So with 6th being new and all and the BYB missions generally not the best for tournament play without some changes, how did the NOVA attendees find the missions? What were the good parts and the bad parts and how did they feel different from 5th edition missions? Did they take the 6th ed constructs and make them relevant within the missions?
Hit us with some opinions and feedback as I'm sure the NOVA guys would like to know and it would help us here with our mission designing for tournaments like Feast of Blades and 3++con (the important one, yo!).
The more information you can give us - the better, so don't hold back. Talk about deployments (Vanguard & modified Hammer & Anvil in particularly please), the tiers in 6th, the 6th secondaries as Victory Point extras, Relic, etc.
Kirb your enthusiasm!
"...generalship should be informing list building." - Sir Biscuit

Tuesday, September 4, 2012
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NOVA Attendees - How'd you find the missions?
2012-09-04T12:26:00+10:00
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Nova Open|Tournaments|
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MikhailLenin · 656 weeks ago
The Objective portion of the Missions that is table quarters needs to be relooked because armies that included mech elements forgo having any vp for quarters which furthered imbalanced the games towards infantry armies. The vehicles penalties were already extreme in 6th and then not having them count for most missions was rough. One of the major reason Tony did so well is he had 2,000points that counted for quarters while most players had between 1,000 to 1,750 that counted. Btw this is not a criticism this is just fact.
Also not enough time per round for 2k, I only had one game go to turn 6.
I have more thoughts on the matter but overall i think the mission scenarios were fine.
James · 656 weeks ago
I definitely called the scoring troops thing - survivable scoring troops are more important than ever!
Sephyr · 656 weeks ago
Genevaman · 656 weeks ago
It's not a sure bet and it's certainly not something to rely on but its an option when things are looking a little hairy and a much appreciated one at that.
WestRider · 656 weeks ago
Azrell · 656 weeks ago
Azrell · 656 weeks ago
6th edition book missions are all about objectives, relic, mysterious, various pts values, etc.., So the vast majority of players are going to be playing games with those as missions. Its nice to have something a little different but allot of payers don't have the time to go out of there way to practice non standard missions like table quarters that require a different army build to be effective. ie death company can claim table quarters but not objectives... just seems wrong.
To be fair they played well and were easy to understand. So they are very well done just had elements that are over used and possibly imbalanced for 6th ed.
Azrell · 656 weeks ago
Atrotos · 656 weeks ago
FW is actually updating characters with pre-determined Warlord traits - perhaps they know something we don't?
abusepuppy 121p · 656 weeks ago
whitestar333 61p · 656 weeks ago
Threadmiser 79p · 656 weeks ago
Threadmiser 79p · 656 weeks ago
whitestar333 61p · 656 weeks ago
lethlis 41p · 656 weeks ago
Although this is minor one thing I was noticing was that with the height of the center pieces and that they were only open on 1-2 sides you could effectively box someone out for at least 1-2 turns from the central objective just by placing your guys on the inside of the wall. Also it gave a strong advantage to one side over the other.
lords2001 · 656 weeks ago
Any army which requires mech to reach and hold objectives due to their regular infantry being weak - tau, eldar, dark eldar etc got hammered.
To be honest, foot gks, space wolves and even chaos to a lesser extent look strong - an ability to shoot hard, protection from and benefits from psykers (at least for the first 2) and an ability to fight in combat with almost all units. Daemons new stuff as out too late for most people to take advantage but they looked alright too.
Finally, table quarters meant a lot of armies held back and then pushed infantry into enemy quarters late in the game. If you do this with 600 points into 2 enem held quarters you usually won.
Good fun all round though
MVB · 656 weeks ago
If the vehicles you invest in can't trim away your opponent's equivalent points in scoring/denial, and if they can't reliably get your troops where they need to be, I think you'll find they are the suckage in 6th Edition with or without quarters.
The game as a whole HAMMERED vehicles, unless they are very effective gun platforms, combat platforms, or cheap (or 2 of the 3, ideally). Psybacks were still fine, b/c they didn't absorb huge quantities of an opponent's force. People who took air forces had what happened to them be predictable - they can't win games at 40k reliably, even with book missions, against peers, so much as they can do a lot of damage for the couple of chances they get.
A lot of people brought 5th Edition armies, even 5th Edition armies under the new rules (9 necron flyers with MSU troops aboard = 5th Edition army). Trying to find missions that re-enable the old game doesn't sound like a good solution, so for the moment at least I'm not seeing a huge negative to quarters.
We've got a year of analysis to perform to make sure we get it perfect for 2013.
MikhailLenin · 656 weeks ago
I totally approve of this but with reserve mechanic and some of the terrain, it was pretty easy from individuals to avoid any kind of fire from vehicles by just hugging the hill terrain. Which goes back to the preliminary statement of yours, the Mech Player needed to adjust for that. I am not disparaging that fact, I brought a mostly Foot List because 6th edition made it too much of a penalty to bring Transports imo and I think it was a major reason I did so well but it doesn't mean that I feel it is fair or beneficial to the game to give certain army archtype a handicap over others. Mech or Foot both have extremely good appeals in their own and one does not necessarily mean it will crush the other but I did find that in the Contest of Quarters that if you brought Mech you were unlikely to win that one. Since the vast majority of games ended on Turn 5 from running out of time from what I understood talking to a few guys it also meant that Mech Armies only had effectively 2 to 3 turns of firing at any Infantry units that came off reserve and sometimes only 1 turn.
Overall, I don't think this was necessarily a bad thing, I am more concerned about pushing the game too much into 1 spectrum of lists and that is Foot Lists. At the moment I think GW did a good job gearing the game towards a Hybrid Foot w/ Mech Elements but dropped the balls on Flyers.
abusepuppy 121p · 656 weeks ago
There's probably also some personal bias in there, since I absolutely loathe adding up Victory Points at the end of a game (it's tedious, error-prone and needlessly complicated), but I think the point stands.
Gramps · 656 weeks ago
I thought the deployments were fine as well. Vanguard is not much different than a table quarters deployment used to be. Modified H&A was fine as well.
After the 14 games that I played (yay Ironman), I can honestly say I played primary objective missions and primary quarters missions in basically the same way. When you do not have to worry about vehicles, the missions end up being very similar.
Azrell · 656 weeks ago
morgendonner · 656 weeks ago
I don't understand why in scouring / big guns never tire FA/HS units become scoring for quarters only and not objectives. This changes almost nothing, and basically just makes swarms or vehicles count for quarters where they normally don't. I think for missions with these bonus rules, such units should count for objectives too.
Hammer and anvil also I think needs to get a long look at. It can lead to some ridiculous matchups. I played a tau army one round of hammer & anvil, and I had to just hope I could roll well enough to survive 3-4 turns of him shooting at me while I could do little to nothing in return until I got closer. I also had a similarly uphill battle going against grey knight acolyte spam army with 11 psybacks. I'm not saying there's not room for generalship, I'm just saying that as a deployment style it has a higher chance of leading to an inbalanced game than any other deployment.
morgendonner · 656 weeks ago
chumbalaya 79p · 656 weeks ago
Lords2001 · 656 weeks ago
Algesan · 656 weeks ago
Unfortunately, I don't have a solution yet. Some ideas, but not something I'd like to put out yet.
billybox 52p · 656 weeks ago
Were all those pink dice from 3++?
If so, that's some serious market penetration for a small operation.
ace · 656 weeks ago
the missions really did penalize you for taking vehicles though, and they ended up being dead points. It's great that it stopped the 20 car pile up deployments, but it also discouraged you from taking ANY vechiles at all. even taking 3 hyper efficient valkyries puts you at a 420 point disadvantage, which is super hard to overcome (especially if you're wasting lascannons on 5pt guardsmen w/ cover saves).
MVB · 656 weeks ago
Worth thinking over results, not one off impressions or analysis of winners only.
Algesan · 655 weeks ago
Time is the big issue. Almost pulling out games that end on turn three when turn three is about the time I"m *starting* my serious lunge for objectives in games played without a time limit is a bigger problem. OTOH, I'll still have the same amount of vehicles even if I build a "faster" (as in less time to develop the situation) and a lot more foot heavy list. Which will play slower.