Two points to consider:
1.)
Pushing troops probably aint so bad. Elites etc. only stand out when they are in the minority. So with less elites on both sides the remainders will shine more and have more cannonfodder to feast on. Basicly the exact opposite of the much hated point denial elite armys of 4th.
So while the goal of pushing troops is a good one I think KPs make the game unnecessarily complicated, when the ammount of troops is allready defined by the FoC. One could simply change the FoC to 1 troops choice per 500 points for example.
Or even better provide a few named modifyers to the FoC which people can chose from before army selection, like:
- no dublicates in HQ, Elites, Fast and Support
- max. 1 HQ, Elites, Fast and Support per full 500 points
We recently played with these mods in about 8 tourneys and Ive got to say I love it. It lead to a whole fresh metagame with a lot of choices becoming good, which pretty likely increased sales.
Most of you propably know the different formats in the trading card game Magic the Gathering. Think along thouse lines.
2.)
KPs suffer from Escalation syndrome. Heres a bit general gametheory: People normally enjoy a game when there is a certain element of uncertainty to the very end and at the same time a noticeable effect of the players actions.
This means that games that are mostly decided by pure armylist selection, roll for first turn, or roll for mission are considered boring by most players, because their actions have very little effect on the game for long times.
Obviously game designers should make sure that the game isnt decided by pure listbuilding, which they do with the FoC (still room for improvement, see above), or by first turn (the new rules sound like a simple and smart solution), or by random selection of extremely different Missions.
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