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		<title><![CDATA[Latest posts for the thread "Adepticon Mission Strategy"]]></title>
		<link>http://www.dakkadakka.com/dakkaforum/posts/list/69.page</link>
		<description><![CDATA[Latest messages posted in the thread "Adepticon Mission Strategy"]]></description>
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				<title>Adepticon Mission Strategy</title>
				<description><![CDATA[ So after looking through the adepticon missions and playing it a few times I was wondering what others thought. <br /> <br /> For those unfamiliar your score is in 3 parts.<br /> maelstrom (choose a maelstrom and score at end of turn half are 1 point for holding an objective,2 for holding multiple, others are kill multiple, kill a character, line breaker, warlord)<br /> <br /> <span class="glossaryitem" onmouseover='gp(316);'>kp</span>- A point a <span class="glossaryitem" onmouseover='gp(316);'>kp</span><br /> <br /> and eternal war- 2 points for each objective at end game. <br /> <br /> There are also the usual Tertiary points and +1 for hull points/wounds to super heavies<br /> <br /> My initial reaction is that it seriously benefits death stars winning games by denying their opponents points but not necessarily getting a ton of their own points. <br /> <br /> <span class="glossaryitem" onmouseover='gp(308);'>MSU</span> is better at getting points because if it can survive it scores a high eternal war, it's usually pretty killy, and can swarm the board effectively for maelstrom. However it's a double edged sword because it gives up a lot of <span class="glossaryitem" onmouseover='gp(316);'>kps</span> and maelstrom. <br /> <br /> <br /> It's a pretty interesting dynamic that maybe doing a medium build will shine. Have few enough <span class="glossaryitem" onmouseover='gp(316);'>kps</span> to not give up the full 12 but still have enough units and mobility to max out maelstrom and get a lot of eternal war. <br /> <br /> I play <span class="glossaryitem" onmouseover='gp(722);'>GSC</span> and due to painting and modeling my army is already pretty set but I'm curious to what others think. <br /> <br /> Edit: Upon further review, it's still using the differential so if last year is any experience, then the mission basically won't matter because winning by 15 is so easy when the possible points are often above 40 or as high as 50.<br /> <br /> Think about how close a game can be and still be a blow out. 12-10 on kill points 11-7 on maelstrom and 8-0 on eternal war and 2-1 on secondaries. IE, a game that was close but at the end one side got 2 objectives and contested their opponents. <br /> <br /> Bam 30-0 despite the absolute score being 33-18 which is certainly a commanding win but doesn't really seem like a blow out. <br /> <br /> I'm more used to <span class="glossaryitem" onmouseover='gp(755);'>NOVA</span> and ITC mission design which it's unusual to 0 out your opponent and if you do you probably went out of your way to make them get zero by continuing to play even when they have one unit just trying to linebreaker. ]]></description>
				<guid isPermaLink="true">http://www.dakkadakka.com/dakkaforum/posts/preList/720101/9240755.page</guid>
				<link>http://www.dakkadakka.com/dakkaforum/posts/preList/720101/9240755.page</link>
				<pubDate><![CDATA[Wed, 8 Mar 2017 16:49:54]]> GMT</pubDate>
				<author><![CDATA[ vercingatorix]]></author>
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