Switch Theme:

Alternate RT list rules  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Been Around the Block




Right behind you

I don't know how uncommon this is but I've only seen it once:

I  went to a local RT a while back where they restricted Force Org. choices to keep armies balanced. They required 40% in troops and no more than 25% or 30% (can't remember for sure) in elites, fast attack, and heavy support.

I lked this system as it kept armies more like i would expect an army to be and forced players to effectively use thier Troops choices.
Just wanted to see what you all thought.
   
Made in us
Dakka Veteran




NJ

I'm not really of fan of further restrictions to army selection. Either use the FOC or point% like the RT days.

   
Made in us
Battlewagon Driver with Charged Engine




Murfreesboro, TN

What about armies that have suck-tacular Troops? Unless you can afford a bunch of Devilfish, Tau get screwed by stuff like that. I don't see how it's a fair-and-balanced restriction.

As a rule of thumb, the designers do not hide "easter eggs" in the rules. If clever reading is required to unlock some sort of hidden option, then it is most likely the result of wishful thinking.

But there's no sense crying over every mistake;
You just keep on trying till you run out of cake.

Member of the "No Retreat for Calgar" Club 
   
Made in us
Dakka Veteran




Orlando, Florida

I've yet to see one comp system that wasn't favorable for marines, at least one that wasn't based purely on subjective opponents permission (which is also flawed for obvious reasons). The %force org thing is possibly the least fair comp, as some armies (read marines) can get mostly everything they need to from troops and still be decently competative. However, other armies have to rely on the rest of their codex to be even remotely close to competative. The most obvious example being the tau, they need to rely on other choices to handle things, i.e heavy support to kill tanks, and elites to handle MEQs.
   
Made in us
Been Around the Block




Right behind you

I guess i hadn't really thought of that but I don't think fire warriors are that bad; they just suck vs Meqs (which admittedly are who your'e likely to see in RT environments) . Against traditional guard however, FWs are pretty good.  But i've never really liked (vanilla) eldar toops in this edition.

Maybe that's why i've never seen that RT org. again

 

 

   
Made in us
Executing Exarch





Los Angeles

I think part of the problem is the craptastic troop choices some armies get. Eldar have the options of guardians or dire avengers. Both of which suck. So if they are going to be pouring most of their poitns into troops, you'll either see lots of 5(7) man squads with star cannons or a bunch of stormer flame squads in serpents. The other thing to consider is that if you have to use a force org chart and % points, you may end up in a situation where you can't play. If all you have is foot troops and you have to spend 40% of your points on troops, you may not be able to pack enough models into 6 troop choices to cover the 800 points of a 2000 point army that you need to.

**** Phoenix ****

Threads should be like skirts: long enough to cover what's important but short enough to keep it interesting. 
   
Made in us
Been Around the Block




As a Tau and Marine player, I think 90% of comp systems I have seen would favor my marines. For 101 points (I play Black Templars) I get 5 initiates a plasma gun and a lascannon. This squad can handle heavy infantry, tanks, and light infantry. They benifit from a 3+ save, ATSKNF, can use may marshall's leadership, and are fearless in combat.

If you need max squad sizes for comp scoring:
215 PTS gets me a deepstriking squad with CCWs, a meltagun, and powerfist. This squad is a close combat monster with Accept Any Challenge, and is decent without the Accept Any Challenge. In some cases the 6+ inv save is far better! They can still down tanks by shooting
them in the pooper with the melta and the bolt pistols on the turn they pod in.

For Tau, I have no equivalant jack of all trades troops choice.
   
Made in us
Fresh-Faced New User




Colorado Springs, CO

Yeah, the extra comp thing was, in a word, daft.

We already have points and the FOC... from what I hear they've stopped doing that in GW RT's and the like.

Now, if you want somethign the works well, change the options to Core, Special, Rare, Hero/Lord (or general or whatever). Do a sliding scale in increments of 1000... wait, they have that? Fantasy, you say? Well, let's make one for 40k...

Art for the Art God, minis for his throne! 
   
 
Forum Index » 40K Proposed Rules
Go to: