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Is Game Balance Really a Good Thing for Narrative Players?


They say a balanced game is good for both competitive and narrative players. This is true, conceptually, but as with all things it depends on the execution. With frequent balance updates, Games Workshop’s design studio have achieved an incredibly tight win/loss ratio across Warhammer 40,000's many factions. Moreover they have been tweaking individual units that see too much or too little time on the table. It’s an incredible effort entirely alien to the 40K of yesteryear, and in general I think it's great.

Unfortunately win/loss rates and the frequency with which certain units appear in tournament lists are an incomplete picture. There’s no avoiding the fact that almost all the available data comes from the tournament circuit, so Games Workshop are in a tricky position, but I think one of the most consistent areas where I find myself disagreeing with their approach to balancing the game is when something is balanced at the expense of immersion.

Take Space Marine Intercessors. 

There's a limit to how cheap you want these lads to be. Space Marines shouldn't be numerous, they're too elite for that. But the studio felt that the poster boys' basic troops had been a bit left behind, so gave them the ability to fire four shots each when targeting the same enemy unit. In isolation, this seems good, in that it makes an Intercessor about as good as a Hellblaster or Infernus Marine, just with a different niche. It encourages people to include more of the army's core unit. But it also means they outperform veteran space marines like Terminators and Sternguard Veterans, and most importantly, makes them massively more potent than their Chaos counterparts. That is not an immersive outcome.


To show good faith I played a couple of games using this new rule, and then decided to stop after I found Intercessor units casually gunning down swathes of heavy infantry thanks to Oath of Moment combining with 40 AP-1 shots. I specifically remember the breaking point when I cut down a whole load of Jeff's Word Bearers and had the greasy feeling of unearned victory.

Ultimately, tournament fans are playing a completely different game to narrative dorks like me. I don't need four shots on my Intercessors; I use them because they should form the spine of my army, not because it's optimal to do so.

So that's an example of an individual unit tweak, but perhaps more importantly there are examples where an entire faction is achieving a tenable win/loss rate by functioning in a manner entirely contrary to the narrative. I am speaking here primarily of Orks. Yes, I know, Orks is never beaten, but right now it seems their primary method of winning games is to box their opponent into their own deployment zone and rack up a lead on all the objectives. Their job is literally to die too slowly for the opponent to score. It's... not really how you picture a fight with the galaxy's krumpiest ladz. The gold standard of a battle against Orks is where they give you an almighty wallop, knacker themselves in the process, and then the bloodied remnants of both sides fight tooth and nail until one side finally stops moving.

Part of the issue seems to be that they don't have much if any ability to hurt vehicles. There's a few units in there that can legitimately threaten enemy hulls, such as Meganobz and the giant lumbering liability that is the mighty Stompa, but for the most part the Orks' primary anti-tank weapon, the ubiquitous rokkit launcha, was effectively relegated to dealing with heavy infantry and light vehicles in the transition to 10th edition, with nothing stepping up to replace it in the role of tank hunting. Even Beast Snagga units are, in my experience, of limited effectiveness. Add to that my annoyance that the humble lasgun is exactly as effective against Orks as a boltgun thanks to Orks now being T5, and there are some pretty weird interactions going on here.

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By this point you'd be forgiven for wondering where I'm going with all this, so I'll tell you: house rules. This is wargaming; unless you're playing in events where by definition everyone needs to turn up using a common ruleset, the point of a non-digital gaming experience is that you aren't locked into anything.

In the case of Space Marines, this is particularly easy, since I just nerf myself. Not only do I ignore the double shot rule on Intercessors, I also ignore the shoot-on-death rule that makes Hellblasters such a feel bad unit for my opponents. They're still a perfectly serviceable glass hammer at 110 points, and I use them regularly.

With something like Orks, where my own army is underpowered, that's trickier. Wanting to buff the effectiveness of my own army could look whiny at best. But my goal with my Orks was never to win lots: they are a force explicitly designed to provide my opponents with a fun but beatable challenge, with a variety of target types to reward my opponent for having a diverse army, in a mix of units perfectly on-theme for Goffs. But for me to provide my opponents with fun games, I do have to be able to give them a challenge. It says a lot that when designing Fury of da Beast I frequently needed to give the Orks a bigger points advantage compared to Fury of the Swarm since I found they just didn't do much to the Players' forces, even with the huge buffs I chucked at their ranged attacks.

I am slowly, inexorably, coming to a very stupid conclusion: the only way to fix this properly is to completely rewrite the Orks' codex myself.

This is obviously a stupid idea, and not one I seriously intend to follow through on (historically, this means there's a 40% chance I'll follow through on stupid ideas anyway). But for all that Orks have a balanced win/loss ratio, I cannot currently make meaningful use of them in a more narrative environment the way I could in past editions. I can rewrite the Codex, or I can start another army and hope the Orks return some day. And all the while, I surely can't complain, since they have a reasonable win rate in tournaments.

So watch this space. Will my love of Orks force me to do something supremely stupid, the true zenith of House Rule Mountain? Or will I take my licks and paint something else instead?

If you're an Ork player and think I'm talking out of my ass, please, please tell me what I'm missing in the comments.

Off to work we go


Comments

  1. You could also fall back on a different version of 40k... easier to write a few unit entries than it is to rewrite a whole codex?

    Regarding the balance, chess is balanced, but not exactly very narratively interesting.

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    1. Certainly another edition is an option. Obviously no single edition is perfect, and part of the struggle is that some of the modern kits are absurdly up-gunned compared to the range of yesteryear.

      You're absolutely right that chess is both balanced and boring, and I can't imagine anyone who reads or writes this site advocating for Warhammer-themed chess any time soon. For me the question is always how to reduce imbalance whilst supporting the narrative, and the examples I gave above were about balance being achieved in a way that undermines the narrative.

      There's a truly mad part of me fantasises about writing a whole edition myself. I can only imagine how terribly Quixotic I'd have to be to attempt such a thing, and how miserably I'd do compared to the efforts of, you know, the official studio.

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  2. House ruling is often the way. Even in the core rules, the entirely nonsensical cover rules and some weird transport possibilities are often ignored or replaced in my gaming group... Maybe I should consolidate all of that in a file somewhere.
    How much can the curiosity of an internet stranger add to that 40% chance of doing the stupid? Maybe just some more detail on the specific you would change?

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    1. I'm a big fan of a consolidated house rules doc - we have exactly that.

      Each internet stranger boost swings the madness needle by about 5%, for I am easily swayed...

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  3. My colleague is delighted to see someone else saying it about Intercessors. He's been extremely vocal about them not needing the help since the amendment arrived, and even more so after they chipped a Monolith to death. Doubling a unit's firepower *and* doubling its chance to wound T8+ targets at the same time was certainly a decision taken.

    As for the competition data set on which balance is based, this is *my* thing I haven't shut up about since I knew about it. As you say, win rates don't give a complete picture. I have Curiosity about both World Eaters and Chaos Knights, who spent their pre-Codex period with completely "solved" army lists and a satisfactory win rate that meant their internal balance problems just... weren't being looked at.

    I too have some strong thoughts and feelings about writing The Perfect Edition of 40K. Some of them - "you're always in range unless you're firing pistols or torrents," "Space Marines need to lose that second wound for the sake of every D1 weapon in existence" and "furthermore, datasheet abilities must be destroyed" - may be controversial, but... I don't know, perhaps you and I are of a mind on these things.

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    1. Yeah I feel empowered to talk about Intercessors as a frequent user of them - no one can accuse me of moaning about losing to them! The Orks, of course, are trickier...

      I would dearly love to talk to someone from the design studio about the internal balance thing. It seems unlikely that they're blind to these issues, so is it time constraints? A reluctance to make too many changes to printed codexes? (Which... that cat is out of the bag.)

      WRT infinite range by default, I could see that working, but you end up with a surprising number of exceptions (e.g. melta weapons), and lose out on the (artificially compressed) strategic geography of the big guns being in range of things before small arms get into engagement range. I tend to assume people are firing at longer ranges, but that it doesn't cause a casualty rate worth modelling on the tabletop.

      I'm in complete agreement with you about 90% of datasheet abilities. It's cruft that makes the game complex without making it rich. There's some I'd keep; a game like 40K doesn't model the importance of recon units well, so having them buff friendly units by spotting targets is fun, and I like it when characters have an impact beyond their stat line. Broadly though I think you could cover those with a SHORT list of universal special rules so that everyone's speaking the same language.

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  4. I think part of the issue here (and a partial but not very flavourful fix) might be doing something about the insane version of oath of moment that codex compliant chapters get access to. I play black templars, and don't use gladius as i''m not a coward (and don't enjoy winning games ; ) ). I've noticed that even with the boost to firepower intercessors are still struggling to put out a load of hurt when they don't have re-rolls and/or +1 to wound. On the space marine side of things perhaps playing the cobalt scions as a slightly more divergent chapter (though i understand this may not mesh well with their origins and back story), wihtout the +1 to wound would reduce the amount of bad feels but still let them feel like the core infantry choice they're meant to be? Not a clue about the orks though, good luck!

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    1. I salute you for playing Black Templars as the God-Emperor intended!

      You're quite right that Intercessors won't put out the hurt of specialised Marine units, and I'm fine with that. I don't like them getting more shots than Sternguard and Terminators, since it feels unimmersive. Even so, I find they do fine if you're playing in a group that are also using fluffy army builds. I'd rather have the +1 to wound with a lower number of shots since it feels more immersive to me that all the Marines gain the same bonus, allowing veterans to outshine newer recruits. Most of the bad feels within our group come from Intercessors getting more shots than equivalent units both in the Marine roster and in other armies like Chaos Marines.

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