The current CP generation system needs to die a horrible death and we all know it.
Alternate CP generation system is as follows:
1. If your army is battleforged, you gain 3 CP. If your army is battleforged and follows a specific theme, you gain 3 CP + X depending on the case. No CP is granted as a function of types of detachments that comprise your army.
2. At the beginning of the turn, starting from whose turn it is, draws 3 tactical objectives. At each drawing phase (after the first), players may discard their tactical objectives and draw new cards. Each player may hold up to 3 tactical objectives at any given time.
3. At the end of each turn, you gain CP for each tactical objectives you've achieved. Discard the tactical objective you've accomplished.
4. At the end of each round, players gain CP according to the number of objectives they control.
...if a troop FOC controls an objectives, you gain 3 CP.
...for any other FOC, you gain 1 CP.
...All CP accrues and can be saved up for a big wombocombo.
Tools required:
-CP Tracker (numbered from 1 to 20? 16?) or a D20?
-Tactical objectives deck
For the purpose of determining who controls an objective, the standard ObSec rule applies with the following addendum:
'If your army is Battle-forged, all Troops units in <Faction> Detachments gain this ability. Such as unit that is within range of an objective marker (as specified in the mission) controls it even if there are more enemy models within range of it. If an enemy unit within range of the objective marker has a similar ability, then it is controlled by the player who has the most models within range as normal. units with this ability within tange. If there are equal number of units with this ability are contesting the same objective, the player who has the model with highest Ld value controls the objective. "
What does this accomplish?
It essentially adds more tactical depth to the game. Each player will be contesting for objectives to set up their kill move, while actively trying to deny each other's CP accrual. Means of actively denying each other's advantage includes: peeling units controlling the objective; pushing more troops into objectives; denying path to the objective; flank maneuver against high priority target (foregoing CP denial over offensive), etc.
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