catbarf wrote:Wyldhunt wrote:It wasn't some perfect army organization tool that cleverly enforced perfectly fluffy and balanced armies.
I don't think I've ever heard it portrayed as such, but it was inarguably a stronger shaping mechanism insofar as it enforced a more 'balanced' army archetype than the current system does.
Fair that no one is calling it perfect. That's me being hyperbolic and letting my cranky anti-
FOC opinions out. "More balanced" feels iffy to me. I started playing in 5th, and the
FOC introduced a lot of its own balance issues. Said issues were just slightly more complicated. Things like having crowded force org charts or too many ways to bypass the
FOC. It was more about haves and have-nots of force org slot distributions rather than an issue of spamming 3 of each leman russ variant or what have you. But like, skew lists were possible when I started playing in 5th too. Maybe the
FOC was really solid in 3rd and 4th edition? Although I know there were generally ways of bypassing it in those editions as well.
A lot of the issues you cite come down to implementation.
I'd definitely be open to seeing a better implementation. However, I think the
FOC innately runs up against a few major hurtles. Like, if you want a Death Wing army (represented by the inclusion of lots of terminators and the exclusion of "troop" units) to be a playable force on the tabletop, then you have to make exceptions to the
FOC and/or move Death Wing termies to troops. And then that begs the question of why some termies are troops and others aren't. And should stealthy infiltrator elites and melee blender elites really be competing for the same slots? And if you get a 5th edition guard/space marine situation where you have vehicles in multiple Force Org slots, then none of these limitations are preventing skew lists even if they're forcing you to some fast attack vehicles to go with your heavy, elite, and
HQ vehicles.
Basically, the
FOC has never really had any direct benefits. It prevents you from fielding fluffy thematic units regardless of whether taking those units is
OP, and it forces you to take the troop/core "tax" even in thematic lists where their presence doesn't make sense. It creates disadvantages right out the gate for armies whose only troops aren't particularly points efficient or simply aren't something you want to field multiples of. It allows skew lists and hyper points-efficient unit spam in armies that have enough variety of datasheets in a variety of slots.
To me, it feels like it was taking a roundabout approach to addressing some problems that it never actually solved. Whereas the 10th edition approach is far from perfect and doesn't fix skew/spam, but at least it doesn't get in the way of me playing a thematic list or penalize me for playing an army with lazily designed troops.
It's a little odd that you mention Saim-Hann as getting screwed by this, but then also 'rules that move force org roles around' as an exploit, because in at least some editions that was how Saim-Hann were supported, able to take appropriate units. Those variant FOCs were fun in that they allowed for some radical variants to army composition, but had built-in disadvantages that could be tweaked for balance; skew was either forbidden entirely or allowed only with severe constraints to offset it.
If we're talking about having lots of variants of the
FOC with their own bespoke advantages and disadvantages though, then I feel like we're not really talking about the
FOC any more. We're talking about a bespoke army composition chart with theme-specific rules. Which I'm fine with. As much as I like my freedom of list design in the current system, I think any kind of "org chart" list building approach would probably need to do something vaguely like Boarding Actions/what you're describing. Basically giving each detachment its own chart and limitations.
In a straight-up 5th-7th style
FOC, Saim-Hann runs into the issue that two of its iconic units (shining spears and vypers) are both competing for the 3 available Fast Attack slots. So if you wanted more than a single unit of both, you were out of luck. You could either take two vypers or two spear units, but not both. And if you wanted three vypers, you simply weren't allowed to take shining spears at all. And this would have been worse if guardian jetbikes hadn't been troops at the time. But guardian bikes being troops felt like it was just a baked-in exception to the force org chart in its own right, right? No other faction got bikers as troops. They were clearly only in that role to avoid screwing over Saim-Hann players even more.
tldr; I think this all drives home just how bad the
FOC was at facilitating iconic army themes unless you had ways to bend/break the
FOC.
At the core of it I think the FOC was a much better mechanism for discouraging skew, but GW didn't want to maintain it. And as the game becomes more abstract and less historical-wargaming-influenced, players don't want to hear that they can't bring Guilliman and three tanks and call it an army. So it's not surprising that it went away, but I don't think the result has been an improvement.
Idk. I feel like it's kind of a wash. Guard were spamming tanks just fine in 5th with hell hound variants and sentinels in fast attack, russes and artillery in heavy, and dedicated transports all over the place. It's not super unreasonable to stick fast tanks in the fast attack slot, so that's giving you 6 slots for killy vehicles right off the bat. Plus another slot for each cheap infantry unit that unlocks a dedicated transport. Unless you rework the
FOC to put all vehicles in the same slot, it's really just not an innately good tool for limiting skew. And on the opposite end, things like gaunt carpets get most of their bodies from spamming troops, which the
FOC gives you plenty of slots for.
I've long felt that a WHFB-esque core/special/rare system might have been more appropriate, but that still has the same issue of player choice vs constraints for balance (see: 'core tax') that a lot of players seem to have strong feelings about.
See above for strong feelings about the "core tax".

But even setting aside the player choice aspect of it, "core/special/rare" still wouldn't be a very good way of breaking things down, right? So long as players have enough access to "core" vehicles (dedicated transports for instance), tank skew is still going to remain a problem. It maybe improves the problem a bit by making it so that the number of super lethal tanks goes down and they have to be replaced with less killy tanks (fewer russes, more chimeras), but the skew is still there. And if all of a faction's tools for handling the current meta are tied up in special/rare, then you're just restricting some armies' abilities to respond to the meta.
Basically, the
FOC only encourages fluffy armies if you happen to be playing an army that fits in the
FOC. For any kind of unconventional army organization (regardless of how optimal it is), your end up with your options restricted and/or you're forced to field units that detract from your ability to convey your army's fluff (
tac marines in a Death Wing army). The
FOC doesn't really prevent skew. It kind of prevents people from spamming their strongest units, but only if those units are all in the same slot; if they're in multiple slots then it's only really as effective at this as the rule of 3.
If we want to actually address issues like skew, hyper-lethal unit spam, and armies generally "feeling like armies" (as it has been phrased in other threads), we should be looking for something new and better; not returning to an old approach that didn't really do what we want it to in the first place.
Automatically Appended Next Post: Sgt_Smudge wrote:
FOC was just as arbitrary as Rule of Three, and I entirely agree with Wyldhunt's assessment. Is Rule of 3 and GW's current approach perfect? Gods no! But they both had faults, their own arbitrary restrictions, and both prevent (and allow!) otherwise "reasonable" looking armies.
Cheers! And agreed.
You ask me, I genuinely think that the best army building mechanic GW did was Decurions/Formations. The "here's a free bonus for taking XYZ" part, no way, but the "here's a template detachment, fill it with a bit of X, a bit of Y, and your choice between A and B", and that *felt* like a meaningful army builder.
I think HH3 is experimenting with something which feels like that, but until I see it in action and in context, I can't say for certain what I feel on that. Certainly wish it felt less clunky to read though.
For those of us without the books, can you elaborate a bit on what HH3 is doing? While there was something satisfying about the decurion army building style, it also felt pretty arbitrary and prone to haves and have-nots. So I'd worry about the execution of such an approach.
vipoid wrote:
To my mind, the issue with the FOC was more that the game expanded beyond what was foreseen when the FOC was drawn up - e.g. instead of a handful of Elites to choose from, a given faction might have a couple of dozen - so they can only bring a small fraction of them in any given game). To say nothing of the addition of Fliers and Super-Heavies.
Absolutely. The
FOC, even a more restrictive version of it, seems well suited to a version of the game with like, 6 units per side only one or two of which are vehicles in a given battle. But it never felt appropriate for my space elves, especially at higher points where I suddenly wasn't allowed to field more anti-tank aspect warriors for some reason even though the number of tanks that needed busting kept going up as the game size increased.
I did appreciate some of the attempts to give armies variations of the FOC to better fit their theme (or a sub-faction or such) - either with separate FOCs or by characters moving units around. Alas, as with so many things GW do, it was entirely dependent on your faction having a designer that actually gave a damn about it. Otherwise, you'd end up with either nothing at all or a half-arsed FOC that basically solved nothing.
Yeah. Again, I kind of wonder what the game would look like with an expanded version of Boarding Actions' army building rules.
Anyway, I think 40k would benefit greatly from leaning more towards this sort of system, rather than just an arbitrary rule of 3 for every dataslate.
Hmm. Maybe. Minimum troop taxes still rarely sit well with me. But again, tying this to your detachment might help. Requiring X amount of ork boyz in a green tide type detachment seems reasonable. Expecting X amount of intercessors in a Death Wing army less so.