What to Do About the Skew: Fixing 'Skew' Legions for Competitive Play

 

They're not the only issue here, but they're probably the worst offenders

Last article, we looked at some difficulties with the ‘skew’ Legendary Legions Games Workshop have recently been putting out: specifically, the Black Riders, Vanquishers of the Necromancer, Fall of the Necromancer and (kind of) Breaking of the Fellowship. I won’t recap that article too much, but I ended up deciding that there were some real issues with the design of these Legions, even if these issues are easy to overstate. So how to resolve these problems? Let’s dive right in with the first possible solution…


Solution #1: Ban Them All

Go join Tom and Goldberry in the Naughty Corner

What is it?

Banning these Legions from tournament play. No ifs, no buts, just gone.

 

Would it help?

Well, it would definitely mean no one has to deal with the Vanquishers anymore.

 

Would it hurt?

Absolutely. This is the nuclear option, and, in my view, a really bad idea. Firstly, it would mean losing all of the benefits I identified last week that Legions like this bring to the meta. Secondly, it’s going to hurt a specific handful of players a lot, and really undermines the last two supplements Games Workshop has released. Thirdly, there will probably be more skew Legendary Legions released in future, and the more of these we ban, the greater the divergence between the ‘official’ metagame and the tournament metagame. That will make it increasingly hard for Games Workshop, or anyone else, to balance the game.

Finally, it sets a dangerous precedent. These Legions honestly aren’t that bad for the game, at least relative to the kind of tricks yellow alliances and even some pure lists can get up to. As I mentioned last week, skew exists in many forms, and is there really anything fundamentally more oppressive about the Vanquishers than a hundred Goblin Town models swarming the objectives and waiting till the game ends? So it becomes very difficult to identify a stopping point, and we’d likely end up in a radically different and much more confused position than we started.

 

Overall Assessment?

This ain’t it chief. Maybe we'll end up needing to implement this if nothing else works, but the negative consequences seem sufficiently severe that it's worth trying out the other options first.

 

 

Solution #2: Better Mission Packs

Let's be honest, this probably just shouldn't be on the table

What is it?

By carefully curating what scenarios will be played at tournaments, we can avoid those in which these lists are oppressive or unenjoyable to play against.

 

Would it help?

Partially. Ensuring Contest of Champions isn’t in the mission pack is probably a good thing, and things like Assassinate are generally going to be a rough time against armies like this. Removing those would go some way towards addressing this problem. However, the missions you’d need to stop the Vanquishers being oppressive don’t all overlap with the Black Rider’s nastiest scenarios, so you’d either have to leave the job half done or chop out quite a lot of missions.

 

Would it hurt?

Quite a bit. To start with, it’s putting a lot of pressure on tournament organisers to use their missions to carefully shape the meta. And no matter how well they do so, there’s always going to be lots of collateral damage. A plethora of games that force armies to move around and spread out will impact the Vanquishers, sure, but it will also hammer Iron Hills, Moria, and lots of Elven lists, while massively boosting Goblin Town and Angmar. The resultant shift towards higher model count armies will mean less games finish on time, Fight value is devalued, and cause a hundred other unexpected metagame effects. And chances are we’d still end up with the Vanquishers or Black Riders doing alright, while the Breaking of the Fellowship gets shunted out of contention entirely.

 

Overall Assessment?

I guess it’s probably better than banning the Legions themselves? Still not a great option, at least beyond a casual ‘No Contest of Champions.’

 

 

Solution #3: A Veto System

I'm not much of a patriot normally, but the veto system makes me proud to be an Australian

What is it?

Under this model for choosing scenarios (common Down Under), players will receive three possible scenarios. The Evil player will veto one of these, then the Good player will pick from the remaining two. In effect, it means that each player gets to veto one scenario, and (in theory) you end up playing the one that is the least weighed to either side.

 

Would it help?

Substantially. There are lots of scenarios in which the skew Legions are quite well-balanced and neither too strong nor too weak. If you know you can veto Contest of Champions, ending up on To the Death doesn’t feel half as bad. And if you can guarantee that your Vanquishers won’t be playing Command the Battlefield, then Hold Ground feels very winnable.  

This wouldn’t totally resolve the problem: if you think these Legions are just not fun to play against in any scenario, then that’s going to remain the case with a veto system. And if an army is still too powerful on To the Death and too weak on Hold Ground, then the issue is only reduced rather than eliminated. It would partially mitigate the increased emphasis on matchups and listbuilding, however, as you can use your veto to avoid any scenario your army just can’t handle.

 

Would it hurt?

Arguably. At the top tables, this makes it much easier to get away with a list which can’t handle every possible scenario. That could be conceived as a weakness (it encourages skewed listbuilding over balanced forces in some respects) but it could also be viewed as a strength (increasing diversity in listbuilding so you can win tournaments without 40 models, three heroes, a banner and some fast models). 

At least to my mind, everyone playing a variant on this is hardly something to aim for (Jay Clare)

At the low-mid tables it probably discourages skew lists, because it takes away the scenarios they were going to win almost automatically. It also increases the gap between experienced and inexperienced players somewhat, as the newer players will struggle to work out what scenarios they should veto while better players know it instinctively. Whether that’s a positive or a negative again depends on your own views here I think.

I’d also note that this way of picking scenarios does still encourage players to build lists that can win on any scenario. If you build a Goblin Town list that has no chance whatsoever on Lords of Battle, that means you can’t veto To the Death when you find yourself up against Rangers of Mirkwood. A list that can compete in more scenarios still has an advantage under this model, that advantage is just less pronounced. Again, that may or may not be a good thing, depending on whether you want to encourage variety or balance in listbuilding.

I’d be interested to hear other arguments against this system, but to my mind there’re no unequivocal downsides that don’t depend on perspective, unless you count things like ‘it’ll take an extra couple of minutes to pick a mission at the start of the game.’

 

Overall Assessment?

Honestly, I may be biased, but I think this is what tournaments should be doing anyway, so the fact that it also would help mitigate the unpleasantness of facing skew lists is pure gravy to my eyes.

 

 

Solution #3: Tweaking Their Rules


What is it?

In effect, this would involve FAQs and a shift in design perspective on these Legions to try and make them less skewed in how they play. Simply allowing them to take warrior models obviously isn’t a great option, but a similar effect could be achieved by giving them rules that help them play objective games better, in exchange for stripping away a few other bonuses that make them oppressive in killing scenarios. Something like:

All friendly models from this Legion count as two models when determining who controls an objective or has the most models within a certain area.

You could hand that out to the four all-hero Legions, stripping off or tweaking a special rule from each of them in return: maybe limiting the stacking Harbinger to -2 for the Black Riders, or capping the Wizards’ Attacks at 2 for the Vanquishers. There are a million different nerfs you could couple with this, but the key thing is that because of the above rule, you can go harder with the nerfs without removing the army from tournaments entirely. 

The wording or effect of the rule itself could be modified for different Legions if you wanted, but the important thing would be making these Legions more able to engage with objective games and less of a negative play experience when they’re free to just kill stuff. You could even include a rider that they also count for double in killcount games, so Wounding a Vanquisher in Lords of Battle would give you two Wounds for your tally. That would make the two games that these armies most dominate (Lords of Battle and Contest of Champions) a little more balanced for everyone.

Contest of Champions against these guys would probably still be a painful experience, but maybe a little less so

The point I'd like to emphasise here is that handing out this buff enables us to nerf the Vanquishers (and the other Legions) more than we otherwise could without totally removing them from competitive play. We certainly could just prevent the Vanquishers from casting in combat, but that would basically have the same effect as banning them from tournaments entirely. They'd struggle even more in Domination, and now wouldn't be very good at Lords of Battle either. For the reasons I went through last article and above, I think that would be a mistake, and this more nuanced approach is a better option.

Future all-hero Legions could either follow the same approach, or they could integrate it more smoothly via alternative rules that helped with objectives or mobility. I’d like to quickly note that when I was wishlisting for the Fall of the Necromancer, both my Vanquishers and Rise of the Necromancer Legions had less raw power but a lot more mobility, which would have made those Legions feel less skewed than they are now. So it definitely is possible to do this, it just requires a little creativity in Legion design; and given how cool the rules received by the Vanquishers, Black Riders and Fellowship Legions are, I think this is definitely something the design team are capable of. 

 

Would it help?

To a large degree, yes. This would make the Legions less oppressive in killing scenarios and better in objective scenarios, which is kind of how they should be. It should make them a little more fun to play against if some of their most unpleasant rules were stripped away, and would somewhat mitigate the premium they place on listbuilding counters. Maybe if the Vanquishers weren’t capable of beating you up with all of their models then you’d feel less need to bring the Lady of Light along, which would be positive as well.

 

Would it hurt?

Somewhat. While not the nuclear option, it’s definitely a bigger shift than other fixes, and one which would have to be done entirely by Games Workshop in order to have any legitimacy. Making substantive changes via FAQ is always something to avoid where possible, and I think Games Workshop would need to see some pretty serious issues before this was rolled out. Whether we're seeing those issues so far is up for debate, but it definitely seems like we might end up needing this. Of course, as a prospective design philosophy for new Legendary Legions it has almost no downsides, so that should definitely be on the agenda.

 

Overall Assessment?

I really don’t hate this solution, but I think I’d lean first towards the veto system and see whether that adequately resolves the problem. If not, this slightly more dramatic move might be in order.

 

Given what I've experienced with them so far, I think the big changes probably will be necessary at some point

This brings us to the end of my two-part editorial on the ‘skew’ Legendary Legions. In passing, I’d like to briefly note that almost all of the words spilled in these articles would apply equally well to other kinds of skew, like massed archery lists, massive hordes or hyper-elite yellow alliances. The further a list diverges from the average, the more likely it is to create easy wins and losses, alongside negative play experiences. It’s why I believe the veto system is far and away the best option here: it addresses the larger problem of skew more generally, instead of just the narrow, all-hero version I’ve otherwise confined myself to here. Other fixes, like the FAQ I proposed, could be implemented as needed, but I think a veto system or something like it should be the competitive community’s first port of call.

I just really like the veto system!

I hope you enjoyed these two articles, and that they got you thinking about the future of the game and the part skew lists can play in it. As ever, I’d love to hear your thoughts below, on Facebook or wherever you found this. Next week we’ll be back with some less controversial material (unless someone is particularly annoyed by my Fantasy Fellowship series for some reason).

Until then, may your matchups always be tight games!

Comments

  1. I think the veto system is great - we'll be using it in our next Grand Tournament in the spring. While you can say, "Well, I never have to worry about playing ", I think it opens up certain models as viable in tournament play (you don't worry so much about bringing Denethor if you know Contest of Champions is out of the question). I do think that tournament directors should use the Matched Play Guide scenario pools to inform the kinds of missions they choose - have too many from one pool will skew the results of the tournament to favoring armies that slant heavily towards those missions. Part of list building, though, is understanding your tournament pack and if those missions are known ahead of time, that could make certain players favor certain lists (and woe betides the person who doesn't look ahead). If the scenarios are not known, but the pools are known, you can plan ahead that way too.

    While the FAQ method will probably be chosen, I actually think it's the worst of the options (even beyond banning them). Erratas for Legions are proof that the Legion wasn't thought through completely - that the "rule of cool" won over the "rule of balance." Whoever thought it was a good idea for a Ranger list to be able to get 50 bows into a 550pt game clearly hadn't played against it much. Anyone who didn't think about using bombs to auto-kill most of their army on the first turn of the game so they could quarter themselves while holding most of the objectives also hadn't experimented much. I'm coming down hard on this, but quality assurance is important for all products. Rules sets for "competitive" war gaming certainly qualifies - and while the Legion could be errata'd, I'd rather that GW just say, "The Legion is what it is - deal with it." Fixing the Rangers of Ithilien was probably necessary (and maybe a fix for the Vanquishers is needed too), but I don't want that fix to come too quickly - we still need time for the meta to adapt to this new Legion.

    But that comes to another option that could fix this issue: controlling point limits. Tournament directors can pick the scenarios that are used (or have pools, or have three options and a veto system), but they can also control the point limit. The reason Rangers of Ithilien weren't nerfed when Gondor at War was released was because they were "oppressive" at certain points levels (550 and below). Once you got above that, anti-archery models could be purchased and with no heavy hitters (especially if Frodo was left at home), your one trick was nixed. The Vanquishers and the Black Riders are certainly nasty armies to fight against, but that might be due to the points level being chosen (the higher it gets, the more toys these guys can bring to the table).

    The Vanquishers are pretty scary once you get to 650+, but at 600, they've got 3 models (probably Elrond in addition to Saruman and Galadriel). While certainly still hard to deal with, you don't get the mega-healing (up to 3 Renews with Elrond) and mega-knock-down (up to 3 Wraths of Bruinen from Elrond) that you get from having Radagast. If Elrond isn't in your line-up (and you go with Radagast instead), you can both heal once (potentially) and knock people down, but you don't get banners anymore (which means you're one whiff away from a D3 or D5 model taking damage). That seems doable to me.

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    1. Definitely agree with your assessment of vetoes as making some models much more viable, I like the way it promotes list diversity like that. Have you decided on how you're going to set the pools for the veto system (i.e. random trios, the pools from the Matched Play Guide, or carefully curated trios?)? I think there are probably advantages for all three options, and would be interested in hearing your views.

      I have mixed feelings on your views on erratas. On the one hand, I absolutely think we shouldn't be in the position of needing one. Whoever playtested the Vanquishers should have realised that they were going to be too much in killing scenarios, even if they're fine in objective ones, and that the rules should have been retuned to reduce that disparity. On the other hand, that's not really a reason for not fixing things now. If they have stuffed things up badly enough to need a fix, then the fact that they shouldn't have made it this far is a little irrelevant to my mind.

      In saying all that, you're absolutely right that we should give things time to settle first. They're the new hotness now, no one knows how to deal with them, and people aren't really building for them yet. Perhaps in three month's time we'll decide none of this is necessary after all.

      I definitely agree with your final point, that points levels do matter for these guys. The Vanquishers certainly have a few points levels they find annoying (550, 600 and 750 are the obvious ones).

      I don't think they're necessarily bad at 500 points though. While I haven't actually tested this version of the Legion at 500, I've played the version I designed (which is definitely weaker at 500, lacking the sleigh or the casting rerolls) quite a lot, and it seemed really strong. Losing either Elrond or Radagast hurts a lot, but even just Radagast is still probably enough to keep the enemy knocked down almost every turn. And because the enemy likely has much less in the way of magic defence, it's likely much easier for you to do so consistently. It's a different list at 500, and maybe not as strong as 650-700, but it's definitely still viable

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