I just got home from the event. You're all still playing round 3. I'd like to take a few minutes to go over some of the feedback I got from talking to most (all?) of you.
First, it was cool to see so many not-so-familiar faces in the store rolling dice and pushing models around. It's been a while since I've shown up on a 40k event day. Very cool. Everyone seemed super nice and I'm glad I got to put names with faces.
Anyways...
Some (basically) unanimous feedback is that the super-heavies (Lords of War) are too much for "normal" events.Lots of people mentioned this to me without me having to ask. Some of you got into specifics which I found to be valuable. Some of you felt that the tanks are probably okay, although not preferred. One group I spoke to even felt that the C'Tran (as they're calling it on the internets these days) was fine because you can try to avoid it.
Sam said something I found particularly valuable. He mentioned that people have now played in an event that's allowed them to see, first or second hand, what the "big stuff" does to the game.
As you all know, one team took a Warhound Titan and a Baneblade. Their lists were the talk of the tournament and when I left they were at table 1 in the final round. They obviously took things to an extreme, but it was within the rules of this event (and of 7th edition) to do so.
And it begs the questions: What to "do about it." It's not not immediately obvious to me or an easy decision. Banning Lords of War seems like a knee-jerk reaction to one specific thing that's powerful and different (here's looking at you, Invisibility). Banning LoW ends up eliminating Imperial Knights and the new Ghazghkull, which I'm definitely not interested in doing.
Some of the bigger TOs have been going back and forth on what to do about LoW. My guess is that they'll end up allowing a certain list of them. I'm interested in seeing what they conclude.
The feedback surrounding Tactical Objectives was very interesting.I made an effort to ask most tables how they felt about the inclusion of Tactical Objectives. It seemed that about 30% strongly dislikes them due to variance (fair), 30% is okay with them but doesn't love them, and 40% thinks they're great, make for an exciting game, and are tons of fun.
After it became clear that people were so split on the topic I began asking what improvements might be made to them. (Spoiler: I plan to include them in some capacity in all future
Doubles tournaments if for no other reason than it communicates the "not a super competitive event" message)
Some of the potential solutions that were mentioned were:
Instead of drawing X cards at the start of turn 1, draw X+3 instead and discard down to X before the start of your first turn.
Play only with objectives that are in "no man's land."
Draw cards BEFORE deployment.
Score cards starting with round 2.
Score objective based "cards" at the end of your OPPONENT'S turn.
Be able to discard more than 1 card per turn.
Always ignore cards that are impossible to accomplish (which we did).
I thought that a lot of these were pretty good. A good solution probably involves a combination of some / all of them. It is my belief that solid mission design can create a similar feel to these Tactical Objectives, but for the time being I think it's important to keep events "feeling" something like 7th edition as it appears in the book.
New Edition = Make things super clear in the packet.In round two I heard a fair number of questions that could have been avoided had I been more clear in the packet. That's on me. I debated getting into all sorts of details but refrained due to trying to keep the mission + score sheet to 1 page.
Don't nerf things that might be in the game for a reason. It was probably a mistake to nerf Invisibility for this event. As it turns out, Invisibility might be quite strong against.... things that are quite strong, like Warhound titans and other super-heavies.
After thinking about things, talking to people, and reading a bunch about how to "handle" 7th edition Invisibility it might not be game breaking after all. It's obviously quite strong and probably exploitable, but... That remains to be seen.
Consider getting rid of the different restrictions the allies matrix puts in place.In mission 3 it might be very difficult or costly to claim and an objective if you're playing with a team member that's not playing a friendly army. Do we think this is a problem going forward?
(You need a scoring unit from each player to claim an objective in this mission, which means that a unit from each player would have to be within 3" of a given objective marker and therefore within 6" of a "potentially unfriendly unit" giving them both a chance to do nothing.)
So that's most of it. Please use this thread to post your opinions or any different feedback you might have.
Thanks!