1. What did you like best?Custom missions! I was really happy to see them return. A narrative-focused tournament like this is the perfect occasion to bust out some wild and fun ideas like this.
Honestly - don't even need the special character conceit, necessarily. I'd love to be able to bring my Iron Warriors next time!
As mentioned earlier in the thread, I hadn't heard anything about the special missions until the day of - which was a pleasant surprise for me, but I can understand that perhaps others were expecting something a bit more normal.
2. What could use some tweaking?Conceptually, I think it would be for the best if the missions were standardized somewhat - pick one method for generating CP, one mandatory mission Secondary objective, and two Arks of Omen Secondary objectives, plus up to 45 points from the Primary objective(s). Ideally not completely all or nothing, even if it is lopsided.
I love the concept of the custom missions, unique scenarios, and interesting mission quirks - but a framework or template that they all share in common would cut down on reading time and maximize playtime.
3. Was there a favourite mission you played that you'd like to play again?No.
I say that because I want to play three new missions every time
4. Was there a mission that felt like it needed reworking / you didn't enjoy?I wouldn't say I didn't enjoy them... but there were some balance concerns.
Mission 1 - the underground caverns. Probably the worst mission for me to pull!
No pregame moves, no reserves showing up in your opponent's deployment zone, and reserves suffer d3 mortal wounds. Honestly, I always liked the general concept that certain missions rewarded and punished certain playstyles, making it so that your primary gameplan wouldn't necessarily hold up if you happened to pull the wrong mission. Encouraged a more generalist list.
Good design (even if it bit me in the ass!)
Mission 2 - the one objective defense mission that Lukas (ohgodsnakes) mentioned earlier in the thread. I think this one was badly slanted in favour of the defender - better morale checks, the ability to set up tunnels they can set up reserves from (outside 1" of enemies), and the ability to score Primary throughout the game. The Prximary objective for the Attacker required them to hold the single objective marker at the end of the game - but since they were going first, the defender had their entire turn 5 to react and push them off the point. I really don't see anyway the defender loses this one, unless they get tabled.
Both of us were hoping to lose the roll off so we could be defender.
Also, the mission seemed to allow me to set up my Dreadclaw Drop Pod from inside the tunnels, which Lukas and I agreed would be pretty silly. I would say maybe non-Vehicle/non-Monster units can benefit from the tunnels, and maybe only one unit from each tunnel? I would also second Lukas' suggestion that units only be allowed to enter from the tunnels starting on turn 2 - Eightbound can arrive from Strategic Reserves on turn 1, and being able to pop up outside of 1" of his army resulted in an absolute bloodbath.
Mission 3 - Daemon World. Really fun in general, love the random events table. I did note an issue with Primary scoring in this one - although the scoring is 4/8/12 for Hold One/Two/More, there was no second component to Primary scoring as there is in every modern mission. Because of this, my opponent and I both wound up with lower scores than one would expect. I think it was 32:28 or so?
Probably one of the two mandatory mission secondary objectives in Daemon World should be changed to a Primary component - 1 VP for every unit destroyed (up to 3 per battle round) a la Recover the Relics seems natural, to me.
5. Was having the regular game length for games okay even at 1500 points? (I know it made the end a bit rushed)It was totally fine for me. My list was very all-in, so whether I tabled or got tabled, it was over pretty quickly!
6. Any other suggestions you can think of?I know it's mostly for fun, but given that it is worth some points, clarification on what you can/can't do in the Boss Fight ahead of time would be appreciated.
How many CP, what abilities can/can't be used, etc.
i.e. Craftworlds weren't allowed to use Strands of Fate... do Dark Eldar then not get to use Power from Pain? Do Chaos Marines lose Let the Galaxy Burn? Combat Doctrines? Waaagh?