The principle of incorporating Strategy when writing up your missions is discussed at length.
Delving into how to
make the ideal missions one of the major elements in playing a good scenario is
for it to have the potential to be highly tactical. So what does this mean though? Well many people think that this is highly
abstract and to a certain extent it is, however there are a few characteristics
that are necessary to make the mission less about just rolling dice and moving
around at random. So here are some of
the key themes to making your game based in disciplined thinking.
One of the best ways
to include strategy (I need more words for this, I'm getting sick of writing
strategy and tactics over and over but other words don't seem appropriate b/c
of various contexts required of other words or phrases such as 'game plan' or 'approach'
etc. Sorry, word choice just always
bothers me) is to introduce an element of priorities. In order to achieve your desired result, in
this case winning, you need to make choices and place more emphasis on doing
one thing over another. For instance, an
objectives based mission requires you to consider not only holding your own
ground, but taking ground that your opponent is holding, and killing their
units. So you need to decide what the
best method for this is and so this might result in you deploying 2/3 of your
army to rushing forward in order to contest their area while the remaining 1/3
hold your ground b/c you are more interested in first taking their objectives,
then killing their units with the large amount of yours, and that remaining 1/3
of your army will hopefully hold your territory. But that is just one example, what makes the
Nova style of playing the game (and I'm sure other tournaments do this as well
such as I think the LVO and the BAO but I'm not sure, 11th company is always
doing things the Nova way and talking about that tournament in particular so
that’s what I know the best) is that you're trying to accomplish 3 missions at
once with different levels of importance for each one. If you realize that you're at a disadvantage
when trying to accomplish one purpose, you simply reprioritize and decide to
try and tie up the enemy in that field and find victory by fulfilling the other
conditions you have available to you.
So when you are
writing up your own missions you need to realize that choice is going to be an
important factor in the game play. This
is one of the reasons that the Capture and Control Mission of 5th edition was
such a failure and jokingly called 'roll dice and tie' or 'draw-hammer' among
other names. All that the players could
do was hope to overwhelm their opponent and it was ridiculously easy to just
end the game contesting both objectives since it only took one unit to do so at
the end of the game. Make sure to
provide one of several things when writing up your missions: multiple victory conditions - 6th edition GW
did something good here with the introduction of victory points and the 3
secondary goals of slay the warlord, line breaker, and first blood - and this
can be anything from having multiple objectives on the board to providing
different purposes (such as trying to hold a spot, blow up a generator, and
assassinate one particular individual in the enemy army); potential counter
play - a winning condition of holding an objective for one turn isn't very good
for instance, whereas keeping it uncontested for 3 turns starting in the center
of the board would be much more difficult (this is not a suggestion however as
this will put some armies at a disadvantage, mainly those that do not have much
presence on the table and must sit back where its safe such as gun line armies)
- both players need to be participating in the game, make sure that each has
something they are trying to do in your mission; unique victory conditions -
having a variety of ways to win is nice, but make sure that while it might be
possible to win several ways at once, don't make it particularly easy to be
doing everything at the same time otherwise that element of choice will be lost
as both players attempt to do the same things at once because it’s the optimal
way to acquire victory - these also don't actually have to be completely
different, just make sure they are independent from each other unless you are
doing something special where to unlock some sort of victory points to
determine the winner they need to accomplish something (that kind of idea is
typically best for a thematic or campaign game anyways and would likely be very
difficult to do properly in a competitive format); viable winning ability - all
the choices should have the potential to decide the game or else there isn't
any point in including the others, and by this I mean that doing something
similar to Nova multiple missions is fine since its just as viable to win by
going for the secondary and tertiary objectives over the primary, but requiring
someone to try and win by getting 6 hullpoints off of an AV 15 building with It
Will Not Die in only 3 turns of shooting will just never happen reliably unless
someone designs their army for that one objective which could easily be
massacred in the first 2 or 3 turns of the game or something silly like that -
having variety in your game is the best way to introduce the element of
strategic choice to your missions.
Another note about
tactics in your missions: contrary to
GW's belief random is not better, in fact its frequently a detriment. A solid part of strategy is the ability to
plan ahead, and in order to plan you need to have a decent idea of what is
going to happen and what you're up against.
A randomly moving objective can be fun but it will never be competitive
b/c it would require armies that wanted to win that mission to be highly mobile
and be able to force out other units in a very small area b/c they'd all be
trying to follow this small area that keeps shifting around. Or if it is teleporting around there is
literally no point in moving your forces to claim an area, both sides would
simply be spreading out as far as they could in the hopes that they'd end up
being near it on the final turn to claim it.
Don't get me wrong, its alright to have unpredictable parts of the game,
however in the parts that are critical to victory should not be randomly
determined. Removing chance from the
game entirely would make this no longer a game of tabletop miniatures, but you
should limit the excessive randomness as much as possible. Include the mysterious terrain if you want,
or the archeotech objectives (or whatever its called) but make sure that your
players know even before they are designing their lists what they will need to
do to win. A significant part of this
game is list-building after all, and the relationship between missions and
lists is highly strategic as well.
Hope you guys
enjoyed this post, feel free to comment your ideas or opinions or criticisms,
I'm always happy to receive any feedback.
As always this has
been Charging Carnifex, signing off.
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