Regarding the Changes to the composition (comp) scoring system
We’d like to keep you updated on some changes that have been made, and share our thought process regarding these adjustments.
The new comp focuses on rewarding balanced armies rather than what we call “meta” choices. Instead of punishing strong units outright and rewarding underplayed units, the revised comp encourages synergy, flexibility, and mission-focused play. We have gone through all armies and heavily adjusted any bonuses that we felt were being given away too freely.
Per example: under the old comp pack it was possible to include Big Names for the Ogres. Whilst not always being strong options for fearsome Ogre Warriors, it wasn’t warranted giving a +1 bonus for choices that could cost as little as 10 pts.
We want to move away from it being possible to counter-act penalties from certain units by including other cheap ones. Whilst we recognise that there are units that are both fun, underplayed, cheap yet weak, we prefer to have a comp system that doesn’t make it possible for armies to end up with high Comp scores too easily. There has been a history of clever players finding ways to both pick very powerful units whilst at the same time cherry-picking bonuses to end up with very high scores and still very potent armies. Armies that should have Comp scores that reflect their deadliness.
Tournament organisers benefit from a clean comp system and we want for all players to instead put their focus more on strategy and execution on the battlefield, rather than on having to spend overly much time building their armies.
We have also identified that Tomb Kings seem to underperform and have made updates to their rules. Please take a look at the Comp Pack to read how these updates both increases the amount of points that they are allowed to utilise, and the changes which seek to improve on their ability to resurrect fallen warriors. We are going to keep the focus on them throughout the year and hopefully we get to see them flourish in the upcoming tournaments.
Finally we’ve also made some Errata adjustments which amongst other things, seek to tweak some special rules. The previous changes to Steadfast proved to be a good addition and it’s still sticking around. Terror and the rules for Largest of Monsters have been adjusted to give some new interesting tactical choices and consequences. We are however limiting some of the strength from Thunder Stomps so that the Old World isn’t overrun by gargantuan Monsters.
Overall, these updates signal a healthier competitive ecosystem—one where creativity, adaptability, and smart play are rewarded as much as raw power.
-J

Comments are closed