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Made in us
Daemonic Dreadnought






Huge edit to the OP it’s too complicated and a solution should be simple. My 2 cents

All cards may be immediately discarded for a new card if no valid targets remaining on the board, in reserve, or inside transports.

All D3 results are changed to a fixed value of 2

All cards that require holding 1 specific objective are worth 2 points instead of 1 if the enemy player was in control of the objective at the start of your turn. This is critical because without it it’s always advantageous to draw objective cards for objectives that you already control and heavily favors whichever player draws his own objectives.

Add some small changes to a few cards.

Recon: Only applies to objectives your army has discovered. If the enemy discovers the objectives first you can discover it a second time but the result of mysterious objectives doesn’t change.

Hold the line May not be played before turn 3. If drawn before turn 3 it may be immediately discarded for a new card.

Ascendency, Supremacy, and Domination may not be played in any combination on the same turn. If you complete Ascendency, Supremacy, or Domination and have any of those 3 cards remaining in your hand they may be immediately discarded for a new card.

Blood and guts: May also be played during your opponent’s assault phase. If your army sucks in close combat you’re still stuck with this card.

No prisoners: May not be played in the same turn as overwhelming or blood and guts.

Hungry for glory: May also be played during your opponent’s assault phase. If your army sucks in close combat you’re still stuck with this card.

Psychological warfare: This card may be immediately discarded if there are no units on the board, in reserve, or inside transports that are subject to morale, pinning, and fear tests.

Harness the warp: This card may be immediately discarded if your army did not start the game with any psykers. If your psykers are dead you're still stuck with this card.

Kingslayer: This card may be immediately discarded if you already killed the enemy warlord.

Scour the skies. Applies to all flyers, FMC, skimmers, and jetbikes. May be immediately discarded if no valid targets are on the board or in reserve.

Demolitions: Indestructible fortifications are not a valid target and result in an immediate discarding of this card.

This message was edited 3 times. Last update was at 2014/06/12 01:27:56


Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Potent Possessed Daemonvessel





I've been thinking about a few possibly ways to handle this.

1.) Use cards as is with the following rules additions:

a.) If you draw a card with an objective that is impossible to achieve (kill a flyer when your opponent has none) discard that card immediately and draw again.

b.) any D3 roll is defaulted to being 2. This removes a bit of randomness in the vps for completing the same mission.

c.)All cards that discuss killing x unit, may happen on either player turn. For example there is a card where you get a VP for killing a psyker durning your turn. This means that in the assault it is possible to kill the psyker on our opponents turn and get no points. Still require that you actively kill said model (you don't get points for it dying to dangerous, being sacrificed etc.), but either turn is fine.

d.) Allow a mulligan in missions where a hand is drawn on turn 1. After discarding any impossible missions, and drawing new cards you may choose to shuffle your hand back into the deck (or re-roll on the chart), and draw a new hand. This helps mitigate scenarios where your opponent draws 3 easy objectives, and you draw ones that you likey won't complete for some time.



2.) Design a mission using a set number of the cards (say 10). Players decide which order they will attempt to complete the missions. Don't draw a new mission until the previous mission is completed.
   
Made in us
Longtime Dakkanaut




http://missioncatalog.com needs some updating for 7th, but effectively conveys similar effects to the Maelstrom in an already-balanced fashion.

Mulligans and redraws and discards and such for the Maelstrom seems like a lot of work; you could simply set 10 per mission that are custom tuned to the situation, and allow players to select 5 pre-game, then shuffle and draw the remaining 5 as the game plays at random.

This message was edited 1 time. Last update was at 2014/06/10 13:00:34


 
   
Made in us
Daemonic Dreadnought







Did a huge edit to the OP it’s too complicated and a solution should be simple.

Chaos isn’t a pit. Chaos is a ladder. Many who try to climb it fail, and never get to try again. The fall breaks them. And some are given a chance to climb, but refuse. They cling to the realm, or love, or the gods…illusions. Only the ladder is real. The climb is all there is, but they’ll never know this. Not until it’s too late.


 
   
Made in us
Longtime Dakkanaut




Indiana

I think keep it simple.

Remove the army composition based cards from the deck.
D3 fixed to two.
Each person has 6 cards at a time and can discard their full hand at the end of any of their turns.

Simple and solves lots of the problems

The biggest problem with the equivalence of the cards is that people will get different ones. This allows everyone basically full access to the entire deck over the course of the game. It also adds an element of planning to your completion and card discard process.

This message was edited 2 times. Last update was at 2014/06/12 02:18:25


People who stopped buying GW but wont stop bitching about it are the vegans of warhammer

My Deathwatch army project thread  
   
 
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