This content proposes a comprehensive rebalancing of the Tacticus tournament arena to foster a more diverse and strategic competitive meta, moving away from dominant team compositions.
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Hello and welcome, tacticians. Let's be
honest, not all Tacticus factions are
created equal. You have your favorites,
but the tournament meta often dictates
which ones you play. Well, that's going
to end today. In this video, we are
going to look at the tournament arena as
a whole to rebalance it from the ground
up. We're going to dismantle how it's
currently used and rebuild it with more
of a focus on the competitive landscape
to make sure that you can use which
teams that you want to. So, where do we
start? Well, the teams that you use. You
may know that I am actually a fan of the
faction war where you have to use the
factions as they sit here. However, more
and more of the factions are getting
that sixth character and now they're
being prescribed which ones that you
have to use. The first tweak I would
like to make is from the six here you
can see we haven't got in sizes. You
would actually choose who you want.
Now the one way we could do that is to
introduce something that the tabletop
has and that's a point system.
What this would mean is you'd be free to
select your faction characters and with
any other leftover points bring in those
strategic reserves. So if you don't have
Manius Kalgar for instance bring in
Incizus and get another one or two
reserves based on however many points
Manius might be. However, alongside
this, I would actually be wanting to
restrict the number of named characters,
should we call them, that the player can
bring in. Personally, I think there is a
problem having five characters on the
battlefield. The battlefields just feel
too small, and I think there must be
some kind of technical issue with them
not bringing in larger battlefields. So
since we can't do that, I would propose
that we should only be allowed three or
four characters. Again, depending on the
number of points that we can use, we can
still bring in those strategic reserves
as they are still controlled by the AI
and would still give a bit of a benefit
to the lesser teams on the battlefield.
And it really does come down to how many
points should we say? Maybe we take an
arbitrary number like a 100. And from
this we would say well Marius is a
fairly decent character. We'll call him
let's say a benchmark of 20.
Then if we look at someone like the
Blood Angels Meistan and Dante they
might be worth 25 to 30 points. And with
this, you'll be able to really start
tweaking without many changes to the
characters themselves, the points, so
that all of a sudden, you don't have one
major team which is going to lead the
way. Don't get me wrong, there will
still be a best team, which will be
found out over time, but then you just
alter the points and then we're back to
having to figure out how to use our
points best again. And we can do all of
this without needing to change what the
characters actually do. And it's not
like you're going to have to really keep
count yourself. You just have your
points total up here and choose until
you reach the maximum and then feed in
the strategic reserves for whatever
points you've got left. So with that
army selection out the way, and by the
way, this could easily work for when
it's not a faction war. It could work
across the board as well. You know, Khn
would be worth, say, 40 points. Ragnar
another 40. You get the idea. What could
we do to the battlefield to make it more
fun? So, with a new point system
envisaged, we might have something like
this along with maybe a few strategic
reserves for the ultramarines and maybe
just one for the Blood Angels. Now, I am
a fan of the objectives as they are used
in the tabletop version of the game as
well. However, in the tabletop version,
quite often at least one, sometimes two
of the objectives are in your own
deployment zone. So, instead of them
being all in no man's land here, maybe
we need to move them to be closer to the
deployment zone. This would give you a
reason to go forward and try and capture
it. But why would we do that? Well,
let's give these capture points
different victory points to gain. So the
one that Manius in quotes has just
captured would get one point for and
this one in the middle maybe we could
say that's two or three points gives you
a reason to send in Bellator and with
that shield it means the enemy have to
come forward and try and kill him or in
their turn let's just say there's one at
the back here we could just go and
capture and score one point for
ourselves and get ready to attack when
we can because we're expecting them to
come further forward. And the one thing
I would also stress is just because
you end up killing someone and getting
rid of them off that capture point,
instead of giving them now full marks at
the beginning of their turn, give them
half. So instead of now this being worth
two or three, it's now only worth one as
well. Again, it's this is looking at
trying to create a more strategic
approach to the game rather than just
going charge.
So, at the beginning of the
Ultramarine's turn, they'd only get one
here and one here. They've got two. And
at the beginning of the Blend Angels,
they're only going to score one. So, as
you can see, there's a bit of
counterplay going on here. But there is
one last thing I would like to do, and
that's maybe have the capture points
move if they have been captured. So the
one that Manius was on, maybe it'd move
up here or up to here, but it wouldn't
be so far away that you wouldn't be able
to get to it if if you wanted to. What
it also means is depending on where it
moves to, it would it would change how
many points that capture point is worth.
Again, it's looking at how you can move.
And yes, it will be beneficial to those
teams that have got more flying units or
those with unstoppable, but the more
durable teams should hopefully be able
to stay on that point and actually score
more for it
when they do actually hold it for that
entire turn. And there is one final
thing that maybe just to throw a little
bit of fun into the mix. We've seen that
they've now got triggerable hex's to
open doors. It would be kind of
interesting to have special hex's on the battlefield,
battlefield,
a bit like the power-ups we get that
maybe we go and step on for some other
effect to happen elsewhere. Maybe like
as it does in the guild war where at the
beginning of the turn you get Oh, we got
one of these here. this uh cannon just
shooting randomly. Now, it might hit the
enemy, it might not, or it might just
push them off in a random direction. So,
you are having to move out of your way
to make sure that something else happens
to the enemy. Now, I know all of this is
very far-fetched. I very much doubt any
of this will come to fruition, but it
just shows that there is room to be
played with here to make the tournament
arrina a fun and engaging mode. And I
really hope that Snow print maybe just
takes a little bit of something from
this video. And of course, if you like
this idea, too, make sure you scream on
the official Discord. Let's try and make
some noise to make the tonrina a much
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