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Made in gb
Automated Rubric Marine of Tzeentch





UK

I played my first Maelstrom of War game today using the new CA 2019 Schemes of War rules...

As a Chaos Knights player it was good to be able to build a deck of tactical objectives that didn't involve holding objectives. Having said that, it looks like that the only difference between the new missions is the ability to affect the cards that are drawn, so I'm a bit concerned they might all play the same.

Anyway, this game, playing the Critical Objective mission, was really enjoyable. We played at 1500 points, and despite tabling my opponent in the 5th battle round I only just won, 12VP to 11VP.

As an aside, one tactic I hadn't dealt with (but had heard of) before was Wulfen being flown in on a Storm Wolf. My opponent flew it right into the middle of my deployment zone in his turn 1. I'd gone first so had already taken it down to 4 wounds, but in the back of my mind was the phrase I'd heard describing it - the pinata nobody want's to open As it turned out, I destroyed it with a thermal lance, killing one of the Wulfen instantly, and mowed down the others with my remaining autocannons. Very satisfying. And nobody got hit with a hammer

How are others finding the Schemes of War rules and new Maelstrom missions?

This message was edited 3 times. Last update was at 2020/01/26 20:54:12


[1,600] Chaos Knights | [1,000] Grey Knights | [1,100] Thousand Sons | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
Made in gb
Hulking Hunter-class Warmech





Bristol, England

It was a pretty epic looking game today though! Our space wolf vs chaos tarpit on the next table over was rather tame in comparison...

This message was edited 1 time. Last update was at 2020/01/26 23:35:47


Read the first two novels in the Maelstrom's Edge Universe now:

Maelstrom's Edge: Faith - read a sample here!

and

Maelstrom's Edge: Sacrifice 
   
Made in us
Longtime Dakkanaut




New maelstrom is a lot of fun, we are enjoying it a lot. It leaves some randomness to the missions while also giving you more control over the flow of the game, something desperately needed in maelstrom.
   
Made in fi
Locked in the Tower of Amareo





 Brother Castor wrote:
Having said that, it looks like that the only difference between the new missions is the ability to affect the cards that are drawn, so I'm a bit concerned they might all play the same.


You don't consider abilty to control what objectives you try each turn s diference? Before you drew cards and those were what you tried. Now you have control WHAT you try.So for example last game I was able to put card I could score now and keep another card for next turn where I preferred I could use(not that I couldn't score it right away but it would be inefficient. Either I get just one vp or if I go for more vp's I have to blow up one time use bonuses I have when they don't do much if anything besides scoring vp). And for example that "can't score on turn 1" card(area denial or whatever)? Don't put it on table T1 but place something else.

2024 painted/bought: 109/109 
   
Made in us
Shadowy Grot Kommittee Memba






tneva82 wrote:
 Brother Castor wrote:
Having said that, it looks like that the only difference between the new missions is the ability to affect the cards that are drawn, so I'm a bit concerned they might all play the same.


You don't consider abilty to control what objectives you try each turn s diference? Before you drew cards and those were what you tried. Now you have control WHAT you try.So for example last game I was able to put card I could score now and keep another card for next turn where I preferred I could use(not that I couldn't score it right away but it would be inefficient. Either I get just one vp or if I go for more vp's I have to blow up one time use bonuses I have when they don't do much if anything besides scoring vp). And for example that "can't score on turn 1" card(area denial or whatever)? Don't put it on table T1 but place something else.


I think he's saying each game of new maelstrom would pretty much play like the last, which is an issue I tend to agree with. The variation between the missions is pretty slight.

"Got you, Yugi! Your Rubric Marines can't fall back because I have declared the tertiary kaptaris ka'tah stance two, after the secondary dacatarai ka'tah last turn!"

"So you think, Kaiba! I declared my Thousand Sons the cult of Duplicity, which means all my psykers have access to the Sorcerous Facade power! Furthermore I will spend 8 Cabal Points to invoke Cabbalistic Focus, causing the rubrics to appear behind your custodes! The Vengeance for the Wronged and Sorcerous Fullisade stratagems along with the Malefic Maelstrom infernal pact evoked earlier in the command phase allows me to double their firepower, letting me wound on 2s and 3s!"

"you think it is you who has gotten me, yugi, but it is I who have gotten you! I declare the ever-vigilant stratagem to attack your rubrics with my custodes' ranged weapons, which with the new codex are now DAMAGE 2!!"

"...which leads you straight into my trap, Kaiba, you see I now declare the stratagem Implacable Automata, reducing all damage from your attacks by 1 and triggering my All is Dust special rule!"  
   
Made in gb
Automated Rubric Marine of Tzeentch





UK

the_scotsman wrote:
tneva82 wrote:
 Brother Castor wrote:
Having said that, it looks like that the only difference between the new missions is the ability to affect the cards that are drawn, so I'm a bit concerned they might all play the same.


You don't consider abilty to control what objectives you try each turn s diference? Before you drew cards and those were what you tried. Now you have control WHAT you try.So for example last game I was able to put card I could score now and keep another card for next turn where I preferred I could use(not that I couldn't score it right away but it would be inefficient. Either I get just one vp or if I go for more vp's I have to blow up one time use bonuses I have when they don't do much if anything besides scoring vp). And for example that "can't score on turn 1" card(area denial or whatever)? Don't put it on table T1 but place something else.


I think he's saying each game of new maelstrom would pretty much play like the last, which is an issue I tend to agree with. The variation between the missions is pretty slight.


That's right. I like the new format, but the different Maelstrom missions seem to only differ by a small additional rule related to your objective deck. I need to play some more though to see if it makes much difference.

[1,600] Chaos Knights | [1,000] Grey Knights | [1,100] Thousand Sons | 40K editions: RT, 8, 9, 10 | https://www.flickr.com/photos/dreadblade/  
   
 
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