- Mysterious Terrain and Artifacts allowed? Unless you make this scenario specific or set the same item of terrain on every table this becomes a very tough call. If you leave it up to the players it wastes more time with them looking up stuff and deciding to use the rule or not.
- Buildings are now in and detailed more than ever. Will they work in a tournament? A tough call, to me it makes the game more complex working out results on a building and the squad inside.
- Ruins are now the only thing that is 4+ cover and they have made them a bit more clearly on the rules as well.
- Area Terrain covers a wide range now; just about everything has a 5+ saves.
- Dangerous Terrain is rarely found in a tournament unless the table is set and it is clear.
- Impassable comes up at times when you get that lump of scenery that just is silly and hard to work with.
- Weird odd and end scenery like ammo dumps, fuel dumps, tank traps and such now also have to be reviewed as well if they are practical in a game.
- Not allow them, thus saving the time and headache.
- Allow them within limits (as I gave some examples above) and preset the scenery explaining the players can only place the fortification in the empty spots in their deployment zone.
- Place scenery on the table for the first game, and then allow players to random it for the next game by rolling to move each item using a scatter and 2d6.
- Preset the amount of scenery on every table and allow the players to place the scenery along with their Fortifications.
- Not allow Warlord Traits
- Nova allows you to pick two charts, roll on each and pick. Time consuming.
- Our local tournament added a layer that after each game the Warlord survives he can roll again on the next mission for another trait on a different chart. Thus at the end of a 3 round tournament he could have one from all three if they never die. As they gain each Warlord trait their VP value goes up also.
- Set the same amount of scenery per table. With d3 per 2x2 that works to a 9-18 range. So the median here is between 4-5 (4.5 to be exact) add that to a minimum of 1 per section should work out to 13-14 items per table. Now if there are large items, you would reduce this, smaller you could up this slightly for balance.
- Allow players to place the scenery and their fortifications as normal. Terrain is on the table and already defined. Get a table edge; put your fortification down or scenery (if you have none), alternate until everything is out. Rule is something should be in every 2x2 area (at least 1 item) you may place scenery anywhere on the table.
- Terrain will be defined by a sheet of scenery guidelines and I would plan to bring my own scenery to fill in the gaps as needed.
- Allow Warlord traits, changes each game and you roll in front of your opponent. You get what you get.
- Allow Fortifications, bottom line is this anything goes as long as you work it into the scenery deployment. If you spent $115 for a Fortress and paint it, you deserve to play with it, it eats into your points (that is almost the cost of a marine squad with a rhino after upgrades).
What do you think about the future of tournaments small and large?
I'll start by saying so far I like the 6th Edition rules, and I do like tournaments and would like to get involved in them.
ReplyDeleteThat said, technically there aren't any 40k tournaments. There are tournaments based on the game Warhammer 40k, but they drop rules, make changes, and add rules and or limitations. They're not really playing 40k. Fundamentally 40k is not a level playing field balanced game, so TO's come up with their own rules based on the game 40k to hold competitions. It's not 40k. 40k the game as I read it, has warlord traits, you can purchase a FoR, has mysterious terrain, and allows 2xFOC at 2k. Any thing less isn't 40k. That's fine, and I'm cool with that, but calling them 40k tournaments is inaccurate.
I find so many parallels between 40k and WoW. I see the same level of addiction and obsession that maintains the player base. I see the same attempts to make something competitive that is fundamentally flawed and designed NOT to be competitive or balanced. I also see the same "types" of players, casual(fluffy), WAAC(raiders), and competitive(PVPers).
just mah $0.02.