Neomaxim wrote:
My main question is this... I am familiar with introductory boxes coming with cut-down rules. Most i've owned seem pretty much complete, though, aside from fluff, and hobby guides....
If GW does the same thing with the Hobbit set as they did with the Mines of Moria set, the rules in the set will be the full rules, right down to the same page number as the big book. The only difference between the LotR rule book and the Mines of Moria rule book were the profiles that were included *after* the rules...the MoM book had fewer profiles.
Just as a point of reference, the actual rules in the LotR and MoM books were only 70-some pages, the rest was hobby tips and profiles. I imagine it will be the same for the Hobbit.
Neomaxim wrote:
Beyond that, can people tell me, in informal terms, where LotR sits as a system? Is it fun? Complex? Nuanced? Do you tend to field massive unit counts ala WH, even in the smallest of pick up games?
LotR is not terribly complex, but it is nuanced. That's one of the things I love about it, also why I like the game of Go. The rules are simple, but allow for a wide range of tactical insight. A small game might be around 500 points, which translates to about 25-40 models per side. A large game might be over 1000 points, with maybe 60-100 models per side. Smaller than 500 is feasible but a bit harder to balance unless you stick with basic troops. Smaller games are often more enjoyable as specific scenarios (say, from the journeybooks).
Neomaxim wrote:
Likewise, where do I even begin once i've played with whatever obviously cut-down game experience I can pull from this new starter box?
Where you begin is deciding what army you want to build. Most armies can be viable, just depends what flavour you want. So the first step is decide the flavour or theme, then make an army list at say 500, 750, and 1000 points to help decide which models you'll need. Rinse and repeat for each faction you want.