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		<title><![CDATA[Latest posts for the thread "New mission type: Bait & Switch, a call for playtesting help!"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "New mission type: Bait & Switch, a call for playtesting help!"]]></description>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ I have designed a mission that could potentially be used in a tournament, and I would really appreciate if players would be willing to critique it, and potentially play test it and let me know how it works out! I've played it once so far, and am planning on doing it again this afternoon, but I would love community feedback.<br /> <br /> In an effort to draw out and destroy the most valuable units in your opponent's forces, your commanders have ordered that you place high-value materiel in vulnerable locations. There's a catch though: you have to get the supplies back!<br /> <br /> Setup: pitched battle as per <span class="glossaryitem" onmouseover='gp(3);'>40k</span> rulebook.<br /> <br /> Mission: each player receives two objectives to place after sides have been determined. Roll off to see who places the first objective, then alternate until all objectives are placed. The objectives are worth a variable amount of kill points if captured as per the normal rules for objectives (a troops unit within 3" and no enemy contesting units, etc). The objectives may not be placed within 6" of a board edge, but have no other restrictions.<br /> <br /> If, at the end of the game, a player captures an objective in his opponent's deployment zone, that objective is worth 5 kill points.<br /> <br /> If the captured objective is in the "no mans land" between the two deployment zones, it is worth 3 kill points.<br /> <br /> If the objective is in the players own deployment zone, it is worth 1 kill point.<br /> <br /> Any unit completely destroyed is worth a number of kill points equal to its cost divided by 100, rounding up. E.G. a 45 point unit is worth 1 kill point, a 270 point unit is worth 3, a 400 point unit is worth 4, etc.<br /> <br /> Primary objective (15 points): special kill points (add value of objectives captured to value of units destroyed).<br /> (10 points): players tie in number of special kill points.<br /> Secondary objective: control more objectives (5 points)<br /> <br /> Tertiary objectives:<br /> <br /> Kill your opponent's most valuable <span class="glossaryitem" onmouseover='gp(56);'>HQ</span> unit 1 pt<br /> Kill your opponent's most valuable elite unit 1pt<br /> Kill your opponent's most valuable troops unit 1pt<br /> Kill your opponent's most valuable heavy support unit 1pt<br /> Kill your opponent's most valuable fast attack unit 1pt]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 20:11:03]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ I really like this and will be hopefully play testing it in a few days.  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> Just a few requests of clarification:<br /> <br />       So objectives can be placed literally right next to eachother?<br /> <br />       Are units only considered killed if completely wiped out?]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 21:10:17]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ Yes, I intend that objective placement should create a lot of risk vs. reward thinking.  If you place objectives close to each other, you might win big, or lose big.]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 21:11:50]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ Have you by any chance play tested this scenario yet?<br /> ]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 21:15:51]]> GMT</pubDate>
				<author><![CDATA[ Shrike78]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ Yeah, I've played it once, but the more information the better!]]></description>
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				<pubDate><![CDATA[Sat, 13 Feb 2010 21:33:32]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>Re:New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ How do you handle units with no point values? <br /> <br /> Drones from a devilfish, spawn created by gift of chaos, termagants from tervigons, etc.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 02:09:38]]> GMT</pubDate>
				<author><![CDATA[ grankobot]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ I do like the kill point system a lot]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 04:01:57]]> GMT</pubDate>
				<author><![CDATA[ yermom]]></author>
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				<title>Re:New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ <blockquote><div><cite>grankobot wrote:</cite>How do you handle units with no point values? <br /> <br /> Drones from a devilfish, spawn created by gift of chaos, termagants from tervigons, etc.</div></blockquote><br /> <br /> 0/100=0  <img src="/s/i/a/5d13fa41280d6fdef786d41bc175d3f6.gif" border="0"> <br /> <br /> <blockquote><div><cite>yermom wrote:</cite>I do like the kill point system a lot</div></blockquote><br /> <br /> Eh, in my playtesting, I'm finding that it massively favors <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> armies.  5th ed kill points are a lot better system than most give it credit for.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 04:17:05]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ I'm down to try it out, looks like fun.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 05:06:14]]> GMT</pubDate>
				<author><![CDATA[ annabelle]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ Played against Gareth using the mission today, and got smashed again, though I'm thinking it's a weakness of the army list, rather than the mission.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 05:41:39]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ It looks great fun. I have one comment: it might be better to simply use <span class="glossaryitem" onmouseover='gp(140);'>VP</span>'s and have objectives be worth 500, 300 and 100 points. It saves some calculations and the rounding system means that players will look for units that are x95 points and will never field units that are x05 points.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 10:56:46]]> GMT</pubDate>
				<author><![CDATA[ Shrubs]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ I like Shrubs suggestion.<br /> <br /> Even introducing <span class="glossaryitem" onmouseover='gp(140);'>VPs</span> into the <span class="glossaryitem" onmouseover='gp(316);'>KP</span> system doesn't overcome its inherent imbalances.  Armies with many cheap units are going to give up <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> more slowly, and one lucky shot on that uber-expensive unit (like the mawloc coming up under the blocked land raider or a well-placed <span class="glossaryitem" onmouseover='gp(416);'>JotWW</span>) can put one player so far ahead in <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> that the other player can never hope to catch up.<br /> <br /> Also with the rounding up there will be some weird break points: a 95 point unit of scouts  is worth 1KP, but a 105 point dreadnought  is worth 2 <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>.  Also also the <span class="glossaryitem" onmouseover='gp(140);'>VP</span> cost of units doesn't necessarily reflect how hard that unit is to kill.  A unit of 5 <span class="glossaryitem" onmouseover='gp(224);'>TH</span>/<span class="glossaryitem" onmouseover='gp(221);'>SS</span> terminators--very hard to kill--is worth 2KPs, but so is a 105 point dreadnought that can die to a single lucky lascannon shot.  These imbalances don't reflect the skill of the player, but rather flukes in the point values.  <br /> <br /> Finally, players who know the system in advance can game the scenario to deny <span class="glossaryitem" onmouseover='gp(316);'>KPs</span> by buying many small units that are hard to kill and worth slightly less than one of the multiple-of-100 break points.<br /> <br /> So far, the most effective method I've seen of controlling the imbalances of the <span class="glossaryitem" onmouseover='gp(316);'>KP</span> system is the 5X5 system where each player nominates 5 units and those are the only ones worth <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>.  Maybe a hybrid of that system--where the opponent's 5 most expensive units are the only ones worth <span class="glossaryitem" onmouseover='gp(316);'>KPs</span>--and then rebalancing the value of the objectives?  That would also simplify the math.]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 13:11:15]]> GMT</pubDate>
				<author><![CDATA[ Flavius Infernus]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ I'm going to playtest it today but use standard <span class="glossaryitem" onmouseover='gp(316);'>kps</span> instead of dividing <span class="glossaryitem" onmouseover='gp(140);'>vps</span>/100. Also will keep objectives at least 12" from each other and 6" from table edges.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 15:36:07]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ <blockquote><div><cite>Green Blow Fly wrote:</cite>I'm going to playtest it today but use standard <span class="glossaryitem" onmouseover='gp(316);'>kps</span> instead of dividing <span class="glossaryitem" onmouseover='gp(140);'>vps</span>/100. Also will keep objectives at least 12" from each other and 6" from table edges.<br /> <br /> G</div></blockquote><br /> <br /> In my playtesting I've found that allowing "stacking" objectives has made for some pretty intense play, something that I think is awesome!]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 15:52:53]]> GMT</pubDate>
				<author><![CDATA[ willydstyle]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ You could stack objectives last year at the Necro and I did it since it was advantageous... I played some games in the evenings since I did not actually play in the <span class="glossaryitem" onmouseover='gp(48);'>GT</span>. So yeah it can really put a twist in the game.<br /> <br /> G]]></description>
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				<pubDate><![CDATA[Sun, 14 Feb 2010 21:51:08]]> GMT</pubDate>
				<author><![CDATA[ Black Blow Fly]]></author>
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				<title>New mission type: Bait &amp; Switch, a call for playtesting help!</title>
				<description><![CDATA[ My 205 Daemon Prince being worth 3 <span class="glossaryitem" onmouseover='gp(316);'>kp</span> made me a sad panda, but after considering the math on rounding down, too much <span class="glossaryitem" onmouseover='gp(14);'>bs</span> is possible. I'll suck it up, hell my <span class="glossaryitem" onmouseover='gp(262);'>DP</span> should be worth 4 <span class="glossaryitem" onmouseover='gp(316);'>kp</span>, he's so bad ass. Fun scenario, i really liked the mix of objectives and kill points, lots, it added a new dimension to the game. Wanting to try this one again.]]></description>
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				<pubDate><![CDATA[Fri, 19 Feb 2010 10:05:09]]> GMT</pubDate>
				<author><![CDATA[ annabelle]]></author>
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