|
Post by El Capitan on Nov 23, 2006 20:56:54 GMT 1
Mission Cards are good, and add an added aspect to the game and to some extent discourage 40k 'Campers'.
However some are notably better than others, not on the difficulty of the mission but what the max VP's attainable are. I thus propose to have a Cap on the maximum amount of Victory Points allowed by a mission card to 5. This stops some early grabs of missions like Secured Transmission being too good and the obvious one of engage and destroy not being a super poitns earner.
|
|
|
Post by James 40K Champ *** on Nov 23, 2006 21:33:32 GMT 1
Yup, agreed. If youve scored 5, your already doing really well
|
|
|
Post by zippysguitar on Nov 23, 2006 23:35:32 GMT 1
Secured Transmission?!
Where do i get these extra misson from?
|
|
|
Post by James 40K Champ *** on Nov 23, 2006 23:48:11 GMT 1
Not sure if they are extra ones we got somwhere, or if they have been thought up by us (mike lol)
Maybe Mike could post up what they are?
|
|
|
Post by tturen on Nov 24, 2006 4:59:49 GMT 1
Secured Transmission? That must be an OGC add. I've never heard of it. Certainly would like a look see though.
|
|
|
Post by El Capitan on Nov 24, 2006 10:04:55 GMT 1
Ahh, they appeared in the Citadel Journal and were widely approved by lots of 40k Games designers so we put em in! They work quite well too!
Drop Zone
1st - 6” radius from table centre clear of enemy (+5 pts) 2nd - Undamaged vehicles or squads (50%+) in radius at end (+1 pt each)
Fallen Angel, the
Wreckage 36” from left, 24” on. One pilot per 1,000 pts
1st - Spend full turn without any form of action within 5” of point (+3 pts) 2nd - Pilots cannot leave until info. Retrieved, each one in deployment zone (+2 pts)
Rescue, the
Place squad or vehicle 36” from left and 24” in. (No jump packs)
1st - Squad 50%+ or vehicle mobile or able to fire a weapon (+5 points)
Secured Transmission
Transmitter point 36” from left, 24” on. Designate bearer of device. (No jump packs or terminator armour). If dropped is destoryed on a 6 or by enemy CC. Can be picked up in Move phase.
1st - Bearer must spend a shooting action to set up link. If set up (+3 pts), each turn bearer is transmitting from then on (+2 pts)
Source: Hill J, ‘Outriders’, Citadel Journal, No. 26, 49-55.
+ dont forget this one, it appeared in a White Dwarf;
High Ground
Designate 3 high points on table
1st - Each squad (50%+) within 3” of a high point (+1 pt), extra +1 if it has a working heavy weapon
|
|
|
Post by James 40K Champ *** on Nov 24, 2006 11:23:13 GMT 1
Id forgot you had to nominate a model in secure transmition, I might have tried to assasinate him if that was the case, after all, I did roast those troops with 2 heavy flamers in turn one.
|
|
|
Post by El Capitan on Nov 24, 2006 14:37:04 GMT 1
I did, it was written on that piece of paper! The unpainted Night Lord with plasma gun
|
|
|
Post by James 40K Champ *** on Nov 24, 2006 17:35:55 GMT 1
oh is it undeclared, fair enuf.
|
|
|
Post by El Capitan on Nov 24, 2006 17:42:24 GMT 1
Actually i dont know.....
Make sense though. Its a very hard mission to do given the restrictions. Vehicle shoudlnt really be able to get into range on turn 1 either, thats more of a scenery error.
|
|
|
Post by zippysguitar on Nov 25, 2006 1:28:38 GMT 1
awesome i actually have that citadel journal! Never knew they were in it, its not really that obvious lol
|
|
|
Post by tturen on Nov 25, 2006 3:10:01 GMT 1
High ground I recognize and we have used in the past. The others are new to me. Many thanks for posting them!
|
|
|
Post by James 40K Champ *** on Nov 25, 2006 12:56:29 GMT 1
Land speeders are more than likely to be able to get within heavy flamer range in turn one, given that you moved your troops forward, and that they can fly over low scenery, have 20" combat and 2 turns, theyd be pretty hard to stop (bar just shooting them down).
|
|
|
Post by James 40K Champ *** on Nov 25, 2006 14:35:07 GMT 1
Oh, the power 'the gate' states only 'Normal foot troops' my move through the gate, so good job you didnt get the chance to put it in front of one of my bikes.
|
|
|
Post by LukeG on Nov 27, 2006 13:14:26 GMT 1
Bike + gate = humourous crash... me likey It should have the character being ejected out of the other side without their bike. The problem with the capping of the missions is that the variable missions are so interesting. I don't see any way of keeping them and being balanced though. We COULD reduce each point allotment by 1...
|
|
|
Post by James 40K Champ *** on Nov 27, 2006 14:41:28 GMT 1
Just because one persons mission is a bit better than the other, doesnt make the game unbalanced..
part of working your strat out should be realising this, and making sure they dont achive theirs. I lost to mike very fairly, because i took very little steps to stop him transmitting.
|
|
|
Post by tturen on Nov 28, 2006 1:51:49 GMT 1
Some missions are certainly better than others. I've never lost a game over it though. In fact IG army always ignored missions anyway. The kill them all let and god sort them out worked well for them.
The imbalance doesn't bother me. It does make me try harder though when I get a lousy mission.
|
|