maelstrom of war tokens
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maelstrom of war tokens
screw GW and them only giving the tokens for Maelstrom of War in the $400 LE sets; i have my own!
took the mysterious objectives stands, which i doubt anyone uses, and used the vehicle transfer sheet all marine tanks come with to make these. one sheet has numbers 1-10 in white, yellow, and roman numerals in white, and yellow circles with black numerals.
by the by, maelstrom of war missions are awesome. they really keep you involved all game and give you a chance to pull yourself up to a tie or win near the end even if you're behind a couple points all game. after playing a 1000pt game using mission 5, i think transports like rhinos and raxorbacks will be more important in my lists. maybe even actually get some speeder storms.
took the mysterious objectives stands, which i doubt anyone uses, and used the vehicle transfer sheet all marine tanks come with to make these. one sheet has numbers 1-10 in white, yellow, and roman numerals in white, and yellow circles with black numerals.
by the by, maelstrom of war missions are awesome. they really keep you involved all game and give you a chance to pull yourself up to a tie or win near the end even if you're behind a couple points all game. after playing a 1000pt game using mission 5, i think transports like rhinos and raxorbacks will be more important in my lists. maybe even actually get some speeder storms.
Re: maelstrom of war tokens
dusktiger wrote:screw GW and them only giving the tokens for Maelstrom of War in the $400 LE sets; i have my own!
took the mysterious objectives stands, which i doubt anyone uses, and used the vehicle transfer sheet all marine tanks come with to make these. one sheet has numbers 1-10 in white, yellow, and roman numerals in white, and yellow circles with black numerals.
by the by, maelstrom of war missions are awesome. they really keep you involved all game and give you a chance to pull yourself up to a tie or win near the end even if you're behind a couple points all game. after playing a 1000pt game using mission 5, i think transports like rhinos and raxorbacks will be more important in my lists. maybe even actually get some speeder storms.
I also have those tokens. Good idea to use the transfers on them. When Jeremy and I played the missions we used d6's placed on the stands to indicate 1-6. This def is a bettter way as you can still use the mysterious objective dice on them.
Matthew G- Lord of Titan
- Posts : 1083
Join date : 2008-06-10
Re: maelstrom of war tokens
Good idea !
I like the look of the maelstrom missions but im not sold on the objectives 100%. You're gonna have games where you can score victory points for doing nothing at all.. just because you drew/good. Getting a d3 points for having units within 12" of your board edge?
I think with some tweaking it would be awesome. Some people must have started to play around with the chart already?
I like the look of the maelstrom missions but im not sold on the objectives 100%. You're gonna have games where you can score victory points for doing nothing at all.. just because you drew/good. Getting a d3 points for having units within 12" of your board edge?
I think with some tweaking it would be awesome. Some people must have started to play around with the chart already?
System Commander- System Commander
- Posts : 4695
Join date : 2008-02-26
Re: maelstrom of war tokens
dan and i tried it last week, and we just had a single deck; shuffled the cards, drew from the top, and if any cards came up that were impossible to to complete, we put under the deck again.
the only problem, is you 'have' to have 2 decks for some of the missions. one of them, you keep a number of cards in your hand equal to the turn number you're on. so by turn 5 you're each holding 5 cards.
another one, its the opposite and counts down; turn one you have 7 cards, and by turn seven, you have 1 card. so not achieving your objectives quickly means you lose a card each turn. makes the turtle types have to act instead of sitting back or they lose lots of possible VP.
alot of the cards are hit and miss because they're situational. my first hand i drew holding the obj that was literally at the nose of my predator, cast a power, and issue a challenge. i was sure i'd get the first two right away, but i actually didnt get my psyker one til next turn cause he was embarked and his witchfire powers were all 18" range.
i did draw the D3 for units within 12" card around turn 2 or 3. but rolled a 2, so that was a big whoopty doo.
in the end, i'd say alot of the cards are situational, especially the ones that arent for taking objectives. but the fact you have both kinds in there, makes you have to play a balanced list of stuff thats both mobile and durable. if you keep rolling for holding objectives and nothing you took can move more than 6", well, your screwed. or the one for wiping out between 1 and 3+ units in the shooting phase in one turn; dont see an assault-heavy army ever getting that one. or vice versa for shooty armies when you draw the assault phase version.
overall, i really like the maelstrom missions and want to focus on those in my next few games. they're alot better than the other book missions and at least give you a chance to have a fun game where you dont know who's gonna win until the very end. it'll keep you involved more throughout the game rather than seeing that by turn 3 he's got you beat and now your just rolling in response to whats happening to you.
the only problem, is you 'have' to have 2 decks for some of the missions. one of them, you keep a number of cards in your hand equal to the turn number you're on. so by turn 5 you're each holding 5 cards.
another one, its the opposite and counts down; turn one you have 7 cards, and by turn seven, you have 1 card. so not achieving your objectives quickly means you lose a card each turn. makes the turtle types have to act instead of sitting back or they lose lots of possible VP.
alot of the cards are hit and miss because they're situational. my first hand i drew holding the obj that was literally at the nose of my predator, cast a power, and issue a challenge. i was sure i'd get the first two right away, but i actually didnt get my psyker one til next turn cause he was embarked and his witchfire powers were all 18" range.
i did draw the D3 for units within 12" card around turn 2 or 3. but rolled a 2, so that was a big whoopty doo.
in the end, i'd say alot of the cards are situational, especially the ones that arent for taking objectives. but the fact you have both kinds in there, makes you have to play a balanced list of stuff thats both mobile and durable. if you keep rolling for holding objectives and nothing you took can move more than 6", well, your screwed. or the one for wiping out between 1 and 3+ units in the shooting phase in one turn; dont see an assault-heavy army ever getting that one. or vice versa for shooty armies when you draw the assault phase version.
overall, i really like the maelstrom missions and want to focus on those in my next few games. they're alot better than the other book missions and at least give you a chance to have a fun game where you dont know who's gonna win until the very end. it'll keep you involved more throughout the game rather than seeing that by turn 3 he's got you beat and now your just rolling in response to whats happening to you.
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