For those joining us. I will rephrase my position on the issue.
Banding makes it so day 1 power armies play amongst themselves. Fluff armies play amongst themselves. Then mixing it up day 2 just like every other tourney.
Band 1 power armies will not have to face "too weak and unfun" band 3 armies day 2 any more than they normally would. Were trying to give band 3(Ogre for ex. ) armies a fighting chance vs band 1(daemons for ex. )
Thats no easy task. The power difference between a band 2(a decent HE army) vs Band 1 is just enough that I feel picking sides, choosing turn and seeing enemy deployment will put them on the same level. Yes....seeing enemy deployment is powerful.... it needs to be to compensate.
But those benefits arent going to save a band 3 fighting band 1. I feel that in addition to those things listed in a 1 band difference should be in ADDITION to something extra. For a 2 Band difference(only possible 1 vs 3) a bump in game result would just about do. So a loss counts as tie and tie as a win.
Its better to keep the conversation going on this forum. But the comments I will be quoting come from here.....
http://tekbot.com/warhammer/viewtopic.p ... c&start=50
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And keep in mind that we do a form of seeding based on judged comp scores. This may need some tweaking, though by looking at your scores it looks like all the harder lists you played were players that didn't do very well.
If the Buckeye system, it is the opposite. If you do well against poor armies you'll play the best of the other bands. Not only do you play a tougher list, but also a better player. I am not one to shirk a challenge, but we are looking at ways to try and make this event better for everyone
why is a tougher army automatically a better player? The worst players I have ever seen at a WHFB have been daemon, VC players. There are good players with those armies too. But if I want to find bad players thats the first place I expect to find them. Every other army power level seems to have an even distribution of player skill.
The first place I would look for good players would be at well built lower power armies (tombking, ogres, beasts etc. )
A band 3 player may kick ass day 1 vs lower power armies but its a tournament> I would expect him to fight in the top tournament score range towards the end. If he wants to win thats the way it has to be. Were trying to artificially boost their chances in those tough matchups. So we can get the top scorers to face each other across the table. Not use technicalities to pull of a tournament win while avoiding each other.
by your method the band 3 player kicking ass will continue to fight the lowest level of competition and possibly walk away with the tournament. To my competitive sensibility that doesnt seem right that the tournament leaders might never face each other across the table.
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So if we get a lot of people wanting the band 2-3 option and only 4-6 that want to bring band 1, do we ask those 6 to change their lists and just go with 2 bands? Seems better than pushing the top 6 from band 2 up
I would recomend a considerably altered version of how the system works. Taking some of mikes idea about seeding and combining it with the band system. Heres what Im thinking.
1) currently a panel of independant judges gives the armies a score ranging from 1-10. This ends up being some value like 6.3. Perhaps round it to the nearest 0/.5 so that 6.3 becomes 6.5 and 6.2 becomes 6.0
2) This score determines who fights who game 1
3) game 2 onward take battlepoints + this score to determine who fights who(similar to mikes seeding but without any possible backdoor politics, personal opinions etc). People can see their battlepoints and army ranking after each game and know exactly who theyll fight(with the caveat that they cant play someone a second time).
4) this is where the banding system rears its head. A difference of 3 army ranking(2.5 vs 5.5)= choose side, enemy deploys 2 units to 1, choose turn. A difference of 6 army ranking(2.5 vs 8.5) is all the advantages just mentioned AND a bump in game result. Tie becomes win for example.
One problem I may see is if the judges dont use the full scale of 1-10. If a weak OK army is still ranked 2.5 and a killer daemon army 8.5 that means a weak OG army scored 3 will never get its second bonus.
So either the judges have to be very conscious that a killer daemon army should be ranked 10(or 9.5 min) and a weak OK army 0 or .5. OR the difference between army rankings needs to be made smaller to get those bonuses.
So maybe a difference of 2 army ranking = 1st bonus and 4 army ranking= both bonuses.
5) the advantage of using the pure army score to determine bonuses is we avoid the low end of band 1 fighting the high end of band 2 but getting hit with all the 1 band disadvantages.
the other advantage is we no longer have to "fill" bands. We can have 2 OTT daemon players and 45 OK armies and the tournament still works.
6) and if thats not enough

We have scenarios and hell....lets throw in Marauder style cards( I love those things) but then Im crazy like that.
All this tweaking may be a bit much for people who want to keep the game as pure as possible. But for me its pure fun. Ive been playing this game for a long time. Id love to incorporate all these new inputs into my army design. And if I can navigate the system well enough I get a win. Someone who puts more thought into their army vs the system gets the win.
This helps even out the field from the newb daemon players vs the pro OK players. You have 10 powerdice of tzeentch magic and a LoC? The scenario halves fly movement and I use the drain magic card

My balanced army is coming for you. Go ahead, the scenario affects my one eagle and your card makes my 2 warmachines shoot on 4+, no biggies I still have 2000pts of army unaffected.