So its been a few days since the last post I made about Maelstrom Missions.
And I for one think its been long enough to get a general concensus on how the community feels about the maelstrom mission (No you facebook trolls don't count, want to join in the discussion next time? or are you afraid that you can't support your own arguments?)
The general consensus seems to me to be that the tactical objectives are great way of ensuring every game is fun and has a story to tell. Unfortunately the concensus is also that the implementation of said objectives is pants on head stupid.
So the question is, what is this thread and what is its point?
Well in the last one we saw plenty of people suggesting ideas for how they would tweak or completely change the tactical objectives for a variety of reasons, from improving their balance to helping prevent squirrel races. And that got me thinking, we should have a thread that pools these various ideas in one place for us to share and use in games.
So lets do it, the question is, What changes do you plan to make in order to implement the Tactical Objectives in your gamging club?
Please post each idea as a separate point so that we can read the ideas and mix and match points to our liking easier
I'll start with my big ideas to kick this off.
Re-Draws
The obvious one is that any card drawn that is unplayable due to mission, terrain, or army list is immediately re-drawn (inform your opponent)
ie: If you draw the "kill a flier" card and your opponents list contains no fliers, immediately Re-Draw it.
Use as Secondaries
I like the cards, I like what they do, I don't like how they are the sole means of scoring.
So, an easy fix that still lets you use the cards to add variance to your games? use them as your secondary objectives for your Eternal War missions.
At the start of the game have each player draw 3 Tactical Objective cards. Instead of using first blood, line breaker and slay the warlord, use the objective cards as your Secondary Objectives with the Eternal War mission objectives as primary.
Use them as Primaries
Much like the above suggestion, but for those that feel the Eternal War missions are too restrictive.
At the start of the game have each player draw 6 cards. These cards are the primary objectives throughout the game, do not re-draw new cards each turn.
Secure Objectives
Change the score objective cards so that they can only be scored at the end of the game.
Hidden Objectives
Pretty simple, in war you are rarely sure exactly what the opposing forces are trying to achieve. any cards drawn by a player are kept hidden until they are scored or if they must be Re-Drawn.
Shared Objectives
In order to prevent the wild disparity caused by drawing individual player hands share them. Cards are drawn and are mutual to both players. Maintains the element of "race" brought on by the tactical objectives but forces the armies to come to a head as well as preventing one player being subject to hard to complete hands.
For my money I would suggest combining Secondaries, Hidden and Re-Draw for most games, but I could also see combinations like Primaries, Re-Draw and Shared working well.
So what are your thoughts on changing Tactical Objectives? I look forward to more ideas on how to make the game more diverse and enjoyable.
NB: Again please split detailed ideas into individual concepts.