ccs wrote:What factions shouldn't be fighting pitched battles?
And how do you define "pitched battle" - as it applies to the tabletop?
I believe JNA is referring to factions that generally avoid "fair fights" or battles where they're likely to take a high number of casualties. So for example, craftworlders would rather operate through cat's paws, manipulation, etc. And when they do have to use violence, they'd prefer to throw an overwhelming force against a horribly out-matched enemy to ensure victory and minimize how much it costs the eldar. Alpha Legion also come to mind. Sure, they'll take to the field of battle as needed, but ideally the enemy should be at a massive disadvantage, starting the fight with half their tanks demolished by booby traps, half their soldiers killed at the "top of turn 1" by a well-executed ambush, etc.
I think it's hard to represent most of these scenarios in a game of
40k even with a modified mission because it's hard to make it fun for your opponent to take on your 2k army with their 1k army because your eldar successfully outmaneuvered them or because the alpha legion sabotage efforts went off without a hitch. Those sorts of interactions can be cool, but people don't want to spend 2
irl hours getting their butts kicked to resolve them. Those sorts of things maybe make more sense as part of some kind of campaign-level quick interaction. Like playing your "Alpha Legion Sabotage" card and spending 10 seconds resolving it instead of 2 hours.
So with the above in mind, I think on-the-table representations of those sorts of things have to avoid being represented as some sort of massive points advantage or some other benefit that makes the game un-fun for one side. Instead, you have to focus on making the game play *differently* while still giving people the core experience of pew pewing eachothers' armies in a relatively even fashion.
So for eldar, maybe you do the
BFG thing. That is, you give them missions where they're trying to engage the enemy and then withdraw in a hit & run style offensive. So they show up, have to kill specific enemy assets (warlords/characters/the most expensive non-character unit, etc.) and then have to get off the table, and you compare how many points of designated non-eldar were destroyed vs how many points of eldar were destroyed.
Or maybe you frame the mission as being innately one-sided in the enemy's favor with whatever asymmetrical tricks the "tricky" army has up their sleeve merely being a way to even the odds to give them a chance in the first place. So maybe the Alpha Legion army needs to kill a VIP at all costs. So maybe they start the game with some advantage (mass scout, weakened infiltrate, turn 1 reserves, whatever), but the enemy gets infinite respawns for their units. So the
AL *must* fight their way through to an extremely defended VIP unit and end the game before they're inevitably drowned in reinforcements.
Basically, whatever cool trickery you give the tricky army has to be less or equally as advantageous as whatever huge benefit you give the non-tricky player. The starting premise has to be that the trickky army is using tricky tactics because they can't afford to just bully the enemy with overwhelming power.
I think Jake is right to call out Agendas and campaigns in general. Some Agendas let you accumulate some kind of resource or advantage that can be used to make future battles easier. And in the context of a style of campagin that allows armies to "power up" over time, this can essentially translate into short-term disadvantages for long-term advantages. So my sneaky alpha legion can spend a few missions focusing on harvesting blackstone, effectively keeping some units out of the fight as they hide and perform actions to achieve some of the pariah nexus agendas. And then once I'm ready for my efforts to pay off, they can show up sporting some big, flashy relics or other advantages and suddenly have a marked power advantage over opponents who weren't focusing on the long-game as much.
Campaigns that have a decent injury and retreat system can achieve something similar. If we're playing an attrition campaign where units can become permanently removed from your roster over time, then having my eldar show up, go for some easy kills, and then run away off the table before they take too many casualties in return can be a winning strategy in the long-term without any special mission being needed. It still makes them feel like they're "avoiding" a pitched battle in that they're just sort of poking at the enemy and prioritizing their own safety, even though they're bringing a 2k army to fight a 2k army.