Hi
I thought I would throw in my two cents on the comp system.
People are kidding themselves if they believe that comp systems should not be gamed. Players that want to win review the rules and prepare accordingly. Attempts to limit power level with comp do not work, except to shift where the power lies according to one's own biases, which is fine as far as it goes, but one should not delude oneself about it. I would note that even the decision not to have a comp system is in effect a power level decision, but one that simply states that GW established it for you.
In my view, the goal of this system is to encourage variety, rather than control power level (which as stated above no comp system can effectvely do because all that it does is shift where the power lies rather than actually balance it out). This comp system can succeed if it clearly defines its goals for itself and communicates those goals rather allowing people to read things into it that are not really present.
Regarding the comp system as presented- I think that the addition of a preamble to the sheet would be helpful in explaining what your goals with Comp are, as well as a detailed explanation of what the judges are looking for, including whether you are starting at everyone starts high and loses points, or everyone starts low and earns points, or somewhere in the middle.
My Detailed Critique of Version 3:
Upfront, I am basing this on how I would attempt to break the system, as well as the desire for the presentation to be improved so I can quickly calculating my score. I am also looking for the unintended consequences of the system as presented.
Layout stuff:
- You should add that the base score is 80 to the actual sheet, and that a minimum score of 30 (before Judges points are awarded) is required.
- adding another box in each section where a person can write their score modifier and a box for the total would be nice.
Thoughts on the system itself
- The Comp Matrix - excellent layout and it works across a broad number of armies. A little planning makes full compliance, or a calculated small loss, very easy to do.
- Special Character penalty - Instinctively, this seems OK. However, have you done an exhaustive listing of characters to see who falls where just to be sure?
- I would strongly consider removing the bonuses for taking just one Elite or Heavy (to be clear, one HQ is probably fine but I wouldn't care if it were also removed). It creates an incentive for people to make really weak lists. Given that I can build a really powerful list at a score of 30, this is creating a recipe for disaster as the player that scored 80 may be crippled before the game begins. This is still a tournament, which means to me that the point is still to win, but with variety. A bonus for only one of X category choice reduces the competition while failing to encourage variety.
- I would remove the 4th troop exception where differing wargear matters - my space wolves can easily abuse this with Grey Hunters without losing effectiveness, whereas my Necrons pretty much can't (who would buy disruption fields, really?)
- I would also note that I think it would probably be better to be consistent in the penalty for duplicate Elite, Fast Attack, and Heavy Support. Elites and Heavies are the same, but fast should be there as well. Right now, if I were taking marines, I would be willing to take a hit on spamming land speeder typhoons instead of auto-las preds to get my long range (cheap and mobile) anti-tank. If I was playing Blood Angels, I would strongly consider heavy use of 3 vanguard units (or three flamer Baals) because there are fewer transports and my penalty in FA is lighter. Basically, I see this inconsistency as a thread to exploit in the system.
- Dedicated Transport - I have a goal related question - is it spamming of transports that you want to curb, or spamming of armour? When I look at this, I can see a meta-shift that may result in a reduction of anti-armour... which provides a huge edge to a guard army that features a lot of armour that isn't a Ded. Transport. I think I would rather see a penalty based on the amount of armour taken rather than the number of transports, but I am mostly asking just so the team is clear about its goals.
Regarding the Judged portion, I will repeat that it is very important that you establish what you are looking for. If it was me, I would go with:
The judges portion is meant to catch list abuses that fall through the cracks of the rubric and to award those who go above and beyond our stated goal of maximizing variety. Everyone has 15/20 Points to start.Examples that I would use:
- 1 point for each differentiated model in a multi-wound unit (nobs, paladins).
+5 for having no repetition in the army where possible (armies with only a single troop option can qualify if everything else is different)
- 5 for having more than 5 pieces of armour that are not transports (or whatever).
penalties for other abuses that you dislike
bonuses for other things that you want to see.
For the record, my variety based list from last year, which was I believe a 78/120 scores a perfect 80 before judges discretion, where in my example above I would lose 5 points for having 5 differentiated nob bikers, for a score of 90/100. I happen to fall one unit short of having the entire army being different, which is two units of boyz armed with different heavy weapons.
On the other hand, my typical Tau army (which I brought a version of in 2009) would not be allowed as I spam battlesuits, scoring 25/80 thanks to duplicate HQ, Elite and Heavy Support selections.
My typical Necron army would score a 55, gaining for one elite and one HQ choice, but losing on duplicate fast (destroyers) and heavy (monoliths) and losing for only having 2 troops but a third fast attack (scarabs).
I know that my ork army is more powerful, but the Tau and Necron forces fail to bring the variety that is wanted at DaBoyz Gt. It is easy to make the adjustments to bring both in line and potentially score very well if I want to. Without posting the exact lists, I think this demonstrates that the system as presented can work to force variety but fails to handle power (which shouldn't be it's concern).
Cheers,
Nate