Swedish champ 2016; Swedish Search 2.0 The champ version

So we have now set the missions to be played on the Swedish championship and it will most likely be these;
Swedish Recon version 2.0
Swedish Search
Swedish Ground control
Targets of opportunities
Bunker assault

I thought to go through the Swedish missions (I assume most people know about Target’s of Opportunities and Bunker assault) and my thought about it.

motivator-thinking

So the Swedish Championship can be quite good this year. It is held in Lincon – for me the best Swedish game convention as it focus a bit more on the miniature games and is held in 5-8 of May. We start off on the sneak-start Wednesday with setting up and perhaps a demo game or two. The Thursday is spend with demo and a mega battle set on Yggdrasil. Friday and Saturday will be the main 1500 points two day event while demo games will be rolling as well. On the Sunday it is mostly about packing up.

For the main event I expect we will perhaps be 10-12 people. Not much but I think many will be interesting to visit our room as Hawk Simon will attend as well! Chatting from someone close to the creator of the game will most likely have a good impact on the game and I thus hope that, although the tournament will be pretty small, we will have lots of people there playing.

For the main event I have chosen 5 missions that we will be using. Two are standard (target’s of opportunities and Bunker assault). The rest are Swedish version upgraded version of other missions. So let’s dive into those so I can explain;

Swedish Recon 2.0

The mission is based on normal Recon of course but not the original Swedish-got-it-wrong-Recon but instead as it intends to be played with both players being able to search the buildings.

The chart we will be using is this;

0: Bomb. A infantry base in the building takes D2 damage without any save at all. No point is given. The marker is removed and no one can search the building any more.
1: Bomb and 1 VP. A infantry base in the building takes D2 damage without any save at all. One point to the player is given.
2-5: 1 VP as normal. Marker stays.
6: Objective. No VP is given. Player that holds the objective at the end of the game get 1VP and if it taken off board 2 VP. The marker is removed and no one can search the building any more.

There will be 14 buildings with these markers. These are the 14 buildings closest to the center of the table.

Overall I have come to like the right Recon more than the original mission where we thought only one player could search the buildings. But instead of focal points that can be fairly easy challenged I think it is more fun with the objectives. Getting an objective off table can be awkward as you want to use that infantry squad to search instead. So you have to really think about it. Having focal points isn’t really that much fun and I think that the objectives are more the real feel of DZC instead of just “hold a point at the end of the game” that was pretty boring in 40k.

I also believe that Objectives are a bit more dynamic than focal points in DZC.

Swedish Ground control

This is the latest Ground control version used at Invasion with the addition that you calculate points in both turn 3 and 6 which makes for a much more aggressive game. The points are then halved and rounded up.

Having most KP in a table quarter = 2 VP. Contesting a table quarter = 1 VP. Aircrafts counts but not the units inside Aircrafts.

The players add their VP from turn 3 and 6 and add the total together. Then halve the points and round up.

I believe this mission will be much more aggressive than the normal Ground control which I consider more fun. You need to move fast and deploy on the correct places for turn 3 scoring and then decide if you want to stay in the fight or go back up in a transport turn 4 for a re-deploy in turn 6.

Swedish Search 2.0

This is one of the more complex missions and thus we will have it fairly early in the tournament. We highly recommend people to test this mission before hand as it is quite easy to make mistakes.

There are 32 markers on the table. 8 in each quarter. Markers are first placed in the buildings and then on the ground quite evenly spread out in the quarter.

The players have a deck of cards at each table. 32 cards where 5 are red. When ever the centerpoint of a model moves over a marker a card is drawn and the marker is considered “flipped” and is removed. If a red card it is a objective. For buildings a marker is “flipped” when an occupying infantry squad activates inside a building. So the infantry must enter turn x and then can flip first next turn.

And now the complex part;

Ground objectives:

Turn X: A unit find an objective and picks it up. It may shoot that turn as normal or decide to ignore the objective and move on. But if it stays on the objective it picks it up so no one can pick it up instead.

Turn X+1 To make the objective movable a unit must start and end it’s turn (not action) doing nothing. At the end of the turn if the same unit still stands on the objective the objective becomes movable. If the unit dies during this turn another unit can start over but must stay whole next turn doing nothing.

Turn X+2 the objective is now a normal objective for all purposes.

Example; During turn x a unit moves over a marker. It is flipped and a card is drawn. It is a black card so no objective is found. The player decide to move more with the same unit and moves over another marker during the same movement action. That marker is also flipped and this time a red card is drawn. An objective has been found. The unit decide to stay ontop of the objective and picks it up but may not move it.

Next turn (x+1) the unit prepare the objective. The unit may not move nor shoot or do anything “active” except eventual scout advantages (spotting, Sphere of influence e t c). The unit survives the entire turn on the objective and at the end of the turn it now may start move the objective next turn.

Turn x+2 the unit get the objective off the table.

If a unit dies while having the objective and the objective is not yet prepared to move another unit can start over by moving ontop of the objective again. But this is not a continuation. The new unit must spend entire next turn to get the objective prepared to be moved and can not just continue this turn.

 

Objectives in buildings

Turn X: A unit enter a building.

Turn X+1 The marker is flipped and an objective is revealed. To make the objective movable the unit must stay inside the building the entire turn. It may man the walls and shoot as normal though. At the end of the turn if the same unit still stands on the objective the objective becomes movable. If the unit dies during this turn another unit can start over but must stay whole next turn doing nothing.

Turn X+2 the objective is now a normal objective for all purposes.

 

An objective can never revert to it’s “unprepared status” once it is prepared to be moved and may be handled by enemy as well of prepared to be moved.

Each objective held at the end of the game (prepared or unprepared to move): 1VP
Each objective off table: 2VP
The player that found the LEAST objectives: 1VP
The player that flipped the MOST markers: 1VP

I know if sounds weird writing it down but it is much easier in real life. Challenge for me is to get it right in written.

All buildings are also armour 8 in this mission.

This is a mission that we have worked hard to get tournament ready and tested several ways of it. By delaying the moving objectives a whole turn (mostly much more) it becomes quite difficult to get the objectives off and there is a lot of cool fighting for the objectives. You can kill a enemy unit preparing the objective and move your own there. Even if the unit later dies next turn the enemy needs a whole more turn to get hold of the objective. The armoured 8 buildings and the infantry may still shoot came up after we tried that the infantry may not do anything either but the infantry’s building died very often (they need to be there for part of 3 turns giving lots of time for demo) and the infantry felt kind of pointless – players didn’t want to enter buildings when they were armour 6.

We also added the 2 special bonus points as we noted that the markers were removed and by giving 1 point to the player that flips more markers it got more tactical and the markers had a purpose in the game even after all objectives had been found. When we played normal Search we also found that the players tend to flip about the same markers but one just got more lucky finding more. Thus we added one point to the player that had bad luck and didn’t find most objectives as a balancing factor. People will also see how contradictory these bonus points are. That’s their point. You get two points if you flip most markers but still don’t find most objectives balancing the fact your opponent have found more objectives which is very likely more favorable.

I really like this mission and find it at the same level as many other tournament missions in DZC. I will post when I have gotten the wording right so I can ask for nit-picking help. If any wish to test this mission I would suggest doing so and give feedback.


11 Responses to Swedish champ 2016; Swedish Search 2.0 The champ version

  1. The Swedish search mission is fancy. Lots of things to keep in mind. Just a few questions in order to clarify the rules.

    1. My tomahawk drives up to a marker on turn 3. (3″) reveals a red card and decides to continue moving (3″) and then shoot an enemy. Allowed?

    2a. From what range can you prepare the objective from?

    2b. Can multiple units prepare the same objective on the same turn. And as long as any of the preparing units survive I can now move the objective.

    I suppose it’s to late to change the rules but getting 1 VP for revealing 1 more token than the enemy is a bit unfair and maybe could be changed to ” 1 VP if you uncovered 2 or more tokens than your opponent.”

    • 1. Yes. The objective will not follow the tomahawks and you will need another unit placed on the objective so that it starts to be prepared next turn.

      2a. Your center must be on top of the objective. Think small markers lika half an inch in diameter.

      2b. No. Only the unit carrying the objective may prepare it for movement.

      Regarding the uncover the tokens, I think it should be just one more. The information is completely open all the time and it is one of the main tactical decisions in the mission. It is pure your movement actions that decides if you can flipm more markers than the opponent. . Remember that a token or marker is not the same as an objective.

      • Thanks for the clarifications.

        And while I agree with you that the information is completely open and everybody can play around it. And that good movement is key and should be rewarded.

        But the point system is in place to determine who won a battle and to evaluate how well you did compared vs your opponent. Grabbing 12 tokens (objective or not) is not a significant winn over the opponents 11 tokens to justify 1VP. With this system the difference of only two tokens could grant the same amount of VP that an objective taken of the board generates.

        And if the VP was used only to determine a winner of the battle this would be fine. But here we are using the points to determine by how much a player winn with. (11p representing a very narrow victory, and 20 a complete clobbering.)

        • I suspect you are missing something.
          There are 10 points in Objectives available.
          There is 1 point for the player who finds the least objectives.
          There is 1 point for the player that have flipped the most markers.

          That means that the flipping part which is the clear secondary objectives (indeed it is point wise the third because Kill points are much more important) is about 8% of this mission’s points. Having a difference of 2 markers flipped will, at best make an extremely small impact on this mission. Flipping the most markers is also only 5% of the total points available.

          I can’t help but to think you have misunderstood something. Flipping most markers should be very simple (ie that is why you need to flip more than the opponent) as it is only regarding 1 point.

          Or am I missing your point?

          • Ye, OK comparing it with objectives like that was a poor way to try and get my point across.

            My point is that VP’s are generally awarded in steps. Objectives give 0, 1 or 2 point from 3 distinct levels of success. There is a big difference between not holding an objective and holding it. It’s also a big difference between just holding an objective and bringing it off the table.

            Same logic applies to focal points. Not contesting -> contesting -> controlling.

            With this there is almost no difference between complete failure (-1 point) and complete success (+1 point).

            It’s not that big of a difference anyway so it doesn’t make any difference in the end i suppose.

  2. Some clarification about the Recon mission. A ‘0’ is when a squad of infantry like Berzerkers roll a ‘1’ in search for a Intel.
    “2D” should read 2D6 and I think it should be squad and not base, just for encourage people to play with bigger infantry squads. (I really think that this was that we discussed, Egge.)
    Also on a ‘1’ there will be no more Intel in that building for the opponent to search, just like on a ‘0’.

    • It should be 1D2. I e one dice that will either be one or two as a result.

      • The rest is completely right.

        • Aha! So a squad can max take 2DP? Shouldn’t it be a bit more..?

          • No. Because normal bomb in normal Recon does 1,55 damage on armour 2 infantry but only 0,38 Damage on Braves and 0,19 damage on Destroyers. Now we do 1,5 damage in average on all infantry no matter what. So normal infantry are premiered (and large squads of infantry also) and using elite or super elite infantry will take percentage-wise much more damage than before. So the aim is to encourage to search with normal infantry and not elite infantry.

            Hope you understand how I mean 🙂

  3. Got Ya!