Yeah, maybe that wasn't such a big issue, but well... Be it small or big, now it simply is one less problem!Agree. But was that really a problem? There are, like, two options that allowed that? And one of them was a Seraphon ability and we don't see Seraphon ruling tournaments...
I've seen on TGA an interesting thread focused exactly on the discussion if rolling for turns is nice or bad.Having played 40k for a few weeks now, rolling for turns is one of the more annoying things in AoS.
Double turns are stupid. There. I said it.
regarding Tomb Kings (again).
Someone noticed that in the table of contents that they previewed, the Death points section is only two pages, which is the length of what it was last time without any of the TK stuff. They could well have dropped the TK stuff from the points listings altogether, even the stuff that they previewed points for. Remember, those points were a trial example and "subject to change."
Imo balancing around "competive" play is nearly always a hopeless cause anyway since it attracts the type of people who'l abuse anything and everything they can to get an advantage. Which frequently means they "ruin" otherwise fun mechanics by playing a specific build that heavily abuses some aspects. This nearly always results in the "wrong" aspects being nerfed, they nerf the "fun" aspect but leave the "frustrating" part. Usuallt cuz the "frustrating" aspext is seen as normal, and the "fun" one as abusing a flaw. E.g. in this case they remove the reroll for initiative, but leave the copious amouns of damage....The problem is I feel like majority of the time, the initiative roll is fine and adds a nice layer to your thinking. The problem comes into the competitive side, which is the minority, where those nasty lists are running rampant and have that killing power to ruin someone in the double turn. I can see both sides of the argument and and can agree with both. But the super competitive are arguing with the super casuals and the argument will never end because in their respective worlds it is/isn't a problem. So i honestly don't know what my opinion is because I'm kinda in the middle of competitive and casual.
Fun thing I noticed about what you can also do for tournaments:
At Pokemon tournaments (I know weird example but I found it intriguing) there are certain "banned" cards which in our case would probably be builds.
Certain things that are known to break balance are just not allowed. I've seen that on descriptions for AoS tournaments as well, but usually banning only a few selected units, abilities, or builds.
At Pokemon tournaments there are sometimes many more restrictions. And they are not necessarily banning OP stuff but just often-played stuff. There are tournaments banning the 100 most used Pokemon for example (there are lists rating Pokemon in categories based on how often they are played at tournaments).
I'd love to see if that could work for a tabletop wargame as well.
Banning armies with more than six Kurnoth Hunters or Skyfire, banning the use of Kunnin Rukk, or other much used builds, encouraging unusual builds. That will affect armies that are strong in the current meta much more of course, making other armies more viable. Over the course of several tournaments that might lead to interesting results. Of course for some armies you just cannot ban a build, that's when it is the only playable one. But then that's something the developer can - and should - do something about.
I thought about it because I noticed that some armies - despite having LOADS of options - still play the two 'strongest' ones.
I do that myself now and then. I noticed that the mass Skinks Shadowstrike basically rolls over @Mesandres Ironjawz build, so I just said "OK so let's see if I can win without it" and started to play Firelance and other unusual builds.
It might be an interesting idea to try. It would still be a poor substitute for a real balanced game, but it would make tournaments more diverse I guess.
Ban the winner builds of the last four big tournaments and see what happens.![]()
Pokemon has the whole tier system in whixh they rate various pokemon and then play tournaments in one of those tiers. Its akin to weightclasses in martial arts.Fun thing I noticed about what you can also do for tournaments:
At Pokemon tournaments (I know weird example but I found it intriguing) there are certain "banned" cards which in our case would probably be builds.
Certain things that are known to break balance are just not allowed. I've seen that on descriptions for AoS tournaments as well, but usually banning only a few selected units, abilities, or builds.
At Pokemon tournaments there are sometimes many more restrictions. And they are not necessarily banning OP stuff but just often-played stuff. There are tournaments banning the 100 most used Pokemon for example (there are lists rating Pokemon in categories based on how often they are played at tournaments).
I'd love to see if that could work for a tabletop wargame as well.
Banning armies with more than six Kurnoth Hunters or Skyfire, banning the use of Kunnin Rukk, or other much used builds, encouraging unusual builds. That will affect armies that are strong in the current meta much more of course, making other armies more viable. Over the course of several tournaments that might lead to interesting results. Of course for some armies you just cannot ban a build, that's when it is the only playable one. But then that's something the developer can - and should - do something about.
I thought about it because I noticed that some armies - despite having LOADS of options - still play the two 'strongest' ones.
I do that myself now and then. I noticed that the mass Skinks Shadowstrike basically rolls over @Mesandres Ironjawz build, so I just said "OK so let's see if I can win without it" and started to play Firelance and other unusual builds.
It might be an interesting idea to try. It would still be a poor substitute for a real balanced game, but it would make tournaments more diverse I guess.
Ban the winner builds of the last four big tournaments and see what happens.![]()
Yeah, they are not going to ban them, but they will (logically) give no support, no bonuses, no incentives.
Armies as TK and Bret are going to slowly fade away.

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I assume that armies from the Old World Compendiums include the Tomb Kings (I could be wrong though since I know little about AoS). If that is the case, it looks like TK are still getting matched play profiles. This might slow down their phase out (unless they nerf them).
That's correct. I am kinda glad about it since that measn our Skink Chief is still safe to use, but yes, for you it means TK will not be phased out too quickly.
Since all others get buffed by the new book it will probably make them quite a bit weaker though, so that's still going to make them less popular, I am quite sure about that.
Good question....
I would like to play skeleton archers and since TK Skellies are GW models and that would make them ok for official tournaments while Mantic ones are only OK for private use.
So I'd say it is too early for @NIGHTBRINGER to celebrate.