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Made in it
Annoyed Blood Angel Devastator




Hi all
today i and some friend had a little arguing about "how much tactical objective deck you need"

one faction stated you would need a deck for each player, so everyone can have "specific" deck (ie BA, Orks, SW, etc can have a little customised version of the tact obj deck)
one faction stated you need only one deck for entire match and both of them pick up from the same, and "special" deck (BA, Orks, etc) just substitute their special card to the normal ones

assuming it's not a game changing rule, we started searching around the rulebook but nothing could be found
so
- what's official rules about? and where can i found them?
- what's commonly used to?

ty for your answer

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Daring Dark Eldar Raider Rider





New Zealand

One deck of cards for each person playing
   
Made in us
Fresh-Faced New User




One deck per person. The decks just act as another way to roll on the chart. If you share a deck then you cannot draw the same objective. Whereas if you roll you can.
   
Made in us
Longtime Dakkanaut






One per person is best, but if you don't have two then sharing one during a friendly game is better than rolling on the chart because that's crazy time-consuming.

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Made in us
Battlewagon Driver with Charged Engine





One objective deck per player, but they do not have to be the faction-specific deck. There is a very good reason for this...a couple of the cards are very easy to achieve, like one that only requires that all objectives are discovered. Its more fair if both players have a chance to get that one.
   
Made in us
Novice Knight Errant Pilot





Baltimore

If you insist on playing with the decks, each player should have their own. The table mechanics mean that players getting the same probability of getting any particular objective doesn't happen if they're drawing from the same deck.

 
   
Made in au
Road-Raging Blood Angel Biker




Australia

...I seriously did not know this, been playing wrong this whole time!

   
Made in us
Bounding Ultramarine Assault Trooper




Chandler, Arizona

I think using a single deck between two players is just fine.

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Made in us
Resolute Ultramarine Honor Guard






Peoria IL

 Firehead158 wrote:
I think using a single deck between two players is just fine.


Agreed. The table itself has enough duplicates as is. 2 decks sounds great, but is hardly needed.

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Made in us
Regular Dakkanaut




 Lobukia wrote:
 Firehead158 wrote:
I think using a single deck between two players is just fine.


Agreed. The table itself has enough duplicates as is. 2 decks sounds great, but is hardly needed.


No, two decks are needed, or at least some way to duplicate the cards because there are enough cards that give D3 victory points for simple things. Kingslayer, getting 3 psychic powers off (if you have 3 powers), and holding 3 objectives are just some I can think of off the top of my head and if you are playing one where you draw based on the turn number then you are going to be going through a single deck pretty quickly and it's not fair that both players don't have a chance to get a tactical objective.

This message was edited 1 time. Last update was at 2015/02/10 03:52:11


 
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

You will not come even close in a normal 6 turned game.

"No two decks are needed"

Perfect moment when punctuation radically changes meaning.

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Regular Dakkanaut




 Lobukia wrote:
You will not come even close in a normal 6 turned game.

"No two decks are needed"

Perfect moment when punctuation radically changes meaning.


In a normal game drawing up to 3 objectives and only getting 2 a turn you would draw 11 cards per player so use 22/36 of a single deck, but yeah using 60% of the deck is not even close. What if you play the game where you start at 6 and get less or start at 1 and get more? Each player could realistically draw 13-15 cards thus using 26-30 cards of a single deck. While the first 18 are duplicates the last 18 are not and can swing the game quite a bit with all the d3 awarding ones.
   
Made in us
Resolute Ultramarine Honor Guard






Peoria IL

I'm not saying it can't happen or that it's not a valid point. But when's the last time you saw two players break 15 VP? So incredibly rare. I've seen one do it quite a few, but not two. I realistically see 1 deck making for a much more competitive game.

More likely to get a variety of the obj cards up, less likely to get ones that don't apply. YMMV.

The most common scenario in which two decks would change the game is letting one player camp a bit more or rack up more VPs in a roflstomp. That's not good for club play or a friendly.

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Regular Dakkanaut




And the most common scenario in which one deck would change the game is letting one player get the objectives like kill a MC or Vheicle, kill a character, kill the warlord, Kill something during your turn, have the enemy fail a moral test, i could go on but my point is all those easy to achieve points that one player gets and then are unobtainable for the other player.

This is not even including just being able to hold on to a card that then prevents your opponent the ability to draw it.
   
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The Hive Mind





Kill Flyers. Your opponent doesn't have Flyers, you do.

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Resolute Ultramarine Honor Guard






Peoria IL

Kaela_Mensha_Khaine wrote:
And the most common scenario in which one deck would change the game is letting one player get the objectives like kill a MC or Vheicle, kill a character, kill the warlord, Kill something during your turn, have the enemy fail a moral test, i could go on but my point is all those easy to achieve points that one player gets and then are unobtainable for the other player.

This is not even including just being able to hold on to a card that then prevents your opponent the ability to draw it.


Good points, but if all scored obj go back into the deck, and you reshuffle each turn, that'd mitigate your concerns somewhat. I've never done that, but you certainly could.

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Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

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Made in gb
Confessor Of Sins





Newton Aycliffe

Best solution for 2 players, 1 deck:

You have your deck, shuffle, pick.
Let your opponent roll two dice, have him "borrow" your card(s).
If you need to pick again, take them off of him, re-shuffle, pick again.

Private objectives: Have your opponent find his card(s) and roll his dice behind closed doors

This message was edited 2 times. Last update was at 2015/02/10 16:15:59


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Some cards are easy to achieve, some difficult, some impossible. That itself is a flaw in maelstrom, but this is mitigated by having a large pool of cards to draw from.

With fewer cards, the standard of deviation of difficulty goes up, hence you get more unfair games.
   
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Resolute Ultramarine Honor Guard






Peoria IL

 JimOnMars wrote:
Some cards are easy to achieve, some difficult, some impossible. That itself is a flaw in maelstrom, but this is mitigated by having a large pool of cards to draw from.

With fewer cards, the standard of deviation of difficulty goes up, hence you get more unfair games.


Having more cards doesn't mitigate this. If I have a 1/6 chance of a tough card and you double the pool.... I still have the same odds as before.

If there are more "tough" than "easy" cards, you've actually made it worse.

DO:70S++G++M+B++I+Pw40k93/f#++D++++A++++/eWD-R++++T(D)DM+
Note: Records since 2010, lists kept current (W-D-L) Blue DP Crusade 126-11-6 Biel-Tan Aspect Waves 2-0-2 Looted Green Horde smash your face in 32-7-8 Broadside/Shield Drone/Kroot blitz goodness 23-3-4 Grey Hunters galore 17-5-5 Khan Bikes Win 63-1-1 Tanith with Pardus Armor 11-0-0 Crimson Tide 59-4-0 Green/Raven/Deathwing 18-0-0 Jumping GK force with Inq. 4-0-0 BTemplars w LRs 7-1-2 IH Legion with Automata 8-0-0 RG Legion w Adepticon medal 6-0-0 Primaris and Little Buddies 7-0-0

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Made in us
Regular Dakkanaut




 Lobukia wrote:
 JimOnMars wrote:
Some cards are easy to achieve, some difficult, some impossible. That itself is a flaw in maelstrom, but this is mitigated by having a large pool of cards to draw from.

With fewer cards, the standard of deviation of difficulty goes up, hence you get more unfair games.


Having more cards doesn't mitigate this. If I have a 1/6 chance of a tough card and you double the pool.... I still have the same odds as before.

If there are more "tough" than "easy" cards, you've actually made it worse.


The point is you have a 1/36 chance to draw any card in the game and as you draw cards this goes lower, but if two players are drawing cards from the same deck you have 1/18 chance of drawing a card.

Also with re-shuffling, that could lead to getting the exact same objective twice for one opponent.
   
 
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