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Discussion Starter · #1 ·
Hi guys, here is what i will propose to my group about the tactical objectives missions. I've found the system funny but wildly unpredictable, and that is just plain bad, in my opinion. Whit this following simple amendments i hope to make it a little more "balanced"

First of all, if playing with TOs then

-NO SECONDARY OBJECTIVES

This is to avoid duoble tapping certain objectives such as "behind enemy lines" whit linebreaker, "kingslayer" whit slay the warlord and so on.

-CAN DISCARD AN OBJECTIVE AT THE BEGINNING OF THE TURN AND IMMEDIATELY DRAW/ROLL AGAIN A NEW OBJECTIVE

opposed to the "at the end of the turn". That, imo, could really help Bad Luck Steve. (me) :taunt:

-ALL INSTANCES IN TACTICAL OBJECTIVES REFERRING TO "D3" VICTORY POINTS ARE REPLACED WITH "2" VICTORY POINTS AND "D3+3" VICTORY POINTS ARE REPLACED WITH "5" VICTORY POINTS

And that should mitigate bad/good luck a little.

What is your thought on this stuff?
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Then I was trying to come out whit a "mixed" ruleset for Maeltorm of war and Eternal war, called "Galaxy at War" :p
Another set of six missions where TO and Objective grabbing merge togheter.

Shared rules for all the missions would be:
-NO SECONDARY OBJECTIVES
-ALL WILL HAVE "Reserves", "Varieable game lenght", "Mysterious objectives", "Night fighting"
-REMOVE FROM THE OBJECTIVE DECK ALL THE "Conquer Objective x" CARDS
(11 to 16, 21 to 26, 31 to 36)

About the missions:

1 "The Slaughterhouse"
Sometimes battles are just an excuse to temporarily quench rage and hatred in a sea of blood.
-Put on the board D3+2 objectives. At the end of the game any objective held is worth 2 VPs
-Objectives number: 51, 52, 62, 63, 64, 66 are worth 1 VP more than usual
-Each player draw 1 objective per turn, up to a maximum of 4 Active Objectives. He/she draws an extra objective if an enemy unit has been destroyed (but not routed off the board) in his previous Psickic, shooting OR assault phase (One more for each phase. Only in his own previous turn, not during, say, opponent assault phase)

2 "Field Battle"
A classic battle where victory is a matter of both tactic and strategy
-Put on the board D3+2 objectives. At the end of the game any objective held is worth 2 VPs
-Each player draw 2 objectives per turn, up to a maximum of 4 Active Objectives

3 "Secret Mission"
Both commanders have some hidden reasons to fight this battle. Ground control is just a facade...
-Put on the board D3+2 objectives. At the end of the game any objective held is worth 1 VPs
-Each player generates 5 Tactical Objectives on his first turn, keeping them hidden from opponent's sight. He can then discard up two and immediately draw the same number of Tactical Objectives.
No other TO is generated. Completed tactical objectives are only revealed at the end of the game.

4 "Conquer and Control"
This land is yours! Don't let the enemy take it!
-Put on the board D3+2 objectives. At the end of the game any objective held is worth 2 VPs
-Objectives number: 41, 42, 43, 44, 45, 46 are worth 1 VP more than usual
-Each player draw 2 objectives per turn, up to a maximum of 4 Active Objectives

5 "Sacred Ground"
This ancient territory is sacred and vital to both contenders. They will take no prisoners nor suffer any enemy construction to remain intact; they will try and break the enemy morale while hunting for glory in a zealous display of hate!
-Put on the board 4 objectives, each in the middle of a table quarter. At the end of the game any objective held is worth 2 VPs
-Objectives number: 53, 54, 55, 65 are worth 1 VP more than usual
-Each player draw 1 objective at the beginning of each of their turns, up to a maximum of 5 Active Objectives. He/she then draw another objective card for each objective on the board he is controlling in that moment.

6 "Sabotage"
Every second the enemy has his dirty hands on the objective, is a precious asset lost forever in your race to victory.
-Put on the board D3+2 objectives. At the end of the game any objective held is worth 1 VPs
-Each player generates 7 Tactical Objectives in his first turn. On subsequent turns he draws one Tactical objective, up to a maximum of 8 Active Objectives
-At the end of his turn, each player can force the opponent to randomly discard one objective card for each objective he or she controls, reducing the opponent hand to a minimum of 1 Active Objective.

Suggestions and ideas??
Cheers!
 

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Discussion Starter · #2 ·
Hi guys, I had this feedback in another forum

"I disagree with removing Secondary Objectives. I think these are still perfectly valid and useful objectives to hunt for in a game.
Also with removing objectives cards 11 through 36, thus rendering the objective points useless. I think being able to hold the points for a time and getting V Ps from them is part of what makes these missions so interesting. It means people actually have to move and plan their actions instead of throwing themselves wildly forward or just sitting back like a boring Tau firing squad.

In your missions, I have to say I think Maelstrom missions, are BETTER with the six objectives and the chance to hold them for a limited time. Your missions are mainly just the Eternal War missions with added objectives from the cards. I think this works, but one of the reasons I prefer how Maelstrom works is that Eternal can be very one sided. An army that can sit on a few key objectives, or launch themselves in the dying moments of the game onto one or two objectives, can break everything very quickly. Too many times I've been winning an Eternal game and suddenly Monoliths have ported onto objectives and ruined everything."

How do you feel about removing secondary objectives and "statical board control" mixed with objective cards?

cheers
 

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Rattlehead
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I find the idea of Maelstrom better than Eternal War in that regard as it makes minimum units of Jetbikes or other objective-stealer units less powerful. However, I still don't like the randomness of Maelstrom - while objectives are always likely to be in the midfield, due to how they're placed in 7th, you very often end up with one side drawing Secure Objective X cards where they already control X while the other player draws Domination and an unachievable card (Recon, Demolitions, Scour the Skies, Destroy the Daemon and Big Game Hunter are the usual suspects) or Secure Objective X which they have no real hope of getting to.

The best Objective-based game type I saw was at Leviathon, where the objectives gave a point per turn to the unit controlling them. For example, a unit on one objective for six turns got six Victory Points, while a unit that's only on an objective at the end of the game would get a measly one Victory Point.
 

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Discussion Starter · #4 ·
The best Objective-based game type I saw was at Leviathon, where the objectives gave a point per turn to the unit controlling them. For example, a unit on one objective for six turns got six Victory Points, while a unit that's only on an objective at the end of the game would get a measly one Victory Point.
that is some actual stuff. i'm gonna think about this :)
 
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