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Made in au
Hacking Proxy Mk.1





Australia

 vipoid wrote:
Chaospling wrote:
What about the added dynamics which come from objectives changing through the battle to another which you can't foresee 100 %? Is that a big loss or wouldn't they be missed?


Well, I certainly wouldn't miss it. To me, it doesn't come across as dynamic so much as schizophrenic.

I find it incredibly narrative/immersion breaking when in the space of a battle that, in real time, is only supposed to last minutes your orders might change significantly 6 times.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 jonolikespie wrote:
 vipoid wrote:
Chaospling wrote:
What about the added dynamics which come from objectives changing through the battle to another which you can't foresee 100 %? Is that a big loss or wouldn't they be missed?


Well, I certainly wouldn't miss it. To me, it doesn't come across as dynamic so much as schizophrenic.

I find it incredibly narrative/immersion breaking when in the space of a battle that, in real time, is only supposed to last minutes your orders might change significantly 6 times.


Yeah, one moment it is of vital importance to capture that hill in front of you. Then, once you've spent ammunition and lives securing it, your orders come in telling you that holding the ruins at the bottom of the hill which you were just in is the most important thing to do.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 A Town Called Malus wrote:
 jonolikespie wrote:
 vipoid wrote:
Chaospling wrote:
What about the added dynamics which come from objectives changing through the battle to another which you can't foresee 100 %? Is that a big loss or wouldn't they be missed?


Well, I certainly wouldn't miss it. To me, it doesn't come across as dynamic so much as schizophrenic.

I find it incredibly narrative/immersion breaking when in the space of a battle that, in real time, is only supposed to last minutes your orders might change significantly 6 times.


Yeah, one moment it is of vital importance to capture that hill in front of you. Then, once you've spent ammunition and lives securing it, your orders come in telling you that holding the ruins at the bottom of the hill which you were just in is the most important thing to do.


It also seems weird that you get points for walking to the important hill, but not for capturing it. As it, you're clearly not capturing it because your opponent can also get points for walking to that very same hill later in the game. Hell, you can get points for walking to that hill again.

Are we battling over the best location for a photo-shoot?

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Assassin with Black Lotus Poison





Bristol

 vipoid wrote:
 A Town Called Malus wrote:
 jonolikespie wrote:
 vipoid wrote:
Chaospling wrote:
What about the added dynamics which come from objectives changing through the battle to another which you can't foresee 100 %? Is that a big loss or wouldn't they be missed?


Well, I certainly wouldn't miss it. To me, it doesn't come across as dynamic so much as schizophrenic.

I find it incredibly narrative/immersion breaking when in the space of a battle that, in real time, is only supposed to last minutes your orders might change significantly 6 times.


Yeah, one moment it is of vital importance to capture that hill in front of you. Then, once you've spent ammunition and lives securing it, your orders come in telling you that holding the ruins at the bottom of the hill which you were just in is the most important thing to do.


It also seems weird that you get points for walking to the important hill, but not for capturing it. As it, you're clearly not capturing it because your opponent can also get points for walking to that very same hill later in the game. Hell, you can get points for walking to that hill again.

Are we battling over the best location for a photo-shoot?


Now have the image of Space Marines posing on the top of a hill with selfie sticks, pulling duck faces.

The Laws of Thermodynamics:
1) You cannot win. 2) You cannot break even. 3) You cannot stop playing the game.

Colonel Flagg wrote:You think you're real smart. But you're not smart; you're dumb. Very dumb. But you've met your match in me.
 
   
Made in us
Cosmic Joe





 jonolikespie wrote:
 vipoid wrote:
Chaospling wrote:
What about the added dynamics which come from objectives changing through the battle to another which you can't foresee 100 %? Is that a big loss or wouldn't they be missed?


Well, I certainly wouldn't miss it. To me, it doesn't come across as dynamic so much as schizophrenic.

I find it incredibly narrative/immersion breaking when in the space of a battle that, in real time, is only supposed to last minutes your orders might change significantly 6 times.

This is my experience as well. I play wargames for the strategy and narrative. Maelstrom fails in both.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
Blood Angel Terminator with Lightning Claws



Sioux Falls, SD

I really like some of the Alter of War books, they are pretty fun for a more narrative feel and they can make a great base for a narrative campaign mission. In a DA/IK/Skitarii(I have to many armies) vs CSM we use the hunt the fallen mission as a nice template for an extra objective I am always working on in addition to the normal mission.

Blood for the bloo... wait no, I meant for Sanguinius!  
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

When 7th first came out, like most people posting here I found Maelstrom to be a horrible idea. It upset the plan I had in mind for dismantling my opponent. Yet, after several months of slogfests, LoS BS, and tall model shenanigans, I noticed that the game had shifted from a tabletop wargame to a tabletop boardgame. At first I was pissed, then I was curious, and finally I got it: Maelstrom lets me play with my opponent, not against my opponent.

The game for me shifted from 'Ard Boyz Evry Day, All Day' to 'let's see who's the better player'. I started to tailer my list to beating Maelstrom, not my opponent. My enjoyment of the game returned, because it was no longer a rock-paper-scissors match up, it was a master class chess match with artillery and supersoldiers. Maelstrom makes me a better player because it trains me to think on my feet as each new complication emerges. Instead of talking smack with my opponent, we actually have fun conversations about whether or not the objective is a crate of toilet paper or a case of spoiled pickles. Turns the game from Win at All Costs to Capture the Flag.

Add in tall terrain and mysterious objectives, and you now have a game where melee units can get close enough to charge, gunlines have to move, tall models can't see across the table, and flyers have predictable routes. The game goes from broke to fun, from horribly unbalanced to surprisingly playable.

On Maelstrom, I have to give it to GW for adding a good mechanic to break people out of the cancerous community mindset 40k has become over the years. To those that continue to hate change and hold on to yesteryear for dear life, all I ask is for you to take a step back, take a clear breath, and play the game against the cards and not against your oppnent. You might just have some fun.

SJ

This message was edited 2 times. Last update was at 2015/11/21 17:14:27


“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Why to I suspect that the people who think maelstrom is more tactical are the sort of people who'd describe roulette as a complex strategy game.

Also, Maelstrom doesn't make you think on your feet. If anything, it does the exact opposite - it makes you not think at all. There's no need to think and plan over multiple turns, because you're just told what to do each turn. That's not "thinking on your feet" that's just following orders.

Also also: "Maelstrom lets me play with my opponent, not against my opponent" I don't even know how to address all the levels of absurdity in this statement, so I'll just make do with several faceplams:

This message was edited 1 time. Last update was at 2015/11/21 17:19:08


 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Stealthy Warhound Titan Princeps




Phoenix, AZ, USA

 vipoid wrote:
Why to I suspect that the people who think maelstrom is more tactical are the sort of people who'd describe roulette as a complex strategy game.

Also, Maelstrom doesn't make you think on your feet. If anything, it does the exact opposite - it makes you not think at all. There's no need to think and plan over multiple turns, because you're just told what to do each turn. That's not "thinking on your feet" that's just following orders.

Also also: "Maelstrom lets me play with my opponent, not against my opponent" I don't even know how to address all the levels of absurdity in this statement, so I'll just make do with several faceplams:

Not my issue that you can't relate. As I said, it's a nuance of the game; some people are just tone def to nuance.

SJ

“For we wrestle not against flesh and blood, but against principalities, against powers, against the rulers of the darkness of this world.”
- Ephesians 6:12
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

I'm not convinced you know what a nuance is.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in us
Cosmic Joe





 jeffersonian000 wrote:
Maelstrom lets me play with my opponent, not against my opponent.


It's more like you're playing separate games with no connection to each other but just happen to be on the same board. Again, no thanks. The entire point of a strategy game is to pit my army and my mind against an opponent's army and mind.



Also, check out my history blog: Minimum Wage Historian, a fun place to check out history that often falls between the couch cushions. 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

Yeah, Maelstrom is far more disconnecting from any sort of tactics or opponent interaction. "Cast a psychic power, gain VP's", ok, well, nothing my opponent can do about that, and basicallya s long as I have a psyker I can do that, if I have muiltiple psykers I gain multiple VP's. Sweet, free VP's for doing something that required zero effort and my opponent could do basically nothing about. So much of Maelstrom is like that.

It's whack-a-mole, not any sort of coherent tactical engagement.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
[DCM]
-






-

RULE #1 here guys - debate the point, do NOT attack the user.

   
Made in gb
Worthiest of Warlock Engineers






preston

Another Maelstrom hater here. I used to love the old '1 to 3 objectives, capture them by the end of the game' style of mission. I could plan turns ahead and my opponent actually had to hang around there if they wanted that point, there was no grabbing the objective and then running away again but still getting the point. If they wanted it then they would have to position carefully and suffer my bombardments as I spent a few turns softening them up with my tanks before sending my infantry in to clean up.

Now I have to send everything everywhere, my opponent can grab an objective and then run off and some of the missions dont even make sense. All in all maelstrom is about as tactically and strategically deep as a game of snakes and ladders.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in us
Ultramarine Master with Gauntlets of Macragge




What's left of Cadia

I dislike Maelstrom for a few reasons. As someone who plays Imperial Guard a lot we lack the mobility to take many of the objectives that are all the way across the board, so it's difficult to score those cards. It's even worse when I pull blood and guts, Kill an enemy in the assault phase? Yeah, cause that's going to happen. It's a decent concept, but poorly executed. I still prefer Eternal War missions.

TheEyeOfNight- I swear, this thread is 70% smack talk, 20% RP organization, and 10% butt jokes
TheEyeOfNight- "Ordo Xenos reports that the Necrons have attained democracy, kamikaze tendencies, and nuclear fission. It's all tits up, sir."
Space Marine flyers are shaped for the greatest possible air resistance so that the air may never defeat the SPACE MARINES!
Sternguard though, those guys are all about kicking ass. They'd chew bubble gum as well, but bubble gum is heretical. Only tau chew gum
 
   
Made in gb
Worthiest of Warlock Engineers






preston

I did actually pull off an assault mission with my IG. A unit of Khorne Bezerkers suffered a sudden cessation of existence when two tanks looked at them and the sole survivor was charged by my power armoured demon blade wielding Inquisitor.

Free from GW's tyranny and the hobby is looking better for it
DR:90-S++G+++M++B++I+Pww205++D++A+++/sWD146R++T(T)D+
 
   
Made in au
Hacking Proxy Mk.1





Australia

I wonder how much better Maelstrom would be if GW put some thought into it and gave each race their own deck, so the IG one would be mostly hold objectives in your deployment zone and only 1 'kill a unit in assault' card that gave a tong of VPs.

Tau would have no 'cast a psychic power' BS.

Orks could have a lot less objective ones and a lot more kill in assault ones.

It would still probably hurt people who like taking an army and playing it more in line with how a specific chapter is supposed to play rather than how the faction plays, but it would be a step up imo.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in at
Second Story Man





Austria

So what kind of missions would you prefer instead of maelstrom?

A fixed mission like "the player securing objective 5 at the und if the game wins"
Or dynamic missions like "victory points for each destroyed enemy unit and your own unit I side the enemys deployment zone"

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in au
Hacking Proxy Mk.1





Australia

I'd say there was nothing terribly wrong about the old objective system, where you just count who has the most at the end. I thought that adding the killing of the enemy HQ was a good addition in 6th as a VP, but first blood is dumb in a I Go You Go game, it seems like it might as well be giving the extra VP to whoever wins the roll to go first.

I'd also say 5 objectives are too many, and that only scoring at the end might be an issue.

Something not unlike warmachine could be good with control zones, at the end of each player turn you get a VP for being in a zone without your opponent being in it, and you stack VPs until the end so that a last turn rush wont negate 5 previous turns of securing the objective.

Asymmetrical objectives are fun, as are secret objectives, but Maelstrom just gets it so wrong. Drawing a secret card at the beginning of the game that you only have 1 or 2 of and you hang on to all game could be fun, perhaps then giving you 3VPs for killing the enemy HQ or psyker (redrawing if they don't have one). These would then be secondary to the main objectives, designed so that securing all the zones ensures a win, but if you can't pull of the win that way the secondary objectives are the tiebreakers.

 Fafnir wrote:
Oh, I certainly vote with my dollar, but the problem is that that is not enough. The problem with the 'vote with your dollar' response is that it doesn't take into account why we're not buying the product. I want to enjoy 40k enough to buy back in. It was my introduction to traditional games, and there was a time when I enjoyed it very much. I want to buy 40k, but Gamesworkshop is doing their very best to push me away, and simply not buying their product won't tell them that.
 
   
Made in gb
Killer Klaivex




The dark behind the eyes.

 kodos wrote:
So what kind of missions would you prefer instead of maelstrom?

A fixed mission like "the player securing objective 5 at the und if the game wins"
Or dynamic missions like "victory points for each destroyed enemy unit and your own unit I side the enemys deployment zone"


Well, to quote what I said earlier:

 vipoid wrote:
What might have been interesting is if maelstrom had random missions, but you only got 3 of them at the beginning of the game (no new ones are drawn) and had the entire game to complete them. Neither player sees his opponent's cards until the end of the game.

Of course, this would also require that the missions have a certain level of difficulty (so 'cast a psychic power' and such are out), are possible (so, no killing a flier your opponent doesn't have), and all of similar difficulty and reward.

Hell, it might work to just give each player 3 cards with different numbers on them - which represent the objectives they have to hold at the end of the game. Neither player sees his opponent's cards, so they don't know what objectives the other needs to win.

Anything like that would, I think, be a lot better.


One thing I'd like to add is that stuff like "victory points for each destroyed enemy unit" probably isn't a good idea when IK armies are a thing.

"Okay, so far I've destroyed 3 50pt guardsman squads and 2 65pt chimeras. That's 5 victory points for me."
"Well, I've destroyed a 400pt Imperial Knight... guess that's one victory point for me."

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in at
Second Story Man





Austria

I thinking of a mission system with primary and secondary missions with victory points being old school (a 65 point unit gives 65 victory points) and fixed missions to determine the winner.

I am just not sure which one should be the primary mission (normally I would see victory points secondary, but I also a dynamic mission system like maelstrom would work with victory points being primary)

Harry, bring this ring to Narnia or the Sith will take the Enterprise 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

 vipoid wrote:
 kodos wrote:
So what kind of missions would you prefer instead of maelstrom?

A fixed mission like "the player securing objective 5 at the und if the game wins"
Or dynamic missions like "victory points for each destroyed enemy unit and your own unit I side the enemys deployment zone"


Well, to quote what I said earlier:

 vipoid wrote:
What might have been interesting is if maelstrom had random missions, but you only got 3 of them at the beginning of the game (no new ones are drawn) and had the entire game to complete them. Neither player sees his opponent's cards until the end of the game.

Of course, this would also require that the missions have a certain level of difficulty (so 'cast a psychic power' and such are out), are possible (so, no killing a flier your opponent doesn't have), and all of similar difficulty and reward.

Hell, it might work to just give each player 3 cards with different numbers on them - which represent the objectives they have to hold at the end of the game. Neither player sees his opponent's cards, so they don't know what objectives the other needs to win.

Anything like that would, I think, be a lot better.


One thing I'd like to add is that stuff like "victory points for each destroyed enemy unit" probably isn't a good idea when IK armies are a thing.

"Okay, so far I've destroyed 3 50pt guardsman squads and 2 65pt chimeras. That's 5 victory points for me."
"Well, I've destroyed a 400pt Imperial Knight... guess that's one victory point for me."
It's the same fundamental problem KP's have always had. Treating each element of maneuver as though it's just as valuable as any other element of maneuver is terrible game design, it's there to be simple, nothing more

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Latest Wrack in the Pits



Spokane, WA

I can attest to disliking kill point games with a passion. It encourages a very specific playstyles, and my main army of Nurgle daemons w/summons tend to lose even when there is only a single unit on the enemy side at game end. There's a reason I avoid playing the two impguard players at the store here: they play purge the alien every time and both use all tanks and baneblades. Fun for them, but is it boring to just watch them crawl forward and blast units off the board
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

autumnlotus wrote:
I can attest to disliking kill point games with a passion. It encourages a very specific playstyles, and my main army of Nurgle daemons w/summons tend to lose even when there is only a single unit on the enemy side at game end. There's a reason I avoid playing the two impguard players at the store here: they play purge the alien every time and both use all tanks and baneblades. Fun for them, but is it boring to just watch them crawl forward and blast units off the board
That's odd, IG armies typically are amongst the worst when it comes to playing KP games, as their units typically tend to be cheap, numerous, and easily destroyed.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in gb
Killer Klaivex




The dark behind the eyes.

Kill Points tend to be an auto-lose for my DE.

 blood reaper wrote:
I will respect human rights and trans people but I will never under any circumstances use the phrase 'folks' or 'ya'll'. I would rather be killed by firing squad.



 the_scotsman wrote:
Yeah, when i read the small novel that is the Death Guard unit options and think about resolving the attacks from a melee-oriented min size death guard squad, the thing that springs to mind is "Accessible!"

 Argive wrote:
GW seems to have a crystal ball and just pulls hairbrained ideas out of their backside for the most part.


 Andilus Greatsword wrote:

"Prepare to open fire at that towering Wraithknight!"
"ARE YOU DAFT MAN!?! YOU MIGHT HIT THE MEN WHO COME UP TO ITS ANKLES!!!"


Akiasura wrote:
I hate to sound like a serial killer, but I'll be reaching for my friend occam's razor yet again.


 insaniak wrote:

You're not. If you're worried about your opponent using 'fake' rules, you're having fun the wrong way. This hobby isn't about rules. It's about buying Citadel miniatures.

Please report to your nearest GW store for attitude readjustment. Take your wallet.
 
   
Made in gb
Longtime Dakkanaut




If you get a chance, have a look at how BattleRider from GDW handled missions, in effect you are not playing your opponent, you have a mission to carry out and are playing that. The enemy is just in the way.

Perfectly possible for both players to win, or be defeated.

10 missions for each side - 20 in total, 10 aggressive and 10 defensive. Each has three levels of victory, you game point value is determined and you design a force - the mission will tell you what percentage of this force you can bring.

Victory depends on the ratio of your force to the enemy, so if outnumbered heavily you may only have to observe the enemy for a few turns then pull back
   
Made in us
Inspiring SDF-1 Bridge Officer





Mississippi

I like how Maelstrom introduces the idea of doing something other than spending six turns annihilating your opponent. Its brought life into my Tau gunline by forcing me to do more than sit at the edge of the table and shoot, and I've actually had my Nid horde win over overpowering gunfire by taking objectives my opponent didn't.

But, in the end, like many things GW, I think it's a good idea poorly executed.

At the least, all objectives should be pulled at the start of the game. Any "secure objectives" should swing both ways. Maybe around turn 3 or so one or more objectives can be changed out.

It never ends well 
   
Made in pl
Longtime Dakkanaut




But that is the problem. What imporatance does it have what GW wanted to do, if they left armies without the ability to actualy play the game. They could have just not updated IG, with cheaper flyers the codex would be a lot better. But they nefed it for 6th ed, and made it unplayable in 7th, before 7th even started. I love dynamic games with different objectives. But what GW did only helped armies that were already on the top and nerf my army even harder.
   
Made in gb
Longtime Dakkanaut





UK

 vipoid wrote:
 kodos wrote:
So what kind of missions would you prefer instead of maelstrom?

A fixed mission like "the player securing objective 5 at the und if the game wins"
Or dynamic missions like "victory points for each destroyed enemy unit and your own unit I side the enemys deployment zone"


Well, to quote what I said earlier:

 vipoid wrote:
What might have been interesting is if maelstrom had random missions, but you only got 3 of them at the beginning of the game (no new ones are drawn) and had the entire game to complete them. Neither player sees his opponent's cards until the end of the game.

Of course, this would also require that the missions have a certain level of difficulty (so 'cast a psychic power' and such are out), are possible (so, no killing a flier your opponent doesn't have), and all of similar difficulty and reward.

Hell, it might work to just give each player 3 cards with different numbers on them - which represent the objectives they have to hold at the end of the game. Neither player sees his opponent's cards, so they don't know what objectives the other needs to win.

Anything like that would, I think, be a lot better.


One thing I'd like to add is that stuff like "victory points for each destroyed enemy unit" probably isn't a good idea when IK armies are a thing.

"Okay, so far I've destroyed 3 50pt guardsman squads and 2 65pt chimeras. That's 5 victory points for me."
"Well, I've destroyed a 400pt Imperial Knight... guess that's one victory point for me."


You can blame 7th edition for including all the pros of LoW but not their cons (ie +1 to Seize, 1 VP for every three HP/wounds inflicted). Because, you know, reasons.

YMDC = nightmare 
   
Made in se
Dakka Veteran





Maelstrom is the best thing that has happened to 40K since I picked up this game. It turned static games of gunline play and fly the skimmer on top of the objective turn 5, into a dynamic, rewarding game.

Now of course you can't play Maelstrom as is, it needs a few tweaks. Most of our games use a nice mix of Maelstrom (3-4 cards per turn, discard all impossible cards immediately and one of your chosing at the end of your turn, tactical Warlord traits forbidden), Eternal War and secondaries (First blood, Warlord, Linebreaker). Mission-wise, 7th ed is the best 40K has ever been.

On the flip side, GW has completely given up on their attempts to produce balanced rules. They have basically said 'sod it and let the players sort it out between them'. Play testing is gone. A game of 40K has never required as much social contracting as it currently does. To not waste hours of your life you're forced to agree upon a lot of things before a game.

Allies, Flyers, Free Stuff (summoning and formation special rules), the death of the FOC slot and introduction of Apocalypse rules (Superheavies, GMCs, D-weapons) are breaking the game and needs to be reigned in. As per usual, this is done by tournament organizers.

This message was edited 1 time. Last update was at 2015/11/23 10:39:22


 
   
 
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