Friday, September 16, 2011

'Ard Boyz Regionals Part V: Mission One Amended by GW

GW has amended Mission 1 for the 'Ard Boyz Regionals at least twice.

Once was a few sentences to help out Daemon players know how to make a troop choice that is not allowed to Deep Strike (DS) work in an army that can only DS.

A second proof read saw Mission 1 change from Dawn of War to Pitched Deployment. The reason probably being that in a mission that cuts the board into two 2'by6' deployment zones and allows you to place a troop containing your messenger millimeters from the opponents deployment zone greatly reduced any significance of your messenger...meaning both sides would easily get their messenger across the field and nullify each others bonus, making the match a straight up VP fight.

With the most recent change, 2/3 missions are Pitched Battle. The third Spearhead. So, all the armies that do not like Dawn of War can be all happy inside and you can plan to not have your deployment and shooting hampered on turn one...kinda a bummer for those armies like Tyranids, CSM, etc. that could have used a little equalization across the mission types.

Basic summary does not change however. Mech heavy armies that are midfield aggressors with 6 or more troops will do well.

Another note on Mission 1: The 500 point condition for escorting your messenger into your opponents deployment zone is an immediate return. Meaning, he crosses the line...500points. He does not have to survive, get off the table, or REMAIN in your opponents deployment zone nor be in your opponents deployment zone at the end of the game.

Thanks for the read,

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