5. StunthammerSo there won't be any arts & crafts faggotry in my game. Every unit comes already perfectly assembled and perfectly painted, something which to achieve in the tabletop version would require great talent, years of practice, and thousands of dollars. Oh sure, you can buy used armies, and you can hire people to paint your armies for you. But if you think that $92 for some grey bits of plastic is expensive, don't look up how much a perfectly painted Trygon costs. And that's just ONE unit in your army! Can you imagine having to paint the same damn miniature 300 times? I'd kill myself—no game is worth such punishment no matter how good. This isn't gaming, this is anti-gaming: it's actively preventing you from playing the damn game, by requiring you to spend entire months if not years on preparation before you can even run a single battle!
To be sure, such absurdly high barriers to entry have their advantages: Warhammer, and miniature wargames in general, are an exclusively straight White male hobby. Roleplaying is much friendlier to morons in comparison because it doesn't even require miniatures, or knowing the rules. All you need is to know a single straight White male to GM the game, and he can run the rules in his head. But in Warhammer you need to be rich, smart and talented merely to BEGIN playing. You must even be an artist!
The funniest demonstration of the above is this video I found:
Rahul and Rebecca's first game of 40k! Tyranids vs Ultramarines Warhammer beginners battle report!
https://www.youtube.com/watch?v=JbhFuJwOfoA
This is two male White Game Masters teaching the game to a brown guy and a White woman. Because god forbid the brown and the woman buy a couple of books and read them to learn the game on their own: they need the White guys to take them by the hand and make them understand. And because the White guys know their pets are stupid, they trash half the rules lol! They literally only play with half the rules! But I like this video anyway because on top of the comedy it has great production values and shows how beautiful the game is. The units are large and... look real. I have no other way to put it than this: they are some of the coolest-looking units in all of tactical gaming. So they make the battlefield come alive in a way it doesn't in any tactical videogame I've ever played despite the lack of animation. (And btw, animation is coming... more on which soon.)
Anyway, I got my racism and sexism for today out of the way, but it wasn't (wholly) gratuitous, I want the reader to understand how demanding this game is to play, and not in a good way demanding, i.e. not demanding in player engagement and skill, but in something totally unrelated: arts & crafts mastery. So it shouldn't come as a surprise that this entirely new and foreign to gaming dimension actively hurts the game. And I am not just talking the prevention of playing altogether, I am talking it necessarily DUMBS DOWN the game.
Or why do you think the recommended table width is about one metre? It's because that's how far the average person can comfortably stretch to move a unit. Make it any wider than that and only NBA players would be able to play the game, or you'd need to take the table outdoors to bring a crane in! (and remember, it's an English game: you couldn't play outdoors there even if you wanted to). But this utterly butchers the battlefield size! Which has tremendous knock-on effects on the scale and scope of tactics that can be simulated! Why else do you think that Warhammer armies number in the dozens of units and not hundreds or thousands? It's not only that such armies would take forever to assemble and paint (AND cost a fortune!), but the tables simply can't hold them!


Oh sure, there was Warhammer Epic and various other attempts to increase the scale of the battles. But since the table size can't be changed, in order to add more units they had to... make them smaller. And since painting smaller minis is both tougher and less rewarding (they simply don't look as good as bigger ones), the playerbase kept preferring the normal ones, so all "Epic"-type attempts were eventually discontinued. Remember: half the playerbase at the least is arts & crafts faggots who just like to collect and paint AND DON'T EVEN PLAY THE GAME. They even hold PAINTING COMPETITIONS! That's the game many of them prefer! So of course they have a massive influence on the game's direction.
But the biggest influence is... the table's itself. Or have you never wondered why there are no... naval units? I'd like to see the arts & crafts faggots build hamster swimming pools on their tables. Or what about... underwater units? Underground? Zero-G? There's just a huge amount of cool stuff that can't be done on a table.
Even air units is a tough nut to crack, and though there is an air game in 40K with some really cool vehicles to boot, it's not as fully developed as the land game, and as a consequence Warhammer is known above all for its land battles because that's what works best on a table.


Again, as with Epic, there
have been attempts to address this deficiency, from 1993's Man O' War (discontinued in 1995) to 1999's Battlefleet Gothic (discontinued in 2013).
But you can see what the problem is right away: in order to fit capital ships on a table, they must be tiny. And if they're tiny, they can't fit any units in them. And if they can't fit any units in them, they can't really interact with a ground battle. I suppose you could have ONE cap ship fly over a 40K battle and utterly obliterate it, but what would be the point? The scale of the land battles just isn't large enough to warrant adding large ships to it, so the ship game was spun off as an entire other game, thereby jettisoning the awesome land complexity on which the game built its name. But this meant that the ship battles by themselves were... boring. At least in comparison to the land game. And that's why every attempt has failed within a few years.


This on top of the difficulty inherent in trying to represent more than one layer on a table. So you can have either a land game, or a space game, or a naval game. But you can't have two full-fledged layers at the same time. Even the addition of a minor air layer to the land is problematic, because how do you hover a fighter ship above a building? The ship can't really fly, it is supported by a base, and if the base is big enough and the building small enough, it can't hover above the building! I don't know how they solve this on the tabletop, but in my
Battlemaster it's not an issue, just like blending all layers together is not an issue at all, and moreover my "table" stretches to infinity, and it can accommodate infinite units, which can be zoomed in and out of to any degree desired to admire the artwork and achieve battlefield awareness. It helps by the way that Titan model sizes were added to
Cult Engine 3 just over a month ago. Before that we wouldn't have been able to add precisely the largest and coolest 40K units. Now we can add them all, and that was the very last feature needed to make Warhammer fully playable in CE3.
Feature Release: Titan Sizes
https://bouncyrock.com/news/articles/fe ... itan-sizes
But probably the greatest deficiency of the tabletop that stunts the game, more than the reduced scale and scope and layers, is the terrain itself. Look up any image of any version of Warhammer played on actual tables and you'll note that the terrain is always a flat plain with some rocks and ruins thrown in. There are no mountains. No forests. No cities. There aren't even any proper buildings since how would you remove the roofs to run battles inside them, especially on multistory structures? Many units wouldn't fit in normal buildings anyway, and for many of them you'd need a freakin' cathedral to fit them. In short, there are no BUILDING INTERIORS in this game, and even the ruins are always open-air so that the players can reach inside and move the handful of units small enough to fit in them.
You want to see an exception? Here, have one.
I made a Massive Warhammer Cathedral Imperial Palace on Terra | 40k Scenery @Creality3D Ender-5 S1
https://www.youtube.com/watch?v=xbHuRZQZ9ig
This guy is a freakin' engineer with an entire carpentry workshop who slaved for MONTHS to make this, on top of being sponsored by multiple companies including Games Workshop, and his build STILL isn't even 1/10th as complex as what can be easily achieved in my game. Moreover, what little set complexity he managed to achieve by dedicating his life to it for months on end IS IMPOSSIBLE FOR ANY OTHER PLAYER. If you go out right now and buy some 40K kits, you will still never play on this guy's build simply because you don't know him. And I bet even people who know him don't get to play on his set because this guy simply doesn't have time to play the game. And even IF you knew him, AND he had time to play with you... you would have to fly to his city, wherever the fuck it is lol. AND lug your army with you (in the special backpacks and carry cases they make for moving your armies lol). And all this to achieve a simple 1v1. You wouldn't even be able to play a 2v2 because it would be 2 more friends of yours flying over from other parts of the world while carrying THEIR armies... only to play on a set that's 1/10th as complex and detailed as what my set builders can pump out in like one day.
THAT'S why this guy calls himself "the king of stupidly massive scenery", because it's STUPID to put all this energy into arts & crafts faggotry when we have COMPUTERS that can render whole PLANETS today.
I mean look at this:
What hides under the surface - realistic diorama / 14 months work / Warhammer
https://www.youtube.com/watch?v=g5eBZ4FHjnI
Yeah it's beautiful, but FOURTEEN MONTHS OF WORK??? How is that a game? That's a profession! Moreover, the area is TINY. You can barely run a tiny battle there, and then you scrap the set, meaning 14 months of your life! All the while my level designers can pump out multiple such areas per day, and even link them together to form vast regions!
Plus if you bring tanks and spaceships to the battle you should be able to LEVEL these buildings! But where are the rules for building destruction? All the terrain they sell is already ruins anyway precisely to avoid having to deal with this entire dimension. But that shortchanges the people who've invested hundreds of dollars and dozens of hours to purchase, assemble and paint the bigger vehicles. What's the point of a massive vehicle of war if it can't level anything? Not to speak of
constructing buildings. That hasn't even entered anyone's head yet, and would turn Warhammer into a strategy game if implemented (and I WILL implement it).
To be continued...