Dave wrote:
1) There's no clear representation on the tabletop of what goes where. We have a spawn pool but after that the player and the opponent have to remember a formation's disposition or refer to the army list.
That's the big argument against it. I believe that it's impossible to get a "perfect" spawning system and that this is the best compromise that's been suggested so far.
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2) Calculating VPs in the event of a tiebreak isn't as tight as it could be if each formation had its own separate spawn pool. Under this system we're just going by a formation's starting strength and not by the size it grew to throughout the game.
If we had separate spawning pools you can compare that to what's left on the board to see if a formation is under half-strength. A swarm that started at 10 units, grew to 14 and took 8 casualties should count as under half-strength, with this system it does not.
It's a lot simpler to check half-strength against starting formations, and if you allow fluid break points it will go the other way too, as I pointed out earlier with the formation that is nearly destroyed but has no units left in its spawning pool. Fixing that by saying that half strength break point can only go up, not down, is getting silly and is making tiebreakers harder for nids, when everybody seems to agree that Nids having a slight boost on tiebreakers is OK and fits the background.
Everybody else checks half strength against starting strength, so not adding special rules for this would obey the KISS principle.