Hello there,
Today was the second game i played with my friend (who plays GK) using Maelstrom missions. My army being Eldar, iīm always floored by the amount of WCPīs GK can accumulate...fe. today, it was 15 + d6 against my 3 + d6 (Farseer on bike), i got ONE power (Guide) of during the four rounds of combat and he didnīt perils even ONCE!
But as you might have noticed in the previous sentence, the game was short and why? Because after i got rid of the two scariest things (Dredknights) and the little scary thing (Interceptors), i was leading already about five points and then it got easier...we played to the end of the fourth (i wanted to see Farseer with Firesabre going at the infantry-squad...and he wiffed ) and in came the hardy handshake, cos the score was about 12-4 for Eldar.
We discussed the game and the GK just canīt match the randomness of the game like Eldar do. Altough, he had Gate of infinity and Levitation, but most of the mobility is gone after the Dreds and the Interceptaz do their 30" jump. Even if you subtract the two good rolls i got from the "get d3 victory points", which was five points total, i still would have it in a bag by a three point margin (and we didnīt bother to count the LB).
One game we played last week, was an Eternal war mission with four objectives and he won that with about the same points actually. The dudes sitting in their Chaimeras hold more weight in those oneīs, and the faster army is forced to counter more, not just skimming around the board and collecting points. We had some ideas, how this might get more "balanced" (as only a GW game can ), but thatīs another topic...
If you are a GK player, whatīs your cure for the Maelstrom Missions? Have you had similar experiences?
OR
If you are fe. an Eldar player, have you danced around the GK to the victory? Did you have harder time in the Eternal War -missions?
- Lost Vyper