We're considering several comp. restrictions here for tournaments. Unlike 7th, the basic Eighth Edition has some issues at the moment. Seventh had problems, but they were in the army books. I would love to get some feedback from outside our local forums on this, so please go nuts in the comments section. Here are some basic ideas, cribbed liberally from Australia:
1. Remove the Power Scroll
2. No Special Characters
3. No single items that are greater than or equal to 100 points.
And then the ones with options:
1. MAGIC SPELLS
This seems to be generating the most discussion in other threads post Pilgrimage so I'll start here. It was also the single largest issue in the unbalancing of games. In the last edition, the restrictions/comp systems developed were an effort to balance armies out so that the best general, and not the extreme powered army, should win most games. What I saw on the weekend was that in about 10 out of 43 games EVERY round there were devastating big spells that removed generalship from the equation and annihilated characters and units from the table. the were games where the first one to roll a double 6 would win. of those 10, 5 would be over in the first few turns from such spells. In others, the superior general of a game would be on top, winning by a big margin, and all the opponent needed to do was roll a double six on a purple sun/ dwellers below, etc and characters and units would disappear and the game reversed to a big win to the lucky but poorer general of that match. We've all heard stories of this happening every now and then in the last edition, but in 8th its a regular occurrence. I think it will be too problematic to re-write some of these power spells so instead, in the name of balancing the game, they should be omitted. However, you might have a different idea, so below are your vote options.
A. Do NOT allow the most powerful spell from each deck/15+ spells
B. Modify these spells to tone them down but so they can still be used
C. Use these spells as they currently are
2. MAGIC POWER DICE
The GW FAQ ruled that the 12 power dice limit was the amount of dice that could be in the pool at any one time, but there was no limit on the number of dice that could be rolled in a magic phase of dice continued to be generated, such as from dark elf daggers/spells, death lore casualties, Slann extra dice, etc. At The Pilgrimage we set a 12 dice allowed to be rolled limit in both power and dispell dice and am glad we did, even without the power spells more than 12 dice would unbalance the game.
A. Use a 12 dice rolled limit per phase
B. Have no limit on the dice rolled per phase as per rule book
3. WAR MACHINES
War machines are a lot more effective than they used to be, they no longer require range guessing skill to use and there are no partials but some are much worse than others. 3-4 elven bolt throwers are no where as effective as 3-4 tooled up Empire/Dwarf war machines. We used a 5 war machine cap at The Pilgrimage with the steam Tank counting as one. Because of their effectiveness I believe they need to be pulled back a tad more, I would suggest 4 War machine models max.
A. Cap Warmachines to 4 max
B. Cap Warmachines to 5 max
C. Do not cap Warmachines
4. SCENARIOS
There are 6 Pitched Battles now, at The Pilgrimage we used Battle Line, Battle for the Pass and Meeting Engagement, twice each. This favoured armies with shooting and magic as in 2 of these scenarios you can have a very deep deployment where a combat army will have to trudge across a lot of table while getting shot at. If we had used all 6 scenarios these shooty armies would not have been able to compete in scenarios like Blood and Glory where the deployment is very compact and forces you to have many standards or The Watch Tower where you need to take a building to win the game. Using the 6 scenarios would have forced a more balanced army build.
A. Play All scenarios
B. Play selected scenarios (list which ones)
C. Play only Battleline
5. TRUE LINE OF SIGHT/TERRAIN
There was a lot of discussion on this pre-event, but during the event it seemed to have very little impact. There might be a story here or there of how a monster could not hide from a cannon and so on, but overall, people seemed happy with the way it works. The very few comments I heard from players related to their concern for abuse, where some people might have non GW models that get an advantage by being smaller. We could easily get around this by saying that all models are considered to be of the equivalent GW size and if there are any doubts the situation goes against the person not using the non GW size model.
A. Use TLOS as per rule book
B. Set heights for terrain (such as hills being infinitely high)
C. Set heights for models (such as models hiding equal or smaller size base models behind them)
D. Use both B & C