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		<title><![CDATA[Latest posts for the thread "A different take on non-random tactical objective missions."]]></title>
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		<description><![CDATA[Latest messages posted in the thread "A different take on non-random tactical objective missions."]]></description>
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				<title>A different take on non-random tactical objective missions.</title>
				<description><![CDATA[ I really like the way the maelstrom missions force you to move about the board and change plans mid-game resulting in dynamic and fun games.<br /> If only the cards weren't so damn random. One turn your opponent gets three cards that are super easy to complete then the next turn you get three impossible ones - its just annoying! <br /> <br /> So I decided to write a mission that tries to capture the dynamism of the maelstrom missions without the game-turning random objective draws, please let me know what you think and any ideas you have for refinements/improvements.<br /> <br /> <b><u>Calm the Maelstrom</u></b><br /> <br /> <b>The Armies:</b> Both sides choose armies to the agreed points limit.<br /> <br /> <b>The Battlefield:</b> After the terrain has been set up use Random Deployment Zones to<br /> determine which deployment map will be used for this mission. Each player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, re-rolling<br /> ties. Whoever scores higher can decide which half of the table they wish to deploy<br /> in. The opposing player will deploy in the opposite half.<br /> <br /> <b>Objective Markers:</b> Place six numbered objective markers using the rules for placing objective markers. One player places objectives numbered 1, 2, 3 and the other player places objectives numbered 4, 5, 6.<br /> <br /> <b>Game Length:</b> The usual rules for ending the game apply.<br /> <br /> <b>Deployment:</b> Players must deploy using the Standard Deployment Method.<br /> <br /> <b>First Turn:</b> The player that set up first can choose to take the first or second turn. If they decide to<br /> take the first turn, their opponent can attempt to Seize the Initiative.<br /> <br /> <b>Victory Conditions:</b> At the end of the game the player with the most Victory Points wins the game.<br /> <br /> <i>Objective Controlled:</i> At the start of each player's turn that player rolls a dice and notes the number rolled and whether it was an odd or even number. At the end of the turn that player scores 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for each odd numbered objective they control if the dice result was odd or 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> for each even numbered objective they control if the dice result was even. An additional 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> is scored if they control the objective that matches the number rolled.<br /> <br /> <i>Slay the Warlord:</i> At the end of the game each player scores 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if the opposing warlord has been removed as a casualty.<br /> <br /> At the end of each player turn that player may score <span class="glossaryitem" onmouseover='gp(140);'>VP</span>’s from each of the following conditions:<br /> <br /> <i>Behind Enemy Lines:</i> Score 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if two or more of your scoring units are within 12" of your opponent’s table edge.<br /> <br /> <i>Supremacy:</i> Score 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if you control at least two Objective Markers and at least twice as many Objective Markers as your opponent controls.<br /> <br /> <i>Overwhelming Firepower:</i> Score 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if an enemy unit was completely destroyed during the Shooting phase this turn. If you completely destroyed three or more enemy units during the Shooting phase this turn, score 2 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>’s instead.<br /> <br /> <i>Blood & Guts:</i> Score 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if an enemy unit was completely destroyed during the Assault phase this turn. If you completely destroyed three or more enemy units during the Assault phase this turn, score 2 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>’s instead.<br /> <br /> <i>Harness the Warp:</i> Score 1 <span class="glossaryitem" onmouseover='gp(140);'>VP</span> if an enemy unit was completely destroyed during the Psychic phase this turn. If you completely destroyed three or more enemy units during the Psychic phase this turn, score 2 <span class="glossaryitem" onmouseover='gp(140);'>VP</span>’s instead.<br /> <br /> <i>First Blood</i> & <i>Line Breaker</i> are not used in this mission.<br /> <br /> <b>Special Rules:</b> <i>Nightfighting, Reserves, Mystirious Objectives</i>]]></description>
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				<pubDate><![CDATA[Mon, 16 Jun 2014 17:26:09]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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				<title>A less random mission trying to capture the flavour of the maelstrom missions.</title>
				<description><![CDATA[ Sounds like an interesting way of removing the random card element. You don't want to retain Hold The Line as well?]]></description>
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				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/600849/6948209.page</link>
				<pubDate><![CDATA[Thu, 19 Jun 2014 11:15:41]]> GMT</pubDate>
				<author><![CDATA[ Slaanesh-Devotee]]></author>
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				<title>Re:A less random mission trying to capture the flavour of the maelstrom missions.</title>
				<description><![CDATA[ Thanks, I thought about using <i>hold the line</i> as well but it's kind of covered by trying to prevent your opponent scoring <i>behind enemy lines</i>. <br /> Adding in extra ways of getting <span class="glossaryitem" onmouseover='gp(140);'>VP</span>'s takes away from scoring the objectives and I wanted them to be the focus of the mission.]]></description>
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				<pubDate><![CDATA[Thu, 19 Jun 2014 12:30:22]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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				<title>Re:A less random mission trying to capture the flavour of the maelstrom missions.</title>
				<description><![CDATA[ In my continued attempt to keep the flavour of the maelstrom mission but removing the annoying random elements I've designed another new mission in which you get to pick a selection of cards to use as goals during the game. Please let me know your thoughts, good or bad.<br /> <br /> <u><b>Hidden Agenda</b></u><br /> <br /> <b>The Armies:</b> Both sides choose armies to the agreed points limit.<br /> <br /> <b>The Battlefield: </b>After the terrain has been set up use Random Deployment Zones to<br /> determine which deployment map will be used for this mission. After placing objectives each player rolls a <span class="glossaryitem" onmouseover='gp(24);'>D6</span>, re-rolling ties. Whoever scores higher can decide which half of the table they wish to deploy in. The opposing player will deploy in the opposite half.<br /> <br /> <b>Objective Markers:</b> A single objective marker is placed in the centre of the table then place four other objective markers using the standard rules for placing objective markers. <br /> <br /> <b>Game Length: </b>The usual rules for ending the game apply.<br /> <br /> <b>Deployment:</b> Players must deploy using the Standard Deployment Method.<br /> <br /> <b>First Turn:</b> The player that set up first can choose to take the first or second turn. If they decide to<br /> take the first turn, their opponent can attempt to Seize the Initiative.<br /> <br /> <b>Victory Conditions:</b> At the end of the game the player with the most Victory Points wins the game.<br /> <br /> <i>Hidden Goals:</i> At the start of the game, just before rolling for table sides, each player chooses four hidden tactical objectives. <br /> These are chosen from the tactical objective deck or the table found on page 415 of the rule book.  <br /> One objective must be chosen from each of the following types Seize Ground (41-46), Purge (51-56) & Annihilation (61-66) with a single extra objective chosen from any one of the three sections.<br /> Either write down those chosen or keep the cards but do not allow your opponent to see your choices.<br /> <br /> At the end of each player's turn, after their first turn, that player may reveal a single one of their chosen tactical objective that they have completed the requirements for and score the <span class="glossaryitem" onmouseover='gp(140);'>VP</span>'s indicated. Treat all D3 results as 2.<br /> Each objective can only be revealed and scored once.<br /> <br /> <i>Primary Objectives:</i> At the end of each player's turn that player score 1VP for each objective marker they control.<br /> <br /> <i>Secondary Objectives:</i> First Blood, Linebreaker & Slay the Warlord are used as normal.<br /> <br /> <b>Special Rules:</b><i> Nightfighting, Reserves, Mysterious Objectives</i><br /> ]]></description>
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				<pubDate><![CDATA[Wed, 25 Jun 2014 12:17:20]]> GMT</pubDate>
				<author><![CDATA[ WisdomLS]]></author>
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