Okay. I finally got some time to really sit down and dig into these. Here are my thoughts.
BaconCatBug wrote:
Problem
Deep Strike allows you to put a low number of extremely powerful units (e.g. Obliterators) and have multiple weak units on the Battlefield.
Solution
Deep Strike Addendum: No more than half the total Power Level of your army can be set up in Tactical Reserves, even if every unit in your army has this ability.
The way detachments work puts a pretty big hamper on bits of this. For starters if your detachments commander is in reserves and his units are not then they start the game out of command and risk being removed automatically. Also they cannot be issued an order. So those units stand there doing nothing unless you deepstrike in the commander immediately. Further, while in reserves they do not generate a command asset. So then lets pretend you start the game with the commander on the field and the other units in reserve. Well that commander is now a MASSIVE target and once it dies there goes, presumably, a warlord and no more card is being drawn.
You either need to build entire detachments of weak units which means they will get killed off and loose you card draws or you need to split up your detachments which has it's own draw backs depending on how you split them up.
This seams to be a non issue to me. It has it's own pros and cons that make the choices both good and bad for different reasons.
Problem
DKOK Patrol Farming allows you to draw 20-30 cards per turn and is viable (i.e. doesn't 100% cripple your army) to do in 150PL matches.
Solution
Special Detachments (Option 1): The Commander of a Patrol detachment never gains the WARLORD keyword, even if they are a CHARACTER.
Special Detachments (Option 2): You can include one Special Detachment in your army for every Core Detachment in your army.
1) I am KIND of okay with this. But I would say it would be better to say that Warlords that do not match all Faction Keywords with your Warmaster do not generate command assets. It doesn't hinder a army from making valid patrols with thier own units while hindering others from souping in factions just to generate cards.
2) I would say you can include 3 special detachments still but no more than 1 of any type of special detachment. That way your main detachment can still allow you to bring a patrol and a fortification but not 2-3 patrols.
Problem
Like non-Matched 40k, there is no faction restriction across detachments.
Solution
Faction Restriction: Your army must always generate a Warmaster trait for your Warmaster. i.e. Your Warmaster must be a WARLORD and share at least one Faction keyword with every other unit in your army (excluding units that have the Fortification Battlefield Role).
I think it would be more fair to simply say No more than 2 factions in an army. Combined with what I said above where the warlords that do not share all faction keywords with your warmaster do not generate cards you have a pretty heavy incentive to keep detachments that do not match your warmaster to a minimum.
Problem
30 card Asset Deck increases RNG and incentivises armies that can tear though the deck and refresh it with Multiple Tiny Detachments.
Solutions
Option 1: Reduce the deck down to 15 cards. No other changes.
Option 2: Reduce the deck down to 15 cards. The deck does not refresh when depleted.
Option 3: Reduce the deck down to 20 cards. Each turn each player draws 4 command assets instead of 1 per WARLORD plus 1. Abilities that "generate one extra Command Asset" still do so.
Option 4: Reduce the deck down to 15 cards. Each player begins with their Command Asset deck drawn and do not discard down to 10 cards. The deck does not refresh when depleted.
Option 5: Reduce the deck down to 20 cards. If you would ever draw a card that would bring your hand to above your hand limit, you instead discard it.
1) This just gets you recycling the best 15 cards often. When 2 of my 5 cards are bringing back a dead unit my Nids will be bringing back A LOT of units.
2) Better, but again, I just want the best 15 cards in there and I will get to the things I want faster.
3) This just lets everyone tear through the deck lighting fast. While evening the playing field it evens it on the wrong side of the line,
imo.
4) 3 and 2 apply here.
5) Why not do this keeping the deck at 30 cards? Why force the extras into the discard?
I think 5 is your best suggestion but I think it should simply be you can never draw your hand above 10 cards. A hard limit on hand size is a good thing.
Problem
Warmaster Traits are always random.
Solution
You may pick a Warmaster Trait, or roll two D12 and get both random traits (if the dice rolls are the same, you only get the trait once).
I am actually fine with it being random. A little amount of randomness like this can mix up your own strategy at game start.
Problem
If the some of the changes to Command Asset generation are made above, the "Master Stratagest" Warlord Trait becomes useless. Also, it's pretty useless regardless.
Solution
Change Master Stratagest to read "Once per battle, if your Warmaster is on the battlefield at the start of the Orders phase, you may take a Command Asset from your Discard pile and add it back to your hand."
I would change it to the generate command assets phase. Also, why not make it so you can search for any 1 card in your discard or deck and add it to your hand instead of drawing a card. Shuffle your deck if you searched your deck when you are done.