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		<title><![CDATA[Latest posts for the thread "Chaos Knights vs SW: Schemes of War"]]></title>
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		<description><![CDATA[Latest messages posted in the thread "Chaos Knights vs SW: Schemes of War"]]></description>
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				<title>Chaos Knights vs SW: Schemes of War</title>
				<description><![CDATA[ I played my first Maelstrom of War game today using the new <span class="glossaryitem" onmouseover='gp(18);'>CA</span> 2019 Schemes of War rules...<br /> <br /> 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.<br /> <br /> 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.<br /> <br /> 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 <img src="/s/i/a/c1f54002789bba812b7255ca0516c659.gif" border="0"> 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 <img src="/s/i/a/baf5f2e54c6b17d5c5d39aecadfa1272.gif" border="0"><br /> <br /> How are others finding the Schemes of War rules and new Maelstrom missions?]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2020 20:16:51]]> GMT</pubDate>
				<author><![CDATA[ dreadblade]]></author>
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				<title>Chaos Knights vs SW: Schemes of War</title>
				<description><![CDATA[ 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...]]></description>
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				<pubDate><![CDATA[Sun, 26 Jan 2020 23:35:30]]> GMT</pubDate>
				<author><![CDATA[ darrkespur]]></author>
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				<title>Chaos Knights vs SW: Schemes of War</title>
				<description><![CDATA[ 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. ]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2020 13:00:34]]> GMT</pubDate>
				<author><![CDATA[ Azuza001]]></author>
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				<title>Chaos Knights vs SW: Schemes of War</title>
				<description><![CDATA[ <blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e652b5be98584ff90c150dd98e0a837e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/784820/10698200.page"><b>Brother Castor wrote:</b></a><br/> 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.</div></blockquote><br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(140);'>vp</span> or if I go for more <span class="glossaryitem" onmouseover='gp(140);'>vp</span>'s I have to blow up one time use bonuses I have when they don't do much if anything besides scoring <span class="glossaryitem" onmouseover='gp(140);'>vp</span>). 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.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2020 13:35:58]]> GMT</pubDate>
				<author><![CDATA[ tneva82]]></author>
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				<title>Chaos Knights vs SW: Schemes of War</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/784820/10698748.page"><b>tneva82 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e652b5be98584ff90c150dd98e0a837e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/784820/10698200.page"><b>Brother Castor wrote:</b></a><br/> 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.</div></blockquote><br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(140);'>vp</span> or if I go for more <span class="glossaryitem" onmouseover='gp(140);'>vp</span>'s I have to blow up one time use bonuses I have when they don't do much if anything besides scoring <span class="glossaryitem" onmouseover='gp(140);'>vp</span>). 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.</div></blockquote><br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2020 15:19:50]]> GMT</pubDate>
				<author><![CDATA[ the_scotsman]]></author>
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				<title>Chaos Knights vs SW: Schemes of War</title>
				<description><![CDATA[ <blockquote><div><a href="/dakkaforum/posts/preList/784820/10698823.page"><b>the_scotsman wrote:</b></a><br/><blockquote><div><a href="/dakkaforum/posts/preList/784820/10698748.page"><b>tneva82 wrote:</b></a><br/><blockquote><div><img src="https://www.dakkadakka.com/s/i/a/e652b5be98584ff90c150dd98e0a837e.jpg" height="20" border="0">&nbsp;<a href="/dakkaforum/posts/preList/784820/10698200.page"><b>Brother Castor wrote:</b></a><br/> 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.</div></blockquote><br /> <br /> 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 <span class="glossaryitem" onmouseover='gp(140);'>vp</span> or if I go for more <span class="glossaryitem" onmouseover='gp(140);'>vp</span>'s I have to blow up one time use bonuses I have when they don't do much if anything besides scoring <span class="glossaryitem" onmouseover='gp(140);'>vp</span>). 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.</div></blockquote><br /> <br /> 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.</div></blockquote><br /> <br /> 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.]]></description>
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				<pubDate><![CDATA[Mon, 27 Jan 2020 16:33:53]]> GMT</pubDate>
				<author><![CDATA[ dreadblade]]></author>
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