The Round Table
- Liam “Corrode” Royle
- James “One_Wing” Grover
- James “Boon” Kelling
- Cyle “Naramyth” Thompson
- “Primaris” Kevin Genson
- Jon Kilcullen
- Scott Horras “Heresy”
- Shane Watts
What are your thoughts on the analysis? Was there anything surprising about it? Does this change anything for how you plan for games and events?
As a player there isn't a ton to be done about this but demand enough line-of-sight blocking, more on this momentarily. But if you're heading into a tournament and your plan for going second has been to to 'hope I don't', well, it's certainly a bold strategy but you may want to consider what your army can actually do to minimize a punishing first round - including use of the strategic reserves. If excessive use of CP to save your units in round one feels like too much, you need to balance that against what you're going to do with that CP if you don't have one or two of your key units.
Anyways, I can’t say I’m surprised by the results. The primary missions are heavily skewed towards a first player advantage after contemplating the mission pack for even a short while. Most rebuttals I’ve seen toward top of turn scoring generally center around the idea that, given ‘proper’ terrain the second player can almost entirely mitigate the first player's ability to kill things on the first turn. In my entirely anecdotal experience, any player who’s trying to win events is going to bring lists that are going to deliver a nearly unavoidable low risk first turn punch combined with the ability to keep the pressure on the second player. We’ve seen this in most winning lists with the grav Devastator Drop Pod/Rhino and Eradicators as an almost automatic inclusion for any Space Marines lists. Before we lay the blame at the feet of the lame duck Space Marines Codex, I’d like to point out that there’s plenty of ways for armies to press that first turn and really get up in your grill with near zero risk. A few general ideas that come to mind are: redeployment and reposition special rules, massed indirect fire, first turn charge options, and most effectively... strategies that combine the above. None of those are going away and none of them can be solved by a reasonable ask for terrain.
This doesn’t change my gameplan of how I approach this edition much as of now. For me the plan is the same as it’s been since I racked up my first game of 9e. Deploy as conservatively as possible and hope I lose almost nothing on my first turn.
Something we’ve theorized on is the impact of terrain. It’s clear that none of the tables meet the rulebook guidelines for terrain in 9th. Is this something events need to address? Is it a fair ask?
I believe it’s entirely fair to demand better, quality terrain, or better placement that facilitates balance within the standard competitive environment - but I start to question a mindset that requires more terrain as the most important factor to balancing go-first vs go-second. It’s easy to say that we need more terrain but from what I’ve seen in the early going the terrain has not markedly shifted from 8th edition while the board size itself has shrunk to 77% its original size. Focusing the solutions on terrain above all else places the burden of the go-first balance on TOs rather than the mission designers who created an environment where the “standard” board can no longer constitute a balanced game. The need for more terrain places a logistical and financial burden on the people who are offering to run these events - to buy, make, build, paint, store, transport, and upkeep all of the things that makes us players happy.
The unfortunate reality is that terrain is the most easily addressed option, fair or not. But as Liam mentions, at what point does playability suffer as monsters and vehicles find it challenging to maneuver on a board? In the setups I’ve seen thus far fortifications are already near impossible to place under the GWs rules. Because of the challenge of striking that balance I think TO’s frankly need to break from the standard or recommended terrain setups or keyword placements and experiment with what works with their setups. Forests I think are the most intriguing pieces to me now - they always look good on a table but it's been a long time since they’ve felt particularly useful - give them Obscuring (Ed: and of course rule that they count as being 5" tall). Now you have something that is functional outside of it, functional inside of it (if Dense), and looks great to break up MDF ruin after MDF ruin. They also have the Difficult Ground component that makes them intriguing for the movement penalties - to me they feel like the most flavorful element you could put on a board. I think long, thin pieces that are Obscuring may also start to become more prominent but without them it may become necessary to resurrect the old ITC Level One LoS blocking to help with the problems created by large area footprint Obscuring blocks.
At the end of the day players will demand an answer and GW isn’t going to take responsibility for bad player experiences in games at your typical, local 32-person, 5-round event - so it unfortunately will fall on the TOs to pick up the ball. Fair or not.
Unfortunately, if we’re leaning on terrain to do a lot of heavy lifting for alpha-strike protection, they basically still don’t do anything, because for those purposes only large Area Terrain blocks of Obscuring or Dense terrain really matter, because they’re the only thing that provides a broad ability to protect yourself early on. The best numbers we saw came from the Vanguard Tactics event, which was running tables with extremely heavy coverage of Obscuring terrain, and that’s cool and all, but it isn’t really leveraging anything new, and is probably outside the range of what’s reasonable for every TO to have on every table.
In the immediate term, it looks like TOs need to do the best they can to get as much of it down as possible (such as by designating things like woods to be Obscuring when you might not naturally choose to do so), but in the longer term I wonder if Obstacles need another look, or some sort of additional Heavy Obstacle category that can provide the benefit of cover to a broader range of units might help.
In regards to events and TOs, expecting TOs to scrap the majority of the terrain they already have and spend time/money on a higher quantity of new terrain is fairly unrealistic. Getting terrain ready and available for running events is one of the largest obstacles for a TO, so exacerbating that issue further is going to make events even harder to run/expand. I am not sure what the answer to this problem is, but as a TO, I would certainly like to find it.
That being said, I’m in agreement with some of the other authors that proper terrain is probably the fastest way to begin getting after addressing this first turn advantage. However, I would warn that we don’t want to go too far in the other direction for a number of reasons. It was already extremely difficult to run events in 8e due to terrain requirements, doubling that requirement (when many local events struggled to meet that standard anyways) doesn’t seem like a reasonable thing to demand of people who are volunteering their time and money to keep community driven events alive.
The next issue I’d like to address is that I’ve seen many folks suggest that there shouldn’t exist LoS greater than 18”-24” anywhere on the board. Creating dead space for players to approach a shooty army is very important in the game, but it’s also important that shooty armies… get to shoot. I loved the standard 8e NOVA set up for this reason. It created ways for players to approach and hide from shooty armies while not completely shutting down the opportunity for players to lob battle cannon rounds or trade lascannon shots at each other down certain angles. What’s the point of weapons with ranges over 18” if there’s no firing lanes over 18”? I’ll also second what Shane said, if we really have 18 sizable pieces of terrain or buildings… vehicles’ movement become extremely restrictive and predictable. It’s not like they’re doing particularly well anyways.
I’ll wrap up by summarizing; I think we ought to hold TOs to the terrain standards and expectations of 8e… maybe even a little north or that, but the expectation that each board ought to have 18 sizeable obscuring terrain pieces is unfair to your volunteer TOs, likely ineffective at addressing the problem at the highest levels of play, and most importantly…. Probably unfun for the average player.
Do the faction results surprise you? How do you expect things to change over the next two months (before the new Necron and Marine codexes release)?
Looking at Marines, it’s kind of sad to see that there’s such mixed results, with Salamanders, Iron Hands, and Space Wolves putting up win rates way above the odds and then everything else being sub-50%. Partly that comes down to the players who were using those lists, of course - I don’t think I helped anyone with my perfect .500 average with Imperial Fists! - but it’s a bit disturbing to see such a lack of balance between the supplements, whereas even in 8th when Iron Hands were ruling the roost you saw strong performances coming out of Raven Guard, White Scars and Imperial Fists.
I think I’m most surprised by Tau and Grey Knights. I agree with Jonk that Tau are punching above their weight class in the early returns and also agree that they’re going to regress to some lower mean. Their codex was built to take advantage of a type of playstyle that has not favored them in 9th and the flexibility to adapt is extremely limited - what they will shift to is unclear to me. My assumption is that wherever Tau players land on for options, other factions will simply do it better.
Grey Knights are an army I expected to perform well in 9th based on their toughness and surprising mobility. I don’t know if they’ll tick upwards in the coming months, but I suspect that secondaries do not help the Grey Knights (Abhor the Witch). Plus I think other factions can also contest their durability and board control advantages (Custodes - the most popular individual faction when you discount the millions of Marine chapters).
What do you think can be changed, by either tournament organizers or Games Workshop, to address the disparity in win rate?
Something you can do is beef up your terrain, the days of nova style are over, you really do need much more terrain in every single sector of the board so that both players can have some hope if they end up going second. It might mean you need to drop down from 80 players to 50 players to properly guarantee quality terrain, but it's a sacrifice I would definitely make.
GW has a lot of work to do here, I personally have been a pretty big critic of command phase scoring since I first saw the rules and I have not changed my feelings on this matter. Command phase scoring is not good, it is skewing the roll-off advantage and needs to be addressed before anything else is looked at. If we are committed to this scoring system I think GW needs to consider allowing the player going second to score turn 1 and score end game. Right now with only 5 turns and the massive advantage you can accumulate using forward deploy units like Nurglings or Infiltrators, the player going second has very little hope of catching up. Yes, you can still win, but as the skill gap equals out the roll-off advantage increases, that is an extremely concerning trend, and a sign of an unbalanced game.
Secondaries as others have discussed definitely need some minor additions and changes, Abhor the Witch needs to be looked at, it has the power to shift the entire meta, which is a sign that a secondary is too powerful. Please add Gangbuster back in.
That said, the major problems lie with GW and it’s on them to fix them. Frankly I think we’re stuck with these missions for a while - I doubt there’s going to be a wholesale change until Chapter Approved 2021 - but I think there’s two key points to address. Firstly primary scoring; this is modelled on the NOVA Open but the version presented here lacks two key controls that helped it work in that format - firstly, one fewer turn, so a player on the back foot has less chance to catch up, and secondly the complete absence of an endgame scoring option where a player could choose to gamble on being slower through the middle and strike decisively at the end.
Turning to the secondaries, there are some huge and obvious flaws here. The complete absence of a gangbusters/marked for death style secondary is very noticeable. Thin Their Ranks is to my view a very big misstep - at the same time as making the game size smaller in terms of model count, you introduce a secondary which anticipates there being 150 models on the table? Or 100 and 5 vehicles, or whatever else. The only time I’ve taken it so far is against a Guard player who had 12 10+ wound hulls on the table and then a pile of infantry squads - which I doubt is the use case being envisioned. On the opposite end, Abhor the Witch and Bring It Down are two big gimmes that can really swing points hard against armies that are built in a fairly ordinary way. What this means is that a significant strength of armies in 9th is not giving up easy secondaries - and while it’s legitimate to have army design around the missions be a consideration, right now it’s too far in the direction that some factions played normally (Nurgle, Harlequins, Custodes) give up very few or no secondaries, while something like Guard or Eldar which has a more ‘traditional’ mech or combined-arms build bleeds secondaries very easily. It becomes a very binary game where against some opponents killing is hugely important as you feast on secondary points from routine play, while against others it barely matters for points as you grimly try and pick up the few points available.
My first steps here would be to change Thin Their Ranks to work on wounds rather than models, and restrict it to SWARMS, INFANTRY, BEASTS and BIKERS - no more double punishing monsters and vehicles, and an immediate solution to the game plan of ‘dump 25 Nurgling bases on the table.’ Add in something like the ITC Marked for Death or Gangbusters - maybe you can pick up to 5 units of multi-wound models or something. I would also consider a general rule that you can’t score multiple secondaries from the same model. Right now killing a 2-wound Warlock can be worth 8 points while killing the block of Shining Spears next to him is completely worthless, which feels off.
You could also potentially approach Swarms by looking at a ‘counts double for Blast’ rule on them - this used to be how it worked with blast weapons against them, and it would resolve the weirdness that a big block of 20 wounds representing dozens of Nurglings swarming across the table is somehow less vulnerable to explosions than 6 Guardsmen are.
As a final thought, probably look at Custodes’ points again. It feels like they have ever so slightly too much on the board right now for how effective they are in every phase. Salamanders also seem like they could do with some reviewing although we kind of have to wait and see on that one with a new codex coming out.
The (arguably) good news is that while the data does show a significant effect from the first turn, the magnitude of the problem is within the range where some relatively light-touch changes could be tried. If we see another month of sustained data in these ranges, I would suggest we’re looking at:
- Some sort of minor Primary scoring boost for the player going second. My favoured option here is allowing them to score the primary at the end of their final turn instead of in the command phase.
- Some clear guidelines for where TOs should be prioritising placing Obscuring terrain on the table. It’s reasonable to assume that most events will have two large LOS blockers per table, so with fixed maps you could literally issue guidance saying “if you have two large L-blocks, place them here and here” for each one.
- A couple of secondary changes to address the overperformance of durable non-VEHICLE/MONSTER units and the excessive skew caused by the Abhor the Witch secondary.
My belief from the data we’ve seen and my own trawls through how 9th-adapted the best lists are is that given that extra month or two of data, there will be sufficient justification to pull the trigger on some sort of change, but I’m not certain enough to say something should be done right now.
In the meantime, the absolute best thing that TOs can do is get good terrain onto the board by any means necessary, especially large Obscuring pieces. The traditional “double-L” doesn’t seem to be enough by itself, and giving players stuff they can actually hide behind in their own deployment zones is the order of the day.
I will offer a counter point to some of the thoughts of the others here - for scaling, progressive scoring I firmly believe that start of turn scoring is a better "main" component than end of turn, as my impression is that it breeds more balanced army design and puts a wider variety of options on the table. It also creates more counterplay turn-to-turn, and with the right other ingredients will create a more dynamic experience. I think centering the GT missions on this was the right call - but there just aren't enough elements in the pack to counterbalance the downside of start of turn scoring, which is that it favours the player who goes first by giving them the last touch on scoring as well as the first chance to kill stuff. There are plenty of things that can be included in mission packs to balance this, and my feeling is that we probably do only need a relatively small balancing factor to get things back on track.But like the others have said, GW has more to do. I’ll go a different direction since they’ve covered the go-first angle, but right now the game feels extremely, surprisingly, one-dimensional. Despite all the changes that make the game a bit more tactical the objectives of any given game are frankly kind of boring, repetitive, and the types of armies that take advantage of them in competitive play are also fairly boring. Secondaries are extremely restrictive, especially for certain armies, and it leads to games where players put 75%+ of their effort into simply moving somewhere and then not dying.
Still, I strongly believe that GW has built an excellent core, and as I’ve said before the Actions mechanic is fantastic - I look forward to future updates because I do think GW is taking multiple steps forward every year, even if they sometimes take a step back (lol Iron Hands). I want to echo Wings’ sentiments that community collection of data will only improve the overall capacity to accurately and effectively make positive changes.
Additionally, I think bringing back the old end game NOVA format Primary objective choice would be beneficial. At NOVA for 8th edition, when you chose secondaries, you also chose your primary objective. To either play for progressive or end game scoring, so with end game scoring back (score X number of points for each objective you hold at the end of the game), if the player going second had chosen this beforehand, their last turn would actually have an impact on the game overall.
Outside of secondaries, there’s a number of things about the current mission pack that I.... generally dislike and I feel, in combination, may be resulting in this first turn advantage that we’ve observed so far: (1) exclusive Command Phase primary scoring (2) roll off after deployment (3) “unavoidable” turn 1 gut punches. I’m going to swim against the current and say that I don’t like the option of endgame scoring that my fellow authors have put forward as I’m a big fan of the back and forth nature that progressive scoring brings to the table. If we see first player advantage continue to be a trend as the meta develops I would suggest the following five small changes to mitigate it, in increasing order of severity: (1) Change the third primary scoring condition, “hold more”, to trigger at the end of the Battle Round. (2) Whole army deployment style, allowing the second player to more effectively counter deploy while having the added benefit of reduced deployment time. (3) Introduce global stratagems or free benefits for the second player to increase army resilience on the first turn, akin to Prepared Positions. (4) Disallow charging from units that did not start the first player turn in the deployment zone from charging during the first player turn. (5) Disallow ‘repositioning’ or arriving from reinforcements whatsoever during the first player turn.
Obviously I would not suggest implementing those all at once. Rather, I would implement them iteratively until you get acceptable first and second player win percentages. As many of my other authors have noted, I have an unwavering belief that GW has delivered a good core experience with 9e and has a very good starting point to bring the game forward. Furthermore, I truly believe GW will address first player advantage in the 2020 GT Mission Pack if it continues to present itself as the global meta begins waking from its COVID induced slumber. As pessimistic as I am about the likelihood of this happening, there is still a possibility that the first player advantage is nothing but a fond memory in two months because the meta has adapted and we can all laugh about this in hindsight.
I’m going to quote myself: “The missions are garbage. Scoring at top of turn? What is this, 2015?” Good job, past Cyle.
What's Next: More Data
That wraps up our discussion of the results from early tournaments. It's still early days and there's a lot more work to be done and data to be collected before we can have final conclusions and better yet, recommendations. In the meantime, we'll continue to report on tournament results as we have them and analyze the meta as we get more data. And if you have any questions or feedback, drop us a note in the comments below or email us at contact@goonhammer.com.
Goonhammer Round Table: The 9th Edition Meta Analysis



