Monday, February 2, 2015

40K GT Ruling Finalization - Plus

Registration went ... really, really well yesterday. It's still ongoing today, of course, and over the next 7 months leading to NOVA. But we sold more yesterday in 4 hours than we did in all of February 2014. Lots of things are selling out, folks. SuperNOVA bags sold out - all 100 of them - in exactly 51 minutes.

For the 40K GT ...

Forgeworld ...

... is legal, but all Forgeworld units, items, etc., carry a 0-1 restriction. This applies at the unit, item, etc. level. If you find a way to apply Forgeworld rules or items or anything else to a non-Forgeworld unit, that unit is considered Forgeworld for purposes of the 0-1 restrictions.

This will become more refined as we go forward, to prevent loopholes. More importantly, we will be spending the next month assessing major problem units and, where necessary, excluding them from the GT.

The rationale here is three-fold. There's still a lot of evidence (and we'll be watching other FW-inclusive events like LVO, especially since a lot of hardcore list-crackers from the East Coast are attending this year) there are some major problem FW units. Still, there are major problem units throughout the game. There's a lot of evidence the game gets more complex and difficult to prepare for if you add FW ... but GW is adding more complex and multi-source rules to the game nearly every week as it is.

Either way, we'll keep special note of rules as they release and rules at present and curtail *major* problems as/if needed. This won't be a rolling process right up to the start of Round 1. We plan to finalize any restrictions by March 1, alongside the release of a fully updated FAQ and Mission Pack. Anything thereafter will be focused on new release rules.

Lords of War ...

... are legal if they are not a Super Heavy or Gargantuan Creature. Yup. The feedback wasn't very positive even about Knights last year, but in the events we allowed them (mostly casual to boot) they were aggressively shot down as being undesirable, to the point the Narrative's been considering either no Super/Gargs or a very restrictive list of them. We'll be keeping them out of the GT for this year. That said, Codex/non-SuperHeavy/Gargantuan Lords of War will be legal without issue (i.e. Logan). ALSO, KNIGHTS WILL REMAIN LEGAL.

Army Construction ...

... will simply be restricted to no more than 2 Detachments. Some Formations/Detachments *could* in theory be restricted, evaluated by March 1 (and ongoing for new ones) in the same fashion as Forgeworld above. Adamantine Lance is in the crosshairs right now, and we're taking time to playtest and look at the Decurion Detachment.

17 comments:

  1. At what point will the rules for the GT be 100% finalized? I would really really really like to attend NOVA this year, but I am having trouble overcoming my fear of "What are the NOVA missions/comp/FAQ gonna look like?"

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    1. Closing. FAQ and highly limited list of restrictions by March 1. Rules in this post are final. Missions will be next revision of ones used by nova last year, then heavily updated for 11th co GT. So, nearly there and you have a good idea already.

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    2. Where can I find the 11th Co GT mission packet?

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    3. I'll update our draft primer this morning to ease your searches.

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  2. What is funny is that the Gargantuan Creature that people seemed to hate on the most (the C'Tan) is no longer a Gargantuan Creature.

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  3. Wait, so is iKnights okay for the GT or not?

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  4. Seems like pretty reasonable restrictions, though if I can make it this year it'll be with a fluffy list so I'm not all that concerned with what other people bring (I've got neither the time, money, or desire to keep up with the latest competitive builds so I'll happily relegate myself to the lower tables).

    One question I had about the Mission packet. How are you dealing with the non-standard sources of VPs? It says VPs from warlord traits go towards tie-breaker (which I really disagree with), but there's a number of other ones out there (Ethereals, Assassins, Corpsethief Claw, etc.). Throwing them all into tie-breaker, basically marginalizes some of their biggest draws (or drawbacks in the Ethereal's case), and also a big part of what makes them interesting, to the point of meaninglessness. Maybe just cap extra VPs from all sources at 3, but they can't take your score above 15? That way they still keep some of their flavor, but can't run away with the game all on their own.

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    1. We're actually working this! Is a good point.

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    2. Glad you're on it already. Another thing I noticed (which you're probably also aware of already), for the Strike the Rank and File secondary objective (ie: kill troops), what happens if you don't have any troops in your army? I'll probably be bringing a Haemie Coven army which doesn't even have access to troops. Elites are clearly the "Rank and File" from my army, but as the objective is worded I can't tell how that'd work (would I auto-give that objective, or would it be impossible to achieve).

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  5. >If you find a way to apply Forgeworld rules or items or anything else to a non-Forgeworld unit, that unit is considered Forgeworld for purposes of the 0-1 restrictions.

    Can this be clarified? Example: IA13 allows Chaos Marines to take Dreadclaws as a Dedicated Transport.

    Does the Dreadclaw become the 0-1, or do Chaos Marines become the 0-1?

    Likewise, it's safe to assume that FW lists (specifically: Renegades & Heretics) are a no-go?

    Likewise, safe assumption that FW armylists are a no-go (more specii

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  6. I think the counts as FW thing is for stuff like the autocannon turret on a chimera. The chimera is a non-FW unit, but there's an option in IA for an autocannon turret. Taking said turret turns that particular chimera into a FW unit, thus it is 0-1.

    However I can see that as problematic in the case of FW chapter tactics and FW space marine characters. If you wanted to play Raptors or Red Scorpions you'd be forced into a highlander list of sorts, because most all the units would have FW rules. Would really limit the detachment that had Servn Loth, for example.

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    1. Another potential "huh" would be whether Zhadsnark would be allowed for Orks, or whether or not Orks can do mass Bike lists again.

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  7. Another issue that I see is that the rules for the main 40k books are easily accessible by simply walking into most stores that sell GW products, or buying a digital copy of the book for the same as the standard book price. Legal access to the forgeworld rules is significantly more difficult as it requires the purchase of a book that costs significantly more than a codex. I am very disappointed that the nova open is leaning this way for the GT. If this is going to be the ruling then I have no choice then to spend approximately $800 on books just to have the rules so I can prepare for the GT so I know I'm not being cheated and so that undue amount of time isn't spent on me looking at the rules inside the textbook sized books that make up forgeworld during the game.

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