Hi everyone. We've reached the time of year when the specifics of the Team Tournament are starting to take shape. For the 2009 TT I was responsible for the drafting of the scenarios and the addition of the command counter system which, if you recall, replaced mulligans.
The purpose of this thread is to discuss only the future (or lack thereof) of the command counter system. This is not the place to discuss other aspects of the TT such as paint/theme judging, FAQ issues, etc.
I have an "upgraded" command counter system in mind which I will post about later this week. The upgraded system is a little easier to score and ties into team themes much better.
Before I post about that in greater detail I'd like to hear what the 2009 TT players thought about the command counter system. ( http://www.adepticon.org/09rules/0940Kteam.html )
As for my opinion: I thought it was a little clunky. It was hard to deal with at the judges' table because a decent number of sheets were coming back with command counters not adding up right. I thought it succeeded in making the games a little more fun by adding an extra tactical element that wasn't "game breaking" when used properly. It allowed players' uber-units to truly be uber-units by making them scoring or worth zero kill points or something. Everyone wants their uber-units to be completely bad-ass, right? Overall, my verdict at the end of the day was that the system worked fine and nobody had a huge problem with it.
As for the scoring it was pretty even right across the board. Out of a possible 32 points:
The average score was 16
The median score was 16
the most common score was....16
Those numbers are pretty much the same for teams finishing 1-20, 21-40, 41-60, and so on. In other words the teams at the bottom of the pile, on average, scored just as many points off command counters as the top-tier teams.
Nobody scored higher than 23 and nobody scored lower than 9.
So get your two cents in now. I'll talk more about what I have in mind for 2010 after reading some of the responses.