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![[Post New]](/s/i/i.gif) 2021/02/12 09:33:00
Subject: Secondary Objectives for Underperforming Factions
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Loyal Necron Lychguard
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I was thinking that the reason why underperforming armies fail in tournaments is because they don't earn enough VP. The most underperforming armies use 8th edition codices, so maybe strong secondaries could fix the issue? Criticism is welcome. BATTLEFIELD SUPREMACY HAMMER OF THE EMPEROR Astra Militarum Progressive Objective The sledgehammer force of an Imperial Guard assault can blast an enemy from a defended position in the matter of a few heartbeats. Those that witness such brute force cannot help but be in awe. Score 1 victory point for each enemy unit that controlled an objective marker at the start of the turn that was destroyed at the end of your turn. STRANDS OF FATE Craftworlds Progressive Objective The myriad potential outcomes of a battle are ever in flux, but it is within the abilities of a gifted seer to edge them in his favour by being in the right place at the right time. Randomly determine an objective marker during each of your Command phases, if you control that objective marker at the end of your turn score 3 victory points. If your Warlord is on the battlefield and is a PSYKER you may choose one of the objective markers you have not yet chosen instead of randomly determining it. YIELD NO GROUND/RUTHLESS TYRANNY Imperial Knights/Chaos Knights Progressive Objective The time has come to plant your feet and make a stand. For the glory of your house, take not one step back! Establish control over these lands, stamp out any defiance and leave none questioning your absolute rule. Score 1 victory point at the end of your turn if your opponent has no units within your deployment zone. Score 3 victory points at the end of your turn if your opponent has no units within 12" of the centre of the battlefield. NO MERCY, NO RESPITE DEATH FROM AFAR Astra Militarum Progressive Objective Many a battle has been won from extreme range; those foes that lurk out of the reach of the rank-and-file are brought to a violent end by heavy weapons, turret guns and mobile artillery. Score 3 victory points at the end of the battle round if an enemy unit that was wholly within their deployment zone at the start of the turn was destroyed by a unit wholly within your deployment zone during this turn. TACTICAL WITHDRAWAL T’au Empire Progressive Objective The T’au do not sacrifice lives in vain. If our forces are overmatched we shall withdraw, preserving lives for the ongoing war. Score 3 victory points at the end of your turn if one of your units fell back. Score 5 victory points instead if three or more of your units fell back. SPREAD PANIC AND FEAR Genestealer Cults Progressive Objective The time has come to bring ruin to the upworlders. Burn away their illusions of safety with the terrible fires of truth. If you select this objective, you score victory points at the end of each battle round for spreading the following: • Panic: Score 2 victory points at the end of the battle round so long as an enemy unit was destroyed this battle round. • Fear: Score 2 victory points at the end of the battle round so long as an enemy unit failed a Morale test this battle round. PURGE THE ENEMY REGIMENTAL PRIDE Astra Militarum End Game Objective Each regiment has a long and storied history of battle lore – those added to the annals of fame due to exceptional acts of valour are counted amongst the finest of heroes. If you select this objective, you score 5 victory points for each of the following: • Destroy at least one MONSTER or VEHICLE with a CHARACTER. • Destroy at least one CHARACTER with the ranged weapon of a CHARACTER. • Destroy at least one CHARACTER with the melee weapon of a CHARACTER. AMBUSH T’au Empire End Game Objective Draw the enemy into the jaws of the trap. Then strike hard and true, routing their warriors and eliminating with the utmost prejudice any that persist in their ignorance. Score 12 victory points if one or more enemy units were destroyed or failed a Morale test while wholly within your deployment zone during this game. SPRING THE TRAP Genestealer Cults End Game Objective Long has this day been planned for. Show the true cunning of the cult’s masters by closing your stranglehold upon the witless sheep of the enemy’s military force. If you select this objective, you score victory points as follows: • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed as the result of an attack made by a unit the same turn it arrived as reinforcements. • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed by shooting attacks in any one battle round. • Score 1 victory point at the end of the battle (to a maximum of 5 victory points) for each enemy unit that was destroyed by melee attacks in any one battle round. DUEL OF HONOUR/A FITTING CHALLENGE Imperial Knights/Chaos Knights End Game Objective The foe is a dastardly coward, a cur that cannot be allowed to besmirch your honour much longer. Slay them with impunity. You bellow a challenge to the enemy, close them down and slay them in hand-to-hand combat! Score 15 victory points if the enemy WARLORD was slain in any Fight phase by a TITANIC CHARACTER from your army. SHADOW OPERATIONS THE HIDDEN PATH Craftworlds End Game Objective Dormant though it may be, a conduit to the webway cannot be allowed to fall into enemy hands. Choose an objective at the start of the game. If no enemy units move within 12" of the objective during the battle score 5 victory points. Score 10 victory points at the end of the battle if you successfully completed the following action during the final battle round: Protect the Gate (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase if it is within 3" of the chosen objective. This action is completed at the end of the battle round if no enemy units are within 12" of the unit performing the action, otherwise it fails. THE LURE T’au Empire Progressive Objective Use the enemy’s small-minded aggression against them. Provide a tempting target, and they will stray within the range of our rifles. That will be their final mistake. Score 3 victory points each time a unit from your army successfully completes the following action: Lure Them In (Action): One INFANTRY unit (excluding CHARACTERS) from your army can start to perform this action at the end of your Movement phase if it is wholly within your deployment zone and no enemy units are wholly within your deployment zone. This action is completed at the end of your turn. CLAIM DOMINION Genestealer Cults End Game Objective This land belongs to the Patriarch alone. Rip it forcefully from those who would keep it from him. Score 10 victory points at the end of the battle if you successfully completed the following action three times during the battle: Dominate (Action): One INFANTRY CHARACTER unit from your army can start to Dominate an objective within 3" at the end of your Movement phase if that objective has not previously been Dominated. This action is completed at the end of your turn. If you Dominated at least three objectives outside your Deployment zone score an additional 5 victory points. HONOUR OF THE HOUSE/INFERNAL FAVOUR Imperial Knights/Chaos Knights End Game Objective It is unthinkable for an oath-sworn Noble to put their personal desires above the fealty they owe their household! Prove your worth to the Dark Gods. Dare the fools to match the might of your forsworn engine. Score 15 victory points at the end of the battle if you successfully completed the following action two times during the battle with the same unit on the same objective: Fervent Promotion (Action): One or more TITANIC units from your army can start to perform this action at the end of your Movement phase. The action is completed at the end of your turn. WARPCRAFT MASTER OF RUNES Craftworlds Progressive Objective Asuryani psykers use their mastery of runes to dominate the battlefield and lead their army to victory. Score 1 victory point at the end of your turn if you successfully manifested one or more psychic powers this during turn. Score 1 victory points if you manifested three or more psychic powers during this turn. Score 1 victory point if none of your psychic powers were successfully denied during this turn.
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This message was edited 11 times. Last update was at 2021/03/05 21:49:58
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![[Post New]](/s/i/i.gif) 2021/02/12 09:48:33
Subject: Secondary Objectives for Underperforming Factions
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Battleship Captain
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I really dislike receiving points for what the enemy does.
For example, the AM's objective for getting units killed, or the Tau's for getting falling back.
These are abilities that you have little control over and are unsatisfying for both players. It's punishing your opponent for playing the game by giving you victory points as well.
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![[Post New]](/s/i/i.gif) 2021/02/12 10:17:23
Subject: Re:Secondary Objectives for Underperforming Factions
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Junior Officer with Laspistol
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I think some of them can be misunderstood quite easy.
@ Hammer of the emperor: I think this is intended to count ENEMY units holding an objective and being killed during your turn?
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~7510 build and painted
1312 build and painted
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![[Post New]](/s/i/i.gif) 2021/02/12 10:26:39
Subject: Re:Secondary Objectives for Underperforming Factions
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Battleship Captain
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Pyroalchi wrote:I think some of them can be misunderstood quite easy.
@ Hammer of the emperor: I think this is intended to count ENEMY units holding an objective and being killed during your turn?
That would make a lot more sense.
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![[Post New]](/s/i/i.gif) 2021/02/12 12:09:15
Subject: Re:Secondary Objectives for Underperforming Factions
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Loyal Necron Lychguard
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Pyroalchi wrote:I think some of them can be misunderstood quite easy.
@ Hammer of the emperor: I think this is intended to count ENEMY units holding an objective and being killed during your turn?
Yep, nice catch you two. Got any others that you think are wonky?
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![[Post New]](/s/i/i.gif) 2021/02/12 12:29:09
Subject: Re:Secondary Objectives for Underperforming Factions
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Junior Officer with Laspistol
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@ Ambush: that's pretty easy to deny the Tau Player. If I play against one and he chooses that I don't really see a reason not to pull all units out of his deployment zone before bis last turn and "robbing" him of 12 points.
@ regimental Pride: if I kill a vehicle or Monster character, so I score 10 points? Can I use Tank Commanders or Pask to score this?
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~7510 build and painted
1312 build and painted
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![[Post New]](/s/i/i.gif) 2021/02/12 12:55:36
Subject: Re:Secondary Objectives for Underperforming Factions
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Loyal Necron Lychguard
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Pyroalchi wrote:@ Ambush: that's pretty easy to deny the Tau Player. If I play against one and he chooses that I don't really see a reason not to pull all units out of his deployment zone before bis last turn and "robbing" him of 12 points. @ regimental Pride: if I kill a vehicle or Monster character, so I score 10 points? Can I use Tank Commanders or Pask to score this?
You get the 12 VP if you destroy any unit at any point in the entire game if the unit was wholly within your deployment zone by the time you destroyed it, pulling out last turn is not enough. By denying Ambush you allow them to get full points on Lure and and you cannot engage units that are hugging the edge of the map in melee without opening yourself up to be ambushed unless you have a Stratagem that allows you to move out before the end of your turn. Yep, Tank Commander killing Mortarion or a Knight Warlord scores an easy 10 VP, intended. kirotheavenger wrote:I really dislike receiving points for what the enemy does. For example the Tau's for getting falling back.
Score 3 victory points at the end of your turn if one of your units fell back. Score 5 victory points instead if three or more of your units fell back. Only applies to the Tau Empire player's units, should I word it differently?
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This message was edited 1 time. Last update was at 2021/02/12 13:01:29
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![[Post New]](/s/i/i.gif) 2021/02/12 13:27:37
Subject: Re:Secondary Objectives for Underperforming Factions
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Junior Officer with Laspistol
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@ Ambush: oh, misunderstood that
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~7510 build and painted
1312 build and painted
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![[Post New]](/s/i/i.gif) 2021/02/12 13:44:36
Subject: Re:Secondary Objectives for Underperforming Factions
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Longtime Dakkanaut
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Wow is that Genestealer Cult one is bad, lol. Like real GW bad  .
Here's some real ideas (though I'm bad with names, so I'm using placeholder names):
Sneaky & Underhanded:
A Genestealer Cult Character may perform and immediately complete this action at the end of the Movement phase if they are within 3" of an objective marker, so long as this action had not yet been completed within 3" of that marker. Each time this action is completed, score 4 Victory Points. Score 6 Victory points if the Genestealer Cult Character completed this action while within the enemy's deployment zone.
Distraction Play:
Score 3VP at the end of your turn if your opponent has the same or fewer units wholly within your deployment zone than you have units at least partially within your opponent's deployment zone.
Fear of the Shadows:
Score 2VP each time an enemy unit is destroyed by a unit that was set up this turn, and 2VP each time an enemy unit fails a morale test.
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Galef wrote:If you refuse to use rock, you will never beat scissors. |
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![[Post New]](/s/i/i.gif) 2021/02/12 14:56:12
Subject: Re:Secondary Objectives for Underperforming Factions
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Loyal Necron Lychguard
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Yarium wrote:Wow is that Genestealer Cult one is bad, lol. Like real GW bad  . Here's some real ideas (though I'm bad with names, so I'm using placeholder names): Sneaky & Underhanded: A Genestealer Cult Character may perform and immediately complete this action at the end of the Movement phase if they are within 3" of an objective marker, so long as this action had not yet been completed within 3" of that marker. Each time this action is completed, score 4 Victory Points. Score 6 Victory points if the Genestealer Cult Character completed this action while within the enemy's deployment zone. Distraction Play: Score 3VP at the end of your turn if your opponent has the same or fewer units wholly within your deployment zone than you have units at least partially within your opponent's deployment zone. Fear of the Shadows: Score 2VP each time an enemy unit is destroyed by a unit that was set up this turn, and 2VP each time an enemy unit fails a morale test.
I just used the 8th edition maelstrom objective names and based my effect on their effects, obviously got a mishap with Hammer but I was being quick about it. I left the GSC one spoilered because I wasn't happy about it, I was thinking of how exactly it should work, maybe something where Morale only makes up a third of the pts you can get from the objective or something because regularly causing Morale tests to be failed is really hard. I took a lot of inspiration from your post and updated my original post to look a little more neat and to include GSC objectives. I think that covers all the bad factions right? I don't really want to do Knights, I think there is something off about Imperial Knights doing so much worse than Chaos Knights and Imperial Knights did top an event in 9th. Anyways, these are all probably super imbalanced and either wouldn't help or they are so overpowered they'd just make the faction overpowered, I'd want at least ten playtests with each of them as well as some calculations on how much help the factions actually need in terms of easy VP before I'd ship them.
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This message was edited 2 times. Last update was at 2021/02/12 16:23:48
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![[Post New]](/s/i/i.gif) 2021/03/05 21:45:24
Subject: Secondary Objectives for Underperforming Factions
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Loyal Necron Lychguard
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I added objectives for Imperial and Chaos Knights, they're the same for balance reasons, not at all because I'm lazy
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