Wrathofautumn wrote:So having looked through the book on available missions, I've been noticing that the 9th Ed missions you initially get are just variations of the same mission, which is securing objective. There's just really one game mode getting tweaked a dozen times.
I don't really want to point out the obvious but this feels a bit way too passive for some armies. I play Orks and I know that this strategy is running extremely counter to their actual talents. The fact that I am being fed to turn green tide into counteroffensive walls of meat to be maintained by Painboys and Big Meks with
KFF is effectively suicide. At T4 and 6+ Saves, those Ork Mobs are gonna get annihilated.
How about some a bit more proactive and aggressive? How about just a straight annihilation match? Or a way to keep open play and matched play still relevant from 8th? Without all the twists and stuff, this is just Recover Intelligence from Kill Team but more bloated.
When you actually end up playing the missions, you'll realise that they are actually fantastic. I think you're failing to remember that secondaries are worth the same amount of points as the primary is.
With the primary, you can still score max points even if you only hold more than your opponent in one turn (eg T2 15, then 10, 10, 10 for 45 max). This allows some give in needing to be on objectives, but neither too little nor too much. Since points for primary are scored in the command phase, you need to be on some objectives not only so you can score, but so you can deny your opponent points by taking objectives from them during their turn (as it is scored at the top of the turn).
And then come secondaries. This is where the missions all get even more interesting, as does list building. Many of the missions have mission specific secondaries which you can choose to take as well as the many others on offer. With secondaries, you need to make sure that the three you pick not only suit your army, but your opponents army, the mission, as well as the tactics you intend to employ. Also with secondaries is that it is far harder to score max on all three to maximize points, which makes it even more interesting especially if your opponent is trying to deny you from scoring them. For example, as most of my lists prioritize speed and board control, I nearly always take engage on all fronts. It's solid, but really really hard to max out as I have to be in all table quarters at the end of every turn (which is far far easier said than done). But aside from that I've run different secondaries in each of my games. Often the secondaries you pick won't actually give you the full 15 points, but they are optimal as they are easier to be scored. For example kingslayer (or is it cut off the head?) Only gives 6, but in some matchups it is very reliable and other secondaries are inapplicable. Within secondaries is also the potential for actions, which add yet another layer to how to play the objective.
You will be surprised by how well orks may be able to play the missions in certain matchups, and how equally countered they night get if you run into a list which you will struggle to score against.
Having played 5 or so games of 9th now, trust me that this mission pack has at least doubled my enjoyment of the game. There is so much more depth to the tactical thinking, as well as adapting to a changing situation/to an unorthodox enemy list that needs to be done in order to win in these missions and honestly they are a blessing.
I really suggest that you (as soon as you safely can) give the missions a go and try it for yourself.
While there are a lot of gripes with 9th, missions are most definitely not one of them.
GW really nailed it here.