There have been a few posts where people have mentioned lack of access to material as an issue.
or even a concern.
The reason is that the lists are checked by the TOs, all team members, and the captains of other teams, and then they are available for several weeks for the teams and players to review.
To see why the ATC-veterans are so much less concerned about this, here's a chance to peek behind the curtain and see just one example of a post that breaks down an opponent's army list (I have done one for each army from each state, and all our team's players have contributed insight and info.
NEW ZEALAND PLAYER 4:
ARMY PRIMARY DETACHMENT : Chaos Daemons
HQ1 - Warlord : Kairos Fateweaver [300pts]
WS1 BS6 S5 T5 W5 I2 A1 LD9 (counts as 10 when casting) 4++
Flying Monstrous Creature, Psyker level 4, can only cast using one head (change/pyro/div or change/telepathy/bio) each turn.
Staff allows a single D6 to be rerolled each player turn.
This tournament has FAQed allowing the reroll to work while FW is off the table. That means he can (and probably will) stay in reserve and still play an annoyingly vital role.
HQ2a : Herald of Tzeentch (45pts), Exhalted reward (30pts), Mastery level 3 (50pts), Disc of Tzeentch (25pts), [150pts]
HQ2b : Herald of Tzeentch (45pts), Exhalted reward (30pts), Mastery level 3 (50pts), Disc of Tzeentch (25pts), [150pts]
HQ2c : Herald of Tzeentch (45pts), Mastery level 3 (50pts), Disc of Tzeentch (25pts), [120pts]
WS3 BS4 S3 T3(4) W2 I3 A3 LD8 (counts as 10 when casting) Jet Bikes, but note still T3
They are Mastery Level 3, so this unit makes 9 rolls.
Watching Daemon players generate powers is very boring
, but note they MUST roll a 2 on the Divination Chart to receive Forewarning, or basically the army will fall apart. Make certain
you are absolutely clear which Heralds (if any) have Forwarning.
Troop 1 : 11x Pink horrors of Tzeentch (11x9=99), [99pts]
Troop 2 : 11x Pink horrors of Tzeentch (11x9=99), [99pts]
Troop 3 : 11x Pink horrors of Tzeentch (11x9=99), [99pts]
WS3 BS3 S3 T3 W1 I3 A1 LD7 (counts as 10 when casting)
11+ generate 2 Warpcharge. 16+ generate 3 Warpcharge (Kill one from each unit to reduce to 1 Warp)
They reroll 1s, so hard to kill if the go to ground in terrain.
FA1: 19x Flesh hounds of Khorne (19x16=304), [304pts]
FA2: 19x Flesh hounds of Khorne (19x16=304), [304pts]
WS5 BS0 S4 T4 W2 I4 A2 LD7 6+ 5++ for 16pts
2 wounds, S8 + for instant Death.
Collar of Khorne (Deny The Witch on 4+). Daemon of Khorne = Furious Charge
Beasts - move 12", not slowed by terrain (even when charging), Fleet (reroll run and charge), Move through cover (autopass dangerous terrain)
Scout - Will move forward 12" before the game starts. NB If they have 2nd turn, can charge in turn 1. If they have 1st turn, they can get the spells cast on screamers before you can shoot them.
FA3: 9x Screamers of Tzeentch (9x 25= 225), [225pts]
WS3 BS0 S4 T4 W2 I4 A3 LD7 5++ Jetbikes (move 12, turbo up to 24")
Can swap all attacks (inc charge bonus) for one S5 AP2 Armourbane (2d6 pen) attack
Slash - turbo over a unit and cause D3 S4 AP- hits per screamer, from direction of closest screamer (does not ignore cover)
Real purpose: This unit will be joined by 3 Heralds of Tzeench, given a 4++ save (by Forboding), and then boosted to 2++ by the Grimoire (on a roll of 3+, which Fateweaver can reroll). Once that is up, the unit rerolls 1s, so effectively has a 2++ rerollable and is almost unkillable.
How to deal with this:
Ignore the screamers - you aren't going to be able to hurt them until they fail Grimoire, or fail Forboding, or get a Warpstorm -1 invulnerable (Which Fateweaver can reroll)
Kill Fate weaver - Without the reroll they become a lot less reliable, and on a 2- the grimoire reduces their Inv by 1 instead of boosting it by 2.
Casting Misfortune or equivalent to make them reroll successful saves makes them about 6 times easier to kill (ie they only have a 2++ lol). Note they DTW on a 4+
Kill them before they get to cast anything (turn 1)
Remember that one of the unit never gets affected by the Grimoire
- the vital one carrying does not benefit from the affect. He will still LOS, but it is worth trying Barrage, snipers, blocking your own vision to any model except that one before firing, slash attacks with your model ending its move closest to this herald, moving infantry to give all other models in the unit cover save except him then use Focus Fire - he is vulnerable to Instant Death by S8+, about 18 times easier to kill than the rest of the unit, and absolutely vital to making it work.
In short, ignore the screamers - you aren't going to be able to hurt them until they fail Grimoire
Example game (
(Played against American tournament champion MarkyMark to try the list out)
MarkyMark fielded 9 screamers with 3 heralds, and a front line of hounds. The placement of the screamers is important; they are in an anti-blast formation on turn 1 since they don't get have their crazy invulnerable.
My opponent said the main purpose of the flesh hounds was to draw most fire while the screamers get their powers cast, but that they are also very deadly in combat themselves.
I played a very tight castle formation, lured half the dogs off to a Manticore to keep them busy, used masses of firepower and blocked with infantry pretty well. Even with that, the only thing that kept me in the game was the fact I completely ignored the screamers for a few turns and let them have their wicked way.
The reason I was letting them run riot was because the screamers take an average of 216 BS4 bolter shots each to kill (or 64 missiles) to kill. Each. E-A-C-H
In the meantime, you can even see a Dread knight pause 1" away from them and fire a torrent over their heads at the hounds. When a DK won't charge a daemon unit you know it's something special
So the best I could do is feed them low value targets until they finally failed either the grimoire or the forwarning spell, and then smack them. He should have turboed them off when they failed the grimoire IMHO, but he underestimated the Plasma HQ and blast weapons, and hadnt expected Vendttas to hover rotate and fire.
Conclusion: Screamers are the only foot based assault unit I'd consider adding to an FMC list. If you play against them, ignore them until the grimoire fails or tie them up with stubborn/fearless bodies. Do not waste firepower on them."
So there may be a 100 reasons to preclude some of the new publications, but for ATC purposes access to material is not one of them. The team gets grade-A secret info 24/7 until the day of the event