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Pluisjen

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A member registered Oct 04, 2020 · View creator page →

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This scenario sounds like a mad dash for the attacker. You need to cover at least 30 inches of ground in potentially 4 rounds, which basically means you're just sprinting most of the game. And then you have to somehow fight your way through the enemy, who can almost immediately respawn anything you defeat and throw it back in front of you.

Also if I understand the nightmare zone correctly, if the attacker moves into it, they bleed points to their opponent, and since nobody can see anyone else, if the opponent just stands in front of them, they can't move past them, since you can't charge a unit you can't see?

It feels very difficult to actually win this scenario as the attacker, unless you have some kind of super fast army with teleport abilities.

There's a bit of a gap in the rules here for what happens when the unit carrying the plant dies before it gets a chance to plant it.

Also, some of your rules reference "the closest unit to the pond", but that's likely to be a tie between a bunch of them since nobody really wants to get near it. "A random unit" probably would've been easier, and make people less focused on staying exactly 3" away to minize chances of mishaps.

The idea for this one is very creative, but I'm a little saddened that the cauldron doesn't seem to actually do anything other than offer some flavor.

Also this rule: "Starting at the beginning of a round that follows a previous round where players have scored VP."
That could probably be simplified to "starting from round 2" ;)

This mission requires a lot of very specific terrain, which is going to make it hard for many people to play. Also, if I'm reading it right, you can place a wall after every activation? That means you could place 6 at the start plus up to another 10 during the first round alone. And you place them so fast that you can basically make a full wall from top to bottom, and just replace a broken section every time an enemy charges into one, as they can't activate more than 1 unit in between times you can restore a wall.

Also I think there's a row missing in your VP table - or you need to explain what happens when a seed isn't captured at all. Round 4 says it's 8 to the defender and 0 to the attacker. If it's the same for not capturing it, then there's basically no reason for the attacker to even try in the last round, they're better off trying to kill defenders. (Assuming they can get through the wall, which I don't think they can)

The theme is a bit weak imho, but I think the idea of fighting against a sandstorm is captured quite well and you get points for making a fairly complex mission really clear with the way you've written the rules.

This mission doesn't clarify what system it is for. Given the fantasy vibes I'm assuming it's AoF. The changes to force-org are tricky, by lowering the cap it means lots of players who only have one regular army to play with might be unable to play at all. 20% cap means if you have a big favorite model that is too many points, you won't be able to play unless you have a lot of spare infantry to replace it with.

The rules also aren't very clear what happens when objectives change hands; it says to flip a coin when a point is seized, but is a new coin flipped each time it changes hands, or only when first revealed? Do you lose the bonus/penalty when you lose the point, or do you keep it? I think it's meant to be a one-time flip and you keep it until you lose the objective, but it isn't entirely clear.

And finally, the terrain placing says (explicitly) "without restrictions on placement", which seems like an excellent excuse to trap enemy models or captured objectives in between impassible objectives. That could probably have used some restrictions.

The basic idea sounds really cool, although this mission really rewards mobility. Dwarves and other slow units simply aren't fast enough to reach the edge with a token in 4 rounds, so they have a 50% chance to just lose. Definitely one to only play with someone who knows they can move fast enough to get out :)

Also are the percentages meant to be "units" or "points"? The former seems pretty easy to game by picking a few extremely chonky dudes and then a bunch of swarms you don't care about, and you'll be able to put down a bigger army than the defender from round 1.

(Oh and I think you can cheese it by picking up the objective and then boarding an APC and letting that move - but your opponent will probably have something to say about that)

Overall looks really good. But Ravage Agent says it triggers when "a model activates" - does that mean that a squad of 10 activating near a ravage marker will immediately trigger the ravage agent 10 times? (And is probably wiped out?)

And does the growth at the start of the next turn happen "once, if it killed something" or "once for each thing killed". Because the combination of those two seems like it would very rapidly devour everything if something strays too near.

Or was it meant to be "when a unit activates" and only kill one member of the squad, before growing next round?

This is excellent. The rules are clear, the theme fits (a literally growing map, love it) and it's very original and well-executed.

This looks really solid. Only nitpick is that Deadly(1) doesn't do anything, since that's still just 1 wound. Should probably start at Deadly(2).

This mission gives me "Schotten Totten" vibes. (it's a card game).

I do wonder how likely it is to actually get an objective into your deployment, though. It needs to move at least 12" and even if you control it for all 4 rounds with a unit nearby it only moves 4d6" which is 14 on average - if you have it contested at least once it's probably not going to get there; if it moves in the wrong direction even once, certainly not.

You mention that the organism will attack enemies... but how? It's Immobile and has no ranged attacks; it can't actually fight anything unless it gets charged.

With 12" deployment zones on the short end of the table, that means armies start 48" minimum apart. Even indirect artillery can't fire that far - I think the first round would be pretty quiet, and maybe the second as well if the armies don't have a lot of long range weapons (like most AoF armies. They'd probably only start clashing around round 3)

Deploying the objectives feels like a challenge. 7 of them, with 12" between them, in a 24x48 area... that only barely fits, I think, especially if you start by putting one in the middle.
Corrupted Planet says you "may" pick a unit, but then only bad things happen to that unit, so why would you pick one?

Also is the Teleport Shaft meant to teleport you anywhere on the battlefield near an enemy, or did you mean "teleport up to 9" from your current position and neat near an enemy"?

I'm a little concerned that this mission is going to result in both sides just running off the board on their side of the table, and there's not much exciting going to happen. Especially a Fast army can pretty much reach the board edge in round 1 and be extracted by round 2, and score full points for their army. If you have more units than your opponent and do that, that's just game, no dice rolled...

The picture is nice, makes it clear what the setup is supposed to look like. Having to make either 4 blocks of 250 or 500 sounds like it'd be pretty restrictive for list building, especially if you want to follow force-org. It means the defender pretty much must create a single 250p unit for all but one corner because they're only allowed 5 units total. Also  what is meant to be "core infantry"? It's not really a game term, I assumed it meant something like "non-tough"?

And you mention that you can deploy "touching an enemy, as if declaring a charge" but that isn't very clear to me - does that mean you immediately fight, and then still get to activate later? That sounds like a good reason for the defender to stay in their corner because it sounds really painful. 

I feel like the "attacker may not deploy units with models with Tough(X)" is going to be pretty rough on some factions. That means you need 4 units without attached heroes or weapons teams and generally non-Tough. Especially armies that make heavy use of weapon teams (like HDF or Ratmen) or has many mainline units with Tough (like Alien Hives) really need to build their army around this restriction. (And they'd better have read ahead, because the army building restrictions don't mention this)

How is "raise the alarm" meant to work? It says you can do it "instead of attacking", but does that need a melee units needs to declare a charge, run to an enemy, and then just get mauled? Or was it just meant to be "you can't attack this activation", but you don't actually need to get in range of anyone to do so?