Switch Theme:

New CA19 missions  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in ca
Been Around the Block




Drager wrote:
The Defender doesn't select the deployment type. They determine it. Determine means roll a dice and consult the chart. They do select the zone, which is a big advantage, they do have prepared positions and in some eternal war missions going second is a distinct scoring advantage.


Are you sure? Can you type out what the rules say? Because the reviewer said specifically that the defender selects the deployment type.
   
Made in us
Decrepit Dakkanaut





This is the language

players roll off and the winner decides
who will be the Attacker and who will be
the Defender. The Defender determines
which of the standard deployment maps
is used in the battle (see the Warhammer
40,000 rulebook) and selects one of the
deployment zones for their army. The
Attacker uses the other deployment zone.
   
Made in sa
Longtime Dakkanaut





Drager wrote:
The Defender doesn't select the deployment type. They determine it. Determine means roll a dice and consult the chart. They do select the zone, which is a big advantage, they do have prepared positions and in some eternal war missions going second is a distinct scoring advantage.


You select it as you like it.

The wording changed from CA18 where it said "Determines the deployment type following the rules on page xx of BRB" which then said that you roll.

Now it just says that the defender "Determines which of the standard deployment maps is used in the battle" and that's it.

Also, all the eternal war missions now always score at the start of the turn (from second round), there are no longer missions which score at the end of the round, which gave an advantage to going second.

This message was edited 1 time. Last update was at 2019/12/10 04:08:35


 
   
Made in us
Pious Palatine




Martel732 wrote:
Wayniac wrote:
I pray this is the beginning of the end for the ITC missions. They are a big part of the reason that "competitive" 40k in the USA is a gak show since secondaries are fundamental changes to the nature of the game.

But people put way too many laurels on ITC and FLG so I doubt they will change anytime soon and continue to skew the playerbase with their terrible, bland missions that push listbuilding over play.


I like player agency and hate randomness. If i could get rid of die rolls i would.


That's not a game, that's a spreadsheet.


Automatically Appended Next Post:
 Vaktathi wrote:
 Ordana wrote:
Martel732 wrote:
Wayniac wrote:
I pray this is the beginning of the end for the ITC missions. They are a big part of the reason that "competitive" 40k in the USA is a gak show since secondaries are fundamental changes to the nature of the game.

But people put way too many laurels on ITC and FLG so I doubt they will change anytime soon and continue to skew the playerbase with their terrible, bland missions that push listbuilding over play.


I like player agency and hate randomness. If i could get rid of die rolls i would.
Problem with that is that the more your remove randomness the more the battle is decided by looking at the lists and doing some math.

Maelstrom makes you do things on the battlefield and react on the fly. Which makes for more interesting games then 2 armies lining up and shooting eachother until one is dead.

But to each his own.
Maelstrom forces this largely through arbitrary and meaningless randomness, lacking both narrative cohesion or tactical decision-tree elements and often heavily favors things that many armies simply don't have access to (such as the ability to redeploy across the board rapidly with multiple units) or awards points for things that can be out of a players control/trivial/impossible (e.g. "manifest a psychic power") and are fundamentally just bad game design. Dynamic or asymmetrical objectives can be fun, but Maelstrom's execution is, and always has been, pretty awful.

Pitched firefight missions have their issues, no doubt, but Maelstrom has never been a terribly well crafted answer to that.


It's better than Eternal Snore. It's nice that most missions have some sort of progressive scoring mechanic now, but they're all ultimately won by whoever kills the other person harder in the first two turns, with relatively evenly matched games going to either the faster opponent, or more likely whoever went first.

With Maelstrom, there's a chance that you'll have to do something that actively prevents you from killing your opponent in order to score. This is a VERY important mechanic to have in 40k missions, in my opinion. By having something you actually have to forgo damage in order to achieve you reduce the overall deadliness of armies and increase the value of strategic choice.

Every Eternal War mission's entire tactica boils down to 'kill them while moving forward', with Maelstrom at least you have to think occasionally.

This message was edited 1 time. Last update was at 2019/12/10 05:22:47



 
   
Made in us
Locked in the Tower of Amareo




Killing is no less effective in maelstrom. You are fooling yourself.
   
Made in au
Pestilent Plague Marine with Blight Grenade





 Xenomancers wrote:
I wish they would just remove seize the initiative from the missions and come up with a real consolidation for going second and losing 1/4th - 1/2 of your army turn 1.

Perhaps the player going second should chose the deployment type and chose the player going firsts deployment zone.


Making Prepared Positions 1CP (or controversially, free)

It's a detriment as it is going second.




Automatically Appended Next Post:
Martel732 wrote:
Killing is no less effective in maelstrom. You are fooling yourself.


Indeed. Enemy can't score cards if they have no units left.

This message was edited 1 time. Last update was at 2019/12/10 06:07:32


"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
Made in fi
Locked in the Tower of Amareo





 NurglesR0T wrote:
Indeed. Enemy can't score cards if they have no units left.



But sometimes you ain't scoring if you go for the kill

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Well, that's a tactical decision right there, the magical unicorn that everyone is looking for.

Sometimes just scoring is the right decision, sometimes taking out a threat is the right one, and sometimes you charge Mortarion into a unit of Brimstone Horrors that were trying to defend an objective for 2 VP.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Locked in the Tower of Amareo




tneva82 wrote:
 NurglesR0T wrote:
Indeed. Enemy can't score cards if they have no units left.



But sometimes you ain't scoring if you go for the kill


Maybe for an assault list. Shooting doesn't care.


Automatically Appended Next Post:
 Jidmah wrote:
Well, that's a tactical decision right there, the magical unicorn that everyone is looking for.

Sometimes just scoring is the right decision, sometimes taking out a threat is the right one, and sometimes you charge Mortarion into a unit of Brimstone Horrors that were trying to defend an objective for 2 VP.


Killing is still usually the right decision, because it removes enemy scoring in future turns. Enemy can't score cards with no units.

This message was edited 2 times. Last update was at 2019/12/10 07:39:41


 
   
Made in us
Ancient Venerable Dreadnought




San Jose, CA

Wayniac wrote:I pray this is the beginning of the end for the ITC missions. They are a big part of the reason that "competitive" 40k in the USA is a gak show since secondaries are fundamental changes to the nature of the game.

But people put way too many laurels on ITC and FLG so I doubt they will change anytime soon and continue to skew the playerbase with their terrible, bland missions that push listbuilding over play.
feth ITC AND THE gakky HORSE THEY RODE IN ON!

Ordana wrote:
Martel732 wrote:
Wayniac wrote:
Spoiler:
I pray this is the beginning of the end for the ITC missions. They are a big part of the reason that "competitive" 40k in the USA is a gak show since secondaries are fundamental changes to the nature of the game.

But people put way too many laurels on ITC and FLG so I doubt they will change anytime soon and continue to skew the playerbase with their terrible, bland missions that push listbuilding over play.


I like player agency and hate randomness. If i could get rid of die rolls i would.
Problem with that is that the more your remove randomness the more the battle is decided by looking at the lists and doing some math.

Maelstrom makes you do things on the battlefield and react on the fly. Which makes for more interesting games then 2 armies lining up and shooting eachother until one is dead.

But to each his own.


Martel732 wrote:I have to react on the fly in Starcraft, and it has no randomness at all.
pretty confident there is some randomness, you just dont see it on screen, but in the 1's & 0's of the program it's happening. An entire game of 40k represents like a minute of an actual battle at real speed. Slow down starcraft to a crawl and make you watch the 1's & 0's, you might think differently.

Xenomancers wrote:I wish they would just remove seize the initiative from the missions and come up with a real consolidation for going second and losing 1/4th - 1/2 of your army turn 1.

Perhaps the player going second should chose the deployment type and chose the player going firsts deployment zone.
Something needs to be done but I think they're getting there(albeit slowly).
   
Made in fi
Locked in the Tower of Amareo





 Xenomancers wrote:
I wish they would just remove seize the initiative from the missions and come up with a real consolidation for going second and losing 1/4th - 1/2 of your army turn 1.

Perhaps the player going second should chose the deployment type and chose the player going firsts deployment zone.


Removing the seize would help alpha striking so not sure how that would help...

And as it is if you go 2nd you get to dictate deployment already. Not sure what more can be done.

Of course add in terrain and it helps. Last tournament game 2 I gave up first turn on the account that a) I could see literally nothing b) if I go first I can't even reach with most of the stuff I have even if they can manage to angle I could see something. Also game 3 only thing I could see were the 3 eliminators but at least slagged them with doomsday ark. Literally only casualties salamanders took 1st turn as everything else was hiding behind terrain.

2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




So rely on free random terrain to turn off shooting? If you need that, seems like shooting is too good.
   
Made in fi
Locked in the Tower of Amareo





Well guess if you play on planet bowling ball...But then that's your choice. If gun power would be nerfed a lot here the shooting then would become way underpowered as the terrain currently keeps the gunlines in check nicely.

This message was edited 1 time. Last update was at 2019/12/10 08:05:56


2024 painted/bought: 109/109 
   
Made in us
Locked in the Tower of Amareo




There are so many terrain setups between bowling ball and 90% blockage
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Martel732 wrote:
 Jidmah wrote:
Well, that's a tactical decision right there, the magical unicorn that everyone is looking for.

Sometimes just scoring is the right decision, sometimes taking out a threat is the right one, and sometimes you charge Mortarion into a unit of Brimstone Horrors that were trying to defend an objective for 2 VP.


Killing is still usually the right decision, because it removes enemy scoring in future turns. Enemy can't score cards with no units.


I don't think so. In Maelstrom usually scoring objectives should be your first priority - even if you manage to wipe someone out in the first three rounds, you will struggle to score enough points during the last 2-3 rounds to catch up. Keep in mind that many objectives require your opponent to be alive, and most missions give you less/no new objectives if you still have a bunch of them lying around.
Pretty much any opponent who focused on killing me lost the game, even if he wiped me out.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in fi
Locked in the Tower of Amareo





 Jidmah wrote:
I don't think so. In Maelstrom usually scoring objectives should be your first priority - even if you manage to wipe someone out in the first three rounds, you will struggle to score enough points during the last 2-3 rounds to catch up. Keep in mind that many objectives require your opponent to be alive, and most missions give you less/no new objectives if you still have a bunch of them lying around.
Pretty much any opponent who focused on killing me lost the game, even if he wiped me out.


Not my last tournament but day before. Lost 2 games despite vaporizing enemy armies pretty well(especially first game). How? Opponent boxed me in and prevented me from scoring any objectives. By the end of first game there was not much left of blood angel/knight/ig/assasin tag team. Necrons had basically lost just dda, 3 destroyers and command barge.

He deployed better and used his mobility to essentially box me into my initial corner. By the time I cleared his army it was too late to score anything.

2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






Martel732 wrote:
There are so many terrain setups between bowling ball and 90% blockage


Well, according to some people, this is planet bowling ball:

[Thumb - bowlingball.jpg]

This message was edited 1 time. Last update was at 2019/12/10 08:47:12


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in fi
Longtime Dakkanaut






Jidmah: well, it pretty much is unless CoD rules are in effect. Whole midfield is open, there are long range firelanes everywhere and not much area terrain to take cover in. It's mostly a shooty dream unless mission dictates otherwise, besides some LoS blocks on the flanks for sneaky shenanigans.

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






All those containers and trees provide cover within 3" unless you are standing on them (basically sealed fronteris structure rules), and there are barricades everywhere (barrels, fences, sand bags) as well as craters. I don't think I shot at a single necron without cover in that game.
I remember getting sight on anything was a PITA for both sides. That blue predator moved to where the tray with dice are in the picture and was completely hidden from the DDA in the back, despite it sitting on top of a rather tall building.

This message was edited 1 time. Last update was at 2019/12/10 10:10:31


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in fi
Locked in the Tower of Amareo





Nice open lanes. Very hard to put any unit out of LOS. Gunline open fire!

2024 painted/bought: 109/109 
   
Made in fi
Longtime Dakkanaut






Yeah, that does sound a lot better. The comparison to bowling often has merit with such setups, though, since many players seem to be opposed to using rules like your 3" crates or functional barricades (for some baffling reason, while moaning about nonfunctional terrain).

I think we killed a total of three models in our last game's first turn, what horrible alpha

#ConvertEverything blog with loyalist Death Guard in true and Epic scales. Also Titans and killer robots! C&C welcome.
https://www.dakkadakka.com/dakkaforum/posts/list/717557.page

Do you like narrative gaming? Ongoing Imp vs. PDF rebellion campaign reports here:
https://www.dakkadakka.com/dakkaforum/posts/list/786958.page

 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






tneva82 wrote:
Nice open lanes. Very hard to put any unit out of LOS. Gunline open fire!


You must have missed the part where I put an entire predator out of LOS.

7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

 Sherrypie wrote:
Yeah, that does sound a lot better. The comparison to bowling often has merit with such setups, though, since many players seem to be opposed to using rules like your 3" crates or functional barricades (for some baffling reason, while moaning about nonfunctional terrain).

I think we killed a total of three models in our last game's first turn, what horrible alpha

Actually sounds like the start of a fun game to me. I never understand why people want shorter games. If you're having fun why do you want it to end quickly? I prefer when some of each army survive until the end and the winner is decided on points.
   
Made in fi
Locked in the Tower of Amareo





Gadzilla666 wrote:
 Sherrypie wrote:
Yeah, that does sound a lot better. The comparison to bowling often has merit with such setups, though, since many players seem to be opposed to using rules like your 3" crates or functional barricades (for some baffling reason, while moaning about nonfunctional terrain).

I think we killed a total of three models in our last game's first turn, what horrible alpha

Actually sounds like the start of a fun game to me. I never understand why people want shorter games. If you're having fun why do you want it to end quickly? I prefer when some of each army survive until the end and the winner is decided on points.


Of course that adds up time. 8th ed turns takes so much time that you need less effective turns or your games take lot longer than before. Bloody GW and their fixation on just adding up more and more models and even more and more and more dice rolls.

Some people have time limits. I have ~2.5h including unpacking and packing. Can get bit dicey if opponent is thinking long types.

This message was edited 1 time. Last update was at 2019/12/10 11:29:22


2024 painted/bought: 109/109 
   
Made in de
Ork Admiral Kroozin Da Kosmos on Da Hulk






The thing is people always claim that you are playing on "planet bowlingball" when you raise any complaints about shooting. What people seem to forget that LOS blocking terrain also blocks movement of anything that is not infantry or FLY, ruins invalidate many close combat units due to them not being allowed to enter upper levels and dumb "measure-to-base" rules, and that the inevitable choke points created by all those LOS blockers primarily serve as defense against short ranged and assault units.

Large amounts of LOS blocking terrain only serves to make shooting vs shooting more interesting, it does nothing to help short-ranged or close combat units.

This message was edited 1 time. Last update was at 2019/12/10 11:41:10


7 Ork facts people always get wrong:
Ragnar did not win against Thrakka, but suffered two crushing defeats within a few days of each other.
A lasgun is powerful enough to sever an ork's appendage or head in a single, well aimed shot.
Orks meks have a better understanding of electrics and mechanics than most Tech Priests.
Orks do not think that purple makes them harder to see. They do think that camouflage does however, without knowing why.
Gharkull Blackfang did not even come close to killing the emperor.
Orks can be corrupted by chaos, but few of them have any interest in what chaos offers.
Orks do not have the power of believe. 
   
Made in us
Enigmatic Chaos Sorcerer




The dark hollows of Kentucky

tneva82 wrote:
Gadzilla666 wrote:
 Sherrypie wrote:
Yeah, that does sound a lot better. The comparison to bowling often has merit with such setups, though, since many players seem to be opposed to using rules like your 3" crates or functional barricades (for some baffling reason, while moaning about nonfunctional terrain).

I think we killed a total of three models in our last game's first turn, what horrible alpha

Actually sounds like the start of a fun game to me. I never understand why people want shorter games. If you're having fun why do you want it to end quickly? I prefer when some of each army survive until the end and the winner is decided on points.


Of course that adds up time. 8th ed turns takes so much time that you need less effective turns or your games take lot longer than before. Bloody GW and their fixation on just adding up more and more models and even more and more and more dice rolls.

Some people have time limits. I have ~2.5h including unpacking and packing. Can get bit dicey if opponent is thinking long types.

Too many rerolls and too many units with insane amounts of dakka/attacks. Rolling 40 dice at a time is supposed to be for orks not everyone.


Automatically Appended Next Post:
 Jidmah wrote:
The thing is people always claim that you are playing on "planet bowlingball" when you raise any complaints about shooting. What people seem to forget that LOS blocking terrain also blocks movement of anything that is not infantry or FLY, ruins invalidate many close combat units due to them not being allowed to enter upper levels and dumb "measure-to-base" rules, and that the inevitable choke points created by all those LOS blockers primarily serve as defense against short ranged and assault units.

Large amounts of LOS blocking terrain only serves to make shooting vs shooting more interesting, it does nothing to help short-ranged or close combat units.

That's why it's better to have better rules for the cover/terrain you do have and not just more terrain. True los shooting is the problem.

This message was edited 1 time. Last update was at 2019/12/10 12:11:04


 
   
Made in us
Locked in the Tower of Amareo




tneva82 wrote:
 Jidmah wrote:
I don't think so. In Maelstrom usually scoring objectives should be your first priority - even if you manage to wipe someone out in the first three rounds, you will struggle to score enough points during the last 2-3 rounds to catch up. Keep in mind that many objectives require your opponent to be alive, and most missions give you less/no new objectives if you still have a bunch of them lying around.
Pretty much any opponent who focused on killing me lost the game, even if he wiped me out.


Not my last tournament but day before. Lost 2 games despite vaporizing enemy armies pretty well(especially first game). How? Opponent boxed me in and prevented me from scoring any objectives. By the end of first game there was not much left of blood angel/knight/ig/assasin tag team. Necrons had basically lost just dda, 3 destroyers and command barge.

He deployed better and used his mobility to essentially box me into my initial corner. By the time I cleared his army it was too late to score anything.


Kill faster. They're just BA.


Automatically Appended Next Post:
 Jidmah wrote:
The thing is people always claim that you are playing on "planet bowlingball" when you raise any complaints about shooting. What people seem to forget that LOS blocking terrain also blocks movement of anything that is not infantry or FLY, ruins invalidate many close combat units due to them not being allowed to enter upper levels and dumb "measure-to-base" rules, and that the inevitable choke points created by all those LOS blockers primarily serve as defense against short ranged and assault units.

Large amounts of LOS blocking terrain only serves to make shooting vs shooting more interesting, it does nothing to help short-ranged or close combat units.


That board had plenty of terrain. People need to get over this obsession with LoS blocking terrain. The game needs to work even when you are not on your preferred board layout. Also, you are right that LOS blockers are a double edged sword.

This message was edited 1 time. Last update was at 2019/12/10 13:55:47


 
   
Made in us
Imperial Guard Landspeeder Pilot




On moon miranda.

ERJAK wrote:


It's better than Eternal Snore. It's nice that most missions have some sort of progressive scoring mechanic now, but they're all ultimately won by whoever kills the other person harder in the first two turns, with relatively evenly matched games going to either the faster opponent, or more likely whoever went first.

With Maelstrom, there's a chance that you'll have to do something that actively prevents you from killing your opponent in order to score. This is a VERY important mechanic to have in 40k missions, in my opinion. By having something you actually have to forgo damage in order to achieve you reduce the overall deadliness of armies and increase the value of strategic choice.

Every Eternal War mission's entire tactica boils down to 'kill them while moving forward', with Maelstrom at least you have to think occasionally.
Eh, most of the time you still have to kill stuff anyway (either because its on an objective or the maelstrom objective is to kill something), and "kill something with an axe" instead of just killing it however you normally would, or "kill X number of things" isn't any better, while stuff like "manifest a psychic power" is just absurd, and the narrative oddity of being assigned random new orders every turn really takes a lot out of the game.

Ive never personally found Maelsteom to really be any deeper tactically, zipping a jetbike unit across the field to sit on a random point because you drew a card that says "now hop over there!" instead of having it shoot something doesn't require any more thinking than just shooting.

The extra record keeping doesn't help, its just much messier in general. The newer progressive scoring missions I like a lot, and they make way more coherent battlefield sense, but random Maelstrom has always been really silly to me.

IRON WITHIN, IRON WITHOUT.

New Heavy Gear Log! Also...Grey Knights!
The correct pronunciation is Imperial Guard and Stormtroopers, "Astra Militarum" and "Tempestus Scions" are something you'll find at Hogwarts.  
   
Made in us
Sinewy Scourge




Spoletta wrote:
You select it as you like it.

The wording changed from CA18 where it said "Determines the deployment type following the rules on page xx of BRB" which then said that you roll.

Now it just says that the defender "Determines which of the standard deployment maps is used in the battle" and that's it.
I'm afraid you're mistaken. Here's a screenshot.



Spoletta wrote:
Also, all the eternal war missions now always score at the start of the turn (from second round), there are no longer missions which score at the end of the round, which gave an advantage to going second.
Again, this isn't accurate. See below.

   
Made in au
Pestilent Plague Marine with Blight Grenade





 Jidmah wrote:
Martel732 wrote:
There are so many terrain setups between bowling ball and 90% blockage


Well, according to some people, this is planet bowling ball:



IMO, most of the terrain is placed around the edges of the table so will be mostly useless throughout the game. Apart from the Bastion, there is no LOS blocking across the centre so yeah, that sort of is "planet bowling ball"



"Courage and Honour. I hear you murmur these words in the mist, in their wake I hear your hearts beat harder with false conviction seeking to convince yourselves that a brave death has meaning.
There is no courage to be found here my nephews, no honour to be had. Your souls will join the trillion others in the mist shrieking uselessly to eternity, weeping for the empire you could not save.

To the unfaithful, I bring holy plagues ripe with enlightenment. To the devout, I bring the blessing of immortality through the kiss of sacred rot.
And to you, new-born sons of Gulliman, to you flesh crafted puppets of a failing Imperium I bring the holiest gift of all.... Silence."
- Mortarion, The Death Lord, The Reaper of Men, Daemon Primarch of Nurgle


5300 | 2800 | 3600 | 1600 |  
   
 
Forum Index » 40K General Discussion
Go to: