For those of you interested, here is the first draft of the ETC Comp Pack.
It has been posted for comment by the various teams
Showing posts with label Composition System. Show all posts
Showing posts with label Composition System. Show all posts
Saturday, November 9, 2013
Special Character Poll Results
Yesterday I posted up a poll to see what locals thought on the inclusion of Special Characters in the FOB-Lite Comp System.
Over the intervening twenty four hour period 21 people posted a preference in the Comments section. The results can be summarised thus:
Ban Special Characters Outright - 7 votes
Allow All Special Characters with No Restrictions - 7 votes
Allow Special Characters but with some Specific Bans/Restrictions - 7 votes
I can't say I'm surprised. I did not expect there to be universal agreement. It is interesting just how distributed the responses were. The evenness of the outcome in relation to the spectrum of options shows how divergent people's opinions are on the subject.
Currently the FOB-Lite Comp System steers a path along the middle ground allowing virtually all Special Characters but with some specific restrictions and nothing in the survey response suggests to me that it should steer away from that course.
Obviously that is the course with most grey areas as it is not as objective as banning or allowing them all. I can still see some unhappy people as their particular favourite or nemesis has restrictions placed or removed from them.
Thanks to everyone who contributed. It was an interesting exercise.
Over the intervening twenty four hour period 21 people posted a preference in the Comments section. The results can be summarised thus:
Ban Special Characters Outright - 7 votes
Allow All Special Characters with No Restrictions - 7 votes
Allow Special Characters but with some Specific Bans/Restrictions - 7 votes
I can't say I'm surprised. I did not expect there to be universal agreement. It is interesting just how distributed the responses were. The evenness of the outcome in relation to the spectrum of options shows how divergent people's opinions are on the subject.
Currently the FOB-Lite Comp System steers a path along the middle ground allowing virtually all Special Characters but with some specific restrictions and nothing in the survey response suggests to me that it should steer away from that course.
Obviously that is the course with most grey areas as it is not as objective as banning or allowing them all. I can still see some unhappy people as their particular favourite or nemesis has restrictions placed or removed from them.
Thanks to everyone who contributed. It was an interesting exercise.
Tuesday, September 3, 2013
NZTC - Community Chest & Forbidden Lore
One idea that I've been considering for NZTC is including "Community Chest" and "Forbidden Lore".
These concepts came up in a discussion re Team Comp for the ETC on The Warhammer Forum. The Europeans immediately through their hands up in the air and said they were ill-suited for serious Warhammer but I do think that they have legs for the NZTC. James Millington reminded me about them again today so I thought I would float the ideas for the NZTC and seek comment.
Community Chest
Each team of four can only have one of each Common Magic Item - except for the Dispel Scroll where you may have two.
Dwarves may only have one of each Rune and only one of Spelleater & Spell Breaker.
Forbidden Lore
Each team of four may only have one Level 3 or 4 with each Battle Magic Lore.
Each team of four may only have one Level 1 or 2 with each Battle Magic Lore
So this means only one Charmed Shield in your team, only one Dragonhelm etc. It also means across your team you can only have one Level 3/4 Light and one Level 1/2 Light Wizard.
What do people think?
These concepts came up in a discussion re Team Comp for the ETC on The Warhammer Forum. The Europeans immediately through their hands up in the air and said they were ill-suited for serious Warhammer but I do think that they have legs for the NZTC. James Millington reminded me about them again today so I thought I would float the ideas for the NZTC and seek comment.
Community Chest
Each team of four can only have one of each Common Magic Item - except for the Dispel Scroll where you may have two.
Dwarves may only have one of each Rune and only one of Spelleater & Spell Breaker.
Forbidden Lore
Each team of four may only have one Level 3 or 4 with each Battle Magic Lore.
Each team of four may only have one Level 1 or 2 with each Battle Magic Lore
So this means only one Charmed Shield in your team, only one Dragonhelm etc. It also means across your team you can only have one Level 3/4 Light and one Level 1/2 Light Wizard.
What do people think?
Monday, September 2, 2013
Pete Lite Comp - Should the Beast Be Shackled?
Around the world grumbles are being heard about the rapidly replicating Beast of Nurgle. They are becoming a staple in most Daemon armies.
We are now six months into the Daemon book and it is possibly worth having a discussion.
I am considering the following constraint in PLC (2400 points):
Unless the Daemon of Chaos army is entirely marked Nurgle, Beasts of Nurgle are limited to a maximum of eight (8) models.
To me this isn't particularly heavy comp but knocks out the more extreme builds unless you limit yourself to a Nurgle-only force.
Thoughts?
EDIT:
Following on from discussion in comments perhaps the better restriction is:
"If Epidemius is in your list Beasts of Nurgle are restricted to a maximum of six (6)"
We are now six months into the Daemon book and it is possibly worth having a discussion.
I am considering the following constraint in PLC (2400 points):
Unless the Daemon of Chaos army is entirely marked Nurgle, Beasts of Nurgle are limited to a maximum of eight (8) models.
To me this isn't particularly heavy comp but knocks out the more extreme builds unless you limit yourself to a Nurgle-only force.
Thoughts?
EDIT:
Following on from discussion in comments perhaps the better restriction is:
"If Epidemius is in your list Beasts of Nurgle are restricted to a maximum of six (6)"
Monday, August 26, 2013
Army Matchups at the ETC
Trawling through the data to come out of this year's ETC, I have constructed a table which has Army vs. Army matchups at the event.
The top number is the Average Battle Points scored while the lower number is the number of times the matchup was fought.
The table is colour-coded as follows:
Black = Mirror Match (Average obviously 10)
White = <5 Matchups
Yellow = 5-9 Matchups
Blue = 10-14 Matchups
Green = 15+ Matchups
As you ascend through the colours you have more certainty about the expected result.
So what does it show? Scoring over 12 Battle Points on a Green Match shows that you definitely had the wood over those armies. In this case DoC vs Skaven or WoC. It means that the Comp needs to be realigned between these races (or in ETC speak "We Need to Nerf Daemons").
Scoring over 13 points in a Blue matchup is also a pretty solid indicator. Here Empire > CDs, O&G > Empire, Skaven > High Elves & Lizards and WOC > Dark Elves.
When you drop to Yellow you need to be scoring 14-15 Battle Points for it to be meaningful. Here Brets > DEs, DoC > Brets and CDs, O&G > WoC and Skaven > CDs.
So the immediate ETC AR.Com response will likely be a lessening of the extra 200 points for O&G and layers of comp onto the DoC book.
Given the DoC book is generally seen as having weakened in 8th Ed compared to the 7th Edition version, perhaps more sensible would be the lessening of comp across the board to remove the brakes that have been applied to books in previous years.
However you can't help but think that Warhammer is like a brick wall and each year the ETC AR.Com layers more and more coats of paint until the original finish is totally obscured. Then as a new year dawns rather than strip it back and start again, a new layer is applied.
The top number is the Average Battle Points scored while the lower number is the number of times the matchup was fought.
The table is colour-coded as follows:
Black = Mirror Match (Average obviously 10)
White = <5 Matchups
Yellow = 5-9 Matchups
Blue = 10-14 Matchups
Green = 15+ Matchups
As you ascend through the colours you have more certainty about the expected result.
So what does it show? Scoring over 12 Battle Points on a Green Match shows that you definitely had the wood over those armies. In this case DoC vs Skaven or WoC. It means that the Comp needs to be realigned between these races (or in ETC speak "We Need to Nerf Daemons").
Scoring over 13 points in a Blue matchup is also a pretty solid indicator. Here Empire > CDs, O&G > Empire, Skaven > High Elves & Lizards and WOC > Dark Elves.
When you drop to Yellow you need to be scoring 14-15 Battle Points for it to be meaningful. Here Brets > DEs, DoC > Brets and CDs, O&G > WoC and Skaven > CDs.
So the immediate ETC AR.Com response will likely be a lessening of the extra 200 points for O&G and layers of comp onto the DoC book.
Given the DoC book is generally seen as having weakened in 8th Ed compared to the 7th Edition version, perhaps more sensible would be the lessening of comp across the board to remove the brakes that have been applied to books in previous years.
However you can't help but think that Warhammer is like a brick wall and each year the ETC AR.Com layers more and more coats of paint until the original finish is totally obscured. Then as a new year dawns rather than strip it back and start again, a new layer is applied.
Tuesday, July 30, 2013
Pete Lite Comp - The Skullcannon Conundrum
Most of the discussion around loosening the warmachine cap has centred on whether in conjunction with this Skullcannons should be 0-1 in a Daemons of Chaos army.
Now given that the Skullcannon is one fugly model I am not unsympathetic to that train of thought, however I do reserve doubts that such a restriction is needed.
Most of the "compers" cite the fact that Ironblasters are 0-1 under Pete-Lite and centre their analysis on a comparison between the two. Local gamer Hamish Gordon has written a very readable analysis on his blog which you can access here
However I don't think it is necessarily the best analysis to consider the unit in isolation. Rather I think you need to look at the situation as to what units add to the overall competitiveness of the army.
Here are my thoughts on Ogres and Ironblasters taken from the FOB comments:
There has to be variation between armies and Daemons unlike Ogres, for instance, are much more susceptible to Magic (ref: Hellheart, Dispel Scroll, Feedback Scroll, Rune Maw).
Does DoC having two Skullcannons break the game? No. Personally I'd only use one as points are spent better elsewhere.
Does OKs having two Ironblasters break the game? A lot of people said yes last year, hence the restriction.
Now I have both dogs in the fight. I own Ogre Kingdoms and steered them very successfully in 2012. I will say that running two Ironblasters lifted them from a good army to a great army, their only real weakness being Warriors of Chaos during that time.
Recently I have played Daemons and used one and two Skullcannons. Neither army in the guise I ran it is as strong as an OK army with all the toys, limited to one Ironblaster.
Now that's not to say there may not be builds that are at this level of competitiveness. The Nurgle Beast build backed by Epidemis and two Skullcannons was cited by Hamish as potentially all-conquering. However I think we have to see this in practice rather than by internet analysis. Tournaments are not won purely based on Theoryhammer.
Should we see a string of wins by the 2 Skullcannon army and people flocking to build such an all-conquering build then perhaps that is the time to start limiting Skullcannons.
Now given that the Skullcannon is one fugly model I am not unsympathetic to that train of thought, however I do reserve doubts that such a restriction is needed.
Most of the "compers" cite the fact that Ironblasters are 0-1 under Pete-Lite and centre their analysis on a comparison between the two. Local gamer Hamish Gordon has written a very readable analysis on his blog which you can access here
However I don't think it is necessarily the best analysis to consider the unit in isolation. Rather I think you need to look at the situation as to what units add to the overall competitiveness of the army.
Here are my thoughts on Ogres and Ironblasters taken from the FOB comments:
There has to be variation between armies and Daemons unlike Ogres, for instance, are much more susceptible to Magic (ref: Hellheart, Dispel Scroll, Feedback Scroll, Rune Maw).
Does DoC having two Skullcannons break the game? No. Personally I'd only use one as points are spent better elsewhere.
Does OKs having two Ironblasters break the game? A lot of people said yes last year, hence the restriction.
Now I have both dogs in the fight. I own Ogre Kingdoms and steered them very successfully in 2012. I will say that running two Ironblasters lifted them from a good army to a great army, their only real weakness being Warriors of Chaos during that time.
Recently I have played Daemons and used one and two Skullcannons. Neither army in the guise I ran it is as strong as an OK army with all the toys, limited to one Ironblaster.
Now that's not to say there may not be builds that are at this level of competitiveness. The Nurgle Beast build backed by Epidemis and two Skullcannons was cited by Hamish as potentially all-conquering. However I think we have to see this in practice rather than by internet analysis. Tournaments are not won purely based on Theoryhammer.
Should we see a string of wins by the 2 Skullcannon army and people flocking to build such an all-conquering build then perhaps that is the time to start limiting Skullcannons.
Saturday, July 27, 2013
Pete Lite Comp: Warmachine Cap - A Revision Due?
There has been some chat this week on Twitter re the warmachine cap in
Pete Lite Comp. Currently warmachines are limited to four (with two O&G
chukkas counting as a single choice and the Steam Tank counting as a choice).
The question posed is would it be such a bad thing if the cap was
removed?
The armies it impacts most on are Dwarfs, Chaos Dwarfs and Empire.
Would we see a change in the makeup of those armies if the cap was
removed.
I believe that we would see an increase in warmachines and I think
that I would be comfortable in limiting only bolt throwers and their ilk to
being 3+. This would mean that there would continue to be a limit on cannons
(though Empire it seems are ok with three, if you include the Steam Tank - not
sure why they are ok).
There seems to be two schools developing. The one is that the game
is becoming Monster-hammer - and multi wound warmachines are a counter to this
- while the other is that Monsters are largely missing from the game.
I think that the truth (as always) is in the middle. However I do
think a Dwarf gunline or an Empire battery is a response to Monster-hammer and
if you think that is the best investment of points then should you be
restricted?
However I know Dwarf players and I'd confidently expect to face 6+
warmachines and 3+ scroll runes castled up in a corner looking for that 10-10
win.
What do people think? Should the warmachine cap be removed to be
replaced with "Only Bolt Throwers and Spear Chukkas can be 3+".
The point of Pete Lite has always been to be permissive. This is
becoming more so as we see more 8th Ed books. I expect a swathe of Lizard
restrictions may go if the book is rebalanced on release.
Monday, June 17, 2013
Thought - Unit Point Cap
One of the things that is difficult to balance when looking at comp systems is whether there should be an upper limit on the size of a unit be it in points or in models. The models issue is less of a problem in uncomped magic but the points you can put into a "Deathstar" thereby creating a point denial issue is.
By putting a points cap on the base unit (usually 400-450 points) you restrict the use of some elite units e.g. Greatswords or Black Orcs.
While listening to a podcast today I came across a solution to this "problem", put forward by Adepticon winner Brian Moyer. His remedy was to have no upper limit on the points cost of a unit but the cost of the second most expensive unit must be at least half of the largest.
e.g. you want 600 points of Greatswords then you must have 300 points in another multi-model unit. This might be Halberdiers, Demigryphs, Knights etc.
This means you can't put all your points into a single unit but must create another points rich unit that your opponent can go after. Currently you get the deathstar supported by chaff rather than other significant units.
I think this is quite an elegant solution. Interested in the thoughts of others.
By putting a points cap on the base unit (usually 400-450 points) you restrict the use of some elite units e.g. Greatswords or Black Orcs.
While listening to a podcast today I came across a solution to this "problem", put forward by Adepticon winner Brian Moyer. His remedy was to have no upper limit on the points cost of a unit but the cost of the second most expensive unit must be at least half of the largest.
e.g. you want 600 points of Greatswords then you must have 300 points in another multi-model unit. This might be Halberdiers, Demigryphs, Knights etc.
This means you can't put all your points into a single unit but must create another points rich unit that your opponent can go after. Currently you get the deathstar supported by chaff rather than other significant units.
I think this is quite an elegant solution. Interested in the thoughts of others.
Sunday, June 9, 2013
Pete-Lite Comp: Warriors, Daemons and High Elves Included
So we have had four months with Warriors of Chaos, three with Daemons and one with High Elves, so how do I see the Pete-Lite Comp system given this myriad of releases.
Well I think that Games Workshop have done a fantastic job with the three new books. All have good internal and external balance [Warriors probably have the worst internal balance and Daemons the strongest, all three books have got nearer the average book balance - Warriors and especially High Elves got stronger while Daemons got weaker].
On this basis, here is the latest Pete-Lite appraisal. The intention of this comp is to be permissive so that players can bring what they want but at the same time the edge is removed from anything that pushes the envelope too much. It allows internet net-lists but unlike a lot of environs, the New Zealand scene uses both the scenarios and some mysterious terrain which does have a affect on balance.
General Restrictions
MAGIC DICE
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 excluding channelling.
Any dice added to the pool, regardless of source (generated, stolen, stored from
previous magic phases, generated by magic items/abilities to boost spell casting 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.
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 extra dice. As long as the limit had
not been reached before rolling.
Night Goblin Mushroom D6 do not count as "power dice" as per their Army book.
Shard of the Herdstone Dice do not count to the +2 PD
Chaos Dwarfs’ Chalice may not be used mid-spell.
LIST RESTRICTIONS
Race Specific Restrictions:
Lizardmen
Skaven
Dark Elves
Tomb Kings
Ogres
Dwarfs
Chaos Dwarfs
Warriors of Chaos
Well I think that Games Workshop have done a fantastic job with the three new books. All have good internal and external balance [Warriors probably have the worst internal balance and Daemons the strongest, all three books have got nearer the average book balance - Warriors and especially High Elves got stronger while Daemons got weaker].
On this basis, here is the latest Pete-Lite appraisal. The intention of this comp is to be permissive so that players can bring what they want but at the same time the edge is removed from anything that pushes the envelope too much. It allows internet net-lists but unlike a lot of environs, the New Zealand scene uses both the scenarios and some mysterious terrain which does have a affect on balance.
General Restrictions
MAGIC DICE
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 excluding channelling.
Any dice added to the pool, regardless of source (generated, stolen, stored from
previous magic phases, generated by magic items/abilities to boost spell casting 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.
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 extra dice. As long as the limit had
not been reached before rolling.
Night Goblin Mushroom D6 do not count as "power dice" as per their Army book.
Shard of the Herdstone Dice do not count to the +2 PD
Chaos Dwarfs’ Chalice may not be used mid-spell.
LIST RESTRICTIONS
- No single non character unit in the army may be over 500 points
- Warmachines limited to four
- Max
34 units with the ‘Fly’ or 'Hover' special rule - The magic item “Fozzrik’s Folding Fortress” may not be taken.
Race Specific Restrictions:
Lizardmen
- Salamanders 0 – 3 models per army.
- Skink skirmishers are 0 – 3 units per army.
- Skink Cohorts are 0 – 3 units per army. Cohorts containing Kroxigor do not count towards the cap.
- Higher State of Consciousness and Crown of Command may not be taken on the same model.
Skaven
- 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 models.
- Gutter Runners units are 0 – 2 per army.
- Warlock Engineers are 0 – 3 models per army.
Dark Elves
- Pendant of Kaleth and Crown of Command may not be taken on the same model.
Tomb Kings
- Khalida is restricted to unit with 40 shots
Ogres
- Ironblaster 0 – 1 unit selection per army.
Dwarfs
- Thorek may not be taken
Chaos Dwarfs
- Magma Cannons are 0 – 1 choice
Warriors of Chaos
- Crown of Command may not be taken on Lord with Third Eye of Tzeentch
Orcs & Goblins
- Spear Chukkas regardless of number count as single Warmachine choice
Empire
- Steam Tank counts as a Warmachine
The major changes are the removal of some of the restrictions on Dark Elves (including Hydras and Magic Dice), the increase in unit points cap and a restriction on the Crown of Command for WoC. The restrictions for 8th Edition books are very light with only a single list specific restriction at most. Both Skaven and Lizardmen have more restrictions reflecting their 7th Ed genesis.
At the moment there does not appear to be any compelling reasons to include race-specific comp for either Daemons or High Elves.
Tuesday, March 12, 2013
Dark Elf Comp
Some discussions on Twitter recently got me thinking about Dark Elf comp. Dark Elves have become a less dominant force in the past couple of years for a number of reasons.
Firstly, a lot of people who were playing them regularly have drifted to new armies - understandable given the book is coming up to 5 years old. I was shocked when five turned up for NZTC.
Secondly, the rules of 8th coupled with the release of new books - with increasing Monstrous Cavalry for instance - have rebalanced the meta significantly and Dark Elves seem to have suffered more than most.
Thirdly, and leading on from the second point, Dark Elves have suffered from "legacy comp" related to the halycon days of 7th. The restrictions that were put in place to soften them in the last edition have never really been relaxed.
Lastly, and again related to previous points, their main strike unit Black Guard has a model cap of 20 in a game where 20 T3 models can evaporate in the blink of an eye.
Looking at the Dark Elf comp for the upcoming Runefang VI we have the following restrictions on Dark Elves:
The other one I would consider relaxing is the restriction on maximum of 6 magic dice for a spell. This is very much a legacy restriction reaching back to the first days of 8th. We have now had seven 8th Ed Army Books released and I struggle to see many situations where it would be gamebreaking.
Of the others, the unit limit of 450 points, a cap on shots, a race specific limit on flyers and the restriction on Crown/Pendant all have a place in restricting the more annoying (non-fun) builds.
Thoughts?
Firstly, a lot of people who were playing them regularly have drifted to new armies - understandable given the book is coming up to 5 years old. I was shocked when five turned up for NZTC.
Secondly, the rules of 8th coupled with the release of new books - with increasing Monstrous Cavalry for instance - have rebalanced the meta significantly and Dark Elves seem to have suffered more than most.
Thirdly, and leading on from the second point, Dark Elves have suffered from "legacy comp" related to the halycon days of 7th. The restrictions that were put in place to soften them in the last edition have never really been relaxed.
Lastly, and again related to previous points, their main strike unit Black Guard has a model cap of 20 in a game where 20 T3 models can evaporate in the blink of an eye.
Looking at the Dark Elf comp for the upcoming Runefang VI we have the following restrictions on Dark Elves:
- 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.
- No single non character unit in the army may be over 450 points
- The Pendant of Kaleth and the Crown of Command may not be taken on the same model.
- Hydras are 0 – 1 per army
- Max 3 units with the ‘fly’ special rule
The other one I would consider relaxing is the restriction on maximum of 6 magic dice for a spell. This is very much a legacy restriction reaching back to the first days of 8th. We have now had seven 8th Ed Army Books released and I struggle to see many situations where it would be gamebreaking.
Of the others, the unit limit of 450 points, a cap on shots, a race specific limit on flyers and the restriction on Crown/Pendant all have a place in restricting the more annoying (non-fun) builds.
Thoughts?
Monday, February 18, 2013
Post-SCGT Comp - Modifications
Locally we have been using the 2012 SCGT Comp Pack for our events - including Masters and NZTC (the only variation being an exclusion of Special Characters). This had the benefits of being independent, easily understood/managed and largely permissive.
Since the pack was first written three books (Vampires, Empire, Warriors) and two updates (Warriors and Daemons) have been released. Also there have been clarifications in official GW FAQs that have impacted.
Local competitions have seen diversity in the races brought to tournaments (e.g. 11 races out of 12 participants at the Masters) and a diversity of races filling out Top 10 positions. So we have not been plagued by a lack of variety.
The pack in its current form is no longer being supported, having been replaced with a new pack based on a "pool" system.
Having previously canvassed locals, I know there is strong support for a system that is:
With this in mind, Jack, Tom and myself had a discussion as to what updates were required to continue to use the system if desired. We were mindful of the bullets above.
Here are our suggested tracked changes (either Strikethrough or in RED). Love to get people's thoughts on them and whether they are necessary and whether we have missed and that are required.
As the Warriors of Chaos book is further dissected and tabletop experience is gained (rather than the current Theoryhammer than changes may be necessary. Until then we believe they should be uncomped.
The Winds of Magic rules we are currently using remain in force e.g. 12 PD Max, 6 dice per spell, +2PD
No SPECIAL CHARACTERS may
be taken
Since the pack was first written three books (Vampires, Empire, Warriors) and two updates (Warriors and Daemons) have been released. Also there have been clarifications in official GW FAQs that have impacted.
Local competitions have seen diversity in the races brought to tournaments (e.g. 11 races out of 12 participants at the Masters) and a diversity of races filling out Top 10 positions. So we have not been plagued by a lack of variety.
The pack in its current form is no longer being supported, having been replaced with a new pack based on a "pool" system.
Having previously canvassed locals, I know there is strong support for a system that is:
- Concise and easily understood
- Largely permissive so that they can bring their toys
- Aimed at restricting particularly egregious selection rather than balancing all choices.
With this in mind, Jack, Tom and myself had a discussion as to what updates were required to continue to use the system if desired. We were mindful of the bullets above.
Here are our suggested tracked changes (either Strikethrough or in RED). Love to get people's thoughts on them and whether they are necessary and whether we have missed and that are required.
As the Warriors of Chaos book is further dissected and tabletop experience is gained (rather than the current Theoryhammer than changes may be necessary. Until then we believe they should be uncomped.
The Winds of Magic rules we are currently using remain in force e.g. 12 PD Max, 6 dice per spell, +2PD
LIST RESTRICTIONS
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 12" or less are excluded
from this restriction.
An army may not include
more than 2 warmachines of the same type and no more than 5 in an army.
No single non character
unit in the army may be over 450 points
The magic item “Fozzrik’s
Folding Fortress” may not be taken.
Race Specific Restrictions:
Lizardmen
- Salamanders 0 – 3 models per army.
- Higher State of Consciousness and the Crown of Command may not be taken on the same model.
- Skink Cohorts are 0 – 3 units per army. Cohorts containing Kroxigor do not count towards the cap.
- Skink Skirmishers are 0-3 units per army.
- Only two of the following may be taken per army – Beclaming Cognitation, Cube of Darkness, Dispel Scroll, Cupped Hands.
Vampire Counts
- Max 3 units/characters with the Ethereal special rule
Skaven
- 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 models.
- 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
Empire
-
Steam Tanks are 0 – 1 models per army - No restrictions
Daemons of Chaos
- Infantry units may only be a maximum of 400 points per unit
- Max 4 Khorne Heralds and/or Bloodletter units in the army
- Max 3 units with the ‘fly’ special rule
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”
- Khalida is restricted to unit with 40 shots
High Elves
- High Elves may take units of up to 550 points, overriding the 450 point restriction given above
- High Elf armies may ignore the “same type” warmachine restriction
- Dragon Mage's additional dice do not count towards the '+2 cap' Winds of Magic dice restriction. They are effectively 'free'.
- Teclis may not be taken
Ogres
A maximum of 2 out of the 3 following items may be taken in the army: Greedy Fist, Lore of Death and Hellheart- If the Hellheart is taken then a Dispel Scroll may not be taken in the army
- Ironblasters are 0-1 choice
If a second Ironblaster is taken, Mournfang Units become a 0-2 unit selection per army
Orcs & Goblins
- Goblin Bolt Throwers do not count when working out your 5 maximum warmachine allowance
Beastmen
- Beastmen armies may take units of up to 550 points, overriding the 450 point restriction given above
Dwarfs
- Thorek may not be taken
Chaos Dwarfs
- Magma Cannons are 0-1 choice
- No restrictions
Friday, December 14, 2012
NZ Teams Championship - Players Pack
The place that I was hosting the Players Pack for the NZTC is down at the moment and so I have transferred it over to another host.
You can download the pack here
There is still space for a couple of teams so if you are interested put your ragged band together.
You can download the pack here
There is still space for a couple of teams so if you are interested put your ragged band together.
Posted by
Unknown
at
9:27 AM
9
comments
Email ThisBlogThis!Share to XShare to FacebookShare to Pinterest

Labels:
Composition System,
Fantasy,
NZTC,
Rules
Wednesday, December 5, 2012
Review of Composition System Used at 2012 Wellington Events
As we move into the end of the year, I’d like to initiate a discussion around the composition system used at the events I organized over 2012. This was heavily based on the 2012 SCGT system in England.
The restrictions used at the Masters are attached below.
The only alterations that were made to the original pack were the exclusion of Special Characters and an amendment to the Daemon rules (removing the restriction on Flamers) after the White Dwarf update came out.
The first of these was driven by history – Special Characters had a bad rep from 7th Edition. Those perceptions remained. Special Characters were trialed at Call to Arms and those used attracted little comment apart from Khalida.
Unlike previous years, the SCGT pack was not updated during the year which therefore required some NZ-centric interpretation as new books were released. The pack was written with only 1-2 months experience of the Vampire Counts book and so that comp was largely untested. However, other than that, the only book released since the pack was written was Empire. That release has seen an increase in Monstrous Cavalry and that has changed the local meta. Similarly, the most recent White Dwarf update for Warriors of Chaos has continued that with the Skullcrusher release. In addition, there was the release of the White Dwarf update to Daemons.
So in light of all that what changes are needed?
• Should Special Characters be added? If so what restrictions and what exceptions?
• Do any of the four new releases – Vampires, Empire, Daemons and Warriors – require amendment?
• Do any General Restrictions require amendment?
• Do any specific Race Restrictions require amendment in light of the evolving meta?
My initial comments are that, firstly, a new Daemons book is due no later than February 2013; secondly, the intention is to be permissive if at all possible and thirdly, if advocating restrictions is the problem actually game-breaking or is potentially based on utopian theoryhammer?
Let the discussion commence!
There were a number of reasons for this, most notably the following:
- It is hard cap composition – discussions at HomeCon II indicated that the regular tournament goers strongly preferred a hard cap system over ANY form of subjective comp.
- It was relatively light comp with the aim of being generally permissive – the restrictions allowed you to build hard but not OTT lists that spoil the enjoyment of other players.
- It did not change the underlying core rules in any significant way. There was a shot cap and a cap on Power Dice but generally you played out of the book.
- It was independent.
This last one was important for me as given I wanted to play in tournaments, I wanted to distance myself from any perceived bias.
The restrictions used at the Masters are attached below.
The first of these was driven by history – Special Characters had a bad rep from 7th Edition. Those perceptions remained. Special Characters were trialed at Call to Arms and those used attracted little comment apart from Khalida.
My initial comments are that, firstly, a new Daemons book is due no later than February 2013; secondly, the intention is to be permissive if at all possible and thirdly, if advocating restrictions is the problem actually game-breaking or is potentially based on utopian theoryhammer?
Let the discussion commence!
Wednesday, October 10, 2012
Fantasy Composition - The Swedish System
Continuing the look at different comp systems, one that has been getting more press recently is the so-called "Swedish Comp" system.
Details on it can be found here
There are a few points to note:
1. This is a comp system rather than a series of restrictions like SCGT
2. It is designed purely with "Battleline" in mind
3. It alters game result after the fact
Personally I'm not convinced that it offers sufficiently more over the hard cap system to justify added complexity and loss of scenarios
Details on it can be found here
There are a few points to note:
1. This is a comp system rather than a series of restrictions like SCGT
2. It is designed purely with "Battleline" in mind
3. It alters game result after the fact
Personally I'm not convinced that it offers sufficiently more over the hard cap system to justify added complexity and loss of scenarios
Tuesday, October 9, 2012
Warhammer Army Power Level
A few weeks ago the Bad Dice Daily Podcast did its run through of the Top Five armies in a SCGT comp environment. The order that Ben Curry came up with was:
5. Vampire Counts
4. Ogre Kingdoms
3. Dark Elves
2. Skaven
1. Lizardmen
I think his Top 5 are pretty close to the mark though I would have definitely included Daemons (most likely at the expense of VC) but to be honest there is nothing really between the tough builds of these six.
Of the other armies I believe that their general power level is below this sextet but not to any extent like the power disparity we saw in 7th. Tim Joss has had a lot of success with his Tomb Kings – double casket, double catapult- and last year with O&G. So all armies can be competitive.
The paper, scissors, rock nature of the game means that every army has an Achilles heel. For instance Ogres will generally struggle vs. Warriors of Chaos. Armies such as Beasts can be very competitive with the addition of items like the Shard of the Herdstone. High Elves with a solid block of White Lions and smart combos of magic items are very dangerous in the hands of a good general (or even James) while UK tournament results have shown Empire can go toe to toe with the Top 6.
5. Vampire Counts
4. Ogre Kingdoms
3. Dark Elves
2. Skaven
1. Lizardmen
I think his Top 5 are pretty close to the mark though I would have definitely included Daemons (most likely at the expense of VC) but to be honest there is nothing really between the tough builds of these six.
Of the other armies I believe that their general power level is below this sextet but not to any extent like the power disparity we saw in 7th. Tim Joss has had a lot of success with his Tomb Kings – double casket, double catapult- and last year with O&G. So all armies can be competitive.
The paper, scissors, rock nature of the game means that every army has an Achilles heel. For instance Ogres will generally struggle vs. Warriors of Chaos. Armies such as Beasts can be very competitive with the addition of items like the Shard of the Herdstone. High Elves with a solid block of White Lions and smart combos of magic items are very dangerous in the hands of a good general (or even James) while UK tournament results have shown Empire can go toe to toe with the Top 6.
Thursday, August 16, 2012
Call to Arms Fantasy Lists
You can access the Call to Arms lists for the Fantasy competition here
Work over the past few days has grown the field to 24 participants.
As Umpire I think that the most interesting list is James Millington's Queek list. It's the sort of list I'd like to play if I wasn't such a "gamey c%#t".
Comp was the latest edition of SCGT
Work over the past few days has grown the field to 24 participants.
As Umpire I think that the most interesting list is James Millington's Queek list. It's the sort of list I'd like to play if I wasn't such a "gamey c%#t".
Comp was the latest edition of SCGT
Tuesday, August 14, 2012
Skitterleap on in late October
Skitterleap will be held in Wellington on the weekend of 27/28 October.
Already have 10 signups so expecting numbers to go close to 30. May drop a few due to university exams but in reality they need to HTFU - remember anything more than a C is a waste of effort! Oh wait, university has changed since I was tutored by Aristotle.
The Players Pack (including comp) has been posted on this blog previously. The only change is the removal of the restrictions on Flamers in the Daemons of Chaos army given the update delivered in White Dwarf this month.
Already have 10 signups so expecting numbers to go close to 30. May drop a few due to university exams but in reality they need to HTFU - remember anything more than a C is a waste of effort! Oh wait, university has changed since I was tutored by Aristotle.
The Players Pack (including comp) has been posted on this blog previously. The only change is the removal of the restrictions on Flamers in the Daemons of Chaos army given the update delivered in White Dwarf this month.
Monday, July 23, 2012
More ETC Analysis
The other day I looked at most prevalent armies at this year’s ETC. They were in order:
Skaven (27)/Empire (25)/Dark Elves (25)/Vampires (23)/Daemons (21)/ Dwarfs (21)/Ogres (20)/Lizards (19)/Warriors (19) – max is 33
I thought that I look at what the best performing nations were taking so took last year’s top eight finishers:
Dark Elves (8)/Vampires (7)/ Empire (7)/ Lizards (6)/ Ogres (5) Chaos Dwarfs (5)/Dwarfs (5) – then Skaven, Daemons, High Elves and Warriors all on 4
Interesting changes in the makeup. Of the six people not taking Skaven, four are in last year’s Top Eight. Daemons also suffer though not as dramatically. The top nations seem to have seen something more in Lizards and, particularly Chaos Dwarfs (making up half of those taking them).
At the very top end you have to have a plan for dealing with Dark Elves, Vampires and Empire. The matchup process here is going to be fascinating to see what the leading nations use to counter these armies.
And again, the heavy comp “fixes” don’t seem to have breathed new life into variety. The most prevalent seven armies may up 61% of choices for full field. This rises to 67% of choices for the top eight nations. So greater consistency of opinion at the top end.
Skaven (27)/Empire (25)/Dark Elves (25)/Vampires (23)/Daemons (21)/ Dwarfs (21)/Ogres (20)/Lizards (19)/Warriors (19) – max is 33
I thought that I look at what the best performing nations were taking so took last year’s top eight finishers:
Dark Elves (8)/Vampires (7)/ Empire (7)/ Lizards (6)/ Ogres (5) Chaos Dwarfs (5)/Dwarfs (5) – then Skaven, Daemons, High Elves and Warriors all on 4
Interesting changes in the makeup. Of the six people not taking Skaven, four are in last year’s Top Eight. Daemons also suffer though not as dramatically. The top nations seem to have seen something more in Lizards and, particularly Chaos Dwarfs (making up half of those taking them).
At the very top end you have to have a plan for dealing with Dark Elves, Vampires and Empire. The matchup process here is going to be fascinating to see what the leading nations use to counter these armies.
And again, the heavy comp “fixes” don’t seem to have breathed new life into variety. The most prevalent seven armies may up 61% of choices for full field. This rises to 67% of choices for the top eight nations. So greater consistency of opinion at the top end.
Tuesday, June 12, 2012
Skitterleap 2012 - Mark Your Diaries
An early heads-up for Skitterleap to be held here in Wellington on 27th/28th October.
Where: Cashmere Ave School, Khandallah, Wellington
TO: Pete Dunn
Umpire: Pete Dunn
Points: 2400
Rounds: Five (3 Saturday, 2 Sunday)
Composition: Hard Caps – SCGT v2.1 - modified as below (Spell Restrictions)
Scenarios: Rulebook less Battle for the Pass
Cost: $30 before 31 July, $40 from 1 August
Contact: pete@thefieldsofblood.com
For those interested, this will be the last event before the cut-off for the 2012 Masters invitations
A Players' Pack will be available this weekend.
Where: Cashmere Ave School, Khandallah, Wellington
TO: Pete Dunn
Umpire: Pete Dunn
Points: 2400
Rounds: Five (3 Saturday, 2 Sunday)
Composition: Hard Caps – SCGT v2.1 - modified as below (Spell Restrictions)
Scenarios: Rulebook less Battle for the Pass
Cost: $30 before 31 July, $40 from 1 August
Contact: pete@thefieldsofblood.com
For those interested, this will be the last event before the cut-off for the 2012 Masters invitations
A Players' Pack will be available this weekend.
Tuesday, May 29, 2012
Guardcon Comp Restrictions
The Players Pack for Guardcon is up on the Cityguard Forum and included are the comp restrictions. Again it is a Hard Cap system (hooray) with what look like reasonably light restrictions for most armies.
I have cut and paste the restrictions (below) for those that don’t venture north of the wall into the wastes that are Auckland.
The restrictions are pretty light for most armies. I'm personally not convinced by the restrictions on the CoC for some armies. I think that you could restrict it to model on foot only - and that would get rid of the Pegasus/Disk builds which seem to being targetted.
My only concern on the pack is the restriction on Big Magic. I think that giving characters a Look Out Sir encourages Death Star builds. The NZ scene has not cottoned on to adding MR3 to their death stars yet but when they do and it is coupled with a LOS against big spells it will make them almost impervious to all but other death stars.
I have cut and paste the restrictions (below) for those that don’t venture north of the wall into the wastes that are Auckland.
The restrictions are pretty light for most armies. I'm personally not convinced by the restrictions on the CoC for some armies. I think that you could restrict it to model on foot only - and that would get rid of the Pegasus/Disk builds which seem to being targetted.
My only concern on the pack is the restriction on Big Magic. I think that giving characters a Look Out Sir encourages Death Star builds. The NZ scene has not cottoned on to adding MR3 to their death stars yet but when they do and it is coupled with a LOS against big spells it will make them almost impervious to all but other death stars.
Subscribe to:
Posts (Atom)