Thursday, January 19, 2012

Comp System - SCGT

Continuing our run through various comp system, I have pasted below the South Coast GT comp. This is used at a lot of the bigger UK events - SCGT, Maelstrom's Incursion events - and was put together by Russ Veal, Bryan Carmichael and Dan Heelan.

“SCGT Comp” V1.5

The aim of this composition system has only ever been to “take the edge” off of armies and stop some games becoming non-events due to selections by either player. As with all systems the system is not perfect but has had the bonus of being play tested over the biggest tournaments on the circuit over the last 8 months and tweaked accordingly.

General Restrictions

Apart from Winds of Magic dice and Challenging an army may only add 2 Power Dice or Dispel Dice to its magic dice pool in each magic phase. Any dice added to the pool, regardless of source (generated, stolen, stored from previous magic phases, generated by magic items/abilities to boost spellcasting before or after the casting attempt, produced by spells, lore abilities, and so on) count. Excess dice are simply discarded and cannot be used in any way (i.e. - they can’t be stored). If a dice is stolen from the opponent’s pool, but your army has already generated two extra dice, the dice is removed from the opponent’s pool and then discarded. Any additional dice are lost and cannot be used. The controlling player chooses which dice are discarded if there is a need to distinguish. Night Goblin Mushroom D6 do not count as "power dice" as per their Army book. Dark Elves may only use a max of 6 dice to cast a spell the same as everyone else. This overrides the rule in their book.

Non warmachine shooting is limited to 90 shots per turn - count the number of shots, not models. So for example Dark Elf Warriors with repeater crossbows count as 2 shots. Ranked (non-skirmisher) infantry with missile weapons with a range of 12" or less are excluded from this restriction. (see note (i) for additional clarification)

An army may not include more than 2 warmachines of the same type.

No single non character unit in the army may be over 450 points

Maximum of three units per army with the “fly” rule.

The magic item “Fozzrik’s Folding Fortress” may not be taken.

No special or Named characters may be taken (including unit upgrades)

Characters affected by the following spells that would instantly remove it from the table only take one wound if it would normally benefit from a look out sir roll from being part of a unit. The Dwellers Below and Final Transmutation. This does not apply if you are a lone character outside of a unit.


(i) Any model with a fixed maximum amount of shots (read: shooting attacks) counts that maximum towards the shot cap (i.e blowpipes = 2, RXB = 2, lifetaker = 3) but those with a random/variable number (treeman, razordon, Hail of doom arrow, flamers etc) count as 1, excluding any ranked (non-skimirisher) infantry with missile weapons with a range of 12” or less from this as per this rulespack.

(ii) Do not count the possibility of Tomb Kings being able to fire twice against this shot limit. For example a Skeleton Bowmen counts as 1 shot, despite the possibly that with magic he could fire twice.

Race Specific Restrictions:

* Salamanders 0 – 3 models per army.
* Higher State of Consciousness and the Crown of Command may not be taken on the same model.
* Scar Veterans are 0 – 2 models per army.

*Hell Pit Abominations and Warp Lighting Cannons are 0-1 unit selection per army.
* Warlock Engineers are 0 – 3 models per army.

Dark Elves
*The Pendant of Kaleth and the Crown of Command may not be taken on the same model.
* Hydras 0 – 1 unit selections per army.

*Steam Tanks are 0 – 1 models per army

Warriors of Chaos
* Hell Cannons are 0 – 1 unit selections per army

Daemons of Chaos
* Flamers of Tzeentch 0 – 6 models per army.

High Elves
*High Elf armies make ignore the “same type” warmachine restriction

It is due for an update soon for the new Vampire Counts book and it will be interesting to see what they do around ethereal units and flyers. Given the large number of units with the potential for "Fly" in the VC list I would expect that there would be calls for some relaxation.

I quite like the system overall and would be very happy to play under it.

What do others think?


  1. One of the best comp systems out there!

  2. I like it too because it acknowledges the "balancing of the field", yet still recognises that the prime offenders out there (7th power creep Im looking at you) still need curbing to encourage positive game play/attitudes.

    I like how they get around the template/warmachine problem with the salamander restriction.

    Only real beef is the flying model restriction-but i suspect the VC update would amend that

    Joel V

  3. Happy with it, bit wordy.

    Clearly states what they are trying to acheive, and the only purpose any comp system should be keep the field within the power limit of the event.

    At the end of the day, I'm very unlikey to vote with me feet about any comp system, I'd like a bit of variety, if every event uses the same comp, eventually armies will morph to meta of the comp and variety is great.

    I'd be happy to play the odd event that allowed special characters (a small number may need to banned).

    My biggest bugbear is, comp sytsems that a) fail to clearly state their purpose (and/or events that don't set the expectation of participents).

  4. For the record v2.0 is out for this years SCGT. See Chaos Warriors get all their toys back, not overly surprising since 2 of the main Portsmouth guys play them...