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Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






I really would like to see a tournament where they just play a pre-communicated fixed CA2019 eternal war mission and a different one each round. Those mission are really balanced for almost all armies and if you know which mission you are going to play, you can avoid screwing yourself over by building an army that falls flat on its face in one of them.
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Ork Admiral Kroozin Da Kosmos on Da Hulk






Kdash wrote:
Spoiler:
So, my thoughts…
Secondaries in ITC are an issue, though I think the main issue is that there is usually a big advantage to build your list to a) deny your opponent secondaries, and b) setup your list to focus on at least 2 secondaries with multiple options for reliably achieving a 3rd based on your opponent. This therefore means that it becomes a game of list building and secondary scoring, opposed to a game about the actual, primary, mission.
That for me doesn’t help balance in any shape or form and comes down to it being a matchup between those that understand ITC list building and (I feel) the majority that do not. Hence why the entire Brohammer team took exactly the same list to the LVO.

Unfortunately, the only real way for ITC to get around this problem is to scrap secondaries entirely, or, have them randomly decided at the start of each game.

You still have the issue of being able to pre-build your list to do well in x amount of primary missions, but, I feel that this is an area where GW is ahead of the ITC, in that the way that their primaries are scored is sufficiently (or close to) different mission to mission to deny 1 list from being able to stomp through all of them without issue or matchup concern.

I’ve not played the new Maelstrom missions yet, but, some of the most intense competitive games I’ve played have been where the ET missions have been combined with the Maelstrom missions. Now that the issue of randomness has been reduced due to the new deck building rules, I feel like this should be something to go back and look at. It also adds an additional level of list building and planning skill to each player, as they’ll have to decide on whether to double down on the ET mission, or, work on a way to cover off both missions whilst being strong enough to compete.

Now, I include myself in this next comment, but I think it needs to be said.
People enjoy ITC because they know what is going to happen and know what their list can do even in hard counter situations. They might not be able to win, but, they’ll know how to score points to aid their overall placing.
People are scared to move away from this, because the vast majority of people aren’t skilled enough to adapt mid game to score points if something throws a spanner into the works. We’d all rather blame bad dice or “imbalance” for our losses, rather than the idea that our list couldn’t handle a small bit of randomness. Which is also why I personally think some level of randomness SHOULD be strived for in the competitive scene. Independent and quick thinking should be way more valuable than netlisting and practicing with the list a dozen times.

For me, you should win the battle on the day on the tabletop due to skill and decision making, regardless of what random things happen in the game, not 4 weeks beforehand when you build your list.

For those wanting some data on competitive CA19 events, we are unfortunately lacking right now, simply because most stats collators blank any event not on BCP, or not running 2000 points (which includes the GW heats and finals). I get that it can be hard to collect the data, and specifically the lists, but, even when that is known some events just get instantly dismissed because they are run at 1750 points or simply “aren’t ITC”. This isn’t going to change imo.
With that in mind, below is some of the info from the Caledonian event and the GW finals.
Caledonian Uprising –
Top 10
Thousand Sons & un-aligned Daemons soup.
Forces of the Hive Mind.
CSM & Nurgle soup.
Imperial Fists.
Raven Guard & Imperial Fists.
Iron Hands (Astraeus & Repulsors).
GSC.
Blood Angels.
Iron Hands.
Orks.
Full lists can be found here - https://tabletop.to/caledonian-uprising-2020

GW Finals –
Top 10
Iron Hands.
T’au.
Grey Knights & Guard & BA.
Imperial Fists.
Drukhari.
Blood Angels.
Iron Hands.
Orks.
Chaos Soup.
Harlequins.
It is worth noting here, that outside of the 2 placings I’ve listed as soup, I am unable to confirm if the other lists souped or not.
Final standings can be found as pictures on the Warhammer World Events Facebook page.

Now, if we count the GK/Guard/BA list as Marines, we see that over the 2 events, 50% of the top 10’s were Space Marine lists. Whilst this is still higher than we’d all like to see, we can already see the difference between “competitive” diversity between this format and the ITC format. We 100% need more data, but, as both of these events were attended by a lot of the best players in the country, inc some that performed very well at the LVO this year, we can potentially start to draw a bit of information from the results and at least begin to wonder what the possibilities could be.

The final comment I’d like to make is in response to “soft scores” someone mentioned a few pages back. Personally, I think soft scores should remain outside of “best general” rankings. Maybe you can have a separate ranking at the event which includes it, but, it should not affect the rankings on “who played best”. Like it or not, you’re more likely to get awarded a “best game” vote in games where you get absolutely destroyed, than in games where you handily win, unless you are an exceptional person to game with.

ITC has been a fantastic pillar for the scene to stand on and grow from, and the circuit will remain so, regardless of what happens. However, I feel that their format is nearing its end as a requirement now that GW is offering a viable alternative.


So much great stuff written here. Exalted!
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






IMO Soft scores done right are a very good thing - before one of the GWs here closed, they used to give separate prices for best general, best painter and best sportsman.
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Dudeface wrote:
I don't think they're the ones missing the point. Best overall isn't just battle points, that should be best general. The nice guy who nearly came first absolutely should get rewarded with best overall.

The thing is, sportsmanship is subjective. People might hate your army composition, your faction in general, your paint scheme, the way you roll dice or your face. Marking down people because they played orks/knights/ultramarines is a thing, just like marking down anyone who defeats you is.
It's also very easy to manipulate in smaller events if you join an event with a group of people. You just mark down everyone not part of your group and you are pretty much guaranteed to get the price.

So while I support having a sportsmanship score (preferably just as a yes/no), it should be separated from both painting and game score.
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Ork Admiral Kroozin Da Kosmos on Da Hulk






Dudeface wrote:
Any system with a score can be gamed, that's just the way it is and I agree it needs to be scored independently. Maybe "best overall" needs to vanish and just have best painted, sportsman, general etc?


That's how it was at the store here - top general got a box of models or two (often traded away/sold by the winner), worst general got some metal model blister(shows how long ago this was), top painter got some brushes and paints and top sportsman got a t-shirt, some dice and a poster. You can't exactly transfer those prices to a modern GT, but I think the idea of awarding different things for different parts of the hobby works fine.
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Ork Admiral Kroozin Da Kosmos on Da Hulk






bananathug wrote:
But how do you determine who is the highest ranked player when you have 8 guys that went 1-1 with the same round scores in a 50 person tournament? Or 5th place between all the 4-1 players?

The big tournaments have max scores per round of 30-40 points so that there is such a small chance of 10 dudes winning their games with 14 out of 18 points.

I didn't get it at first and took a couple posters to explain it to me but without a wide range of scores the GW missions just are not practical to run a tournament and determine parings and in some cases a winner without a larger range of potential scores (which means secondaries which means homebrew).

Uh, what exactly is preventing you from just using the VP scored as tiebreaker?

Besides, I still find the CA 2019 missions pretty boring when compared to something like the newest adepticon mission pack

Did you play any? Despite being quite simple, almost all create interesting and dynamic games.

edit: you would have to remove all faction specific cards from deck building to have anything that resembled a "fair" game when using maelstrom decks.

Up for discussion IMO. I was up against that legendary eldar psychic power combo on Sunday and I simply crushed and outscored him. When both players are stacking their deck in their favor, the faction objectives have a lot less impact.
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Spoletta wrote:
You need a lot of stuff at the same time, so obviusly you cannot just take more firepower and be happy, it will not work against a good player. Especially because tabling an opponent doesn't guarantee that you win.
I have been to CA tournaments were the winner was tabled in more than half his games, i tabled him too, and yet he won all his games.


Same experience here - I played multiple games against numarines by just pinning them in the corner and taking objectives. By the end of the game, I rarely hat more than 200 points on the board, while the marines hat 1k or more left - yet I won all of them.
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nareik wrote:
Obviously the player is a common element here, and CA 2019 isn’t. I suppose one could argue ITC is less ork friendly than either iteration of CA?


Considering that there have been 0 top 4 placement for orks this year in ITC and three in non-ITC events, it at least seems that way. It's not surprising that an army whose signature feature is having dozens of easy to kill units suffers when missions reward killing stuff as much as ITC does.
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Ork Admiral Kroozin Da Kosmos on Da Hulk






I haven't had single game of CA2019 or CA2018 where the mission decided the game if both players brought a TAC list.

The only time the mission decides the game for you is when you bring a skew list with no or little troops, characters or mobile units. Which is perfectly fine IMO.
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 vict0988 wrote:
Considering I have been actively avoiding EW I find it strange that I had one of the few games I played decided by objectives floating in my direction

That mission has a roll-off for each of four objectives at the beginning of the battle round and the winning player can move the objectives by up to 3". The objectives are scored at the end of the battle round. You didn't win the mission because the objectives "floated in your direction" (you moved them there), they were decided by your opponent being unable to hold their objectives and you defending them properly. I have literally held those floating objectives with units of pox walkers against an army of eldar jetbikes. The only thing the floating does is forcing heavy weapons to move if they want to keep holding the objective.
Oh, and it also has been replaced in CA2019.

and another game decided by having 15 units against a 5 unit list and in a mission about getting VP for each unit destroyed.

That mission would be "four pillars" which rewards 1VP per battle round for killing more units than your opponent and 1VP for holding more objectives than your opponent, with only troops being able to score. You get 3 VP if you hold all objectives. There is zero advantage for the 5 models list here - since you are most likely lacking troops, the mission will be decided by whether the knights will be able to wipe out the enemy troops fast enough without failing to kill the most units each turn.
In my experience, four pillars is one of the most balanced missions to play, and it's also still around for CA2019.

Now, you can say Knights aren't TAC,

An army bringing with just 5 titanic models with identical strengths and weaknesses is a skew list, and you will lose if the mission that exposes your weaknesses. You literally can't take all comers.
And even then, you have traits and stratagems to capture objectives despite more enemy models sitting on them, and you can prioritize killing objective holders to improve your odds.

Imperial Fists aren't TAC, BA aren't TAC and end up with such a narrow definition of TAC that you basically have to dictate lists to the players attending your tournament, that's not what I am interested in.

https://yourlogicalfallacyis.com/slippery-slope
The requirements for CA2019's missions are:
- You need troops
- You need units that can reach your opponent's deployment zone
- You need some mobile units
- You need 3-4 characters
Neither Imperial Fists nor BA have any trouble building a TAC army. Both have access to literally the largest amount of options in the game, if you fail to build an army that can tackle all six CA missions, that's on you.

I want list and faction diversity and fairly matched games. You can't craft a mission set that incentivises TAC enough that people will wholly ignore the game design GW has implemented which massively favours skew lists.

So you're saying that by playing the missions designed by GW you are not playing the game as GW designed it?

That means more games decided by which mission you happen to be playing when against BA vs when against Orks vs when against Craftworlds.

BA, Orks and Eldar can all build armies which have an equal shot at winning all of those CA missions. Unlike ITC, where orks and BA can't do jack, while eldar rely in skew lists to win.

This message was edited 3 times. Last update was at 2020/02/07 11:06:13


 
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






TAC = take all comers. In this context, a TAC list would one that can reasonably expect to win any of the missions and has tools to handle anything thrown at it - be it vehicles, hordes, elite infantry or planes.

A skew list is a list which overly focuses on one aspect in order to create a rock-paper-scissors scenario, where you aim to get easy wins through list building. Usually this is facilitated with the rock being too powerful or the paper not being viable in the current meta. Examples of this would be pure knights lists, ork green tides, eldar flyer spam or imperial tank companies.
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






 vict0988 wrote:
#2 https://tabletop.to/caledonian-uprising-2020/list/james-mackenzie No vehicles or monsters, only 3W and 1W Infantry.

I'm no expert on GSC, but why do you think this is not a TAC list? Many different units, multiple kinds of troops, and even similar units are equipped differently. This is a perfectly fine example of a TAC list. As you pointed out below, TAC doesn't mean you need to bring a defensive profile to shoot for every enemy gun.

The skew vs TAC thing is kind of complicated because they aren't really opposites. TAC is a term of offensive output, you can build a Knight army that is good vs Knights, one that is good vs Marines or one that is good vs Orks by taking high S medium AP, high AP and high ROF weapons respectively. Those would be counter lists, which is the actual opposite of a TAC list, a TAC list would just be a Knight list that is equally good against Orks, Marines and Knights.

This is correct - Knights are quite limited in their choice of weapons, so they can't really build TAC lists. They heavily rely on people being unable to handle them properly while gunning down whatever is thrown at them with whatever they have.

A skew list is mostly in terms of defensive profiles, as other posters have explained you can create a list that can ignore lascannons by not taking any good targets, that's a skew list. The opposite of that isn't exactly TAC, it's more like get destroyed by all comers list since skew is generally effective against TAC because the TAC list will have some weapons that are ineffective against your skew list.

I agree, but skew lists aren't limited to defensive properties. When you look back to the early months of this edition, there were skew lists focused on spamming deep striking shooting units or massive amounts of smites. Skew is all about putting a lot of weight on a certain aspect of your army and trying to win the game during list building.

It's not about being able to win, it's about the mission not creating an unfair advantage to any player in any specific game. Overall both EW and Champions advantages certain armies and lists, that is inevitable. The question is whether an Imperial Fist player would prefer fighting certain opponents in certain missions and what happens when they do vs when they don't. GW missions have in the past given massive advantages to one player over the other based on lists, minimizing the amount of impact the player choices have in the game due to huge impacts from an individual mission being in you or your opponent's favour.

Right now, ITC is creating an unfair advantage for some players in every game. Having multiple missions who favor different aspects is by default superior to having one mission which favors the same aspects every game.
I'd also like to specify which *massive* advantage a player gains from any of the CA missions. To me it doesn't seem like you have played any of the CA2018/19 missions, because me and my group had the exact opposite impression. Even games again armies like knights or whatever the top dogs were in ITC, it always felt like you had a fair shot at winning.

No, I am saying GW wants skew lists with the rules set in the codexes and supplements, no mission set is going to remove that. I personally don't want what GW wants. I want rainbow or highlander-like lists which is why I think internal balance is important.

I want the same as you. In my experience those recent CA missions have worked towards that. Armies which sit in a corner an shoot across the board precisely according to mathhammer keep losing and losing, so people have started valuing mobility and utility much more and thus lists are changing.

You don't have any missions you'd prefer to play vs BA jump spam and maybe another one you'd prefer against IF flyer spam? That seems incredible to me.

So, since you seem genuinely interested in this, I went through all the missions and checked.
Flyer spam is a skew list though, which means it's actually supposed to be bad in some missions. I'm fairly confident that it would struggle in pillars, ascension and frontline warfare, as it's easy to ramp up VP there if your opponent can't contest the objectives. Even if they table me, I might still win or draw, as SM troops take too long to get across the board after it has been cleared. In the others it would depend on how fast they remove my stuff, so basically regular game.
BA jump spam? It really depends on what exactly you mean but that, but assuming you brought two battalions and something that can kill tanks, I don't think they have an advantage nor a disadvantage against either my DG or my Orks in any of the missions (assuming both built to handle any of the six missions).
DG would probably benefit most from ascension because they have lots of durable characters, and BA are kind of forced to not keep theirs sitting on objectives. In turn, BA would probably win scorched earth because DG suck at removing things quickly, so you might end up razing an objective or two.
As for orks, four pillars would be my choice, since drowning the pillars in gretchin and boyz works good enough against scouts. If I get the 3 VP once, I probably win the game. This could backfire on me though, depending on what you bring - intercessors are pain to remove for orks and infiltrators make jumping on a pillar impossible.


Automatically Appended Next Post:
 vict0988 wrote:
It is skewed towards infantry with 1 or 3 wounds, any weapons that are designed to kill anything different will be weak against the list. Haywire cannons, lascannons, meltaguns, all designed to take out vehicles, particularly heavily armoured ones and all relatively weak against Warriors.

How are lascannons and melta weak against warriors and hive guard?

It might not be a counter list though, it might not be built to take out any specific list or build, but it you have to notice the lack of vehicles and monsters.

It's a skew list because the Monsters are all characters with less than 10 wounds if the list included Magnus or a Bloodthirster I would not call it a skew list. Again, haywire, lascannons and meltaguns are useless until you get rid of all the chaff.

Sorry but I have not played against the Possessed bomb so I am not familiar with how it operates, I also believe there are several ways to field the bomb depending on which mark they take. The Crawlers do present a target for a type of weapon that would be worse against Possessed, if the player had instead brought three units of Havocs his list would not have any vehicles to target with haywire weapons for example and the list would be more skewed.

I think you are mistaking target saturation for skew.

This message was edited 1 time. Last update was at 2020/02/07 14:04:12


 
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Trasvi wrote:
Rocking a plaguebearer horde[...]
.
Hordes work because most armies can't afford to load up on the amount of firepower it takes to kill 150 plaguebearers

Ever considered that plaguebearers might be the problem, and not hordes in general? I can't recall any other horde army tabling others regularly.

200 boyz or 300 gretchen AND possibly have a chance at killing Marines.

Considering that I play orks, I can tell you that most armies have no trouble deleting 60 boyz per turn, lists tailored towards killing hordes can do twice that.
Neither 200 boyz nor 300 gretchin are viable armies when there are chess clocks involved.
It's also the ITC mindset that's showing. You usually don't need to kill your enemy to win CA missions, I usually win my games close to getting tabled and have lost games ten times my opponent's points left on the table.

On top of that, most missions don't actually favor hordes.
Crusade has six objectives, so hordes actually do have an advantage here. However, points are scored at the start of each players turn (starting T2), so you can deny points by just clearing the stuff actually on objectives.
Scorched earth is difficult, but with some sacrificial units in their backfield, you could raze their objectives for a quick boost and to deny them VP in further turns. This one also has scoring at the start of turn, just make sure you don't get tabled. In general hordes don't like turning around to handle something like terminators in their deployment zone.
Assention is also decent for hordes unless you snipe their characters. If you do, it's a free win, if you don't you need to keep your characters alive and try to interrupt the enemy character's scoring ones - which by no means requires you to kill the entire enemy army. Shifting 60 boyz and a KFF mek off an objective is a piece of cake compared to killing Maenus Calgar with Vitrix Honor guard sitting in one.
Frontline Warfare massively benefits hordes, but has scoring at the end of a battleround. If you go second, you can clear objectives to deny or even steal them from the other player.
Four Pillars requires you to hold two objectives (score at end of battleround) and kill more units than your opponent. Against most horde armies, people have no trouble doing that as you can control how much a horde army kills per turn. If mek guns are involved, winning this should not be a problem.
Lockdown really depends on which markers disappear when. But then again, fighting for objectives will win the missions, rather than killing as much as possible. Sometime using lascannons to kill boyz is the right thing to do.


Automatically Appended Next Post:
Trasvi wrote:
Ork hordes are still doing great. Take 3 shokk attack guns, a squad of tank bustas then fill the remaining points with boyz and gretchin.

Orks have had 0 top 4 ITC wins at GTs this year.

This message was edited 1 time. Last update was at 2020/02/13 13:28:40


 
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






ERJAK wrote:
Except they're really not. The mission is always 'stand on more objectives than you opponent' with a miniscule, usually irrelevant, twist and objective placement, when they're deliberately set to be mirrored, or deployed by two players who are at least minimally competent, is largely irrelevant.

Ewar missions may not be actually identical, but they're functionally identical in terms of how you go about winning them.


Look who obviously never even played every EW mission more than once.
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Yoyoyo wrote:
Missions don't need to be balanced for every single faction in the game, there just needs to be a way for players to avoid obviously one-sided matchups.

I disagree. While not every army should be equally good at winning all the missions, every faction should have a way to win any of the missions - that way doesn't need to be the same one, but they need a way.

For example, a faction which has trouble keeping characters on objectives should have better access to assassination mechanisms.

This message was edited 1 time. Last update was at 2020/02/19 17:35:32


 
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 AnomanderRake wrote:
Yoyoyo wrote:
...rather than forcing a player to take a flexible force because they need to play potentially 4/6 missions.

The more unpredictable the mission, the less you can overspecialize. That's arguably a good thing within reason. Though I'm of course interested in the counter-argument.


In an RTS factions have the ability to play in a different fashion to adapt to the map. In 40k if you take the wrong list build, or in extreme cases the wrong faction, when you started buying and painting expensive toy soldiers months or years before the event, and then get screwed over by the mission, there's very little you can do.

The ease and lack of cost of switching factions in an RTS makes this feel like a screwey comparison to me.


We have been randomly determining our missions after bringing finished lists to our gaming group since a few months into 8th. Not once has a single player been screwed over by any of the eternal war or maelstrom missions because of his faction or because of his collection.
The only times this happens is when people bring an army that can't adapt to the mission - like one-trick combos, static gun castles or lists heavily skewed towards one aspect. Or armies that wouldn't work in any mission, obviously.

This message was edited 1 time. Last update was at 2020/02/20 09:56:54


 
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Spoletta wrote:
And less bags to carry! It is becoming increasingly difficult to carry around 2000 points of nids!


Abandon foam trays, magnets are the way to transport hordes. Especially for nid models.


Automatically Appended Next Post:
Martel732 wrote:
Rts you can scout your foe and counterbuild. Changes everything.


Doesn't change the fact that every faction has the proper tools to beat any opponent, does it?

This message was edited 1 time. Last update was at 2020/02/20 15:19:36


 
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 Ishagu wrote:
This is a tabletop wargame, not an RTS video game.

Starcraft has far less units and only 3 factions so there's only so much comparison you can make. Also, in 40k you don't build up the armies during the game so the system of competition is fundamentally different.

Note that not all RTS are about base-building and managing economics like StarCraft is.
As someone who already played those first RTS which could toggle between RTS and turn-based, I can tell you that turn-based tabletop wargame is just an RTS with a lot less complexity.
There is no reason why it's not possible to balance WH40k to the same degree as StarCraft I+II, WarCraft3, AoE2, C&C Generals, Red Alert 2, Grey Goo or many others.
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Martel732 wrote:
Starcraft also has the power of metadata and map design. Its just more uniform.

Yeah, too bad you couldn't just collect all that data by providing digital suit that combines tools like bestcoast pairings, battlescribe and a dice app for free.
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 Inquisitor Lord Katherine wrote:
Jidmah wrote:
We have been randomly determining our missions after bringing finished lists to our gaming group since a few months into 8th. Not once has a single player been screwed over by any of the eternal war or maelstrom missions because of his faction or because of his collection.
The only times this happens is when people bring an army that can't adapt to the mission - like one-trick combos, static gun castles or lists heavily skewed towards one aspect. Or armies that wouldn't work in any mission, obviously.


I can think of a great many maelstrom games that have been won or lost by the mission. Maelstrom missions are literally the worst kind of mission, they're a race to the top with a fixed number of available points that appear randomly. Score points the turn they're generated, or lose. Games used to come down to one player having seen "Demolitions" [almost always outright impossible] while another saw "Kill an enemy unit, kill 3 for d3, kill 6 for 3+d3 VP" [basically trivial].

There were some factions that just couldn't score some objectives, like Harness the Warp. Some objectives are essentially impossible, like the one to hold every objective on the board [which is only possible at a point where your enemy is probably tabled].

In theory, you have an equal odds of seeing an impossible card as your opponent, but in practice that's terrible for a competitive best-of-one game, because it's a sentiment that's only applicable when averaged over a large number of games.

Not to be nitpicky, but that was a problem of the maelstrom game mode and not by the specific mission you rolled. There is no army that was terrible one maelstrom mission but not at others.
Have you tried the new maelstrom? I feel like it eliminates almost all your complaints, as you get to eliminate half of the objectives and you usually go through most or all of the cards you selected over the course of a game. Getting unlucky also happens a lot less often as you draw 5 cards and pick 3 of those.
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You get 5 cards and pick 3 out of those.
You can eliminate pretty much all that are difficult or highly improbably to do, plus you get to keep the cards you don't play for later turns, so you can set up some that take a bit more work over multiple turns.
On top of that, one of the three objectives is face down, so you can bait your opponent into giving it to you through his own actions.
In addition, there are three new stratagems that help you out when you hit a dry spell.

From experience, you usually miss no more than one or two objectives across the game(usually during T1), meaning that you usually draw 15 of your 18 cards in a 5 turn game. If it goes to turn six, you'll have drawn all of the cards you picked, meaning both players have had a chance to score all the easy vp and the "super-objectives".

This message was edited 1 time. Last update was at 2020/02/20 21:52:27


 
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 Blndmage wrote:
 Jidmah wrote:
You get 5 cards and pick 3 out of those.
You can eliminate pretty much all that are difficult or highly improbably to do, plus you get to keep the cards you don't play for later turns, so you can set up some that take a bit more work over multiple turns.
On top of that, one of the three objectives is face down, so you can bait your opponent into giving it to you through his own actions.
In addition, there are three new stratagems that help you out when you hit a dry spell.

From experience, you usually miss no more than one or two objectives across the game(usually during T1), meaning that you usually draw 15 of your 18 cards in a 5 turn game. If it goes to turn six, you'll have drawn all of the cards you picked, meaning both players have had a chance to score all the easy vp and the "super-objectives".


I really like the idea of this, never looked at Malestrom before, but as a Necron player, we've got no "super objective", and I feel like most of ours aren't even that thematic.


I'd argue that age of the machine is very much a super objective

I've played against the fabled eldar objective combo twice, and it's really not that powerful. Dead psykers don't cast spells and CP finite.
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Ork Admiral Kroozin Da Kosmos on Da Hulk






 Kommisar wrote:
I’m in the middle of a 4 month long league that uses slightly modified maelstrom missions. There are about 20 of us and the general consensus is that most people are not fans of the cards at this point. Most of the specific army tactical objectives are pretty bad and then there’s this gem:

16 - Power of the Cabal
Score 1 VP (to a max of six VP) for every two psychic powers you have successfully manifested at the end of the turn.

I tabled my opponent but he was able to use this 3 times and beat me on points, which in our league was still close enough to be a tie at least.

I don’t necessarily hate the idea of maelstrom but I do think the cards and scoring needs to be looked at again.


How did he score the same card three times?
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Ork Admiral Kroozin Da Kosmos on Da Hulk






Martel732 wrote:
I"m not talking tabling. I"m talking about killing everything within 24" of the lockdown objectives. Having crap hiding in the back doesn't help at all because there is no engineer secondary in lockdown. So yes, killing the PROPER UNITS always works. Dead units can't score.

And in lockdown in particular, its easy for gunlines to target the proper units.


You put down half of those objective, why aren't they where you are hiding your units in the back?
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Ork Admiral Kroozin Da Kosmos on Da Hulk






Martel732 wrote:
I don't think you know that. I can't find any real data to support that.


We have six or seven GT running CA with vastly better spreads across factions than the ITC GTs, depite many of the ranking people participating in both. While it's not rock-solid evidence yet, there is enough data to support his opinion.


Automatically Appended Next Post:
 Smirrors wrote:
I had a 3 round tournie this weekend with new ITC. It seems fine. Easier to score bonus and the secondaries feel more balanced. No seize was ok as people felt more settled with their deployment decisions. Overall consensus was positive and the common themes was refinement.

As for people complaining about ITC being boring, for competitive tournaments its not meant to be super interesting. If you are like me and you only play ITC at tournaments say once a month, its fine. Obviously people like to practice for tournies so it only makes sense that you have the repetition outside of tournies makes it feel boring over time. Isnt it the whole point of practicing for ITC tournies?

There are plenty of other times to play casual hammer and CA missions. Over time I am sure some TOs will want to run CA based tournies if the demand is there for it. People should just speak to their local TO rather than complain on the internet.



In reality, most gaming groups either go 100% ITC or 100% CA missions.

This message was edited 1 time. Last update was at 2020/02/24 08:32:43


 
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Ork Admiral Kroozin Da Kosmos on Da Hulk






And let's not forget the fallacy fallacy
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Ork Admiral Kroozin Da Kosmos on Da Hulk






I don't get how this random discussion is related to the CA missions? It's really no different from racing event being held on different tracks or golf being played on different courses.

IMO being forced build an army to cope with multiple missions in which the worth of single units may vary between expendable to crucial requires much more skill than playing a single mission where all untis fulfill the same role every game.
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Ork Admiral Kroozin Da Kosmos on Da Hulk






 Sim-Life wrote:
People who haven't played CA missions claiming that they're too random. There's like one mission with an element of randomness because objectives disappear. Which again was a scenario Warmachine's Steamroller packet had when it was at its peak. So if WMH can have a random element in a scenario and be considered THE wargame for competitive/tournament play why is it so bad when 40k does it?


That element isn't really random though. Objectives 1 and 6 never disappear and for the other four you know when each objective is going to disappear by the time the game starts. The "gimmick" of that mission is that you deploy without knowing how long your units will be sitting on two of the objectives. but once you start moving there is absolutely nothing random about it anymore.
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Ork Admiral Kroozin Da Kosmos on Da Hulk







What exactly is too random about the CA missions?
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Ork Admiral Kroozin Da Kosmos on Da Hulk






 Inquisitor Lord Katherine wrote:
create a barrier line [32/2.54+2]*5=16.29" long that can only be passed by FLY or driven around.

So... why didn't your opponent bring units with fly or fast units or scouting units? Have units with bombs to blow holes in your barrier? Or use stratagems or warlord traits that allow redeployment like da jump? Or fight twice stratagems to not only punish you for setting yourself up for first turn charges, but also to consolidate onto the objectives? Or stratagems that allow you to shoot stuff that's coming too close like punishing volley or auspex scan? Why didn't he put his three markers in positions where he can defend them easily during turn 1 and 2 instead of putting them midfield? Why didn't he just just charge a friggin daemon primarch/melee knight/lord of skulls into half your army?

you just can't win after turn 2 or 3, because even if you table the enemy there aren't enough points left for you to reasonably score to win.

If you manage to hold onto two objectives, that will be a 6:15 lead by the end of turn 3. If you table your opponent by then, there are 5 VP in T4, 4 in T5 and potentially another 3 in T6, plus first kill, line breaker and slay the warlord.
If you can't manage to hold onto at least two objectives (#6 plus one other), I guess you deserved the loss.


My basic vision of this mission's play that I've gathered from playing it twice is that it basically comes down to having units that can be in the middle of the board earlier than the enemy [infiltrate>vanguard>gate/jump/interceptor shunt] and is effectively over on turn 3 because of disappearing objectives. I've not faced a SM opponent yet in that mission to prove that assertion, but I imagine with 2 squads of infiltrators [pretty standard for my SW list, and a bunch of other SM lists I face often] there'd be nowhere to interceptor shunt too, and the infiltrators could just walk/advance up to form their 16.29" lines of do-not-pass [they're also troops, so it'd be even easier to obsec away objectives near to the enemy deploy edge]. There's only one recourse: have units that FLY, can score, and can kill troops in assault, and not have them get focused by an army T1 because I know that they're your only chance of winning the game.

I do have to ask - why are all your objectives in midfield? Each player deploys three of them and they can be deployed anywhere. Against highly mobile armies or very assault-oriented armies you can drop all your objectives in corners to make the easier hold independently from which deployment you roll - there will always be one deployment zone with two objectives near the table edge to pick and the third one requires your opponent to spread his army, creating space for deep strikers.
Just reactivate all those 5th edition objective marker placement skills

To me all this is just evidence that these missions require more skill than ITC does. You are winning this mission because you are bringing all the tools to do so, while your opponent doesn't,

This message was edited 2 times. Last update was at 2020/03/03 11:56:24


 
 
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