Quote:
A suggestion for a strategic bonus could be that the higher band player has a 6" deployment zone instead of 12". That way they have a bit further to go...
In the end the higher band player choses what strategic bonus to use
Is this in conjunction with some of the other things weve discussed?
Quote:
You would also need some sort of advantage against demons & VC's in band 1. I am not sure what to do about. Maybe something like the Evil Eye like I am proposing for the Marauder.
do we need bands? we can just leave the judges scores that would have been used to put people in bands. Without trying to split the tournament into 3 even groupings.
The problem with bands is the top of band 2 and bottom of band 1 might be pretty close in power but band 1 guy gets hit with all the disadvantages. Using army comp score to determine band advantages is more fair. And easier on tournament organization.
Quote:
The feedback I get is band 3 guys want to be in band 3 to avoid the hardcore stuff for at least 3 games. This would only do that for 1 round, then we are just like other tourneys
army score to the rescue again

The seeding will put people with soft armies up against soft armies early in the tournament. As someone continues to score well(propped up by the semi- band bonuses) he will move up in the tournament power level. So that by game 5 he should be facing off against the tournament leaders.
Players with softer armies and more mediocre results will spend the tournament playing armies/players of similar temperment.
If we make the comp score a big enough component of the comp score + battlepoints seeding equation we can make it so band 3 doesnt face band 1 until day 2. Example
Make army comp out of 20 possible points. loss= 0pts, draw= 5pts, win = 10pts + scenario bonuses.
Daemon/VC player has an army comp of 18. Daemon/VC player loses game 1 and gets 0pts
0pts + 18pts= 18pts
OK player has an army comp of 2.5 and scores a massacre + scenario pts for total 13 battle points
2.5(army) + 13 battle points = 15.5pts
So after the first round, OK player still has no chance to face off against VC player even with complete opposite battle point results. Only after game 2 results, if the OK player outperforms the VC player could they face each other in game 3.
And even then the OK player is facing most likely a weaker player and he has his banding bonuses. Ive already stated what bonuses I think there should be so I wont again.
I dont think 6" deployment does anything significant. 18" is only vaguely helpful if your facing a mage/gunline. And as far as I can tell most power armies arent. Most are punch you in the face strong. Not avoid you strong. So running to them faster isnt going to do much.
Usually in a 2 band power level difference you want to keep the higher band at arms length. 6" deployment zone is somewhat in that vain but youd definitely want more. Other options are 3 units have movement penalties. Enemy deploys first, choice of turn, deploy 2 to 1 units, choose sides.
And no matter how you do deployment some armies just cant handle the opposition. So bonus pts or bumps in game results are good.
There shouldnt be any worry about missing out on bonus pts for several reasons
1) no one is getting bonus pts game 1 since seeding pits armies close together
2) no one is getting bonus pts game 2 because seeding will keep players within 1 band which doesnt give bonus pts. Just game advantages.
3) by game 3 some people might start earning bonus pts but theyll also be facing harder armies. Possibly scoring less tournament/scenario points
4) by round 4 and 5 the tournament leaders should be playing each other. These are games where victory will be stacked in the higher band players favour even with advantages to lower band. The easier victory is your reward for bringing the harder army. The bonus pts are the weaker army players reward. Take your pick when turning in armylists and signing up.
in round 4 and 5 middle table players will be earning bonus pts too but that wont matter much because their middle table and dont threaten the top standings.
Of course thats from my perspective. Which is that only the top standings say much about who did well. Anything can happen that puts one player 10th and another player 30th. Theres a lot more to be said about 1-5th
But no matter what. Each player has the option of bringing a low comp army(low comp being preferable here). So if their missing bonus pts theres only one place to point the finger. Theres only one army that might never reach low comp short of insane bad army decisions and thats daemons. And army of unheralded plaguebearers is still a tough nut to crack that probably still ends up high single digits or low doubles.
I was also thinking perhaps cap list resending down to 3. You can send in 3 times and then choose whichever you prefer. That way we dont bog down judges with a stream of lists as each person tries to get their list down on comp