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Lawndale

Can't wait.

11k 3k 5k 3k 2k
10k 10k 8k
3k 5k 4k 4k
Ogre 4k DElf 4k Brit 4k
DC:70+S++++G++MB+IPw40k00#+D++A++++WD251R+++T(D)DM+ 
   
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Here is the results from the event.

While there is room for improvement, I think I can safely say that the group was pretty happy with how things went at the new venue. The participants seemed pretty pleased and there was ample room to manuever in the room. Once my wife updates our facebook page, there should be tons of photos from the event up there.
   
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Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Wow, nice job tying for second Yak!

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
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Mutilatin' Mad Dok





LaLa Land

WoW! less comp then 3 Manticor's.

@Monster Rain, Don't forget Orks suck

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
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Decrepit Dakkanaut






Mesopotamia. The Kingdom Where we Secretly Reign.

Grimgob wrote:@Monster Rain, Don't forget Orks suck


Clearly there were no competent players at the Slaughter.

Resounding proof that having a blog doesn't mean that you know what you're talking about.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
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Ork Boy Hangin' off a Trukk





Wow.

4 Ork players out of the top 6. WAAAAAAAAAGH!!!

yakface wrote:
Terrible rules-writing no doubt, but given that you basically can't play it RAW in any kind of sensible way lets you know that it can't be right.
 
   
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Hacking Interventor





Grimgob wrote:WoW! less comp then 3 Manticor's.

@Monster Rain, Don't forget Orks suck


Oh, man. If 4 out of the top 6 is how Orks perform when they suck, I don't want to live in a world where they don't suck.
   
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Longtime Dakkanaut





Can't really read much into that. This is an event with a comp and sports score which changes the meta and affects what lists the orks face against.

The person who says that orks suck does that in a vacuum that only takes into account totally optimized lists. Now if that many Orks placed that high in an event with no soft scores, but with standard missions then that might be evidence. I don't know of any major event that runs like that though.
   
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Getting my broom incase there is shenanigans.

skyth wrote:Can't really read much into that. This is an event with a comp and sports score which changes the meta and affects what lists the orks face against.

The person who says that orks suck does that in a vacuum that only takes into account totally optimized lists. Now if that many Orks placed that high in an event with no soft scores, but with standard missions then that might be evidence. I don't know of any major event that runs like that though.


You know that 4 out of the top 16 armies at adepticon were orks right?

And that was out of a field of 242 with no sports or comp.


 
   
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Mesopotamia. The Kingdom Where we Secretly Reign.

One of the top 4 was Orks, wasn't it?

I was watching the games and it was Orks vs. Spacewolves and Tyranids vs. IG at the top tables.

Drink deeply and lustily from the foamy draught of evil.
W: 1.756 Quadrillion L: 0 D: 2
Haters gon' hate. 
   
Made in us
Longtime Dakkanaut





Blackmoor wrote:
skyth wrote:Can't really read much into that. This is an event with a comp and sports score which changes the meta and affects what lists the orks face against.

The person who says that orks suck does that in a vacuum that only takes into account totally optimized lists. Now if that many Orks placed that high in an event with no soft scores, but with standard missions then that might be evidence. I don't know of any major event that runs like that though.


You know that 4 out of the top 16 armies at adepticon were orks right?

And that was out of a field of 242 with no sports or comp.


I wasn't aware of that. However, correct me if I am wrong, but Adepticon does not use standard missions for the Gladiator (Which I assume you are talking about).

And it still doesn't change the fact that this event is not a good source of evidence to repudiate the claim that Orks suck. (Or the relative power level of any army book).

I include no personal judgement as to the power level of Orks. I am just playing devil's advocate.

   
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San Jose, CA

skyth wrote:I wasn't aware of that. However, correct me if I am wrong, but Adepticon does not use standard missions for the Gladiator (Which I assume you are talking about).

And it still doesn't change the fact that this event is not a good source of evidence to repudiate the claim that Orks suck. (Or the relative power level of any army book).

I include no personal judgement as to the power level of Orks. I am just playing devil's advocate.
Not the Gladiator - the Championships this year were 4 games on Friday (usual sports scoring, painting, etc.), but the top 16 players by pure win/loss went on for another 4 round event on Sunday (no sports, comp, or paint).

The missions weren't pure book, but fairly simple combinations of the basic book win conditions.

Quis Custodiet Ipsos Custodes? 
   
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Awesome Autarch






Las Vegas, NV

Orks don't suck. Period.

That old wive's tale is hogwash.

Orks consistently play well. A good horde ork or battlewagon ork list is extremely tough to overcome.

Anyone who says orks suck is not very well informed. They just don't.

And as for the SiS, the comp didn't have that much impact. The lowest comping army took first.

I am so sick of hearing that lame ass argument. They just don't suck. At all.

   
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Longtime Dakkanaut





Janthkin wrote:
skyth wrote:I wasn't aware of that. However, correct me if I am wrong, but Adepticon does not use standard missions for the Gladiator (Which I assume you are talking about).

And it still doesn't change the fact that this event is not a good source of evidence to repudiate the claim that Orks suck. (Or the relative power level of any army book).

I include no personal judgement as to the power level of Orks. I am just playing devil's advocate.
Not the Gladiator - the Championships this year were 4 games on Friday (usual sports scoring, painting, etc.), but the top 16 players by pure win/loss went on for another 4 round event on Sunday (no sports, comp, or paint).

The missions weren't pure book, but fairly simple combinations of the basic book win conditions.


Any time you include Sports and Comp scoring, you change the metagame which affects the lists that are faced by the other armies, regardless if the owners of the various armies take that into account when building their own armies.
   
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Columbus, Ohio

Reecius wrote:Orks don't suck. Period.

That old wive's tale is hogwash.

Orks consistently play well. A good horde ork or battlewagon ork list is extremely tough to overcome.

Anyone who says orks suck is not very well informed. They just don't.

And as for the SiS, the comp didn't have that much impact. The lowest comping army took first.

I am so sick of hearing that lame ass argument. They just don't suck. At all.


Agreed... For anyone that thinks Orks suck, I would be more than happy to point them toward about a half-dozen Ork generals I know in the So Cal area that would be more than happy to give them a run...

@ Scott and Q - I know it is still a couple months off, but when do you guys think we will see sign-up's and possibly packets for the tournament in September?

Proudly howling at 40k games since 1996.
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Packets are done.

Just waiting for Scott to change over the website.

Neoncon is going to take a little longer, because we are looking to try something different with the soft scores and mission format.


Automatically Appended Next Post:
ps- As for Orks, well they dominate games when not up against an initiative seizing full frontal male nudity leafblower list. The people who tend to play them at our events are very adept with their lists, as well. The #5 overall guy ran kan wall and if he had bothered to bring even a basic display board he would have come in third, so its not just Ghazwagon that wins games.

And Yak got a raw deal on the soft scores. I am not sure what the hell happened at those tables, but we questioned one guy and he was adamant about what he gave him. Whenever I checked in on his games, yak was a model player and his list was nice and balanced. One more thing to consider when we do our scoring system revamp next month.

This message was edited 3 times. Last update was at 2011/06/01 19:49:30


 
   
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Mutilatin' Mad Dok





LaLa Land

Reecius wrote:

And as for the SiS, the comp didn't have that much impact. The lowest comping army took first.



Lowest comp was a 19 for Dark Eldar, Then 21 for me with the Ghazwagon, Then 1st was 22 for full frontal nudity leaf blower (Q I think that a new catch phrase).

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
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Longtime Dakkanaut






Getting my broom incase there is shenanigans.

skyth wrote:
Any time you include Sports and Comp scoring, you change the metagame which affects the lists that are faced by the other armies, regardless if the owners of the various armies take that into account when building their own armies.


I do not think that comp or sports was a factor, but the missions certainly might have been.

For example, mission #2 had you take and hold objectives. Orks do this really well and can get an easy win. Tau can never win this mission, and I played a Necron player who just about tabled me (and I killed 4 models) but I still won because of the mission.

They also do not use Kill Points and use modified Victory Points which help MSU armies and hurts Deathstar armies, as well as mission #3 which had your units find objectives in terrian features which helps armies with a lot of small troop units and hurts other armies. That might be the reason why Grey Knights did so poorly and Orks did so well.


 
   
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Blackmoor wrote:
skyth wrote:
Any time you include Sports and Comp scoring, you change the metagame which affects the lists that are faced by the other armies, regardless if the owners of the various armies take that into account when building their own armies.


I do not think that comp or sports was a factor, but the missions certainly might have been.


So you don't think the existance (and weight) of comp and sports scores has any effect on what armies people bring to a tournament?
   
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LaLa Land

Not me as you can see my comp score :p

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
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Willing Inquisitorial Excruciator





Sarasota, FL

Just to confirm... the Sept 4th Slaughter is Fantasy only and Neoncon is 40k only?

7K Points of Black Legion and Daemons
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On a Canoptek Spyder's Waiting List




Los Angeles-ish

BladeWalker wrote:Just to confirm... the Sept 4th Slaughter is Fantasy only and Neoncon is 40k only?


I believe that there is a doubles 40k tournament for Sept 4th Slaughter. 3000 points per team (1500 per player) if i remember correctly.

Team Zero Comp
4000 points
 
   
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Los Angeles

oooo I want to play in that one! Where's it at Skrewpa?


Automatically Appended Next Post:
Hey guys, you remember that dreadknight that I got from the awards? Well it's now a Deff Dread lol! http://www.dakkadakka.com/dakkaforum/posts/list/373146.page

This message was edited 2 times. Last update was at 2011/06/02 03:20:22


Team Zero Comp
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DA BULLY BOYZ

Best painted/ Players choice Slaughter in Space 2011
Best painted Comikaze GT 2011
Best painted Broadside Bash 2012
Best painted Bay Area Open 2012 
   
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Contagious Dreadnought of Nurgle





Hell Hole Washington

I gotta say that ORKs do not suck. They have some of the best and cheapest basic troops in the game. Anyone that says any different is full o Hog Wash.

As for Yakface getting a raw deal on the soft scores I have to say that is wasnt me. He routed my ultramarines in his fifth game for a massacre 20-1 win. In all honsty i gave him perfect marks. When i rated his army i rated it one step up from a fluffy list. For those of you who didnt see the dual mechboy Kan wall that he was running, I can safely say that by my deffinition of a a solid tournament list, it was just that, but deffinitly not fluffy. He was also a easygoing fun opponent who i would love to play again.

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For the September event the GT side is for fantasy only. More info can be got a www.socalslaughter.com. For the side events Saturday I will run a standard RTT 2000 point yada, then on Sunday we will do a team tournament 3000 points a side each person will only have 1500 to play with. Or I can switch it if depending on which can pull more in. Nothing is set in stone. I will be working on the packets for the 40k over the next week or so. Q already has the packets for the fantasy done.

Neocon will probably be 40k GT only we had a very poor turn out last year but, we might see how many signups we get a make a decision at a later point if we don’t get a minimum number. As for Neoncon we are going to revamp sports and kicking the idea of removing comp all together. The mission will be much more simplistic like the book missions since after playing for many hours it can get confusing on the mission objectives. Once i finish the Gamex packets I will work on the Neoncon packets. I will make a formal announcement when it is ready. You can also check www.slaughteronthestrip.com once the rules packets are done the links will work.

IF you folks have any feedback or you want me to included/exclude anything you can always contact personally. I am looking for honest feedback and constructive criticism.
   
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[ADMIN]
Decrepit Dakkanaut






Los Angeles, CA

Scott.scgwl wrote:
IF you folks have any feedback or you want me to included/exclude anything you can always contact personally. I am looking for honest feedback and constructive criticism.


Oh yeah, I forgot I was going to post some constructive feedback about the missions! I guess I go ahead and do it.


Fallen Objectives

I quite liked these. I liked both the placement before you picked sides AND the fact that they could be captured by any of your units. It added a nice twist sometimes to what deployment zone you wanted to pick and another nice little objective to go for. So thumbs up on this!


Slaughter-Style Kill Points

Let's be honest here. One of the effects of standard Kill Points on the game of 40K is that they punish people who take a bunch of tiny units. Especially in a tournament this offsets the advantages that having a bunch of small units has in objective-based missions (in that a lot of small units allow you to capture contest a bunch of objectives at once).

This means that players need to balance their force between taking large enough units so that they aren't completely hosed by Kill Point missions but still have enough units to do all that capturing/contesting in objective missions. SS Kill Points eliminates this balancing act and instead replaces it with a totally different army building restriction: Point values.

Because of the way you've done rounding up/rounding down of point values for SS Kill Points it means players are actively rewarded or penalized by how many points their units are. A Fast Attack choice that is 201 points is worth 3 SS Kill Points when destroyed while if the same unit is 199 points it is only worth 2 SS Kill Points. This really changes how armies have to be built, but worse, it is totally and completely arbitrary. Some units in the game can easily shed 3 points here or there to fit under the 'break point' while others can't. So all of a sudden, certain units randomly become really bad choices in your tournament for no other reason then because they are just barely over a 100 point mark.

40K use to use a similar system for Victory Points back in 2nd edition and frankly it was a terrible idea they got rid of because players actively decided which options to take in their units based SOLELY on whether or not that choice would take them over the 'break point'. For example, back long ago in the day, I used to run Imperial Guard squads with absolutely no upgrades because this kept them exactly at 99 points, which meant they were only 1 Victory Point when destroyed (and 0 if halved), but if I were to add ANYTHING to the unit, then suddenly the value of destroying the unit in the game DOUBLED (being 1 for half and 1 for being destroyed).

So basically adding a SINGLE choice to the unit totally changed its usefulness. Can you see why this is a destructive and completely arbitrary way to restrict unit options?


Second, the fact that Troops units round their SS Kill Point totals down while other Force Org units round their SS Kill Point totals up means that SS Kill Points rewards players for taking more (and more expensive) Troops choices.

While on the surface this may seem fine, the reality is this again changes the balance that the basic rulebook imposes on army creation. With the standard rulebook missions, players are rewarded for having lots of troops choices for the objective missions, but those armies that don't have stellar troops choices (like Tau, for example) know that at least in 1/3 of the missions (Kill Point missions), having sub-standard troops choices isn't that big a deal. You've gone ahead and made having more points in Troops and advantage in every single mission you have. What that does is it really rewards the few army builds out there that are able to function really well while having a bunch of points in their Troops section. While this certainly isn't a major issue, its a small change to the dynamic of how the missions normally work that really doesn't need to be changed. Even if you kept SS Kill Points you could apply the same rounding system for every single unit...because there really is no reason you need to give a benefit to Troops choices in your SS Kill Point missions, as those units already are rewarded/needed for all the other objective-based missions!

Finally, when it comes to standard Kill Points, with the last IG codex fixing the Platoon Kill Point issue, and now the Tau codex fixing the Drone Kill Point problem, frankly there really aren't any major Kill Point issues left in the game. Therefore, why not embrace the balancing act that Kill Points provide to tournament army construction and use them as written in the rulebook?


Mission 1 - Join the Fallen

While the concept of making certain units worth extra kill points in return for giving them a special rule, in practice the randomness makes this rule absolutely terrible. You can easily end up in a game with one side having absolutely amazing special rules for their double kill point units, while the other side rolls all crap/useless special rules meaning these units are terrible and worth double points.

Basically the balance of the game largely hinges on how well you roll for your units!

If you're going to make units worth double Kill Points, then you should really give them the choice of what special rule they get AND players should have the option of whether or not they have to do this (i.e. they should have the choice to give up to three units a special rule, but they should not have to).


Mission 2 - Mark the Graves

This mission is deeply, deeply flawed IMHO.

First and foremost, anytime you have a mission where a player can effectively accrue a certain amount of points during the game and then wipe out their opponent's Troops choices and the game is then OVER, should never, ever, ever, ever, ever, ever be included as a tournament mission. You've created a situation where a game can literally get be 'over' in a turn or 2 with nothing the opponent can do except to hope to table the other army. That is frankly TERRIBLE mission design as it can easily result in a very, very unfun game (for both players).

If players can accrue points during the course of the game, then you need to have some sort of 'safety' to play for a tie at least...for example if you can destroy all of your opponent's Troops choices, then they should lose all the points they've accrued. Something. Anything. You can also mitigate this problem by having the points that are given out by holding the objective increase every turn. So an objective held in turn 1 is worth 1 VP but the same objective held in turn 5 is worth 5 VP. This won't solve the problem of a game being 'over' when the last troops model is killed on one side, but it will help get rid of the lopsided totals that can be built up early game that cannot then be overcome.

And the way that players were able to easily capture a building and then it was ridiculously hard to get that capture 'off' the building was nuts. It meant that players who got to the building first and captured it had a HUGE advantage because it was so difficult to get that capture away from them. If you are going to do a mission like this again you should really allow ANY unit that moves into the building to 'contest' it and remove the capture token. Any other way just makes the mission way too stilted towards whatever side captures the most buildings first.

Honestly this is a mission I would completely toss in the can for the reasons stated above, but if you do decide to use it again you really need to massively tweak it.

1) Missions should not allow players to get a commanding lead that makes the final turns of the game pointless.
2) Even if you do allow an objective to be 'captured' and then moved off of, the same mechanic for contesting objectives used in every other mission should be utilized (if ANY unit ends its turn on the objective it should then lose its 'captured' state).


Mission 3 - Search for the Dead

I don't have any major issues with this mission (I rather liked it), although I think in general its a bad idea to allow more than one objective to be in a player's deployment zone, as it tends to create a very boring game.

I would highly recommend that players are only able to 'find' one objective in their deployment zone and after that they aren't allowed to search terrain pieces in their own deployment zone for an objective.



Mission 4 - Seek Vengeance

If Mission #2 was a disaster, then this mission is a total failure.

The reason? Because it essentially invalidates large portions of your army, which then makes much of the game seem 'pointless'. Basically what happens is that players tend to hold back their units that are worth Kill Points and send out those that aren't worth points to fight. Their opponent does the same and the result is that most of the game is fought between units whose destruction has absolutely no bearing on the game. Especially in the final few turns of the game you get in situations where you're rolling dice and you're saying to your opponent 'I don't know why we're bothering rolling this, it totally has no impact on the game.'

That's just not fun! Can these games be tactical? Sure, but like Mission #2, you can get in situations where you essentially have nothing to play for, especially on one flank of the table.

Having a situation where certain nominated units are worth double kill points can work, because then you're still getting standard kill points for the rest of the units you destroy. That means you don't have situations where parts of the battle are completely pointless and therefore un-fun. Of course, this is basically what Mission #1 was (without the special rules), but really that's as far as you should go with this concept. Making 2/3 (if not more) of the army completely and utterly worth nothing when that's basically the only mission objective in the game, does not make for a fun mission!

If you had other objectives going on at the same time that 4 FOCs had been marked for death, or if only those FOCs could capture the objectives, then you would have a lot more dynamism. But just having 4 FOCs being the only objectives means that players simply hide them and most of the game is a pointless set of rolling dice and moving models.


Mission 5 - Protect the Fallen

I really liked the concept of this mission, but I honestly think that players should have to bid on the objectives BEFORE they choose deployment zones. Having them bid after meant that you could pretty much guarantee that the objectives that were near your deployment zone were worth more to you than the ones in your opponent's deployment zone. Which is fine, but in that case you might as well formally declare what those objectives are worth.

If you're going to take the time to secretly bid, it would be a much more exciting game to not know which objectives your opponent might really need to hold! Which is actually how the mission seems to be written before you guys changed it on the day of the event (too bad).

Janthkin also mentioned to me after the tournament that it might be really exciting if you got the VPs both for what you and your opponent bid on the objective. I agree that this could be a really crazy game, but I think it would probably make it far to easy to get a giant swing of battle points if you both happen to bid max VPs on the same objective (which is a bit too random for me), but its certainly a variant to think about.



And that's about it for me. Thanks so much for taking the time to run these events, I know that I certainly appreciate it and these comments are most definitely intended as constructive criticism. At the end of the day I had fun and would play again using the same missions, even if I don't personally care for some of them.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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San Jose, CA

Yakface said most of it for me. A few comments on his comments, though.
yakface wrote:Fallen Objectives

I quite liked these. I liked both the placement before you picked sides AND the fact that they could be captured by any of your units. It added a nice twist sometimes to what deployment zone you wanted to pick and another nice little objective to go for. So thumbs up on this!
My only problem with the Fallen objective is that there is no incentive to interfere with your opponent's Fallen objective at all. I can't get points by claiming it, and I'm not denied points by my opponent claiming it; therefore, it's not a priority for me.

Slaughter-Style Kill Points
If you haven't, Scott, I'd encourage you to look at Blackmoor's report of his matchup with me in Round 4. It illustrates some of the issues around SSKPs (as well as mission 4).

Mission 2 - Mark the Graves

This mission is deeply, deeply flawed IMHO.

First and foremost, anytime you have a mission where a player can effectively accrue a certain amount of points during the game and then wipe out their opponent's Troops choices and the game is then OVER, should never, ever, ever, ever, ever, ever be included as a tournament mission. You've created a situation where a game can literally get be 'over' in a turn or 2 with nothing the opponent can do except to hope to table the other army. That is frankly TERRIBLE mission design as it can easily result in a very, very unfun game (for both players).
This part I completely agree with, although it was to my benefit at the time.

And the way that players were able to easily capture a building and then it was ridiculously hard to get that capture 'off' the building was nuts. It meant that players who got to the building first and captured it had a HUGE advantage because it was so difficult to get that capture away from them. If you are going to do a mission like this again you should really allow ANY unit that moves into the building to 'contest' it and remove the capture token. Any other way just makes the mission way too stilted towards whatever side captures the most buildings first.
I think you may have misunderstood the mission, Yakface (or else I did). "To Control a building, a player must have a Control Marker, and no enemy units, within the building or its base." Any enemy unit COULD contest the Control, irrespective of the presence of the Control Marker.

Mission 3 - Search for the Dead

I don't have any major issues with this mission (I rather liked it), although I think in general its a bad idea to allow more than one objective to be in a player's deployment zone, as it tends to create a very boring game.

I would highly recommend that players are only able to 'find' one objective in their deployment zone and after that they aren't allowed to search terrain pieces in their own deployment zone for an objective.
Alternatively, maybe just randomly generate objectives at the start or end of each game turn? E.g., assign a number to each piece of terrain, and roll an appropriate die at the start of turn 1, 2, 3, etc. to place objectives 1, 2, 3, etc.

Mission 4 - Seek Vengeance
If you had other objectives going on at the same time that 4 FOCs had been marked for death, or if only those FOCs could capture the objectives, then you would have a lot more dynamism. But just having 4 FOCs being the only objectives means that players simply hide them and most of the game is a pointless set of rolling dice and moving models.
This part in particular is what occurred to me. I understand the intent behind the mission - your opponent can pick the most essential parts of your army, making you choose between protecting the valuable SSKPs or using your army to its full capabilities. But it would be more interesting if it was "only these units can control the winning objective, out there in the middle of the battlefield;" at least they'd have to get involved!


Mission 5 - Protect the Fallen

I really liked the concept of this mission, but I honestly think that players should have to bid on the objectives BEFORE they choose deployment zones. Having them bid after meant that you could pretty much guarantee that the objectives that were near your deployment zone were worth more to you than the ones in your opponent's deployment zone. Which is fine, but in that case you might as well formally declare what those objectives are worth.
I'd agree with that. At the time, I really liked the idea of adding your values together, as it makes EVERY objective potentially valuable to you, rather then allowing you to essentially ignore your own 0-point objective (aside from contesting it, in case your opponent made it worth 3). But maybe it's even more interesting if you're placing the values your OPPONENT will get. Opens up some lovely bluffing opportunities - I bid "3" on one objective, but more vigorously defend the objective I bid "0" on; what will my opponent think?

And that's about it for me. Thanks so much for taking the time to run these events, I know that I certainly appreciate it and these comments are most definitely intended as constructive criticism. At the end of the day I had fun and would play again using the same missions, even if I don't personally care for some of them.
And ESPECIALLY this part. I really enjoy the SCGWL tournaments, and the fairly laid-back but professional way in which they are executed. I'm bummed that the Smackdown has lost the major 40k event, but I'll make an effort to come to NeonCon.

Thank you for running the Slaughter-in-Space, guys!

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Decrepit Dakkanaut






Los Angeles, CA

Janthkin wrote:I think you may have misunderstood the mission, Yakface (or else I did). "To Control a building, a player must have a Control Marker, and no enemy units, within the building or its base." Any enemy unit COULD contest the Control, irrespective of the presence of the Control Marker.


The presence of any type of enemy unit in the building does prevent a scoring unit from planting a control marker, but once a control marker has been placed, only an enemy unit in that building (and no other enemy units) can then remove the control marker (to be replaced with one of their own).

So yes, once you got a control marker placed, if you manage to wipe out your opponent's scoring units, then there was literally no way for the control markers to be removed form a building from then on.



I play (click on icons to see pics): DQ:70+S++G(FAQ)M++B-I++Pw40k92/f-D+++A+++/areWD104R+T(D)DM+++
yakface's 40K rule #1: Although the rules allow you to use modeling to your advantage, how badly do you need to win your toy soldier games?
yakface's 40K rule #2: Friends don't let friends start a MEQ army.
yakface's 40K rule #3: Codex does not ALWAYS trump the rulebook, so please don't say that!
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Mutilatin' Mad Dok





LaLa Land

I want to say I am also bummed that the Smackdown is not having a major 40k event.

Team Zero Comp
5th edition tourny record 85-32-16 (2010-12) 6th 18-16-4
check out my Orky City of Death http://www.dakkadakka.com/dakkaforum/posts/skipread/336388.page 
   
Made in us
Fixture of Dakka






San Jose, CA

yakface wrote:
Janthkin wrote:I think you may have misunderstood the mission, Yakface (or else I did). "To Control a building, a player must have a Control Marker, and no enemy units, within the building or its base." Any enemy unit COULD contest the Control, irrespective of the presence of the Control Marker.


The presence of any type of enemy unit in the building does prevent a scoring unit from planting a control marker, but once a control marker has been placed, only an enemy unit in that building (and no other enemy units) can then remove the control marker (to be replaced with one of their own).

So yes, once you got a control marker placed, if you manage to wipe out your opponent's scoring units, then there was literally no way for the control markers to be removed form a building from then on.
Well, yes. But you didn't get any control "points" if you opponent had a model in the building at the end of the game turn, so they could at least prevent you from accumulating more points.

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