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Okay.
So, Power Ratings are fantastic for getting a game started quickly. When I've got my case and someone else has their case, they save enough time to get in an extra turn of play. I usually get to my GW an hour and a half before they shut and it's usually a half hour before a table becomes free, so that extra turn makes all the difference!
My main army is Word Bearers. I spent the last six months getting the hang of a decent Summoning playstyle. Not trying to set up a broken Daemon farm, just balancing the risk-reward of Daemonology so as to be able to make a viable list with it as a core facet.
So, now I find myself in PR based games, with the easily-overdone Daemonology now replaced by a system that is broken beyond belief if Reinforcements are not rationed. My last game, I was against Ynnari, and I castled for a turn; it became clear that Summoning, if not limited by Reinforcement Points, can easily double your army's Power Level.
Is there a formal rule that gets rid of this win button? As it happens, the Daemons I summoned didn't play much of a role - Autocannons and flamers won the day - but I'm hoping that I've misunderstood something and there's a written rule that limits this magic army tree. I mean, come on, a month ago my Daemonologists would burn out after summoning a few small units, now every character can just churn out hordes.
I guess metagames will adapt and include more sniper units which will act as a choke on Chaos characters' capacity to Summon without fear of suicide, but even so this feels like an exploit.
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