Thursday, April 15, 2010

The NOVA Open - Primer Missions


Good Afternoon all,

In response to yesterday's comments, I made a tweak to the primer missions and added a 6 Turn random ---> 7 format to each of them.

So, before you go in and critique these - here's the caveat. Playtest them. These have been run through a few times now, and as a general rule the primary mission takes precedence.

One important note - terrain should be set up so that it covers the tables EVENLY "regardless" of what side you end up deploying on. We'll be making sure this happens creatively in the actual event.

Feedback welcome ... opinion based on no actual time investment? Critical analysis, please :)




NOVA Open 2010 40k Primer Missions

Rules for ALL Missions
Primary, Secondary, and Tertiary Missions
  • In each game, there will be a primary, secondary and tertiary mission
  • The Primary mission is always the win condition
  • The Secondary mission is always the first tiebreaker
  • The Tertiary mission is always the second tiebreaker
  • When all time and turns are up, simple Victory Points are the third/final tiebreaker
  • Game Length and Winner Determination
  • All games go at least 6 turns unless time runs out
  • At the end of the 6th game turn, roll a d6; on a 1-3, the game ends; on a 4-6, play a full 7th turn
  • Do not begin a new game turn (6th, 7th, or otherwise) if there are less than 30 minutes on the total game clock; if you begin a new game turn regardless, keep in mind that time may be called on you without both players having the opportunity to play their portion of the turn
  • When the game does end, perform the following:
  1. Check the status of the Primary Mission; if one person is winning it at the end of game turn 6, that person wins the game; if it is a tie at the end of game turn 6, then …
  2. Check the status of the Secondary Mission; if one person is winning it at the end of game turn 6, that person wins the game; if it is a tie at the end of game turn 6, then …
  3. Check the status of the Tertiary Mission; if one person is winning it at the end of game turn 6, that person wins the game; if it is a tie at the end of game turn 6, then …
  4. The winner is determined by a simple Victory Points preponderance (meaning, you could win by 0.5 VP)
Scoring
  • At the end of any game, fill in ALL of the blanks of the associated round’s score sheet, obtain your opponent’s signature, and hand in your sheet to the score desk with your opponent

The 3 Primer Missions – All rounds will use a combination of these missions – refer here for how each works
  • Primer Mission #1 - Annihilation
  1. Victory Points (VP) – In order to win this mission, one opponent must outscore the other by 250 or more VP; if the difference in VP scored is 249 or fewer, this mission is tied
  2. VP are scored for completely destroying units (when in doubt, if a unit would count as separate for purposes of Kill Points, it counts as separate for purposes of VP; ask a judge if you have questions)
  3. 50% VP are scored for bringing a unit BELOW half strength
  4. 50% VP are scored off vehicles by inflicting at least one weapon destroyed or immobilized result
  5. With regard to vehicle squadrons, score each vehicle independently for purposes of Victory Points (so, for example, 1 Vendetta killed in a squadron of 3 would be worth 130 victory points, even though the entire unit still resided above 50%)
  • Primer Mission #2 - Capture and Control
  1. Place 4 objectives (40mm each) in each corner of the board, 18” from the closest short table edge, and 12” from the closest long table edge (resulting in 4 objectives each “centered” in one of the board’s quarters)
  2. Place a 5th objective (40mm) in the exact center of the board
  3. In order to capture an objective, a scoring Troop unit must be within 3” of it at the end of the game
  4. If any enemy unit is also within 3” of a captured objective at the end of the game, it is considered to be “Contested” and captured by neither side
  5. When determining if an objective is captured or contested, ignore all height measurements – for example, if an objective is on the top floor of a ruin, and a Troop unit is 2 floors down but 1” from it otherwise, it is considered within 3”
  6. The opponent holding the most objectives at the end of the game wins this mission; if each opponent holds the same number of objectives, this mission is tied
  7. For the purposes of Capture and Control, all 5 objective markers must be placed BEFORE any dice are rolled to determine who goes first / which deployment zone is selected (or any other dice)
  • Primer Mission #3 - Dominate Territory
  1. The purpose of this mission is to capture Table Quarters
  2. A quarter is captured when you own a victory points preponderance in the specific table quarter; for all calculations, follow the format for the Annihilation Mission – units below half strength count for only 50% of their VP total
  3. If a unit is partially in multiple quarters, it is considered to be in the quarter containing the MAJORITY of the unit or vehicle
  4. If a unit is evenly divided between quarters, or there is no majority of the unit or vehicle in a single quarter, randomly determine which quarter it is in at the end of the game when determining the result (arbitrarily nominate each quarter 1, 2, 3 and 4, then roll a d6 for the unit in question, and simply continue to re-roll any result of a 5 or 6)
  5. The opponent controlling the largest number of table quarters at the end of the game wins this mission; if each opponent controls the same number of table quarters, this mission is tied



Primer Round 1 – Annihilation
  • Before determining sides or anything else, place 5 OBJECTIVE MARKERS (40mm) per Mission #2
  • Primary Mission – Mission #1 (Annihilation)
  • Secondary Mission – Mission #2 (Capture and Control)
  • Tertiary Mission – Mission #3 (Dominate Territory)
  • Deployment – Pitched Battle

Primer Round 2 – Capture and Control
  • Before determining sides or anything else, place 5 OBJECTIVE MARKERS (40mm) per Mission #2
  • Primary Mission – Mission #2 (Capture and Control)
  • Secondary Mission – Mission #3 (Dominate Territory)
  • Tertiary Mission – Mission #1 (Annihilation)
  • Deployment – Spearhead

Primer Round 3 – Dominate Territory
  • Before determining sides or anything else, place 5 OBJECTIVE MARKERS (40mm) per Mission #2
  • Primary Mission – Mission #3 (Dominate Territory)
  • Secondary Mission – Mission #1 (Annihilation)
  • Tertiary Mission – Mission #2 (Capture and Control)
  • Deployment – Dawn of War


Scoring – Record the following
  • # of quarters captured / 4
  • # of VP scored / 2000(even if opponent is a little shy of 2k)
  • # of objectives captured / 5

Your Rating for purposes of seeding by round =is

(Win Rate x 10) + (Objectives Scored / Possible) + (Quarters Captured / Possible) + (VP scored / (2000 x # of games played))


Note to anyone utilizing this – score sheets, polished mission data and instructions, etc., are all forthcoming; this draft is intended for format familiarization and playtest for feedback only.

12 comments:

  1. Please remember - The "combinations" of what is the primary, secondary, tertiary, and deployment level will NOT be the same as the Primer Missions for the actual event. There is no guarantee at PRESENT that the 3 missions above will actually even be used. What's important is to pay attention to and prepare for the FORMAT of a "primary for the win, 2ndary for the tiebreak, tertiary to break that, and simple vp if nothing else works" overall approach per Round.

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  2. So VPs are used for 2 of the 4 win conditions? One with a 250pt difference for ties and one with out? Why not just go with one or the other and leave it at that. Seems overly redundant and silly to say oh you didn't win it was a draw by this VP system but you did win because you have 1 more VP by this system. Just a thought.

    Also could you explain the win condition of #3 a bit more clearly. I am guessing you meant that you control a quarter when you have more total VPs worth of unit in it then your opponent but it does not clearly state that.

    Thank you for posting this.

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  3. The "simple" VP is just a "breaking the ties" tiebreaker. That is to say, that in a lot of playtesting, it has never come up ... but since it can, in a tournament setting, we don't have ties (ref: other blog post on this subject).

    The intent is to make sure that if VP are close, there's more at stake than just killing 1 point more - if you aren't able to beat your opponent by that margin, and he controls the field via objectives and/or quarters, he's going to take it from you, unless it's a perfect stalemate on those as well. It gives you - in practice/playtest - more to think about than just scoring points, b/c if you go that route purely, you'd better be ahead by enough.

    The win condition of #3 is indeed a unit VALUE preponderance in a given quarter. That is to say, that rather than rewarding you by UNIT count (which would advocate MSU too much), it's rewarding you for value. I.E. your heroic terminators control over a bunch of empty, beat up guard chimeras. Or, whatever.

    And, NP.

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  4. I think your making it more confusing than it needs to be:

    Win Condition
    First Tie Breaker
    Second Tie Breaker
    Third Tie Breaker (Always Victory Points)

    enough said.

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  5. I'm taking the detail-laden idiot-proof approach :p

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  6. I don't like fixed position objectives, at least not for an entire tournament. I can see it making sense for when the objectives are tie breakers -- but it makes for a stale game in my opinion (conquestNW had fixed objectives and it was kinda meh in my opinion).

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  7. A good point, but it begs the question of what the strengths/weaknesses of player placed objectives are.

    I think the argument *can* be made that player placed objectives lend themselves to as many "ill" advantages as player placed terrain (whether or not those should be in play is another discussion).

    If you wanted to see REALLY stale, there are some who advocate using the exact same mission, terrain organization, and deployment for every single round. My only feel is that the mission, terrain and deployment needs to be identical across all tables EACH round, and that you need to avoid missions with "bias" toward certain codices/army builds (i.e. kill points).

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  8. What if you scattered the objectives 2d6" or something along those lines? I guess that could provide the argument "But he had his both scatter toward the middle of the board, while mine went to the corners"

    Or perhaps "place the objective within 6" of this point" so they have a 12" diameter to place it in. *shrug*

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  9. Slight issue I've noticed MVB - you erroneously state that only 'scoring Troop units' can claim objectives. Unfortunately, certain DAngel units, and PedroGuard break this mould. :)

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  10. *Yum Cookies*

    No worries. I proofread the Tourny Pack for my upcoming local (very poor) Doubles 'Event' today, and it was a LOT worse. A typo meant that Fire Warriors were Unique. Yeah, really. lol

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  11. Currently planning for a national open 40k and fantasy tournament and this is the best stuff I've read in a long while, Love it and will steal it without mercy!

    Our tournament wont be until November so will have time to see how your fantasy 8 stuff work out and hoping that you will publish the final missions that are actually used in your tournament..

    keep up the good work!

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