Tag Archives: fantasy

Warhammer 8th Edition – First Game Thoughts

I may be naught but a humble re-animated buckler of swashes but there are a couple of things that really wind me up, I feel like sharing these with you before diving into the meat and potatoes of my actual post. Both of these relate to the toiletry habits of the male Homo Sapiens Sapiens in a working environment, point the first; why is it that some guys seem incapable of working the flush mechanism? I mean, it’s not rocket science, all you have to do is push a button or push the handle down a very simple process that means the next user doesn’t have to stare at whatever it was you deposited during the last time you took the Browns to the Superbowl! Point the second, the toilet is a male only domain, no women can use the men’s toilet, there is a sign on the door and everything, wangs only!!! That means you are allowed to leave the toilet seat up, in fact doing so provides the gentleman with a larger target to hit while standing and judging by the trail of pi$$ dripping from the seat you could really do with having a more sizeable area to thrash your wild beast, it’s possible you may hit the right target then!

Anyway, that wasn’t really what I wanted to talk about today. After my previous post regarding our sojourn to Warhammer World and our subsequent trial of the latest edition we have managed to play a couple of games using the varied gaming facilities of the 6 Inch Move floating citadel, in other words, mine and Servitob’s living rooms. I wanted to give a quick rundown, not a full battle report, of these games, their participants and the feelings that I have towards how things worked out and using the new rules in general.

The first game we played was alluded to from my previous post. Due to Gribblin’s required sacrifice at the altar of “I want to maintain a Girlfriend” (we have quietly suggested amongst ourselves that he should get married, this quite handily solves all of the nonsense about having to spend time together “I’m going out with my mates on Monday” for some reason tends to be more than OK) he was ideally placed to service our needs. Servitob rang him while we were on our way back in the good ship ZombiePirate (also known as a Mazda) and asked him to knock out a couple of 2000pts armies and bring them along. So it was that we arrived at our respective domiciles with a couple of hours to spare ideal time to chill out after the drive and arrange suitable snacks for the evening’s entertainment.

At the appointed time we met up at Servitob’s estate, emptied a cars worth of terrain and armies and went about setting things up. Gribblin had brought his Wood Elves and his Vampire Counts, one army that got considerably weaker in 8th and one that stayed about the same. This was going to be an interesting matchup. We rolled off to see which army people would command, so it was that Gribblin and team-mate Servitob took the forces of Sylvania while myself and nBreaker had a force of Greenpeace rejects with which to play. As I am writing this up a few weeks after it happened the specifics of the list are lost to the hazy twilight of hindsight but please bear with me. Our Wood Elves consisted of a Spellweaver with Lore of Life, a Noble Battle Standard Bearer, a Branchwraith, 2 units of 15 Glade Guard, a unit of Eternal Guard, a 10 man Glade Rider unit, 10 Wild Riders, 10 Dryads and 3 Treekin. Across the table were a veritable horde (literally in the case of the zombies) of the Undead led by a combat oriented Vampire Lord.

The game was based around the Break Point scenario and was our first proper game of 8th edition at an appropriate points level. This late in there is no way I can provide a turn by turn account of what happened, what I can do though is to highlight parts of the game that surprised us and talk about things we enjoyed. Movement and deployment are still as vital as ever. If you position your troops in the right way you are still a good way to achieving victory and just because you have a unit of Fast Cavalry that can use the Vanguard move doesn’t mean you have to. If they are going to be unsupported for a turn or two then hold them back with the main line, unless they can survive being out there on their own waiting for your infantry/other cavalry to arrive. Monsters are now sicker than ever. The vampires took a Varghulf and that thing can cause an horrific amount of damage, the Thunderstomp attack may come last but it can deal enough damage to swing a combat, likewise the Treekin with just their normal Stomp attacks benefitted greatly from it, 3 of them single-handedly saw off a unit of 20 Ghouls.

I deployed the Glade Guard in 2 ranks to maximise the shooting, however in hindsight I should have stuck with three ranks, I’d have lost some shots for the first few turns but after that they would be much better in combat. I could also do 2 ranks for turn one and then reform in turn 2, this was the first time I was playing as Wood Elves so forgive me a few mistakes. We deployed the Branchwraith, Dryads and Treekin on our left flank and everything else went either on or towards the right, this split the Vampire Counts and the Forest Spirits held their flank well despite getting mostly wiped out. I was impressed. Cavalry in units of 5 are not worth it, I had two units of 10 and the supporting attacks from those in the second rank makes things really worthwhile, with most armies this is going to eat into your points but the offensive benefit is well worth it. It was a close fought game with the Eternal Guard charging the Zombie horde, we knew it was going to be a grindy combat but I wanted to stop that unit rather than let it run around threatening other stuff. Lore of Life was fantastic, for one turn I had the Toughness 7 Regenerating Elves of doom! It was great, but using the regular spells to bring back your own troops had a big impact against the Undead. Just as they could boost their units, bringing back Elves was really useful and helped out no end.

Combats were intense and very bloody, some of them wound on a little bit but that’s what happens when you fight Undead. Eventually the Wood Elves did win due to killing off enough of the standards, it was still a closely fought game and very enjoyable. I’ve waffled on enough now so will have to have the second game as another post, but we were very impressed with the game. No arguments for rules came up that I can recall, everything worked and we had a fun game, that can never be a bad thing.


Warhammer 8th Edition – My Thoughts

Well like many a good GW gamer I managed to purchase my copy of the new Warhammer rulebook recently.  I’ve spent some time and given it a good read and just wanted to share my first thoughts about the new edition.  I know that me and ZombiePirate have already discussed having a game soon to test it out, so this is coming from the perspective of a reader of the book, not a player of the new edition.  I’ve been playing Fantasy for . . . a long time and I currently own 3 different armies – Wood Elves, Vampire Counts and Lizardmen, and I have enjoyed using them all.  So coming from this background, here are my thoughts.

Game mechanics

The basics of the game haven’t really changed all that much.  I have heard some people describe 8th edition as “Warhammer of the Ring” as it was supposed to very, very similar to the War of the Ring game.  After having read both rulebooks I can see some of the similarities, but 8th edition is most certainly Warhammer and not War of the Ring.  The similarities that I’ve found so far are;

  • Charging is now random – 2D6+M, random but still based on the movement of the model.
  • Second ranks (and third ranks if you’re a horde) now give 1 supporting attack for each model behind a model that’s attacking.  But bear in mind that spear armed troops and High Elf spearmen have always been able to do this, it was just not called supporting attacks.
  • Buildings can be garrisoned.

The rest of the rules seem to be classic Warhammer Fantasy.  There have been a number of changes though, some subtle, others less so.  In an effort to make some sense of these I will go through them in the phases of the game.


This is an area of subtle changes.  You still move as normal, though wheeling and reforming have become easier and better clarified and you can also move your unit backwards or sideways without changing its formation, though you can only do so at half speed.  This is a simple change, but one that I think can open up a whole load of new options as far a strategy goes as you will no longer need to use up two turns of movement to reform in one direction, then move and reform again in another turn.  Compulsory moves come after charges, oh and difficult terrain has gone . . . well kind of.


Probably the part that has changed the most.  You no longer have set number of power dice, which makes the all magical killing army (often used by Tzeentch players) less reliable – you can only ever have a maximum of 12 power dice.  I’m not sure how this is going to work with Vampire Counts who kind of need the magic to keep their army together, but I’m sure that in the next few weeks I’ll let you know.  You are also restricted on the number of spells that your army can have as only the signature spells in the spell lore can be taken by more than once in our army.  So unless you can use multiple magic lores this could restrict the number and level of wizards that you use.  To compensate for this I have noticed that the standard 8 spell lores seem to be much more potent than in the last edition and they all have an attribute that can really enhance things.  After some thought I think this is going to be a better magic system; the fewer power dice mean that there will be fewer spell casting attempts, but when a spell does go off, it’s going to be nasty.

Other magic stuff:  Irresistible force also causes a miscast – though it is the only way to get a miscast.  Miscasts are really, really bad for the health of your wizard and anyone unfortunate enough to be nearby.  Oh and the dispel scroll can only be taken once, so bye-bye spell caddies.  Overall I’m liking the new magic system, but like I said with a bit of trepidation regarding the Vampires.


Hasn’t changed at all, oh except that you now fire in two ranks – woohoo for Wood Elves!! I no longer need to stretch units out half way across the battlefield to get a decent number of shots.  Oh and all bow weapons can be volley fired if you don’t move – basically you get to fire with half the models from the third and further back ranks so you can deploy in a block rather than a line.

Close Combat

This is the other area that has seen some changes, but again I think subtle.  Combat is now fought in initiative order regardless of who charged (just like 40K).  Charging now gives you a +1 bonus to the combat resolution.  This is probably the most dramatic change for combat as charging a unit which high initiative could really undo your combat.  The whole thing is based upon the combat resolution, which hasn’t changed since the previous edition.  The only other really change is the edition of supporting attacks – each model behind one in combat gets to make 1 attack, unless your unit happens to be 10 models wide; in which case it counts as a horde and gets supporting attacks from the rank behind them too.  This means a lot more dice rolling, so I would expect that combats will be resolved quicker.

The Other Stuff

There is now a huge section on special rules, which covers all the old classics like fear, terror, stubborn and regeneration, but also a bunch of new rules such as sniper, stomp and strider.  The special rules section is large, but I think it covers just about every special rule, even some army specific ones like ethereal.  The comprehensiveness of it is great to see, lets just hope that as GW releases the army books that they keep with these special rules and don’t bring out too many ‘exceptions’ or rules that ‘sound like X but aren’t really’.

Im glad to see that the units have been clarified.  With greater numbers of Ogre size units (ogres, trolls, treekin, ushabti etc) becoming options it’s good to see that they now have a unit type of there own – monstrous infantry – with its own rules.  There are also warbeast, monstrous cavalry and monstrous beasts to add to the unit types.  And with the edition of the stomp and thunderstomp rules these monstrous creatures might actually be able to take on a unit of infantry.

There are a few other subtle changes to other things (such as characters and command groups) but nothing that doesn’t help the game play.  For example a general that is also a large target has his command radius increased from 12″ to 18″.

But the next ‘big thing’ that has changed is terrain.  There is no longer difficult terrain.  You essentially have open and impassable terrain – with certain other features (like woods and obstacles) being dangerous terrain to certain troops types.  Also some of the terrain is described as mysterious.  There is a chance that the river is just a river or that it is actually boiling ooze, or that the trees are so full of rage and hate that they’ll attack you on sight.  To be honest I’m not sure about this.  I think it might make terrain a little too unpredictable, and that you can’t rely on being able to just move through the trees to get a flanking position (yes this is the Wood Elf player in me talking).  I’m also not sure about the absence of difficult terrain and it not slowing people down anymore.

Finally comes my thoughts on the army selection.  Like many others I heard the rumours that the percentages were coming back, and to be honest I didn’t like the sound of it.  I have many memories of games a few editions ago when the percentages were in use.  The typical army would consist of the biggest, most bad ass general with all the best magic items, the most powerful level 4 wizard your army could have and two or three units of the hardest, most indestructible troops available.  In short not what a ‘real’ army would consist of.  People would cheese it out as much as they could, and the only way that you could ever have a hope of winning was to cheese your army out too.  I know that Warhammer is a fantasy is a game based in a fictional world, but a ‘real army’ would consist more of regular troops, with only a handful of elites.  This is why I liked the Core/Special/Rare unit slots.  After having read the rules I have come to realise that it wasn’t what I feared.  The Core/Special/Rare units are still there, but it they now have percentages attached to them >25% Core, <50% Special and <25% Rare, plus you can’t have more than 3 of the same units for special or 2 of the same for rare.  Also you can’t spend more than 25% of your points on Lords and no more than 25% on Heroes.  At first this sounded a bit odd, but after doing some thinking this means that you still won’t be able to fit more than two or three lords in a 3000 pts army (well unless you play goblins anyway).  I hope that this will reduce some of the over-competitive, cheese element and give armies a more realistic feel.

Overall I like this new edition of Fantasy (though I don’t like the cost of the rule book, nor do I think it needed so much info on all of the races but oh well).  It has stayed true to previous editions and is still different from 40k and War of the Ring, despite incorporating some of good ideas from both of these systems.  I’m interested to see magic in action and ready to see how the new percentages will affect my army lists.  So until I play a game these are my ramblings.

Poll: Warhammer Fantasy or Warhammer 40,000

It may shock and amaze readers that this topic has not come up until now. Yet, with 8th Edition on the horizon and our recent foray into the battlegrounds of 40k I thought about this debate again. Especially with the Sherrif’s upcoming price hike anyone sitting firmly in one camp that may have been considering a brief sojourn to the “other” side may now be put off.

In my regular everyday browsing I came across a quote that probably gives a good summary of the differences between the two games, unfortunately I can’t remember where this was from so cannot credit the guy that said it (even if he was the owner of the quote in the first place;

Warhammer is all about positioning. 40k is all about timing.

While I am looking to see which one people prefer I am not going to sit down and say that one is better than the other. For many years it has been espoused that 40k is the gateway into Fantasy, that you graduate from one into the other. I know a person in our gaming group where the opposite is true. He has spent an age playing Fantasy and will not now even consider playing it, but never touched 40k and now plays it whenever given the chance. While the core of both systems are similar they are both different and cater to differing tastes, I can’t really agree with a statement that 40k is a breeding ground for future Fantasy players, although some will change over, or even just start with Fantasy, it isn’t really a “dumbed down” version of Fantasy. These games require different ways of thinking in the current editions, this may change once 8th hits the shelves if some of the internet rumours prove to be true.

Warhammer 40,000 is a game based predominantly around capturing objectives, hence why timing is important, you want to make sure that when you park yourself on an objective you are going to be the sole person claiming it.

Warhammer is different in that you want to position your troops to get advantageous charges while denying the same to your opponent.

Both games really do rely quite heavily on close combat, sure there is some shooting but unless you are playing Tau on Tau or gunline Dwarfs against gunline Empire you are going to face some close combat at some point in a game. Core rules are almost the same for both games too so it’s easy to move from one to another if you are so inclined.

So Internetz, which do you prefer?

ZombiePirate’s High Elves – Coming to an 8th Edition Table Near You (maybe)

If anyone actually read my post on Warhammer 8th edition and my ideas behind choosing an army to take to battle you can probably guess by the picture gracing the start of this post that I have made my decision. My High Elf book arrived last week and I sat down and had a read through, after spending a lot of time in the Vampire Counts while waiting for Maelstrom to get around to motivating themselves to send me my order, I was less certain that the Elves would win.

I literally pored over the lists and created two Vampires lists and only the one Elf list. On the face of it I thought the Elf list looked more versatile and fun to play but the Vampires are generally stronger, especially with the ability to bring back troops. I looked over the model ranges and was still rather indecisive about the whole affair… maybe I should look at Beastmen?

Yet, that was not to be, I woke up on Friday morning (looking forward to Salute on Saturday, I wanted to have a decision made before attending as that would guide some of my cash disposal efforts) and had my epiphany. Something that morning just clicked for the Elves, it felt right and I have learned to go with those feelings over the years.

So, there we have it, I am hoping to post up some pictures periodically to show progress. I’ve bought a few bits and pieces to keep me going but have come to the realisation that with 8th Edition out in July I have a little over 2 months to assemble and paint this lot. Luckily Elves aren’t known as a huge army and I am looking forward to the challenge. Watch this space for more info!

Warhammer 8th Edition – Coming in July

After much Internet rumour GW have finally announced what we all knew was coming. Warhammer 8th edition. What we do get is an actual release date and that is July this year. Further details of the replacement for the Skull Pass set are yet to reach us but for those of you who do not get the GW newsletter, here is what they had to say;

The Warhammer world is a place riven by relentless warfare and the corrupting power of dark magic. It’s a place where vile creatures and titanic monsters roam the lands, where vast armies of evil warriors unleash slaughter upon their victims and only the unceasing valour of the forces of Order prevent the whole world slipping away into chaos and death.

Amidst this tapestry of conflict and carnage are races fair and foul, warriors chivalrous and brutal. These are the combatants who fight for dominance of the world. From the blasted north come warmongering tribes of Chaos Warriors, armour-clad barbarians who have thrown their lot in with the Dark Gods of Chaos. In the Badlands gather the greenskinned marauders known as the Orcs and Goblins, vicious, brutal creatures whose insatiable lust for war grows almost as quickly as their vast numbers. Beneath the cities of the civilised realms nestle the repulsive ratmen, subhuman creatures whose machinations spread disease and distrust – these are the Skaven and they wish only to destroy and dominate all others. Even the forests of the Old World are not safe, for the trees themselves are things of malign presence and the Beastmen dwell within, the children of Chaos – braying beasts who crave slaughter and the chance to enact their savagery on the civilised races.

The Warhammer world is a place where you must bury your dead deeply, for Necromancers and Vampires raise the legions of undeath in their war against the living. Far away in the south the legendary kings of a long-dead kingdom now awaken, leaving their vast tomb cities to wage war upon all under the sun, their skeletal legions a chilling parody of their once glittering majesty.

All these examples of horror are enough to cause weaker hearts to quail, but there are those who resist the darkness, kingdoms and realms that fight for survival. The Empire, greatest of all the nations of Men musters regiments of brave soldiers. Armed with faith in Sigmar, their warrior god, and with tempered steel and black powder weapons they defend their lands. South and east of the Empire lies Bretonnia, a land of chivalry and noble tradition. There, bold knights harken the call of their mighty king and ride out to crusade against the monsters of the Old World. Dwarfs, in their mountain strongholds, are as unyielding as the stone around them as they battle above and below the ground. Loyal allies, but terrible enemies, the Dwarfs are brave-hearted and steadfast as they protect their once-great realm.

In far-off lands the Elves fight out their bitter blood feud against one another – a mighty civilisation that spanned the continents but is now riven with strife and betrayal. Perhaps the greatest warriors in all the world, their numbers are now few and too many of those that remain are lost each day in the unending war between Ulthuan and Naggaroth.

This is a world where victory and death rest upon a knife-edge and the fate of the world, be it damnation or salvation, will soon be decided.

Warhammer, the Game of Fantasy Battles will be released in July. The preparation for this date has been a time of great excitement here in the Studio as we have lavished detail, care and attention onto the rulebook and the fantastic Citadel miniatures range that it accompanies.

Now is the time to gather your regiments, paint your armies and prepare for a battle like never before. If you have a Warhammer army, dust it off and finish up those last few models. If you’ve always been tempted to collect a force there really has never been a better time to start! Warhammer is coming and it’s going to be great.

Noticing a Trend

The fantasy environment is filled with sterotypes, it’s a part of parcel of the genre that has established itself from its beginnings in the primordial soup of works like Robert E. Howards Conan through to Tolkien’s masterworks and more modern pieces like Robert Jordan’s “Wheel of Time”. What these pieces of literature have done is to expand upon age old mythology and craft tales of heroism against vile beasties of all descriptions, whether it’s a hellish demon or sorcerer, right through to Trolls and Myrdraal. Otherworldy monsters with amazing strength/magical abilities could often be singled out as appropriate bad guys for our protagonist to fight against due to the fact they are largely alien to the real world in which we live. Therefore if the (typically) normal person can overcome these seemingly impossible beasts then the dramatic effect of that victory is magnified as we can understand the limits placed upon a normal human frame.

It is unsurprising then that when this medium is translated into the realms of the tabletop wargame those monsters that captured our imaginations in literature come to life across dining table the world over. Fantasy games especially are festooned with dragons, treemen, trolls, minotaurs, giants and other creatures born of fevered imaginations. For our purposes today we will be looking at the Warhammer world, a land not without more than its fair share of fearsome unnatural creatures.

Way back when I first started in the hobby Warhammer had a Bestiary, a list of all the different monsters than existed in the world and any army had access to them. Empire with Giant Scorpions, you got it, Dark Elves with a Cockatrice, there you go, Undead with a Silverback Gorilla, not a chance. Now, as the game has matured through several versions since those heady days of my misspent youth things have been refined a little. While these same beasts still exist out there in the Warhammer world (except the Gorilla of course) those available for recruitment by the various armed factions have become limited. No longer do we have a laundry list of monsters that any army can pick from, things are a little more tailored now that we get available monsters in the core lists for each army. Personally, I have to admit that I prefer this way of constructing one’s army as some of the choices didn’t really make sense alongside the force they were chosen with. Yet, there is a new trend that is appearing throughout the books, or, at the least, there appears to be and I’m not sure I like it.

Being an adherent to the Warhammer world I look over each army release, I’m not a fanatical collector of all the army books *cough*Gribblin*cough* but I do tend to enjoy looking at the new models and whathaveyou. The Daemons release obviously caused an uproar for how amazingly overpowered it was claimed to be, then we had Warriors of Chaos which took half of the Beastmen list and crammed it alongside the less mutated mortal servants of the Dark Gods. While before this they still had access to monsters it wasn’t as normal to have a proper Warriors list backed up by Dragon Ogres, Shaggoths and Giants. The new Lizardmen book added more power to the Stegadons and the Dark Elf book gave the Hydra a major boost too. Then we come to the last book to be released and the next one on the horizon. People decry the power of Greater Daemons and the undercosted Hydra and then we receive the confirmation of the aptly named Hell Pit Abomination. Never before have Skaven had something that equates to the scale and power of this individual beast, it takes half the special rules from the book and lumps them into one model just shy of 300pts. This monster is rightly feared across the battlefield.

I have followed rumours around the Beastmen book and finally got to have a quick preview of it last week as I was visiting my local game store. From memory I can recall three beasts of giant size coming around the 275pts mark, similar to the Abomination. Now, while I appreciate out of all the armies out there Beasts probably have more right to a horde of large-base monstrosities it is not just their size that is the problem. While I won’t release any spoilers here suffice to say that each of these monsters has some fairly evil rules to match. Just like the Abomination and Hydra are not pushovers for their cost neither are the new Beasts. I wonder if this trend is going to continue in the next releases, current internet rumours suggest we’ll either be seeing the Ogres of Tomb Kings being refreshed, I think the Undead require more of an update than the Ogres but then I am not really all that into the Ogre army.

I’m not sure I agree with the big beasty in every army that seems to be the route GW are going down. While I can see that some armies fit the idea (Beasts for instance) I don’t think that you can “standardise” these things across the whole segment. What really winds me up is that out of these new monsters the only one with a model is the giant and hydra, all the new ones do not have a model available. While this gives players a change to show off their creativity one of my largest bugbears regarding GW is the fact they will often release options in army books that never get a model released. I remember the previous edition of the Dark Elf book where there was no model for a Dreadlord or Noble available throughout the whole time the book was current. I think this is inexcusable for a miniatures company to not have a model for something that everyone is going to have at least one of to use.

So, Internetz, do you think I’m seeing something that isn’t there, or is our fantasy game becoming Monsterhammer? I can guarantee we’ll see lots of them in tournaments over the coming year.

Wargaming – Negativity and You

Good morning Intarwebz, how are you doing?

I am sure that you, like me, are aware of just how awesome a resource the Internet can be. Not just a repository for media of the female of the species in various states of undress doing unusual things with various food groups, but a fount of information and communities of like-minded individuals. Normally a hobby that is stereotypical filled with either pre-pubescent youths or sweaty, bearded old men locked away in their parents dungeon comes into the (normally shunned) bright lights of socialism and we find many places where we can engage with others, finding (shockingly) that the majority of gamers are just normal folks with a liking for half-naked elves, or whatever.

However, there is also a feature of Internet communities that are not so positive. While this medium has, in a way, brought the hobby to a more mainstream audience there has been an effect born of forums that does not just take place within our favoured pastime. This follows on from my post earlier in the week regarding the eagerness and excitement you can feel when a project clicks for you and I feel that this behaviour is increasingly prevalent. I’m willing to admit that we see perhaps a subset of the community who are active participants online and this may skew the results but we can deal with that.

What I am talking about is the negativity that seems pervasive sometimes when discussions of armies come up. Taking for an example the newest Fantasy army, the Skaven, I have read discussions that on some occasions are downright damning of various units and their abilities. I’ll also admit that these discussions seem to revolve purely around what will be viable for a tournaments and while I commend the fact that tournaments are more frequent and better established these days I would hazard that this is not the preferred way of gaming for the vast majority of gamers. I have read threads posted that could completely crush enthusiasm if you were planning something that is being discussed and these discussions rarely touch on those things that are positive. This isn’t purely the case with the latest armies, this can be anything at all, it really does seem that the more negative the person the more vocal they are when the Internet beckons.

Luckily for most of this I can try to ignore what is being said. I’m not a tourney player, I enjoy the quiet competition between friends gathered around a suitably transformed dining table. I’d also like to point out that this isn’t something only linked to Games Workshop’s games but is present among other companies as well. Any game involving an army list obviously will have some units that are seen as sub-par and others perform way beyond their points cost, however, I’m a keen believer that the game is what you make of it and all this negativity is unnecessary. We should enjoy trying things out and experimenting, not merely talking about which unit are auto-includes or that you should never take unit X because player Y reckons it sucks donkey wang without having ever actually used it.