So today I thought I'd delve further into my thoughts on the event and what I think some key aspects of a force may be...
Ok so to start with all 3 games will follow a very similar format (all the information below is shamelessly ripped From The Fang);
Scenarios & Scoring
Each game will use Random Game Length (5-7 turns) and the same two concurrent missions:
- Annihilation - Destroy your opponents' army for a number of blood points equal to the value of enemy units destroyed.
- Tactical Superiority - Score VPs by achieving the tactical objectives detailed on the Double Trouble objective cards (deck provided). These are used as described below.
The scores for each doubles pair will be recorded with each player in the pair getting the same score. There will be no secondary objectives in play e.g. Linebreaker, Slay the Warlord etc.
Tactical Objectives
Used as per the rulebook mission "Cleanse and Control" except:
- No objective may be scored more than once.
- Impossible objectives may be discarded at the start of the game i.e. Scorched Skies may be discarded if your opponent has no flyers.
- Objectives that become impossible during the game may only be discarded using the usual standard single discard per round.
Where each game will actually change hugely will be in the deployments. I have included all 3 deployments below (again, shamelessly ripped From the Fang)
Game 1 - A nice simple "Dawn of War" to start things off. |
Game 2 - resurrecting the classic "Cleanse and Control" deployment but with a bigger centre circle. |
Game 3 - Something a little different to finish off with. Should hopefully result in a big ol' battle royale in the middle of the board! |
So what are my thoughts on all of this then? Personally I feel that in all 3 of these speed may well be key. The ability to redeploy very quickly will be a huge advantage, especially in game 3 where you will need to be able to deal with threats from 2 fronts.
Here is where I am beginning to feel slightly better about my choices, as my current plan is to have every unit mounted in raiders. This will give me the chance to redeploy absolutely everything very quickly if required.
Also the lack of secondary objectives alleviates certain things I would normally aim for so I feel less pressed on that front. I feel that leaves 2 proper options viable for this tournament, Either put as many bodies on the field as possible or put as much armour down as possible. I can see Guard doing particularly well here because they will be able to field the masses with plenty of heavy hitting firepower to back them up......
I also want to be very wary myself of putting too much into a single unit, losing something of a high points value in a game this small could potentially have a devastating effect (I've already been playing around with idea's where nearly half the points of the army were sunk in a single unit!)
What does everyone else think?
I'm wondering which DE unit would soak up that many points! I can't remember how the blood points are going to work but assuming it doesn't need you I think smaller focussed DE units might work better, grabbing every objective while nipping at the enemy's heels.
ReplyDeleteThere are a few that you could easily sink a lot of points in to and make them rather costly if you wanted to. I think generally speaking I agree with you that many smaller units will be better, the limit here is you are only allowed 2 of any specific unit (dedicated transports excluded).
ReplyDeleteI have a provisional list in mind that I plan on putting up in the next day or so, can't wait to hear some feedback on that once it is up.