It would help, so I hear, to actually put the ETC Comp system up when I say I will.  Anyway, I think this may be a bit overkill, and I don't particularly like some of the sweeping game changes they've made.  Enjoy the read, and let me know what you think.
From the European Team Championship Website, at 
http://www.rankingshq.com/etc/article.aspx?ArticleTypeId=2&ArticleId=218
At  ETC we will be using a LOS system. AR.com will present two alterative  systems with this rules pack and asks the captains to playtest both  before making a recommendation. This can be found in the following thread on The Warhammer Forum.
Rules changes:
- Steadfast is removed if a unit is disrupted.
- Units with at least one full rank cause Disruption.
- Characters will get "look out sir" versus the following spells that  automatically kill models or automatically remove an entire regiment:  Dwellers Below, Final Transmutation, Dreaded 13th, Infernal Gateway  11-12 effect. Normal requirements for lookout sir apply.
General Restrictions:
2400 Points.
No Special or Named Characters.
Armys can be selected from any of the currently published GW Army books.
A maximum of 4 identical core choices may be taken (regardless of  equipment and other upgrades).
A maximum of 5 warmachines may be taken per army
Unit sizes of are limited as follows:
- Non-infantry units (including monstrous infantry): Maximum 12  models/unit
- Infantry costing 5 points or less: Maximum 40 models/unit
- Infantry costing 6-9 points: Maximum 30 models/unit
- Infantry costing 10 points or more: Maximum 24 models/unit
Magic Restrictions:
- Apart from Winds of magic and Channeling, an army may only  generate 2 PD/DD per magic phase.
- You may have units/abilities that actually would generate more than 2  extra dice, but any excess dice are lost
- Some magic items/abilities count as generating dice toward this limit.
- “Count as” items/abilities may never exceed a cumulative 2PD/DD per  phase. This means that if you take the power scroll, you may not take  any other items that “count as adding PD/DD” 
Item restrictions:
- Power Scroll counts as generating 2 PD and 2 DD each magic  phase
- Each Loremaster ability counts as generating 1 PD each magic phase
- Items that auto-dispel a spell counts as generating 1 DD each magic  phase
- Folding Fortress is not allowed
Army Specific Restrictions:
Beastmen: No Restrictions
Brettonians: Trebuchet is a 0-1 choice
Dark Elves: Hydra is a 0-1 choice
Dwarfs: Anvil of doom counts as warmachine; Grudge Throwers are a  0-2 choice; Max +4 dispel dice instead of +2
Daemons of Chaos: Flamers are a 0-1 choice. Siren Song may only be  taken once
Empire: Steam Tank counts as warmachine; Tank, Rocket battery and  Engineers are a 0-1 choice 
High Elves: Book of Hoeth counts as generating +2PD and +2 DD; Shard  and Crystal as +1DD/phase
Lizardmen: Salamanders are a 0-1 Choice; Terradons, Chameleon  Skinks and Stegadons (any kind) are 0-2 choices; Beclaming cogitations  counts as generating +2DD, Cupped hands as +2PD/phase.
Ogre Kingdoms: No Restrictions
Orcs & Goblins: No Restrictions
Skaven: Hell Pit Abomination is a 0-1 choice; Gutter runners are a  0-2 choice; Engineers are a 0-3 choice
Vampire Counts: Wraiths and Varghulf are 0-1 choices
Tomg Kings: No restrictions
Wood Elves: Wand of Wych Elm counts as generating +1 DD/phase
Warriors of Chaos: Hellcannon is a 0-1 choice. Infernal Puppet  counts as generating +2DD /phase; Tendrils of Tzeench and Conjoined  Homonucleus all count as generating +1 PD/Phase.
The following explanatory notes also accompany the restrictions:
Explanatory notes:
1) The "removal of steadfast if disrupted" and the unit size  limits are there because we see "bunker armies" as an emerging problem.  This is particularily problematic in an ETC context, where playing for  draws is a legit (indeed advisable) strategy. To this extent we have  also decided that the Folding fortress allows too many "abusive" things  for defensive armies. Hopefully, these changes will lead to a more  dynamic game. The "one rank to disrupt" is a rule that is intended to  make cavalry a viable troop choice for ETC armies.
2) Magic:
The principle of capping dice generation has been chosen for two  reasons: It works regardless of rolls on winds of magic/channeling (a  generic dice cap makes some armies extremely powerful when WOM rolls are  low) and because it gives us a tool to restrict powerful items.
This works as follows. 
a) An army that takes items/abilities that allow them to generate more  dice, may never generate more than two dice, regardless of source. For  example: An Empire army with an Archlector and a Warrior Priest would  only generate +2DD, even though it would normally generate 3. The excess  dice is lost and may not be used or stored.
b) If an army takes an item/ability with a "count as" clause, the limit  for extra dice is affected. If, for instance the same Empire army  brought a dispel scroll (counts as +1 DD because it auto dispels a  spell). That same army would only ever generate +1 DD in each of the  opponent's magic phases. The 2 excess dice would be lost. If both a  dispell scroll and the seal of destruction were to be taken by that  empire army, no additional DD would be generated (and all 3 DD from the  Archlector/Warrior Priest would be lost). 
c) Under no circumstances may an army have "count as" items that exceed  +2PD/2DD. No negative modifiers may occur, you are simply not allowed to  take any more items/abilities with a "count as" clause. For example: A  VC army has Forbidden Lore on one vampire. This means that the VC army  could not take a Power Scroll as this would generate +3PD in "count as"  abilities. (+1 for Forbidden lore, which gives loremaster, and +2 for  the power scroll). The army would be illegal.
d) Some very powerful items give penalties to both PD and Dispel dice,  even though they do not directly affect Dispeling. The reason for this  is that these items are so powerful that we feel that the drawbacks for  taking them should be considerable. Taking a power scroll for instance,  means: No Loremaster, no scroll, no additional dice generating in the  army whatsoever.
3. The Army-specific restrictions are fairly light. The reason for this  is that we want to see how things work out with minimal restrictions,  and then tighten the screw if ever (whenever) the needs arise. 
4. We want to reiterate that this is a first draft, and is intended to  be a changing document. It is therefore acceptable -indeed encouragable-  that people play around with these rules and restrictions. If event  organizers feel that something needs changing (that one army is comped  too harshly for instance), then change it for your tournament and  -pretty please- report your findings back to us.
We are by no means perfect, therefore this draft isn't either. It never  will be. But with your help, we believe that this can be turned into a  solid, enjoyable ruleset.
With regards to our timetable for this project, we aim to release an  updated draft on the first Monday in November, January and a final one  March.
 
So, really they want to play Warhammer 7.5 Ed, not Warhammer 8 Ed.
ReplyDeleteMy favorite part of this is:
3. The Army-specific restrictions are fairly light. The reason for this is that we want to see how things work out with minimal restrictions, and then tighten the screw if ever (whenever) the needs arise.
Yes, they have changed the Army composition requirements in the General Restriction section, but they are making minimal changes to armies.
People just can't change up their lists and tactics. They still want to have point-and-click cavalry units, and line up their armies and march towards each other. The banning large units is superfluous. One Purple Sun or Dwellers Below and that unit is gone. Cavalry isn't useless in this edition, it's simply changed.
ReplyDeletePeople have the right to play the game the way they want to play it but I really hope that other tournaments don't adopt these restrictions.
...Oh wow. This shit right here, this is absurd. It's like some big, whiny babby in a basement somewhere with a photographic memory of every time he has been humiliated at the FLGS compiled a list of all the things that no one is allowed to play with anymore because they "aren't fair."
ReplyDeleteTactics? Strategy? Planning for what the opponent might bring? Pfft, who needs any of that when you can just ban anything that has ever made you sad?
I think it's particularly hilarious that they change the rules to limit all the unit-killing spells and then- to everyone's incredible surprise and unexpected consternation- suddenly large units are too good, because there's no way to deal with them. WHO WOULD HAVE THOUGHT!?!??!?!?!?!!!?1
To me, it's really the breaking of steadfast and giving ranks of one the ability to do so that is way over the top and completely changes 8th Edition.
ReplyDelete