

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!
loudanddeep 48p · 704 weeks ago
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.
sirbiscuit 81p · 704 weeks ago
loudanddeep 48p · 704 weeks ago
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....
chaosgerbil 48p · 704 weeks ago
Ajax · 704 weeks ago