I have a serious doubt about SW:A's campaign mechanism. I know it's a bit early to question that, but I had some free time today so I gave it some thought...
So you get 100 for recruiting or rearming after each game, right?
If you want you can add 100 by sacrificing a promethium cache.
My question is: why would you not do that after at least the first three games?
This is a game in which your soldiers don't evolve much. You only get one progression for one soldier after each game. And it's not dependent on what happened during the game and you're more likely to get skills than stat increases anyway. So the differences between teams is going to be mainly based on numbers and equipement.
So why would anyone not want to get the strongest team asap, and do their best to stay on top from then on? In Necromunda big gangs eat up a lo of ressources, but this seems conspicuously absent from SW:A.
Of course, it all depends on the gaming group. But say you have 5 guys in yours. Let's say one of the guys starts systematically sacrificing his promethium caches to recruit twice as many members as others after each game. After three games, assuming the other four don't imitate him his team would have at least 3 more members than anyone else, 6 if he's playing a team with cheap guys like chaos cultists or neophyte initiates (taus are a bit special).
So sure, he would have 3 caches less than the others. But what the heck, he should be reasonably certain to win the huge majority of his games from then on. And since the winner usually gets D3 caches, he should be able to catch up with the others quickly and keep up his recruitment rhythm as well.
In a nutshell:
- At the beginning of a campaign one should systematically sacrifice a promethium cache after a game if possible to recruit/rearm.
- This may mean that teams that can recruit two members for 100 (chaos and genestealer cult) may very quickly end up with a huge advantage in numbers.
Now the genestealer cult has a 15 member maximum limit and the taus have a a 10-member maximum, but I haven't seen such a limit for chaos, and I don't believe there'll be one for orks. So I'm already wondering whether the campaign mechanism actually works or whether from the start some teams have the potential for an auto-win...
I'm aware you don't get your whole team for every scenario, but both orks and genestealer cults have an advantage even when they have random numbers so they should be all right. Chaos could always use CSM for missions with limited numbers.
And while we're at it, the teams aren't balanced between one another imho which should make matters worse:
- Because of the above, teams whose basic members are more than 100 points are at a disadvantage because they have to sacrifice a cache to recruit a new member or replace a casualty. I'd say that's pretty bad for grey knights and harlequins. Perhaps less so for 'nids because they're almost unstoppable.
- Dark eldar wyches and tau pathfinders somehow strike me as -slightly- less powerful than other teams. The wyches are too fragile and have no firepower without agents ; the taus are obviously weak in HtH and have only Ld8 on their leader (also, I think being limited to 10 members is bad).
So I dunno... At a glance I'm skeptical about this campaign mechanism. Do you guys think it will work?
So you get 100 for recruiting or rearming after each game, right?
If you want you can add 100 by sacrificing a promethium cache.
My question is: why would you not do that after at least the first three games?
This is a game in which your soldiers don't evolve much. You only get one progression for one soldier after each game. And it's not dependent on what happened during the game and you're more likely to get skills than stat increases anyway. So the differences between teams is going to be mainly based on numbers and equipement.
So why would anyone not want to get the strongest team asap, and do their best to stay on top from then on? In Necromunda big gangs eat up a lo of ressources, but this seems conspicuously absent from SW:A.
Of course, it all depends on the gaming group. But say you have 5 guys in yours. Let's say one of the guys starts systematically sacrificing his promethium caches to recruit twice as many members as others after each game. After three games, assuming the other four don't imitate him his team would have at least 3 more members than anyone else, 6 if he's playing a team with cheap guys like chaos cultists or neophyte initiates (taus are a bit special).
So sure, he would have 3 caches less than the others. But what the heck, he should be reasonably certain to win the huge majority of his games from then on. And since the winner usually gets D3 caches, he should be able to catch up with the others quickly and keep up his recruitment rhythm as well.
In a nutshell:
- At the beginning of a campaign one should systematically sacrifice a promethium cache after a game if possible to recruit/rearm.
- This may mean that teams that can recruit two members for 100 (chaos and genestealer cult) may very quickly end up with a huge advantage in numbers.
Now the genestealer cult has a 15 member maximum limit and the taus have a a 10-member maximum, but I haven't seen such a limit for chaos, and I don't believe there'll be one for orks. So I'm already wondering whether the campaign mechanism actually works or whether from the start some teams have the potential for an auto-win...
I'm aware you don't get your whole team for every scenario, but both orks and genestealer cults have an advantage even when they have random numbers so they should be all right. Chaos could always use CSM for missions with limited numbers.
And while we're at it, the teams aren't balanced between one another imho which should make matters worse:
- Because of the above, teams whose basic members are more than 100 points are at a disadvantage because they have to sacrifice a cache to recruit a new member or replace a casualty. I'd say that's pretty bad for grey knights and harlequins. Perhaps less so for 'nids because they're almost unstoppable.
- Dark eldar wyches and tau pathfinders somehow strike me as -slightly- less powerful than other teams. The wyches are too fragile and have no firepower without agents ; the taus are obviously weak in HtH and have only Ld8 on their leader (also, I think being limited to 10 members is bad).
So I dunno... At a glance I'm skeptical about this campaign mechanism. Do you guys think it will work?
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