Ah where to start.
Well firstly, I'm assuming that there is no malice (I'm not being directly called a Dick...).
2ndly, a quick nod to the thuderhawk list, I knew it was broken when I made it and that it would see the Epic UK list changed (which has happened). But for the record, it was used in three epic UK tournaments that year, won one tournament, came 2nd in one and fourth in another) - it wasn't quite as broken as everyone thought, but that’s really moot now the list has changed. I also played Thousand Sons and came 2nd. – and came 2nd with Eldar this year. – My point hopefully being that the TH list wasn’t over used and that I am capable with most lists. – but this is perhaps a pride thing and worth being ignored.
I am going to focus on the concept of lists rather than the vague hyperbola about gamesmanship.
(When I was in Australia in the summer we had a saying “Grow a pair, bro!” such expressions lend easily to memes but really fail to address any issue of worth).
I don’t have the experience of wargaming many of you have, preferring chess. This being simple enough in that both sides start with the same.
When I started playing epic it took a long time to learn the lists. This was a huge challenge, it lent to the adage that you can’t win until you know both your own and your opponents army.
One of the biggest challenges was how to create a list.
We initially played in Scotland at 5k with games dominated by Titans, indeed the Chaos faction Warlord class titans that we used have never seen the light of day since. We couldn’t understand the attraction of units such as Eldar Scouts that just seemed throw away.
Now that I have played for some time, I start seeing the importance in the lists. Indeed I would argue that it is an essential part of Epic. The ability to choose a list that 1. Works to your game plan 2. Is diverse enough to face any opponent and 3. Matches your style, is really a key aspect in how well you rank at a tournament. I am not saying great players can’t take bad lists and win, but that the list really does have an impact. – I would be surprised if anyone argues this point.
If you accept that the list is important, the next issue is how to motivate players in their selection. I noted with some interest the mention of Feral Orks, my regular opponent could draw with anyone with his feral list, but only comes asunder when he tries to win. Now, nobody in the UK that I am aware of is calling for the Ferals to be changed. Indeed similar lists like AMTL could be built to secure an unmoveable draw. I have looked at some the SM air assault / drop pod lists that have been run, the Necron list in general, the Net EA krieg, and the Red Corsairs and I can see, quite easily, lists that will be hellish to play against. Indeed, especially necrons, whom I have never enjoyed playing, I can say that these are not lists that are designed to be ‘fun’ for the opponent.
So where is the solution? We could go like chess, have set up ready to play lists in place. This would of course take away any advantage gained by players drawing challenging lists. But I see the lists as part of the game and a key skill in developed players. I do feel that more effort should be made to train new players and help them with this complex part of the game, as it also lends itself into understanding tactics and what things do (to my understanding we are doing this in Scotland which is also seeing a growing interest in the game).
To me the solution lies in regularly reviewing the lists. If we are honest, instead of optimistic, players will always try to select the list with the best chance of success, and this is why lists change. Its why SM Scouts don’t get to use drop pods anymore (a story of somebody elses ability to see an opportunity in a list
). We need to see where players develop lists to gain a noticeable advantage and to review that list, but I also feel we need to review the under used lists, lists seen as too weak.
I know there is organisers working on both, and I see this is the only real solution to list changes.
Aside from lists, I have found the following things make for more enjoyable games.
Wine.
“If you say it, then it is.” This was a rule that helped for faster play where measurements were as near as dammit. E.g a player puts infantry into ruins, staying 10cm into avoid being shot at. If they are 9.75cm, they are still ten. The player knew what they meant and explained it. The games more fun when faster.
“No take backs.” This may come as a surprise, and obviously we have a bit more give for new players. But we found new players become good players from learning, they will always remember the mistakes that cost them a game and be better from it.
Anyway, I have digressed so shall take my own advise and seek the first of the list.