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		<title><![CDATA[Latest posts for the thread "New Custom Mission: Breakthrough"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "New Custom Mission: Breakthrough"]]></description>
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				<title>New Custom Mission: Breakthrough</title>
				<description><![CDATA[ So, I've created a new Mission for 7th edition, and I'm looking for some feedback on it.<br /> <br /> I've shared the document with my local gaming group, and got some praise for it, but I haven't yet gotten a good chance to test it yet.<br /> <br /> Basically, it's an Attacker/Defender-type mission, where the Defender defends his half of the board - behind a board-wide line of difficult terrain. The Attacker has a small zone, but the first unit of his to cross the line of terrain is harder to shoot at.<br /> <br /> It also implements some sensible and flavorful changes to the Maelstrom cards.<br /> <br /> I tried to make it balanced, but since I haven't had a chance to playtest it yet, I don't know how every army or army type would fare in this mission. Any thoughts on it are welcome.]]></description>
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				<pubDate><![CDATA[Wed, 3 Feb 2016 19:52:27]]> GMT</pubDate>
				<author><![CDATA[ Terminal]]></author>
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				<title>New Custom Mission: Breakthrough</title>
				<description><![CDATA[ Im not sure tactical objectives would work in an attack/defense scenario. <br /> Eg lets say the attacker places 3 objs around his backline. The defender will ultimately have to "break out" to capture them, sort of defeating the idea and theme of the scenario (a desperate  defense)<br /> Why not amend it to a bunker assault type game, where the attacker must destroy or capture fixed objs in the defenders zone (say 3-6 objectives alternated but only in the defenders half)?.<br /> <br /> Also this is a bit strange:<br /> <br /> Sudden Assault:<br /> Enemy units within 6” of the very first unit from the Attacker's army to cross the Line <br /> cannot fire overwatch at it in the first game turn, and must otherwise fire Snapshots whenever <br /> shooting at it in the first game turn<br /> <br /> Lets say the defense line is 3" deep as per the rules. The attacker will need to make up at least 15" before he gets into the defnders half on turn one to benefit from this rule. Thats a pretty big gap for most units.<br /> Why not amend it to the first attacker unit to enter the half period. No turn limit applies.]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2016 17:09:55]]> GMT</pubDate>
				<author><![CDATA[ Ratius]]></author>
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				<title>Re:New Custom Mission: Breakthrough</title>
				<description><![CDATA[ You have a point about the objectives, Ratius. I'm going to think of a better way to use the Maelstrom system within the scenario's story framework.<br /> <br /> But there are lots of things that could easily cross the line on the first turn - turboboosting units, scouting/infiltrating units, jump units that run [or even ones that jump then assault a Defender unit that's right up against the line].<br /> <br /> ]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2016 18:56:07]]> GMT</pubDate>
				<author><![CDATA[ Terminal]]></author>
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				<title>New Custom Mission: Breakthrough</title>
				<description><![CDATA[ Thats true about units making across the line first turn. I was thinking more of assult units though and the no overwatch rule. If the defender is smart (and hes likely not going to hug the midline but stay further back) no attacker unit would have a chance of a first turn assault (hard enough to pull off under normal conditions). Therefore the overwatch wont really come into play.<br /> Perhaps make it that the first attacking unit(s) to cross the line gets shrouded for that turn?]]></description>
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				<pubDate><![CDATA[Thu, 4 Feb 2016 20:25:09]]> GMT</pubDate>
				<author><![CDATA[ Ratius]]></author>
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				<title>Re:New Custom Mission: Breakthrough</title>
				<description><![CDATA[ Okay. I've edited the mission slightly. I went for a compromise in regards to the maelstrom objectives - made it so that the objectives can't be deployed in the Attacker's deployment zone. This would represent the Attacking units seizing strategic positions just outside the line, as well as bolder Defender units venturing out in order to clear no man's land. <br /> <br /> I also made it so that the first Attacker unit across the line gains Shrouded until it's next turn.]]></description>
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				<pubDate><![CDATA[Sun, 7 Feb 2016 06:11:53]]> GMT</pubDate>
				<author><![CDATA[ Terminal]]></author>
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