Carnasaur
Caneghem
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I have been thinking about the issue of comp lately, and how it is usually very much arbitrary and each tournament tends to have their own rules. I've seen it handled all kinds of ham-fisted ways, where obvious prejudices against certain armies harshly penalize them while other armies are severely underestimated. When you start getting down to the level of micro-managing power dice and set artificial limits, it starts to get really obnoxious and cuts down army diversity.
So I got to thinking about how the problem could be fixed once and for all, and of course my solution involves crunching tons of numbers! Once this project reaches its completion however, all of the current army books would forever be assigned their own set of point values, and you'd never need to do them again (until the book was re-released).
What it boils down to is this: we have to "fix" the books GW has released. I don't mean that we change the actual point values of everything, that would be insane because of all the different point rules GW has in place. Each model firstly needs to be assessed one at a time, and be given comp values based on what they can actually do. This can be easily done by way of a simple computer program and someone dedicated enough to carry out the calcs.
You have to figure out how you are going to weight everything, and this as always is the most controversial part. If done correctly... list design suddenly becomes much more open-ended and fluff-friendly. For example, jungle swarms are pretty widely held as a "fluff choice", because of how they perform on the table compared to their points. Well, once the comp-weights kick in, it should be feasible to use jungle swarms so long as you can perform some tactically useful function with them, as in the long run they will help you win out by helping comp.
So all of the army books have these new comp values attached to each possible choice based on what they can actually do. Now comes the tricky part... developing a user-friendly application that can quickly generate the comp score of any list. If done right, the tournament organizer should be able to plug a submitted list into the program in a couple minutes and come out with an adjusted score.
So now, the TO has the comp weights of each list. The highest score is the hardest list, and it sets the standard for the tournament. This list has a value of "1". If someone turned in a list with a comp score that was half of the hardest list, they'd be at a "0.5"... and so forth. Scores for each battle are determined as follows:
VPs scored * (Opponent's Comp/Your own comp)
If you manage the following VPs against the player with the toughest list with your own list which is a .5, it would look like this...
(You scored 458 VPs, opponent 512)
You: 458 * (1/.5) = 916 final
Opponent: 512 * (.5/1) = 256 final
Now keep in mind, a .5 would be only "half as nasty" as the hardest list in the tournament. I expect that there will still be the charlatans who will intentionally build the weakest army in existence and just dance around and deny points as much as possible. An easy way to nip this in the bud would be to set a point value range for the tournament... so under this comp system you could set the point value of the tournament at 2000-2250 for example. This would prevent someone from turning up with a 500 point harassment force with the intent of taking out a couple targets then trying to grab for table quarters and bank on multiplied comp scores. Also, some lists that are just inherently hard like Daemons can opt to give up a few points to appease the comp gods, maybe taking 2100 points instead of the full 2250. The great thing is, the system would be so flexible it could handle it all.
This type of system would allow for players to use the full range of an army's models and still be "in the running" for generalship... so long as they know how to play the game!
Now... somebody start putting this into practice!
So I got to thinking about how the problem could be fixed once and for all, and of course my solution involves crunching tons of numbers! Once this project reaches its completion however, all of the current army books would forever be assigned their own set of point values, and you'd never need to do them again (until the book was re-released).
What it boils down to is this: we have to "fix" the books GW has released. I don't mean that we change the actual point values of everything, that would be insane because of all the different point rules GW has in place. Each model firstly needs to be assessed one at a time, and be given comp values based on what they can actually do. This can be easily done by way of a simple computer program and someone dedicated enough to carry out the calcs.
You have to figure out how you are going to weight everything, and this as always is the most controversial part. If done correctly... list design suddenly becomes much more open-ended and fluff-friendly. For example, jungle swarms are pretty widely held as a "fluff choice", because of how they perform on the table compared to their points. Well, once the comp-weights kick in, it should be feasible to use jungle swarms so long as you can perform some tactically useful function with them, as in the long run they will help you win out by helping comp.
So all of the army books have these new comp values attached to each possible choice based on what they can actually do. Now comes the tricky part... developing a user-friendly application that can quickly generate the comp score of any list. If done right, the tournament organizer should be able to plug a submitted list into the program in a couple minutes and come out with an adjusted score.
So now, the TO has the comp weights of each list. The highest score is the hardest list, and it sets the standard for the tournament. This list has a value of "1". If someone turned in a list with a comp score that was half of the hardest list, they'd be at a "0.5"... and so forth. Scores for each battle are determined as follows:
VPs scored * (Opponent's Comp/Your own comp)
If you manage the following VPs against the player with the toughest list with your own list which is a .5, it would look like this...
(You scored 458 VPs, opponent 512)
You: 458 * (1/.5) = 916 final
Opponent: 512 * (.5/1) = 256 final
Now keep in mind, a .5 would be only "half as nasty" as the hardest list in the tournament. I expect that there will still be the charlatans who will intentionally build the weakest army in existence and just dance around and deny points as much as possible. An easy way to nip this in the bud would be to set a point value range for the tournament... so under this comp system you could set the point value of the tournament at 2000-2250 for example. This would prevent someone from turning up with a 500 point harassment force with the intent of taking out a couple targets then trying to grab for table quarters and bank on multiplied comp scores. Also, some lists that are just inherently hard like Daemons can opt to give up a few points to appease the comp gods, maybe taking 2100 points instead of the full 2250. The great thing is, the system would be so flexible it could handle it all.
This type of system would allow for players to use the full range of an army's models and still be "in the running" for generalship... so long as they know how to play the game!
Now... somebody start putting this into practice!