Hey folks!
Was thinking about this on my drive home. Some podcasts have been chatting about how 9th edition is starting to feel a little solved. A big portion of this is that the schedule of releases has really slowed, and that the Secondary structure as it currently stands leans far too heavily towards certain Secondaries being just WAY too easy to score, or creating WAY too similar a game each time they're played (Oath of Moments, Deploy Scramblers, etc.), while other Secondaries are so insanely bad that they just can't ever be taken (Investigate Sites).
These are good points, but I don't think they address the core issue. Oath of Moments is merely a symptom, not the problem. The problem is that, given the tools available, it is possible to build an army that performs a specific game plan so well that it plays nearly identically in every game. My theory is that, with proper adjustment for an enjoyable game experience, players that select a category of mission secondaries that they generate randomly from will create a more enjoyable and varied game experience. If the players have to design their lists for a "type" of secondary objective, but that type has variance within it, then they can be faced with a semi-predictable, but consistently unique, mix of secondaries that they have to both plan to achieve, and plan to contest.
At the beginning of the game, before rolling for deployment, both players select a group of 3 Mission Secondaries. The same group cannot be selected more than once. The Mission Secondary Groups are the follows:
(same as current)
Battlefield Supremacy
No Mercy, No Respite
Purge the Enemy
Strike in Force
Shadow Operations
Warpcraft
After both players have finished deploying, but before rolling to see which player has the first turn, each player randomly generates a mission for each group they selected.
Battlefield Supremacy:
1. Domination: Score 3 victory points at the end of your turn if you control at least half of the total number of objective markers on the battlefield.
2. Engage on All Fronts (unchanged)
3. Linebreaker (unchanged)
No Mercy, No Respite:
1. Grind Them Down (unchanged)
2. Thin Their Ranks: Every time you destroy an enemy unit, calculate its Power level and mark it down. If you marked down at least 25% of the Power Level of your opponent's army list, score 4 victory points. Do the same, but instead score 8 points if you destroyed 50% of the Power Level of your opponent's army list, 12 victory points if you destroyed at least 75%, and 15 victory points if you destroyed at least 100%.
3. While We Stand, We Fight (unchanged)
Purge the Enemy:
1. Assassinate: Select up to 5 Characters in your opponent's army. You may select up to two Characters one additional time if each of your opponent's Character have already been selected at least once. Whenever you destroy a Character, score 3 victory points for each time it was selected.
2. Go For the Throat: At the start of the game, determine the three units in your opponent's army with the highest Power Level. If two or more units are tied, you may choose from amongst the ties. Score 5 victory points for each of these units you destroy. (You may only select a unit multiple times if your opponent has fewer than 3 units in their army. You must destroy each model from these units, regardless of which other units they join during the battle.)
3. Humiliating Blow: Score 1 victory point if you destroy your opponent's Warlord during the 1st battle round, then score 4 additional victory points each battle round prior to the current one.
Shadow Operations:
1. Deploy Scramblers (unchanged)
2. Investigate Sites: Score 3 victory points each time a unit from your army successfully completes the following action: Investigate Site (Action): One Infantry unit from your army can start to perform this action at the end of your Movement phase if it is within 6" of the centre of the battlefield . The Action is completed at the end of your turn if there are no enemy units (excluding Aircraft) within 6" of the centre of the battlefield.
3. Raise the Banners High (unchanged)
Strike in Force:
1. Raze: Your units may perform the following action: Raze Objective (Action): One unit from your army can start to perform this action at the start of your Movement phase if it is within range of an objective marker in your opponent's deployment zone and no enemy units (excluding Aircraft) are within range of that objective marker. The action is completed at the end of your turn. If this action is successfully completed, that objective marker is razed and removed from the battlefield. Score 10 victory points if at least one objective marker is razed by your forces, and 15 victory points if every objective marker in your opponent's deployment zone is razed by your forces.
2. Strategic Scan (unchanged)
3. Vital Ground: At the end of each of your turns, you score 2 victory points for each objective marker you control in your opponent's deployment zone, and score 1 victory point for each objective marker that you control that is not in either player's deployment zone.
Warpcraft: (caveat: Psychic Actions are considered Psychic Powers, but a Psychic Action replaces the casting of a Psychic Power, so a model that can perform multiple psychic powers can perform them in addition to performing a Psychic Action. A model may not perform more than 1 psychic action per turn, and may not perform the same psychic action that any of your other psykers have performed this turn)
1. Mental Interrogation: Score 3 victory points each time you successfully complete the following psychic action: Mental Interrogation (Psychic Action - Warp Charge 4): One Psyker from your army can attempt to perform this psychic action in your Psychic phase if it is within 12" of any enemy models.
2. Psychic Ritual (unchanged)
3. Psychic Supremacy: Score 3 Victory Points each battle round you successfully cast more psychic powers than your opponent.
Automatically Appended Next Post:
If you choose a faction one, it's randomly determined from the list of your faction secondaries.
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