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Post by raceygaming on Jan 13, 2020 10:07:57 GMT -5
Unstable reactor
Under the cover of Darkness should be updated to say non-Titanic / non flyer get cover.
The centre objective is the reactor spitting black smoke and radioactive fallout everywhere around it. At the end of every PLAYER TURN (yours and your opponents) GAME TURN roll a D6 and add the game turn. On a roll of 5+ any units with any models within 6‖ of the central reactor will take D3 mortal wounds.
Played this last year with Tom and there is a HUGE advantage to going second if its end of each player turn since turn 4 and onward the 1st players units will take 2d3 mortal each game turn, while the 2nd player only needs to move on and take d3. I think Lukas and Keegan play tested this on Saturday the 11th an also noticed this issue, I'd suggest going to the Game turn instead.
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Post by raceygaming on Jan 13, 2020 10:10:12 GMT -5
Zombie apocalypse
*nightfall — Turn one all Non-Titanic AND NON FLYERS units count as being in cover. At the start of subsequent turns roll a D6. If you roll equal to or less than the turn number, the sun comes up and this benefit is lost. Turn six the sun automatically comes up!
just update to include flyers
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Post by raceygaming on Jan 13, 2020 10:20:48 GMT -5
Subterranean assault
Chris, Shannon and I play tested this on the 11th. There are MAJOR changes to the mission, I will let him update it. Overall from play test the mission was REALLY good!
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Post by raceygaming on Jan 13, 2020 10:27:19 GMT -5
The following were the Missions that I saw no issue with in terms of reading them over, understanding/ clarity, or balance issues:
Search party Grot mart Truck stop Crash site recovery Voidspan point End Game Echoes of prospero
However on this note I think it might be helpful if we photo copy the 6 deployment maps out of the main rule book and tape them to the pillar around the room for the tournament so that everyone has a quick reference to some of the deployments that don't have their own map on the sheet.
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Post by raceygaming on Jan 13, 2020 10:33:12 GMT -5
Dangerous Intelligence - This was my mission from 2 years ago when templates were still a thing, I play tested it a couple time this year and this is my suggestion to update
Update to Heavens Fall
Turn 1 should be 7" 1 mortal wound turn 2 should be 5" d3 mortal wounds turn 3 should be 3" d6 mortal wounds
Rather than have it get better in every way I want to make it worth while to drop on people from turn 1, less damage to more targets felt like a good way to go.
Update to Bright Flashes
on a 5+ all non-titanic or flyer role units on the battle field cover as being in cover, even if they would not normally benefit. ( same wording as prepared positions)
Update to black box recovery
The point on the board picked for The Heaven’s Fall is where an objective marker is placed that represents the black box carrying the Intel your forces are battling for. These objectives are scored as per normal objectives (whoever has more models in 3" controls it, obsec units over other types) In addition,any non flyer unit, ending their movement in base contact with the objective can pick up the objective. In subsequent turns they can move carrying the objective. The object is carried by a unit not a model so the objective is not dropped until the last model is removed. When the last model in the unit is removed, place the objective in its place.
wanted to make the relic less punishing to people who want to try to get them and move then around, make the game more dynamic and help out some of the more elite forces by removing the no shooting.
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Post by Jack Shrapnel on Jan 13, 2020 10:53:05 GMT -5
thanks for all this feedback Jordan! will update the main file at home (ie: hard to edit this all on a phone). I'll upload an edit asap
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Post by ohgodsnakes on Jan 13, 2020 11:00:44 GMT -5
However on this note I think it might be helpful if we photo copy the 6 deployment maps out of the main rule book and tape them to the pillar around the room for the tournament so that everyone has a quick reference to some of the deployments that don't have their own map on the sheet. And I vote to leave it up indefinitely.
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Post by raceygaming on Jan 13, 2020 11:25:30 GMT -5
thanks for all this feedback Jordan! will update the main file at home (ie: hard to edit this all on a phone). I'll upload an edit asap Sorry that it was so spammy and after you had already posted the stuff. I was trying to get through as many as I could with actual testing, even put together a table in my basement so Alissa and I could test at home. Was hoping to have it done closer to new years, but I'm glad it's at least useful to you. Hopefully it help out, obviously these are just recommendations and I encourage others to add their thoughts from testing.
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Post by LizardTau on Jan 13, 2020 11:42:42 GMT -5
two things
i played siege the forge last year and i believe someone said that the knight counts as an enemy model for deep strike and such so maybe put that in just encase
also i think all kill points missions should have that titanic and or things over certain wounds count as more kill points. that's just a personal opinion , so take it or leave it.
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Post by ohgodsnakes on Jan 13, 2020 14:11:36 GMT -5
You could probably remove the words "Reserves, Deep Strike" from the beginning of most missions.
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Post by Typhus on Jan 13, 2020 15:19:49 GMT -5
You could remove "Deep Strike" from the list of mission special rules, since that's a holdover from previous editions.
X-Factor: I like this mission. It's fun to use the Vindicare, and since he ignores hit roll modifiers he can shoot into the Sandstorm. Pretty clever.
Seize the Forge: I like this one quite a bit. Progressive scoring, good mix of secondaries and prices of failure that don't step on each others' toes too much.
Daemon World: I've always preferred victory points to kill points, so this is a great change. I don't much like how there is a secondary objective for slaying the enemy warlord, but losing your warlord is also a price of failure. That makes slaying the warlord a two-point swing. I think first strike would make a fine secondary objective in a mission like this. Also, the odds of losing a unit to the Possession daemonic hazard specifically seem pretty low. I would change it to:
"-1 If one of your units was destroyed completely by ANY daemonic hazard."
Treachery of Tzeentch should be 9, and Lure of Slaanesh should be 6.
Tomb Raider: I quite like this one. The balance of having the Oasis be unlocked from the beginning, but be the only objective on that player's side, is quite smart. The only thing I might suggest is allowing Crypteks and Ethereals to re-roll the dice to unlock the objectives, in the same manner as psykers.
Vengeance for Connor: Is it intended that you cannot use Reserves in Vengeance for Connor? I like the secondaries and tertiaries of this mission. While the primary objective is cool, and it's fun to play essentially modified Maelstrom, I think that you should acquire victory points over the course of the game for holding more objectives and killing more enemy units. Then, the primary objective can be changed to:
+10 If you have scored more victory points than your opponent +7 If you and your opponent have the same number of victory points +3 If you have scored fewer victory points than your opponent
As it is, pulling this mission when you're in contention for first place can result in both of the top players plummeting drastically in the rankings. In playtesting, games which were not complete routs usually ended up like 8-4, or 5-5. 5-5 is worse for both players than any other draw on any other mission. 8-4 is slightly better for the loser, but barely better than a draw for the winner.
Temple of Doom: I would like to change all instances of "HQ model" with "character". As it is, a Knights army literally cannot hope to win if they pull "Kill the Inquisitor!"
...I assume "enemy commander" means their warlord? I would suggest changing the wording of "The Assassins!" if so.
Also, does "Flankers" actually do anything? As written, you have to deploy your entire army before you're allowed to reveal your card. After finishing my deployment, I reveal that my mission is to Control the Area. Am I allowed to remove a unit which I've already deployed, and put it into Reserves? Or is the "benefit" that instead of using Teleport Strike with my Terminators, I can instead use the much worse Flankers rule to bring them in? Same goes for "Kill Teams" from the "The Assassins!" mission card.
Call of Cthulhu: Please don't force Chaos to go second.
Sink the Titan: A classic. Lots of fun.
Search Party: Good mission. No complaints.
Hammer and Ambull: I love Hammer and Ambull.
Grot Mart: Good mission.
Truck Stop: Great mission. Love the addition of the little datasheet at the bottom. The reference to warlords "falling back" or fleeing the table should be removed, as this cannot happen in 8th edition.
Crash Site Recovery: Good mission.
Voidspan Point: Again, don't like when secondaries and prices of failure line up 1:1 - in this case, slay the warlord. I quite liked the price of failure for Sink the Titan, in which you had to have at least one unit outside your own deployment zone. I think that would be great for this mission.
Happy to see the changes to Zero Gravity and Hard Vaccuum. Good mission overall.
Unstable Reactor: For the final price of failure on this one, I would suggest "-1 if any of your units were completely destroyed by the unstable reactor". Again, to make it so that slay the warlord isn't a 2-point swing.
I think it's fine that the reactor activates at the end of each player's turn. Going first is an enormous advantage, so saying that whoever is going first has a harder time controlling the central objective sounds more like a feature than a bug - especially now that it only deals d3 mortal wounds, instead of d6. I will say that perhaps on the d6 roll of a 1 to determine if the unstable reactor
Also, in line with the changes to the Prepared Positions stratagem, "units (other than those with the TITANIC or AIRCRAFT keywords) gain the benefit of cover during the first battle round".
Zombie Apocalypse: AIRCRAFT should not gain the benefit of cover during the first battle round. That aside, this mission is fantastic.
End Game: Are fortifications intended to be worth no kill points? I would suggest maybe "-1 Going to recommend a wording pass over a couple of the mission special rules:
*Nowhere to Run - The Insane Bravery costs only 1 CP during this mission.
*This is for Jimmy! - When all seems lost, there can be courage found in the need for revenge. If a unit consists of multiple models, such units increase their Attacks characteristic by 1 if they number half or less of their starting number. Units which consist of a single model increase their Attacks characteristic by 1 if their current Wounds are half their Wounds characteristic, or fewer.
At the end of each of your shooting phases, roll 2d6 for each unit which did not end its move closer to an enemy unit than it started, and which did not fire ranged weapons against an enemy unit. If this roll is equal to, or less than, this unit's Leadership value nothing happens. Otherwise, immediately move this unit 6" towards the nearest enemy unit.
Echoes of Prospero: While the primary missions says "control more artifacts than your opponent", the rules for the artifacts themselves seem to suggest that what you actually want are to have more points than your opponent.
Overall, a great mission.
Subterranean Assault: Again, I would suggest that if a special rule does not benefit TITANIC models then it should probably also not affect AIRCRAFT, in keeping with Prepared Positions.
Fog of War should be VEHICLES and MONSTERS.
Also, do units using the Necron Corridor suffer the 3 mortal wounds for teleporting after being deployed?
Dangerous Intelligence: This has always been my favourite mission. Again, I would like to see The Bright Flashes changed to TITANIC and AIRCRAFT units not gaining the benefit of cover, but it's quite good otherwise.
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Post by Jack Shrapnel on Jan 13, 2020 20:25:39 GMT -5
missions are updated and now in the champs thread, post 2
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Post by raceygaming on Jan 14, 2020 7:35:49 GMT -5
missions are updated and now in the champs thread, post 2 I will give it another read over looking for clarity/understanding rather than balance issues then. Just to make sure things read easy.
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Post by Jack Shrapnel on Jan 14, 2020 7:44:26 GMT -5
thanks!
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Post by raceygaming on Jan 16, 2020 14:49:18 GMT -5
Hey just finished the read over and I think it all looks good, the only maybe thing that I could see needing a change would be on SINK THE TITAN, the TITAN might be worth putting to 4-5 KP rather than 3 KP to put it inline with the modified KP scale used in END GAME. I know in the past we have tried 6W on a model is worth 1 kp, in which case 35 W is 5... or even moving it to 4 KP as it is a LOW choice. I am hoping to play test TITAN this weekend as one of my games, bringing a stand in for the TITAN.
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