
Originally Posted by
Galadrin
I agree, generally... the very best experience you can have with 4th/5th is when two mature adults get together for a friendly game and take fluffy army choices (WYSIWYG on those gorgeous 1990's GW models, fully painted of course!) and there is a gentlemens (and ladies) agreement to not take any cheesy combos. Lords and heroes with nothing but standard, non-magical equipment are actually perfectly balanced against troops with the same point value, and the same goes for monsters in Warhammer 4th/5th. Things get out of hand when you start to stack up nasty magic item combos, virtues, bloodlines, Chaos marks and runes. If you moderate those things, however, and play with the objective of making sure your opponent has a really fun experience, the game is solid gold.
And 5th Edition actually told you to do this. In the Battles book, the rules said "set up limits that make you and your group happy." Every group is going to be different, so the limitations one group liked would not work for every gaming club. But to be honest, maturity and friendliness are much more important than hard and fast rules on limiting or restricting things. There's no reason that the Helm of Many Eyes should be banned... it just ought not be taken with a Chaos Lord with Great Weapon. Why not take it on a Chaos Champion armed with a halberd? That would be absolutely fine in my book, and sounds like a really neat character.
Commissar, this is the way I actually play 5th Edition in my house. Tell me what you think:
Each army strives to take one of every regiment found in the army book. A Dark Elf army will try to take one unit each of warriors, crossbowmen, Witch Elves, Executioners, Scouts, Black Guard, Corsairs, Dark Riders and Cold Ones. I generally aim for cavalry units of 5 or 6 and infantry blocks of 12 or more. I never have more than one of the same unit in an army, so only one Repeater Bolt Thrower for instance. If I can't field every regiment in the army list, I at least make sure to cycle regiments in that missed previous games (so there is a "bench" for inactive regiments waiting their turn). I usually give characters a single magic item, perhaps with a consumable second magic item. Sometimes we do random magic items (draw four cards from the magic item deck, assign each card to one character). But if the character is already worth a lot of points without any equipment (like 200 points or more), I don't give them any magic items. We always play scenarios. Victory is based both on victory points, as well as on a subjective evaluation of how well each army performed given the particular conditions of the scenario (i.e. a friendly discussion and analysis after the game is over). If an army had a tough objective, even minor achievements toward that goal should be considered significant successes, all things considered.
This is not the "right way" to play... there is no right way to play. The Battles book was pretty explicit about that. Sometimes the beardy, cheesy way is fun too just for a laugh (and some groups really love to play that way and wouldn't ever want to change). But I also can appreciate the famous Nigel Stillman "Stillmania" articles in 1990's White Dwarf about playing in the "spirit" of Warhammer (look it up, it's a great read... WD 221, if I recall correctly). Fluffy unit choices are awesome too, because it let's you field regiments that are otherwise always overlooked and really get a more complete understanding of the Warhammer world.