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![[Post New]](/s/i/i.gif) 2016/06/07 16:35:27
Subject: Need a few volunteers to review a mission packet (40k)
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Longtime Dakkanaut
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For whatever reason, I stumbled into volunteering to write up some scenarios for a reasonably large local RTT. If you guys can take a second to read through it and see any potential
abuse/unintended consequences, I would appreciate it. Its supposed to be focused on fun, so the scenarios arent typical.
Each round has a maximum of 9pts.
Round One - Two Constructs
Dawn of War Deployment
Both sides vie for control over two mysterious constructs. The alien technology, however, does not
wish to be contained.
At the start of the game before deployment, place two objective markers 24 inches from either table
edge and 24 inches from each player edge.
Primary Objective
Beginning turn 2, each objective marker is worth 1 pt to the controlling player at the end of each GAME turn. If
both players contest the objective then both players receive a point.
Beginning turn 2, the start of each PLAYER turn, each construct attempts to defend itself with bursts of energy.
Center a large blast marker over each objective and scatter it 1d6. Use the following weapon profile:
Turn 2 S3 AP- RENDING, ORDNANCE
Turn 3 S1 AP2 POISONED (5+) ORDNANCE
Turn 4 S6 AP- ARMOURBANE, ORDNANCE
Turn 5 S4 AP- INSTANT DEATH, HAYWIRE
Turn 6 S10 AP1 SHRED
Turn 7 All of the Construct's energy has been expended and goes dormant.
Maximum Points Allowed from Primary: 6
Secondaries (1pt each):
Slay the Warlord
Linebreaker
First Blood - Note:The player going second can score first blood if he destroys a unit in the same GAME turn
of First Blood being scored)
Round Two - Evac
Dawn of War Deployment
A crack recon unit from your army has been tasked with returning the alien technology. At the beginning of
the game, nominate one unit that is a non-MC/GMC, non-vehicle/flier/walker as your Recon Unit. This unit does not
deploy with your army.
After Infiltrators and Scouting moves are complete, deploy your Recon Unit anywhere on the board so that they
are 12" from your opponents board edge and in coherency (they should be in base to base contact with the
enemy deployment zone) They may ignore the 1" minimum distance required from enemy units.
This unit, in addition to its normal profile, gains FEARLESS, HIT & RUN and FEEL NO PAIN(+6). It possesses an invulnerable
save equal to the current game turn. (2+ on Turn 2, 3+ on Turn 3, etc. Note that no save can ever be improved
beyond a 2+). Exhausted from the pursuit and hindered by the alien technology, it may never move more than 6
inches in ANY phase, regardless of the unit type. It may not enter ongoing reserves. However, it may assault
2d6 as normal. Any non regular movement type (such as Hit and Run moves) are capped at 1D6.
At the end of the game, you score 3 pts if any model in your Recon Unit has made base to base contact with your
table edge. Your Recon Unit immediately reverts to its regular profile once it has reached base to base
contact with your table edge. You score 3 pts if the enemy Recon Unit is destroyed before reaching its table
edge.
Secondaries (1pt each):
Slay the Warlord
Linebreaker
Hot Pursuit -Your Recon Unit has NOT reached your table edge, but has not been destroyed)
Round Three - Override
Hammer and Anvil Deployment
The mysterious Constructs initiated a planetwide self destruct when they were removed from their markers.
Now the only way to prevent your army's complete annihilation is to abort the process, and the best minds
of your species deciphered the Override's location.
The Overrides are housed inside armored bunkers, teeming with exotic energy and defenses. Players take
turns placing 6 objectives numbered 1-6. Do not reveal the numbers until the start of Game Turn 1.
Before either player can claim an Objective, its armored shell must be destroyed. Regular rules for Line
of Sight apply.
Use the following profiles for each Override:
Override Terminal 1 - AV11/12/12, 3HP
Override Terminal 2 - AV10/10/10, 3HP
Override Terminal 3 - AV13/13/13, 3HP
Override Terminal 4 - WS BS S T W I A Ld Sv Immobile, Fearless
1 0 0 7 4 1 0 10 -
Override Terminal 5 - WS BS S T W I A Ld Sv Immobile, Fearless
9 0 0 3 8 1 0 10 -
Override Terminal 6 - WS BS S T W I A Ld Sv Immobile, Fearless
3 0 0 8 4 1 0 10 -
Once an Override Terminal has lost its last Hullpoint/Wound, its defenses are down and you may capture the
objective marker as normal. If at the end of the current GAME turn you claim an objective, you score 1pt and the objective marker is
removed from play.
Secondaries:
Slay the Warlord
Last Laugh - Destroy the last unit of the game. Only one player may score this. An Override Terminal counts.
We Did It! - If all Six Overrides are successfully removed from play by either player, congratulations - You
survived and you get a point!
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This message was edited 1 time. Last update was at 2016/06/07 16:36:03
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![[Post New]](/s/i/i.gif) 2016/06/09 09:34:19
Subject: Re:Need a few volunteers to review a mission packet (40k)
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Douglas Bader
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One obvious problem: it is possible to create an army that has no legal units for the round two mission (for example, a tank army with no non-vehicle models). And theme-wise the mission favors picking units that make no sense as recon units. You don't get to take advantage of any extra movement distance that "scout" units normally get, so the obvious choice is a powerful melee death star that can get easy turn-1 charges from 1" away. Taking fluff-appropriate "scout" units just puts you at a huge disadvantage, and armies that don't have melee death stars (for example, IG with their incredibly fragile infantry) are hopelessly screwed. This does not sound at all like a fun mission.
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This message was edited 1 time. Last update was at 2016/06/09 09:34:50
There is no such thing as a hobby without politics. "Leave politics at the door" is itself a political statement, an endorsement of the status quo and an attempt to silence dissenting voices. |
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![[Post New]](/s/i/i.gif) 2016/06/09 14:28:35
Subject: Re:Need a few volunteers to review a mission packet (40k)
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Primered White
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Summary: Your missions disproportionately advantage the second player, are going to result in way too many ties, and have poor secondary objectives that don't help differentiate the scores. And I know it's neat to have different stuff on the board that does stuff, but environmental effects that can just randomly kill you give players at tournaments cases of the feel-bads since they feel like they lost to the table, not their opponent. This might sound harsh, but I genuinely want to help you have better mission design, so please read on.
Round 1:
It's too easy to have a tied score on the primary. If my opponent and I each hold an objective three times, we get three points each and then the primary mission was worthless for determining a winner.
None of the secondaries are exclusive, since you allow both players to score First Blood, so you can easily have a complete tie. Making First Blood exclusive wouldn't help either, since then you make the entire game hinge on First Blood, which you don't want. You need to entirely reevaluate your scoring so that it's less likely to end in a tie.
Furthermore, I don't see the point of scoring an objective once at the end of a game turn but dealing damage on each player turn. You're causing a player to have to suffer through two rounds of attacks from the environment to claim a single point. Losing models to random chance instead of an opponent is not a fun mechanic in the first place, but this is especially bad.
Worse, this disproportionately affects the first player. If the first player sends a unit to hold an objective, it will always have to suffer through the construct attack and the second player's turn before it can score.
The second player can scoot a weak unit onto an objective at the bottom of the turn. Since the attacks happen at the start of the player turn but scoring is the end of the game turn, the second player's unit won't have to suffer any attacks before they get to score. This is an excessive advantage to give to the second player, especially since scoring at the end of the game turn is already a HUGE advantage for the second player.
If you really want to keep this mechanic, move it and scoring to the start of the next game turn. That way holding an objective requires both players to suffer equally.
Round 2:
Peregrine already pointed out the biggest flaw with this, which is that it's possible to have any army which doesn't satisfy the requirement for a recon unit. Furthermore, it disproportionately makes certain kinds of units better, such as those with access to rerolling saves, and the most ideal choice is a squadron of Monstrous Creatures or some other tough unit that can only move 6" anyway.
If you really want to stick with this mechanic, you need to just give each player an Allies of Convenience "recon" squad that isn't part of their army list with a generic stat line so that it's even and the stats are difficult to abuse.
You're going to see this end in ties a lot as well, as both players kill each other's recon squads and end the game at 3-3, plus StW and Linebreaker. Hot Pursuit is a really bad Secondary objective, since you only get to score it if you haven't succeeded at the main objective. Secondaries should be helping you to solidify a lead and break ties, and having mirrored secondaries and secondaries that you can't score because you're doing well don't help with that.
Round 3:
Having the terminals have different stats and be arranged randomly is just going to screw over certain players by random chance. One player might wind up close to the extremely tough ones while the other player has all the easy ones, but they're all worth a point so one player has a distinct environmental advantage. Make them all the same stats.
Last Laugh is okayish since it's finally a secondary objective that only one person can get, but it disadvantages the first player again. (You solved that second player disadvantage in First Blood, but reintroduced it here for the other player)
"We Did It!" is a bad secondary. It's pointless to have an objective that both players score cooperatively for the same exact thing. It doesn't differentiate the score at all since both players either have it or they don't. This should be entirely scrapped and replaced with something else.
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This message was edited 1 time. Last update was at 2016/06/09 14:30:40
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![[Post New]](/s/i/i.gif) 2016/06/10 20:11:53
Subject: Need a few volunteers to review a mission packet (40k)
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Longtime Dakkanaut
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Whoops I forgot about this after it didnt get replies for a while.
Thank you both, I see your points and Ill try to make some changes. I will say, at this store and the tournament itself its really being pushed as a laid back fluffy focused (points for that kind of thing, etc) so I didnt really plan for Death Star results.
Thanks again, kept me from looking too stupid.
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