So I have read a
lot of whining about the published scenarios for the upcoming Ardboyz Tournament. To be fair, I wasn't overly thrilled with the rules for mission 3 either (let's see... I can take my 43 KP mech Eldar, or my 42 KP shooty Space Wolves). But after a bit of thinking, I'm not so much on the "THIS SUCKS!" bandwagon.
As I see it, there are two real concerns, one valid and one semi-valid.
The valid concern: What counts as moving over 6"? This normally isn't an issue - can a unit move more than 6"? But what about Drop Pods, Mycetic Spores, Spore Mines (Deep Striking or fired), or any other non-fast Deep-striking unit (Tau Battlesuits, etc)? I honestly don't care either way, but I see arguments for both sides - and I would hate for this to be in the hands of the tournament organizers.
The semi-valid concern: This is way too big of a mech Nerf. It kinda is - 2 KP per vehicle would have been a big enough nerf without throwing everyone into disarray. My problem isn't that my army suddenly became 42 KP (15 pts higher than it would have been). It's that it is going to cause people to do stupid things. Yes, I will gladly sacrifice my 150 pt unit with two meltaguns just to take out your rhino... I get 3 KP, you get 1!
But the the whole mentality that mech armies won't be able to compete in game 3? PLEASE. Who do you think is going to BE at the top tables in game 3? THE MECH ARMIES! So you you will have your 35-50 pt army and sitting across from you will (ta-da) be the same thing.
And if it's not? Celebrate - you have a leg up. Table the sumbiscuit. I went to the 2008 Vegas GT with my Immolator Spam list with 24 KP at 1750 pts. Everyone said I was foolish for taking that to a tourney with KP missions. The two KP missions were the two most lopsided victories I had there.
The moral of the story is: When the game throws obstacles in your way, you have two choices. Adjust to it or don't play.
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