Friday, February 26, 2010
IA Rules in a Tournament Setting
There are a couple of things that motivate me or concern me regarding IA rules. First, I don't think they hit all of their marks.
The capacity, for instance, to take Vendettas or Valkyries as dedicated transports for a minor investment of 105 (b/c you'll always take 2 melta) points on a storm trooper squad is over the top in a competitive sense. Why, you ask? The Imperial Guard Fast Attack section is rife with potent choices ... even the basic sentinel with the new outflanking rules and their low cost is a brilliant unit. Vendettas and Valks currently provide much needed competition with those slots. The capacity to take 3 vendettas (for example) and still take hellhounds or devildogs or what-have-you is nuts. Additionally, 5 point autocannons for Chimeras? While the autocannon is statistically similar to the multilaser against most targets, it's far different in its capacity to screw with an opponent's target priority and threat assessment - a problem that guard already presents in spades.
You're correct that some of the IA changes most assuredly bring the older codices into a more competitive place, and it's a problem in the hobby that the older ones have a far more limited spectrum of competitive builds. What you don't want, however, is for the allowance of the rules to make already dominant codices even better. A conundrum.
What this boils down to is that the top finishers at my event will qualify for Vegas, just like the rest. The Vegas tournament is a GW run event, and presumably we would want to qualify the best people for it ... so the kinds of things I ultimately allow will be influenced when more info about THAT event starts showing up on the e-mail list that the nation's circuit qualifying tourney organizers are on. I'd be curious about peoples' input on IA inclusion, either way. - Mike