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 Ground control
Targets of opportunities
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.
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;
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.