Nope. All these reference cards for wargear, psychic powers and vehicles came with the 2nd ed.annagul":3o9svq4r said:Did RT have wargear cards? I don't have seen them.
Pacific":3ibesdpi said:...Before this Marines were pretty much something like the Sardakur from Dune - 'chemically hardened' but only T3 and were much weaker than later standards. The new book introduced the whole 'genetic super warrior' thing, including the increase to T4 as well as other special rules.
I remember a guy really moaning about how you would have even *more* players playing space marines than you did already(does this sound familiar?) The Orks were also pretty weedy in the rules especially to begin with, so nothing really going for them.
Suber":3gbeqj7h said:WH40K2 is my choice for a number of reasons...
Pacific":1v26uokz said:I think a lot of the problem I have from 3rd edition onwards was the effort to upscale and get more miniatures on the tabletop, from squad/platoon level to a larger mass combat. This lead to an increasing abstraction which then necessarily reduced the very cool individual-level activities
Tubehead":1j4p98ia said:Pacific":1j4p98ia said:I think a lot of the problem I have from 3rd edition onwards was the effort to upscale and get more miniatures on the tabletop, from squad/platoon level to a larger mass combat. This lead to an increasing abstraction which then necessarily reduced the very cool individual-level activities
Exactly! That's very true; that feeling of growing abstraction was almost certainly the inevitable result of GW consciously urging people to buy more and more figs- and the result was the loss of the character and total flexibility that paging through the Rogue Trader rulebook shows was originally at the heart of the game. 1E had loads of rules allowing scope for inventing your own characters, vehicles, etc; in later editions this ethic seemed to have been replaced with the cold philosophy, "we're your only source for 100% of what you're allowed to put on the table."
Berkut666":3bqz4trn said:I agree with this. I also think this massively lead them to nerf some units that were cool in an effort to streamline and convince people to buy more.
You're right, they did standardize characters more, but the 2E rules were a lot more complete as far as the figs that were out (no lightning claws or ripper guns etc etc in RT for example but its all right in the Wargear book for 2E). 2E isn't what I think of as a "card driven" game though; it isn't at all dependent on card use, really. The cards in 2E were mainly just excerpts from the rulebook summarized for ease of reference while actual gaming. You just separated out the ones that would be relevant to your force before starting and put them in front of you to refer to while gaming. It eliminated the need for little side tables covered in open rulebooks! (the vehicle datafaxes were particularly welcome as it deleted the inevitable pile of White Dwarf mags on the games table. And to their credit, WD attempted to provide further summary cards as new ideas came out of the studio.)symphonicpoet":qrkh5yey said:...abandon some very interesting characters for much more standardized units....and my general distaste for card driven rule sets at the time...
Tubehead":2wlpg7tm said:Berkut666":2wlpg7tm said:I agree with this. I also think this massively lead them to nerf some units that were cool in an effort to streamline and convince people to buy more.
Yes, and then FF>> and look at how it is today; so many special units options for each army that there's hardly any room to put terrain on the table if you bought it all. They aren't encouraging creativity anymore as much as slavish completism. With the prices they ask its a wonder they get anyone involved at all... The only creativity you can exercise is which units to use in a given battle and how to paint your figs ...and then they sell you the paint and tell you how to use it!
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