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Post by raceygaming on Dec 19, 2019 9:20:39 GMT -5
Below is the link for last years Club Championship missions. Each year we give our T.O feed back on how to improve the missions and he does a great job, but it takes a lot of time. IF you have any interest I would recommend trying one of these missions with friends or on a Saturday and play test the missions now. If you see any glaring issues let them be known now so we can correct them before the pack is finalized. It's great if you can get missions play tested with a bunch of factions and different list builds. www.mediafire.com/file/hu4mdr0b6t6rp16/missions_2019.pdf/file
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Post by raceygaming on Dec 19, 2019 9:24:41 GMT -5
Here is a copy/paste format for feed back if you are stuck:
Factions played (who are you/ what was your army):
Points for clarification(anything unclear in reading it over):
Reasonable Improvements(balance,time, issues):
Helpful Hints (what did you founds worked):
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Post by Jack Shrapnel on Dec 19, 2019 10:16:31 GMT -5
This would be SUPER helpful - as I can only playtest so much on my own
Thanks Jordan!
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Post by raceygaming on Jan 12, 2020 22:43:52 GMT -5
X-factor points that need updating
1. update to new data sheet, that is still the old Index assassin 2. Switch to have the vindicare shoot at the start of the start of the shooting phase. It makes more sense with the mission to have him fire in the correct phase. Fixes issue like GSC not having models on the table, having pre damaged characters in the physic phase, and other combos that I'm sure I'm missing. 3. be sure to clear up that he still isn't a friendly model when it comes to deep strike. I see he is immune to smite and such but might be worth clarifying the deep strike.
I will read over them again
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Post by raceygaming on Jan 13, 2020 6:58:44 GMT -5
Updates to Seize the Forge
1. Instead at the beginning of each player turn, a player can fire ONE of the shooting weapons of the knight... * just bold the one so people don't miss it. you only fire 1 weapon unless you control the center.
2. Make a note that the knight is a non- friendly model, and therefore affects deep strike restrictions and will be the closest for smite, character protection ect. I think there was some confusion on this with people deep striking onto the center terminal last year.
Otherwise looks good
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Post by raceygaming on Jan 13, 2020 7:14:17 GMT -5
Demon World update
1. Update VP - do you score points only for COMPLETELY destroyed units or are units below half size/ wounds worth half. This is a clarification for all VP missions. ex. riptide at 7 wounds at the end of the game is worth half, 15/30 boyz at the end of a game is worth half.
2. how do you score table quarters have more in the quarter, have only your model etc. just looking for a " have more wounds in a quarter, have more models in a quarter, have no enemy models in a quarter" again this more clarification for the ALL table quarter objectives.
3. Possession: should just be each unit on the board takes d3 mortal wounds. 1/36 chance of happening on the table and then a 50/50 if you take the damage, it currently has very little effect on the game; yet is a important enough to be a -1 on scoring. 4. Lure of Slanessh should again just be each unit does the 2d6, no need to have to roll a dice for each unit to speed things up. on average most units will move 7" which means you might actually get some charges. 5. Treachery of Tzeentch - each player should gain control, it shouldn't be a roll off at it then effect one side way more than the other this way both sides get hurt based on what they brought.
I think those updates will help make parts of the table more relevant and the clarifications will help with scoring both this missions and other missions.
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Post by raceygaming on Jan 13, 2020 7:34:29 GMT -5
Tomb Raider Update
1. "Models cannot search if they are inside a vehicle so must disembark first" . I'm assuming this mean only non vehicles can search, are there any other restrictions like monsters, or is it infantry only? . If that is the case I would just spell it out for clarity**.
2. *Locked Objectives – The Temples and Pyramid are all objectives. However, they must be unlocked before you can claim them. Note that only objectives that your force has unlocked can be held, so each side must try and unlock each of the locked objectives on their own. To unlock an objective, you must move a model into contact (you can not enter until it is unlocked) conduct a search for the remainder of the player turn. Searching models cannot perform any actions in the psychic, shooting, charge or fight phases. Models cannot search if they are inside a vehicle so must disembark first (only NON-Vehicles** may search).
Tried to rewrite this rule to be more clear, I was having a hard time reading/understanding the original copy. Also it says you can enter to search but in the temple rule it say you can't enter until its unlocked,tried to fix that up. Also it said shooting and assault phase, which is old wording now the charge and fight phase; added psychic phase to bring it in line that you spend your whole turn searching.
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Post by raceygaming on Jan 13, 2020 8:18:00 GMT -5
Vengence for Connor Update
While I do really like escalation style scoring and game play I think having a single mission that doesn't score 10/7/3 is some what of the Russian Roulette of the tournament. you can win this game and get zero points( VERY unlikely, but could happen). I'd love to see a escalation tournament later in the year but for Clubs the Scoring needs to be consistent. I propose:
The escalation of war: At the end of your PLAYER TURN you will score 1 victory point if you hold an objective. At the End of your PLAYER TURN you will score 1 victory point if you killed a unit. At the end of the GAME TURN you will score 1 victory point if you hold more objectives than your opponent. At the end of the GAME TURN you will score 1 victory point if you killed more units than your opponent. Therefore a perfect Round score is 4 victory points.
+10 If you score 4 Victory Points more than your opponent. + 7 If you score within 3 Victory Points of your opponent. + 3 If you score 4 or more fewer Victory Points than your opponent.
So to win you have to score at least a prefect round more than your opponent, this is more reasonable for a 4 turn game. It's still a progressive scoring but you get 10+ for the win. Again last year I think there was some frustration with the table since a winner was scoring 8 points rather than 13, which is big when best general is within a few points.
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Post by Jack Shrapnel on Jan 13, 2020 8:50:42 GMT -5
victory points is always for destroying an entire unit. believe that is in the player pack
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Post by Jack Shrapnel on Jan 13, 2020 8:55:01 GMT -5
vengence for connor says right in the primary objective section max 10 and minimum 3, (and that part is bolded). the only variable is that a tie isn't automatically 7... but that can be changed.
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Post by raceygaming on Jan 13, 2020 8:58:08 GMT -5
Temple of Doom
I didn't get to play test this one this year but I did notice that its changed a lot. I don't know how this will affect balance but I think these might be a good idea with the meta change of re-rolls, gun lines and melee hordes:
*Containment Fence – Add MONSTER key word so its VEHICLES and/or MONSTERS can't enter without the blue print.
Crossing the Fence: models treat their movement as HALVED if any part of their movement will cross the containment fence, in either direction. Units may not deep strike into the temple. Additionally units are affected base on their size:
1-4 models = suffer 1 mortal wound 5-9 = suffer d3 mortal wounds 10-19 = suffer 2d3 mortal wounds 20-29 = suffer 3d3 mortal wounds 30+ = Suffer 4d3 mortal wounds
Firing through the Fence: Replace -1 to it with ---The inquisitor and his retinue in addition benefit from being cloaked to shooting. The inquisitor and his retinue may only be selected as a target by ranged attacks if they are within 12" of attacker. (as he is in the center of a 12" x12" building it means that you have to be roughly within 6" of the temple to target him. With the amount of re-roll all hits -1, 3++ won't cut it 11 wounds vs any sort of shooting based army.) At least they will have to move up a little bit before mulching him with shooting
Clarify how victory points are calculated, and how table quarters are scored.
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Post by raceygaming on Jan 13, 2020 9:12:59 GMT -5
vengence for connor says right in the primary objective section max 10 and minimum 3, (and that part is bolded). the only variable is that a tie isn't automatically 7... but that can be changed. I guess my issue with the balance is that you need to get to turn 5 minimum to score the 10. I consider myself a pretty fast player and last year I had 4 x turn 4, 1x turn 5, 1x turn 3 in my 6 games. If Danny and I had met there we at best could have scored 6 and that would be unlikely. having a win net you 3-4 points on primary is well below the curve, I haven't played this in the tournament and only got to the play test of it last night with Alissa but after 5 rounds the score was 6-2 total including secondary /price of failure.
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Post by raceygaming on Jan 13, 2020 9:28:43 GMT -5
The Call of Cthulhu
I don't have any Chaos to play test with but "The will of Chaos", feels like it needs a positive to it. Such as they MUST go second but get to use the prepared position Stratagem (all non-titanics and flyers get cover) for 0 CP. I think going seconds in 8th is pretty rough.
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Post by raceygaming on Jan 13, 2020 9:42:31 GMT -5
Sink the Titan!
I think the scoring needs to be updated as below, otherwise you were both getting 10 points if the Titan dies. Unless this was the intention since it is a 1v1v1 game at 6000 pts. in which case it is all good.
+10 If you score more Kill Points than either your opponent or the Titan (which ever is higher) at the end of the game. + 7 If you score the same Kill Points as your opponent or the Titan (which ever is higher) at the end of the game. + 3 If you score fewer Kill Points than your opponent or the Titan (which ever is higher) at the end of the game.
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Post by raceygaming on Jan 13, 2020 9:54:06 GMT -5
Hammer and ambull
*Ambulls – At the start of each game turn, roll a D6 for each Ambull that is not on the table. On a roll of 4+ the Ambull enters play burrowing up from underground. If an even number of Ambulls arrive each player places half of them. If an odd number arrivePlayers roll off to see who places more. place the Ambull anywhere on the table more than 7‖ away from any non-ambull unit. This is the Ambull‘s movement for the turn and it may not advance.
Ambull are non friendly models are will effect, deep strike, close target for smite and any other closest unit ability
Do the Ambulls need to be updated to the Blackstone Fortress stats? I do not have the game so I am not sure if the data card for them is correct. Can some one with Black stone Fortress confirm?
*just to clarify how Ambull interact with armies and to balance the placement of Ambull to the best of the abilities.
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