Mission: Target Priority v2.0.0

Target PriorityMoving this mission to a final version by simplifying it as people seem to hate a severely modified kill point system.

Target Priority v2.0.0

Missions
Primary (15pts) – Kill points. In addition each player nominates one enemy unit that does not use a HQ slot and that unit is worth 2 kill points. You may nominate vehicles except for dedicated transports.

Secondary (10pts) – Three objectives using seize ground rules (rulebook pg. 91).

Tertiary (5pts) – Destroy all enemy HQs.

Quaternary (+1pt) – For each elite, fast attack and heavy support unit of yours alive and not in your deployment zone at the end of the game.

* All objectives are completely impassable. They cannot be moved upon by anything whatsoever, no exceptions.

* If a mission is tied or neither player achieve it, with the exception of the quaternary, then both players split the points for that mission rounding up.

Deployment
Pitched Battle

Game Length
Standard game length or time, whichever comes first.

Special Rules
Infiltrate, scout, deep strike, reserves, outflank, seize the initiative

* NOTE: If you table your opponent then you may use the remaining turns, if there are any left, to achieve the missions.

  • Robert Grant

    In my experience in playing and organizing tournaments that have used this mission in the past, the guys have generally enjoyed the “severely modified” kill point system.  I trust in your judgement, I was just surprised that it became such an issue for your play group.

    • http://creativetwilight.com/ Thor

      I think in general it’s hard to reinvent the wheel and have everyone happy. Certain style builds were heavy KP under the previous system and others were light. With modifying values it’s just hard to get it clean down the middle because you’ve no idea what people are going to bring. Not many people like the straight up 1 KP for a unit method but at least it’s consistent.

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