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Post by Jack Shrapnel on Dec 30, 2016 10:25:15 GMT -5
Here is a new mission for this year's club championship that is currently being playtested. Matt and I have been working on this back and forth and getting it to at least the playtest stage. We'll be doing a video battle report today of this mission to try and work out any remaining kinks (will be posted below) Feel free to playtest yourself! www.mediafire.com/file/9dyfl0ykkssgclp/Echoes_of_Prospero.pdf
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Post by Jack Shrapnel on Dec 30, 2016 10:25:58 GMT -5
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Post by thesanityassassin on Dec 30, 2016 13:16:23 GMT -5
Interesting to see how this plays out. First glance really feels like there is basically no reason to ever activate an artifact though - the penalties seem to massively outweigh any possible benefit, assuming I'm reading it right.
To activate an artifact you risk:
Automatically giving up a point towards winning the mission.
Possibility of suffering up to two wounds just while making your Ld Test.
Give up shooting with a model, could be more or less important depending on model, obviously.
3 of the 6 results of activating the artifact are directly negative, one is only valuable to Psykers (unless the wording is changed to make a non-psyker ML1, but that seems problematic).
Possible Benefits -
Being able to move more than 6" and run/Turbo Boost - this is admittedly helpful, but less so for many armies.
2 of the 6 results are more or less beneficial - BS isn't the most useful to most individual Characters, and those that it does benefit, such as Riptides, won't be keen to give up a round of shooting. Toughness is fantastic for Characters or MCs, but effectively useless within a unit.
1 of the 6 results is quite good for Pskyers, assuming the army has one - How this interacts with Brotherhood of Psykers units will need to be explored though - does one GK holding the Artifact buff the whole unit for example.
Digging the concept, but feel like the benefits either need to be greater - applying to whole units for example, or else the risks lowered a little bit.
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Post by danny1995 on Dec 30, 2016 20:31:40 GMT -5
You can also use activating them in a tactical manner. If you know your going to lose the objective activate it then abandon it. Admittedly my list won't be activating anything (YAY WALKERS EVERYWHERE!) which will punish me, but thas just life.
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Post by voodoo on Dec 30, 2016 20:36:20 GMT -5
The main benefit to going after an artifact is for the secondaries.
The warlord doesn't have to be the one that unlocks one; you just get a secondary if they have one.
As for the bonuses there was a typo that wasn't fixed for this iteration. The number 1 and 5 results were swapped so the 1 is now where it should be as the warp predator attack.
I do agree that the bonuses aren't that stellar. They're not supposed to be; that's the tactical layer of getting the model you want to hold it to it then deciding if you want to open it up. They weren't supposed to make anyone crazy powerful.
Aso for riptides sacrificing shooting to activate; they can't. I had to acquiesce and allow tau as an army to be able to activate them even though the fluff says that they have zero presence in the warp and by that they would have no concept of how to do anything with it but pick it up.
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Post by Jack Shrapnel on Jan 1, 2017 8:04:22 GMT -5
video is now uploaded (grrr windows 10 not recognizing MPEG video output of my camera!)
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