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Post by Jack Shrapnel on Feb 23, 2020 22:12:06 GMT -5
Here's my usual request for feedback as to what worked and what didn't work so much:
would like to know:
1. What did you like the most ?
2. What could use some improvement?
3. Did you play any of the new scenarios? what did you think?
4. Any scenarios that could use a tweak?
5. Is there anything we can do to make your tourney experience better for next time?
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Post by raceygaming on Feb 24, 2020 7:14:55 GMT -5
1. What did you like the most ? I don't know if we have just gotten into the grove of club champs more, or if only having 15-16 tables made it feel less full and busy but I found that the time worked really well this year and i always felt like I had enough space. I had 2 games down to the wire on the clock but did 5 turns in 2 of the 6 games, 4 turns in 2 of 6 and called early in 2 of 6 so the timing felt good. Also was nice t know when each game started and ended for the day, made using the clock much easier. 2. What could use some improvement? I only thing that I felt could have been helpful was that I know there was a little bit of buffer time where you could eat into lunch and stuff. I think there could be a call at 5 mins left like " DO NOT START A NEW ROUND" so to clarify. its the only small thing i think might have been a little unclear. 3. Did you play any of the new scenarios? what did you think? I got to play the subterranean assault rework this year and it was SUPER fun. the rework felt a lot more tactical , still let army mechanics feel useful and encouraged movement over static play. I had my sneaky turn 3 deep strike get countered and had to use a clutch green tide to win. Did play the redesigned hammer and ambulls, the ambulls killed 6 orks all game so they didn't really do much, as otherwise they got melted turn after turn. It felt better knowing where they would come up to help you deploy and eliminated some of the randomness. 4. Any scenarios that could use a tweak? I did try my best to proof read the scenarios and try to update where I could be there was a couple oversights. I think there is enough small tweaks that this could be its own thread. I think the only glaring ones I saw was crazy sight recovery wasn't updated to new objective rules and was still using 5th in base contact ones, and demon world was missing the margins of victory 150+ within and less. Would need to do more play testing for balance but zombie apoc again is still one of those mission where you need a turn 6-7 in order to win a lot of the time so might look into that. Otherall I think I will look at them again, I think I have an idea to bring temple of doom into the 8th.. 5. Is there anything we can do to make your tourney experience better for next time Other than pull my tickets in the draw, it was a super good weekend. I think according to the law of shirt order we are into the Xenos/chaos faction so I would love to see a farsight or Tau shirt for 2021 year. ( order being:chaos symbol, imperial eagle, necrons, inquisitions, nids, orks, sisters, ??)
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Post by ohgodsnakes on Feb 24, 2020 9:24:37 GMT -5
Aww, it was sisters shirts? Are there any left?
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Post by macstern on Feb 24, 2020 9:33:54 GMT -5
Greatly enjoyed the tourney. Biggest thing I noticed was that the beautiful terrain of the forge one only had line of sight blocking on one side, heavily favouring a gun line army.
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Post by Jack Shrapnel on Feb 24, 2020 9:56:47 GMT -5
Aww, it was sisters shirts? Are there any left? mike grabbed a couple extra... talk to him quickly though, they're nice shirts this year...won't last
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Post by matthewbri on Feb 24, 2020 14:50:32 GMT -5
1. Things were really smooth this year. I had a good time, i think this has been my best performance yet in a tournament.
2. I don't think we used that clock thing this time, i think it would be handy to start using again. Also the blah de blah proof reading weird phrasing on stuff. I think some of the secondaries should be overhauled(no more +1 point if you brought X) but that's about it. Surprisingly, the missions did not drive me insane this year. Jippy needs a buff, though. As does the warhound. My vote would be replace the plasma blastgun with a turbolaser so it can better deal with the armies that beat it easily(i.e. knights/wraithknights/big stuff) and maybe just boost it's wounds? A wound boost and removing void shields could work.
3. I have no idea, i don't think i did.
4. Refer to 2, i kinda combo'd it with this question.
5. Tickets in draw Make sure Lukas has a kid every year Maybe an Imperial Knights shirt for next year? That'd be cool.
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Post by voodoo on Feb 25, 2020 10:58:17 GMT -5
1. What did you like the most? - First and foremost; I had a fun time! It looked like everyone else did too, it was good to take control of the Thousand Sons again; and a big thanks to all of my opponents for 6 awesome games.
2. What could use some improvement? - I think this year was the smoothest one yet; I’d echo a few others though; the countdown clock on the round is really helpful in knowing when you have the ability to run another turn. I had to take time from my game with Alex to ask about time remaining, and I feel bad for having done it.
3. Did you play any of the new scenarios? what did you think? - I played the re-worked Subterranean Assault, and while the mission itself really screwed me; there will be missions like that.
4. Any scenarios that could use a tweak? - I garnered a fairly cheap win from Kevin on Daemon World because the victory points win condition didn’t have the point spread added; a real gut punching blow at the time, but an easy fix for next year to ensure it doesn’t happen to anyone else. - I feel like Temple of Doom needs to be removed. Even with the re-work, if you draw the right/wrong combo of random cards it makes it all but impossible to win. I’d suggest scrapping it in favor of a new mission as it just hasn’t aged well from 6th to 8th. - Sink the Titan, as much as I love it; I feel it needs some TLC. Of the ideas I kicked around was removing the kill points for the titan altogether. You kill it so it’ll stop killing you, not to gain a 5 KP boost on your opponent. It removes a bunch of the catch-up that I hear happened with many of the games on that board. I feel that keeping the negatives (titan still alive, etc. etc.) are important, so you can’t ignore it, but in the same breath, you can’t rely on it to pad your KP for the game. Or, barring that; just add another knight at the opposite end of the table so you can't "hide" important units from the titan. - Subterranean Assault; maybe massage the price of failure/secondaries to be a bit less “auto win” for high mobility armies.
5. Is there anything we can do to make your tourney experience better for next time? - Nothing comes to mind right now!
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Post by Typhus on Feb 26, 2020 1:23:48 GMT -5
1. What did you like the most ?
As always, I'm happy to come down and get in some games with some great opponents.
I really like the mix of missions which are designed to get you moving around the board, and not just castling up in the corner.
2. What could use some improvement?
Honestly, my tournament experience has gotten better with every year. The missions are tighter, everything seems to flow more and more smoothly... we had masking taped-off deployment zones, which really saved on a lot of time. Give a medal to whomever thought up that one!
I would love to see more LOS-blocking terrain on some of the boards, but that's just a consequence of 8th edition. Unfortunately, only giant slabs of terrain with no holes or windows are really meaningful.
3. Did you play any of the new scenarios? what did you think?
I played Seize the Forge, Subterranean Assault, Call of Cthulhu, Daemon World, Vengeance for Connor, and Hammer and Ambull.
I can't really comment on Subterranean Assault, as my game with Sean ended pretty early on. I certainly like the concept of forcing you to move out - anything to keep gunlines from sitting still for the duration of the mission.
I dislike that Call of Cthulhu is faction-biased. Playing Iron Warriors and Death Guard, I would be very happy to go second, but I still don't like the concept that the choice is taken out of the players' hands. Aside from that, it's actually one of my favourite missions (and with an awesome terrain centrepiece).
I liked the change on Daemon World from Kill Points to Victory Points - although, as Matt pointed out before, it should have the same 150 point buffer as all of the other Victory Point missions.
I was a proponent for changing Vengeance for Connor to a 10/7/3 split instead of directly adapting your Victory Points from the game, so I was happy to see that. Honestly, although it's very simple, I find this to be one of the most fun and nuanced missions out of the bunch.
Regarding Hammer and Ambull - the ambulls were pretty pathetic. They didn't make a single close combat attack in our game - a consequence of showing up, moving and charging in, and then just sitting there. We just... fell back from them, and moved on with our lives. Also, nothing really kept us compelled to approach or stay near the ambulls because the mission doesn't have objectives.
4. Any scenarios that could use a tweak?
Daemon World - Primary Objective changed to allow for draws Temple of Doom - I tend to agree with Matt on this one. This mission is very strange, and the four mission objectives are not well-balanced (and, often, completely unrelated to each other). I don't ever look forward to playing Temple of Doom, and I wouldn't mind seeing this one get the axe. Call of Cthulhu - Remove faction bias. I also wouldn't mind a change to the Secondary Objectives - currently there are only two, one of which is worth +2. I would prefer to see it be changed to three objectives which are each worth +1. Maybe like "Open or Close the portal on your first turn"? Hammer and Ambull - Ambulls that make attacks and don't just get kited forever.
There are a few missions with objectives which can be picked up and moved around - I would love to see a universal special rule, "Mobile Objectives" or something. That way, you could just note that each mission uses the same such rules. As it is, it's a little annoying to have to reference a mission several times during a game to make sure you're using the right rules for moving your objective around (does it require two models, or just one? Can you shoot while you're holding it? Can you stow it on a transport? Etc)
5. Is there anything we can do to make your tourney experience better for next time? Use the masking tape to mark off the deployment zones again. That was an inspired touch.
More LOS-blocking terrain.
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