1.
Staking Your Claim
2.
The Beer Wench Arrives
3.
Tectonic Flux
4.
Greed is Good
5.
I Want it All
Stake Your Claim
This mission deploys via Meeting engagement, with the normal 100 points
to win. For bonus points 2 points are
earned for having more models on the center hill at the end of the game, 1
point is earned for destroying largest unit based on model count and 1 point is
earned if your highest point core unit is still alive. For ties, units need to be identified at the
beginning of the game. The person who
travelled the farthest places the first terrain piece.
For this mission, I think I am going to have problems with the bonus
missions, since without the hydras I am going to have problems with the killing
of the largest unit. Unit of 40 goblins,
never going to happen. If I’m lucky it
will be a big ogre block and I can drop a few purple suns on them. I should be able to keep 1 dark rider unit of
my choice alive. The center is going to
be hard with only 43 models plus 2 warmachines.
The Beer Wench Arrives
This mission is aptly named as the Beer Wench has historically arrived
at lunch, and so is in place for round 2.
The objective is to hold onto your keg while stealing your
opponents. The keg is held by a
non-flying core unit (people get flying core units?) that must also have a
standard or champion in the unit. This
unit is subject to stupidity, cannot use a character leadership and is both ITP
and stubborn. Characters may not join
this unit. Being broken in combat or
destroying the unit drops the keg. A
unit may move over to capture the keg (and if doing so out of combat cannot
pursue). A unit picking up the keg
doesn’t need to have a banner or champion, but still can’t be flying. A character can’t pick up the key, but can be
in the unit when it’s picked up (though another cannot join afterwards). The deployment is dawn attack with the key
always deploying in the center. 2 points
are earned for capturing your opponent’s keg, 1 for keeping your own and 1 for
getting your key into your opponent’s half of the table.
I don’t think this mission is very balanced. Armies with core units that are self-sufficient,
like warriors of chaos, are at a great advantage. Also fast cavalry armies are at a huge
advantage, or undead that can be raised back up. There will be match ups where one player has
a much easier time on this objective.
Making a unit of dark riders ITP is dangerous, but I’ll just have to
play him carefully and not put him in a position to be charged. Once again, they will put their keg into a
large unit, making it hard for me to dislodge it. Getting my keg into my opponent’s half of the
table, assuming I keep him alive, will be easy.
Tectonic Flux
This is a battleline mission.
The player with the fewest magic levels gets to decide who deploys first
though. The special rule for this
mission is that during each magic phase a number is rolled, and that number
causes any power or dispel dice matching to be ignored. Each player is required to assign the ‘diving
rod’ to a character. This item provides
a one use bound item (power level 8).
This item targets 1 model within 18” and line of sight and will destroy
1 random magic item on the model. If
cast with irresistible force, the model takes a strength 10 hit. 2 points can be earned by killing a model
that generates/channels either power or dispel dice and if there are none, the
general becomes the target. For 1 point
you can destroy the highest cost magic/demonic/runic item. The dividing rod can be used to achieve
this. Once again ties must be chosen at
the beginning of the game. The last
point is earned by having more casting levels than your opponent, a general
being worth 1 should a player not have any.
This mission seems to be focused on rewarding wizard levels. This seems strange as I would think common
through would be that not taking a wizard is a disadvantage. I do like that they give everyone the ability
to destroy the magic item outside of having to kill the model. I also like that they give you a magic item
in case your opponent doesn’t have any (my saws eshin army didn’t).
That destruction of magic items makes my pendent or dragon egg very
scared. But since its only 1 use I’m not
that worried. My pendent general becomes
my highest point magic item character and death magic means I can probably kill
their character if I can’t destroy their magic item. Not sure who I would give my item to, perhaps
an assassin. With 6 casting levels, I
will have to kill a caster anyways, and likely my level 2 will die in their
quest for killing a caster. I think
death magic will be clutch here.
Greed is Good
The deployment for this mission is blood and glory with the person with
the most fortitude getting the +1 to deploy first. The objective is to claim more table
quarters, using fortitude. The victory conditions
is still 100 points, but 1 bonus point is earned for controlling a table
quarter, 1 for breaking your opponent, 1 for control MORE quarters and 1 for
getting one in your opponent’s half.
So it’s possible in this mission for one player to get 4 while the
other gets 3 bonus points. So I guess
going with the ‘greed is good’ theme, one should agree with the opponent not to
kill generals, or contest both quarters in each side? So you fight over just half the board for
more quarters?
I like claiming table quarters.
I like this mission for my dark elves.
As long as I get an opponent I can break (not 3 units of 40 goblins), I
should be able to swing max assuming I can even swing a win.
I Want it All
This is another battleline mission.
Your general gains hatred for your opponent’s general. 1 point is earned
for killing your opponent’s general, 1 point is earned for “character
fortitude” (3 for lord, 2 for hero, 1 for champ – highest wins), 1 point for
winning my more than 500 points and 1 point for having a non-fleeing unit in
your opponent’s deployment zone.
Death magic will once again be clutch here. I have a lot of starting “character fortitude”
assuming the assassins count – though rules as written they don’t, which means
I won’t actually have much given I have no champions. Probably best the assassins don’t count, as
that only gives me 7 to give up, and more to earn because most people are going
to have at least the same 3 characters (lord caster, bsb and secondary caster),
along with a champion or two.
So day 2 has more normal missions, which makes sense given the desire
of the event to not be determined based on funky rules. But there are still lots of extra things to
remember is some of the missions which can make it hard and inconsistent
(especially day 1 when everyone is drunk).
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