Monday, January 23, 2012

SCGT v2.0

The latest iteration of the SCGT pack was released on the weekend. A group of us are giving it a run at HomeCon II in mid-February to see how we like playing under it. The most interesting things are the inclusion of Special Characters - with a few notable exceptions - and the first restrictions around the new VC book. While I can quibble around individual cases I think it makes an interesting read.

SCGT Composition Pack 2012 v2.0

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 it is not perfect
but has the bonus of being play tested at the biggest tournaments on the circuit over the last 10
months and tweaked accordingly.

General Restrictions

*Apart from Winds of Magic dice an army may only add 2 Power Dice or Dispel Dice to its magic dice
pool in each magic phase (apart from the exceptions below). This includes channelling, so for
example if you channel one dice you can only add one more. 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.

*Dice generated from being in proximity to a “Shard of the Herdstone” do not count as a “power dice”
for the purpose of the dice limit.

*Items that add “D3” power dice are allowed to exceed the dice limit and add the additional dice
should the result of the dice roll grant three extra dice.

*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 army - 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 20" 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 and no more than 5 in an

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

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

(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) Units with that utilise a ranged template or attack (such salamanders) count as 1 shot. Units
with the Breath weapon special rule do not count as a “shot”.
(iii) 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.
*Skink Cohorts are 0 – 3 units per army. Cohorts containing Kroxigor do not count towards the cap.
*Only two of the following may be taken per army – Beclaming Cogitation, Cube of Darkness, Dispel
Scroll, Cupped Hands.

Vampire Counts
*Max 3 units/characters with the Ethereal special rule
*Max 10 Hexwraiths per army.
*Max 6 cairn wraiths per army.
*Max 4 units with the ‘fly’ special rule. For clarity, this does not include units with the “hover”.

*Hell Pit Abominations and Warp Lighting Cannons are 0-1 unit selection per army.
*A Screaming Bell or Plague Furnace may only be placed in a unit containing no more than 50
*Gutter Runners units are 0 – 2 per army.
*Warlock Engineers are 0 – 3 models per army.
*Skaven Slaves units may only be a maximum of 50 models per unit.

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.
*Max 3 units with the ‘fly’ special rule

*Steam Tanks are 0 – 1 models per army (and for clarification these do not count as a warmachine for
the composition cap)
*Only two of the following options may be taken per army: Dispel Scroll, Seal of Destruction, Aldreds
Casket of Sorcery and Rod of Power
Warriors of Chaos
*No further restrictions

Daemons of Chaos
*Flamers of Tzeentch 0 – 6 models per army.
*Daemons of Chaos infantry units may only be a maximum of 400 points per unit
*Max 3 units with the ‘fly’ special rule
*The Masque, Skulltaker and the Blue Scribes may not be taken

Tomb Kings
*Only Skeleton Bowmen count towards the shot cap, all other “shots” in the army are excluded when
calculating the army’s total “shots”
*If Queen Khalida is taken the maximum Skeleton Bowmen in any one unit is 50 models

High Elves
*High Elf armies may ignore the “same type” warmachine restriction
*Teclis may not be taken

*If the Hellheart is taken then a Dispel Scroll may not be taken in the army.

*No further restrictions

Wood Elves
*No further restrictions

Orcs & Goblins
*No further restrictions
*Orcs & Goblins ignore all warmachine restrictions imposed by pack (i.e. they can take more than 5

*If the “Shard of the Herdstone” is taken, you may not take a powerstone.

Chaos Dwarves
*Iron Daemons are 0 - 2 models per army

*No further restrictions
*Thorek may not be taken


  1. I wonder whether that Ethereal cap includes the Black Coach, as it wont have the rule straight away, but is likely to if it survives until later.

    Also not sure about his points cost but this would allow Kairos?

    I think this is pretty good as far as comp goes (which I'm certainly not a fan of), but I still don't see the big deal about Teclis. That's just me though.

    Interested to hear your thoughts after HomeCon Pete.

  2. I've watched teclis single handedly end a game by turn two. His rules should be resigned to the pits of hell!

    1. Sounds unlucky! I know a lot of people think he IF's on every double, but he still needs to meet the casting value. He's relatively easy to counter for his points cost. I'm sure he will get a 'nerf' in the next edition in any case to bring him in line with what we've seen in recent army books.

    2. Would I be correct in assuming that the 0-2 restriction on Iron Daemons for the Chaos Dwarfs applies for both the vanilla Iron Daemon and the Skullcracker (which is an upgraded version of the Iron Daemon)? In other words you can't have 2 of each.

      I would assume so. Just curious.

  3. I think that is a fair assumption

  4. I have to say I'm a fan!