sirisaacnuton wrote:Rather than create a system where they only reward Troop-and-transport spam with all missions, which will lead to the same types of armies over and over again and will reward some codices more than others, they've given a variety.
I prefer a scoring / measurement system where the design biases are simple and obvious. Right now, the system is largely anti-Transport, because Transports are the easiest source of
KPs.
sirisaacnuton wrote:Some issues spring to mind with your modified KPs system. One big one is dedicated transports... let's say my static Tau army wants some markerlight support in the form of Pathfinders. Well, they have to take Devilfish, so a squad of Pathfinders suddenly introduces a floating buffet of 3 KPs in their one dedicated transport. What's the answer? Change up the entire army to take lots of Devilfish to mitigate this? Or just don't field that unit?
GW will tell the Tau player to buy and field lots more Devilfish, in the same way that all of those
SM players with 6-man Las/
Plas are going to buy and field lots more Bolter Marines. If the Tau player shelves the Pathfinders, he needs to spend the points on something else, such as a brand new Scoring unit of Kroot or Warriors. Either way,
GW wins.
If the single-Devilfish Tau players get screwed, too bad. It's still playable, just less competitive. And worst case, he simply hides the Devilfish behind the Railheads.
The idea that global rules should be sensitive certain armies or specific builds shouldn't matter. The game overall benefits, and
GW's pocketbook increases as players retool for the new edition.
sirisaacnuton wrote:I don't think blanket values for certain selections are the way to go, regardless of how you approach it. It'll always hurt someone.
Exactly. It'll always hurt someone. I'm proposing we drop the hammer on min Troops first, then perhaps Transports.
So perhaps, it should be 5 pts for ALL Troops, 2 pts for ALL Dedicated Transports, but that's just tweaking vs the overall concept.
sirisaacnuton wrote:Yeah, it hurts up IG, but I'd imagine that'll be addressed in their forthcoming codex.
I sure hope this would be the case, as you'd like to see large
IG Platoons on the field. But as-is, Mech Guard are a non-starter.
sirisaacnuton wrote:Honestly, if you really want a system of "modified KPs" that doesn't penalize Troops and Transports or does something else to even things out, they already have a system for that. It's VPs.
VPs have a fundamental problems with hidden numbers.
KPs can be calculated at a glance - there's no guesswork involved. If I kill that Veteran unit, I get a
KP. If I kill that Hellhound, I get a
KP. Very simple, very clear. You can make very clear tactical decisions on how to capture or protect
KPs.
And
VPs also have maths problems, because people make mistakes in counting and calculating simple math. Determining half strength for half-points. Adding properly. It should be simple, but often isn't.