Valkyrion Posted September 4 Share Posted September 4 Next weekend I'm playing a 1700 vs 2000 point game due to a communication error (it's a long story). We're going to play the game as the Emperor intended, but give the 1700 point player 300 points worth of bonus CP. We're torn between doing one of the following; The 1700 player starts the game with 3CP. This should allow him to defend against 300 more points if going second, or punch up if going first. However, if opens up the possibility of doing impossible things with 5 CP potentially available all at once after the command phase CPs have been awarded - something normally impossibly to achieve therefore it could have unintended consequences. The second choice is to award the 1700 player 2 CP's in their command phase instead of 1. This gives 5 CP over the course of the battle. The final choice is to award the 1700 player one free Command Reroll per player turn instead of bonus CP. In effect, this gives 10 CP over the course of the battle but can only be used on a specific thing. Any opinions or better ideas? Link to comment https://bolterandchainsword.com/topic/388473-how-many-points-for-a-command-point/ Share on other sites More sharing options...
Lathe Biosas Posted September 4 Share Posted September 4 If you are worried about excess CP generation, there are alternatives. 1. You could just give the lower point player the option of taking the first turn (before any armies are deployed). 2. One thing we did for fun was allow you to add one KEYWORD to a unit for every 100 points under your opponent. Yes, I've seen a Baneblade with FLY. 3. For Every 100 points under, hand out a free Strategem card. Like Insane Bravery, Overwatch, or Explosives, that can be used once per game at 0CP cost. 4. You can allow the player with the lower points to add a single ABILITY to any BATTLELINE unit in their army. Like Stealth, or Scouts. 5. The Blessing of Tzeentch. Before the game begins roll 1d6 for every 100 points you have less than your opponent (ie. 300 points less equals 3 dice rolled). Keep these dice separated. Once per game turn you can swap one of the "Blessing of Tzeentch" dice you rolled with any dice rolled by any player. Once a "Blessing of Tzeentch" dice is used, it is removed from the game. ☆☆☆ Just some fun alternatives. We've used a couple of these when players have uneven armies. Have fun! Ulfast, Valkyrion, Xenith and 1 other 4 Back to top Link to comment https://bolterandchainsword.com/topic/388473-how-many-points-for-a-command-point/#findComment-6185555 Share on other sites More sharing options...
ThaneOfTas Posted Monday at 03:17 AM Share Posted Monday at 03:17 AM Could try setting up the Terrain so that it is skewed in the lower point players advantage. Link to comment https://bolterandchainsword.com/topic/388473-how-many-points-for-a-command-point/#findComment-6185825 Share on other sites More sharing options...
Valkyrion Posted Monday at 05:57 PM Author Share Posted Monday at 05:57 PM Between us we've come up with this; Once per battle round, the player with fewer points can use a Core Stratagem with a 1CP discount. When we play the game, we're going to roll a dice to see who has the 2000 point army and who has the 1700+Core Bonus so we reached this decision with impartiality. We'll see how it goes! DemonGSides 1 Back to top Link to comment https://bolterandchainsword.com/topic/388473-how-many-points-for-a-command-point/#findComment-6185878 Share on other sites More sharing options...
Xenith Posted Monday at 10:50 PM Share Posted Monday at 10:50 PM (edited) 8th ed maths had a CP being worth about 20points, but they were used for less then, and you got all 12 up front. I'd say maybe 30 points now that they're more staggered. That's a bonus CP in both your turns, which seems fair. CP have diminishing returns after 9th though as you now only have 6 starts instead of the 30 or so you used to, meaning there worth less. A 300 point difference is a land raider and 2 effective enhancements, which is way stronger than 10 bonus CP in the game. Id say let him have his first 300pts worth of units go into strat reserves after they die. Edited Monday at 10:53 PM by Xenith Link to comment https://bolterandchainsword.com/topic/388473-how-many-points-for-a-command-point/#findComment-6185902 Share on other sites More sharing options...
Lathe Biosas Posted Tuesday at 03:59 AM Share Posted Tuesday at 03:59 AM One other "fun" thing we routinely do requires a GW scatter die. We call it Winds of Change. Each player can reduce 50 points from his maximum to gain a Winds of Change roll. (ie. Playing with 1900 points instead of 2,000 would grant you two Winds of Change Rolls) During your Command Phase, you may use a Winds of Change Roll. Select any unit (yours or your opponents) and roll 2d6 and the Scatter die. The unit moves in the indicated direction. If a "Hit" is rolled, the unit moves in a direction chosen by your opponent. (Tzeentch's plans are different from your plans) The owner of the unit decides how the unit is placed, but at least one model must be on the spot determined by the Winds of Change. Xenith 1 Back to top Link to comment https://bolterandchainsword.com/topic/388473-how-many-points-for-a-command-point/#findComment-6185907 Share on other sites More sharing options...
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