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Tuesday, October 11, 2011

Feast of Blades Mission #6

I'm not arrogant enough to claim that I "invented" any of these missions, at best I've formalized the kind of ideas 40k players have had for missions since, well, it's inception probably. Foothold is hardly original, and I'm sure every player has encountered some variation of it at some point or another.

The idea is simple: you can only capture some objectives, but you can contest all of them. The only objectives you can capture, of course, are the ones furthest from your deployment zone.

Note that although this mission looks at first overwhelmingly aggressive, it's actually possible to play defensively and pull off a win. Contesting all three of your close objectives is kind of an unrealistic goal, but it's perfectly possible to protect two and score one for a tie, and force the game into kill points.

The KP secondary was, as always, a very deliberate choice. The mission itself is necessarily very bloody, and a good player will keep their eye on the secondary and always be on the lookout to win the match that way. Because the matches tend to be so bloody in this mission, I've rearely seen it come down to tertiary win condition. Usually, even in otherwise close games, one player will maintain some kind of kill point lead. Leveraging an early KP lead can really affect how the mission plays out, which is something I really like about it.

It's also important to note that this is the penultimate mission. Because the games are going to be livecast, it is important to us that they be interesting. I chose Foothold for mission 6 because it often ends up being close, and every turn tends to have interesting combat. Really looking forward to seeing all those tables playing this one at once; it'll be fun to wander around the hall.

Final mission is tomorrow! Followed by more Feast stuff, so no, we're not out of the woods then. See you then!

Comments (5)

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Fasinating.

I hate to say it, but this mission heavily favors armies with very resilient troops.
The inclusion of kill points does help a bit, as I think that would be the only real option for Tau, eldar or necrons.

thanks for sharing it, it is always interesting to see the thought process behind a mission.
2 replies · active 704 weeks ago
Would you mind elaborating a bit more? I'm not sure how much more advantage they have in this mission than in objectives in general?
Sure!

In a normal objective mission, you may be able to place some objectives near your deployment zone, near outflankers, or perhaps in cover. This adds to the potential resiliency of these troops, and possibly their transports.

Also, as you have to get across the midfield, this exposes you to a lot of enemy fire, or being hit by assault units.
Resilient troops (meq, or others with good saves, etc) can survive this much better.

I think it would be a fun game to play...but I would much rather take my GK than my tau....
Since the troops have to push forwards they can't just hide in cover or behind LOS blockers. Troops without transports are kinda hosed. I have played this mission at TSHFT 2 or 3 times and it is a pretty good one, but easier for marine variants than for Guard or Tau.
1 reply · active 704 weeks ago
But not so much so that it is unfair... Tau and Guard have their strengths, Marines have theirs. If every scenario was equal and all armies the same, we'd be playing checkers.

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