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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?
_______________________________________________________________________________________
Then I was trying to come out whit a "mixed" ruleset for Maeltorm of war and Eternal war, called "Galaxy at War"
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!
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?
_______________________________________________________________________________________
Then I was trying to come out whit a "mixed" ruleset for Maeltorm of war and Eternal war, called "Galaxy at War"
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!