US like a horde of Salamander Ceremonials for example. Not if you get 2 hordes of zombies (or Goblins, which can actually march) for the price of one horde of a more expensive army.

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