What you're proposing gets pitched a lot, and it always frustrates me. Consider armies like harlequins or Death Watch. These armies are bad at generating CP but are also very reliant on CP for delivery systems, survival, or just to use stratagems that are innately interesting/enjoyable. Segregating CP pools would cripple an imperial knight's ability to use stratagems, sure, but you're hurting a lot of other armies along the way.
Plus, you're kind of just switching the CP problem from, "What army can fill out lots of detachments to generate lots of CP," to , "What army can fill out one really big detachment that generates lots of CP?"
My preferred fixes are:
1. Players get X CP based on game size. Detachments cost CP instead of generating it. So taking a brigade might cost 1CP or 0CP or whatever, but a spearhead might cost 5CP. Optionally, you could apply an additional CP tax on detachments that don't share a specific keyword with your first detachment.
The result here is that you're rewarded for playing a mono-faction army with lots of troops and are not encouraged to grab 32 guardsmen just to generate CP. You're effectively paying CP to take a less well-rounded army and to unlock all the units, strats, etc. of any allies you bring.
2.) Divorce CP generation from unit selection entirely. Right now, CP generation can basically be boiled down to, "Take lots of troops to get lots of CP." This is unhelpful from a fluff angle because some very fluffy armies do not field a lot of units with a battlefield role of Troop (Iyanden, Deathwing, White Scars, etc.). From a mechanical angle, armies with cheap and/or efficient troops (like guard) will have a big advantage over elite armies like GK or Harlequins who pay a premium for each unit.
So instead of making it extra difficult to balance CP generation by forcing designers to try and factor in all the possible unit/detachment options available in the game, why not just say, "Each player can do X amount of cool stuff per game," where X is the CP and stratagems are the "cool stuff."
You can tweak this a little. You can say that certain options give you slightly more CP (an autarch or Roboute Guilliman for instance), and you can say that CP is generated at the start of each turn instead of pregame or whatever. The point is that both players will have access to basically the same amount of CP regardless of what units they take. This means that you can now reliably design around players having X amount of CP. No more making guard stratagems extra expensive because you assume they'll generate tons of CP. no more using the loyal 32 or cyber 17 or whatever to generate extra CP. Players will do X amount of cool stuff each game, so figure out just how cool each stratagem is from there.
It's late. Did that word vomit make sense?
|