This is a good one. TT-combat just re-releaed the reconquest scenarios. I thought to review them quickly.
Note I will not mention the special missions. They are great but people tend to need to make lists suitable to fit the scenario in mind and not optimizing so much as it can throw all the fun away. I will focus on the main missions.
Surging strike. Basically old Focal points but you can hold the objective for 1 VP and then have another VP if you have the most KP within 6". 2VP if it is a objective on the opponent's side.
I think that having objectives only worth in total 2VP most of the times is suitable. Though I could see that you could play that the mission that the player holding a objective in turn 3 also get a VP.
Bunker assault. An objective in each bunker for a VP at the end of the game. And then you get another 2 if you have the most KP within 6" at the end of the game. If the bunker (and thus the objective) is destroyed the 6" within the bunker-part is only worth 1VP.
Makes sense. But as with the old bunker assault it is a very kill-y mission. You are actually not far off that you could just play KP. The player that destroyed the most of the opponent will win. I would suggest to only use medium sized bunkers for the neutral corners and large for the one in the middle and each player's Garrisson. A good variant here would be to use Hidden objectives (not mobile). And the player finding the objective get a VP. Thus you have some game and points to catch during the game and the "within 6"" part at the end of the game. Makes for a more fun game I would think.
Another version I really like of this mission, for you to try out, is to have all bunkers connected by a monorail railway. Making infantry able to move instantly between the closest 3 (4 for the center building) buildings. It is a bit wacky but should function really well in the DZC game. Also put quite a lot of layer on which building you might want to destroy.
Military complex. I think TT have worded it wrong as they are saying that the objectives are only "Open objectives". That would be really weird. you get into the building first, automatically get the objective. Then you leave the table turn 2. Game over. I think it absolutely should be Hidden Mobile Objectives. A good version of Target's but still in DZC 2 you don't really demolish just as much as you could in version 1. So it is a question if the tougher buildings really add that much.
Take and Extract. A mission where you get some VP searching the entire game. One open objective and 4 Hidden Mobile ones in buildings. It is a bit strange TT decided to go for another version of the Open objective (it is worth 2 VP if the controlling player have not enemy within 6") and it should be really tough to end the game with no enemy unit within 6". Thus it is basically only a VP. I think it should be like Surging strike. 1VP for holding and 1 VP for most KP within 6" at the end of the game.
Secure the flanks. 2 Open objectives in neutral quarters and 3 Hidden Mobile objectives in buildings. You could do the "have units within 6" for another VP here as well. Making sure you have a total of 10VP to play about. Or you could award a VP for holding the open objective turn 3 as well as turn 6. Making sure you really wanna get there fast.
Ground control. Hold quarters in turn 6. You do not calculate KP to claim a quarter. Instead it is the number of units. I kind of makes sense. It is really tough to count the KP and the old mission was all about calculating. I can see a middle ground in using the most DP left. Thus heavy transports are not worth as much a 10 points single DP unit. Though model spam is not a thing in DZC and it can make sense actually have a mission for that.
I don't like it. I think they should have gone for the swedish version and let points be awarded in turn 3 as well. Even if it would just be a single VP for the player with the most units/DP/whatever in the quarter. Right now it is quite weak. It is a good version that infantry inside buildings count as double units if they are inside buildings though.
I would suggest to place an old "critical location" in the center of the table. It awards points for the player with most KP within 3" turn 2-5 (though I would suggest only doing that in turn 2-5).
Comment.
Now that I read through it the mixture of how you calculate units inside a area (either with unit-points or units) could always change to DP. Means basic infantry are pretty effective and it should balance out a bit in the long run. Calculating KP is time consuming and unit-based is a bit stupid. Should not that Hades be worth at least 8 times more at a location than a Janus?
The result:
6th place: Ground control. Worst version and need to have another objective to game the other 5 turns with.
5th place. Military complex. Makes less sense in DZC 2. Assuming TT means the mission should be about Hidden Mobile Objectives. As it is written it by far the worst mission hands down.
4th place: Surging strike. I like it but it also need some extra objectives in the middle of the game.
3rd: Bunker assault. Again with the last turn importance.
2nd: Take and extract. I think they missed out on the center objective. But a solid mission.
Winner: Secure the flanks. Absolutely the best mission as far as the official missions go. I would prefer to see another point for holding in turn 3 or another point for having most units within 6" in turn 6. But it is easy to change.
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