Thanks for the feedback, please keep it coming.
Having played this year, I have a few ideas myself regarding changes that will
allow my Tau to win next time
hopefully bring some balance back to the event
I will be testing the various scenarios under actual event conditions (eg beer in hand) over the next few weeks whilst I'm on holidays
Originally we changed to the cumulative objective scoring scenario to avoid the last turn objective grab. However this has created the 2nd player turn objective grab issue.
Armourdale 2012 will return to the predetermined deployment zone and I will get my Terrain Committee to build proper objective markers/terrain features. The random deployment used this year slowed the start of the games and gave the team that got the vital objective in their deployment zone a distinct advantage.
I will also review the force size as well, I liked 6000 points but also had trouble playing in a timely fashion. Two of my games only went for two rounds, which mean't I only got two shooting phases in which to unleash heck but more importantly only got 2 beer phases
6000 points allowed me to field a Tau force that could afford to use Markerlights to full effect, but this really slowed the game down. Hopefully 6th edition will make all Markerlights Networked so you don't have to double handle the shooting so much. I also made the mistake of fielding my XV88s and XV8s as single model units which whilst tactically flexible took a long time to play.
I'm also looking at imposing some form of force organisation on the armies. Possibly a maximum number of units such as twenty, which would work out a 300 points per unit on average. My force this year had thirty four units inclusive of dedicated transports.
More to follow...