@canned_f3tus said in 'Whats Next At Focus' Video by Valrak:
@kadaeux said in 'Whats Next At Focus' Video by Valrak:
Oh. On another note.
Note that Valrack mentions in the battle they saw, the Tombship ARRIVED followed by the Ark Mechanicus ARRIVING later.
Confirmed Escalation mission type?
(For those that are unfamiliar with the tabletop. In escalation, both players started with a single squadron of ships, usually a cruiser and maybe escorts if you had them each turn there was a chance that new ships from the players fleets would arrive on the tabletop.
A lucky player could get multiple ships on the board early and begin strategising while the enemy, unfortunate as he or she was, has their ships coming in piecemeal allowing the enemy to chew your forces apart.
Sounds very snow bally.... Not good for gameplay. Both players need to get ships at the same time.
But mismanage that step and the enemy, with relatively fresh ships compared to yours which have sustained damage (maybe criticals or even full on crippled) and the balance of power can flip the other way HARD. In my experience, almost everyone preferred their Battleships to be the last to arrive on the field. Whole, intact, and ready to mop up with high explosive.)
Eeeeh. This game mode sounds like a balancing night mare.
Not that hard to balance at all. It's all about making the right choice at the right time (and being lucky enough to pull it off.).
For multi, basically Cruiser Clash is the only type of map to be concerned with getting the balance right. ALL other modes (Except for Fleet Engagement, which is just upscaled Cruiser Clash) are going to be unbalanced in some way.
Things like Blockade Run will be unbalanced in favour of fast factions (and data recovery), assassination will be unbalanced against people with weaker ships overall (or for fast factions, depending on player skill)
Core Battlefleet Gothic came with 10 Scenarios. 5 Raids, 5 Battles.
Fleet Engagement - (Upscale Cruiser Clash)
Now. Cruiser Clash was a bit different. On TT, for Cruiser Clash you could only take ships up to 185 points, meaning Cruisers were the biggest ships you could field.
The first asymmetrical scenario in the book. The pursuers would start with up to 500 points of ships, the pursued starts with only 250 initially with up to 500 points of reinforcements.
The pursued starts about halfway down the map and is supposed to lure the opposition to the other side where their reinforcements will arrive from.
Also asymmetrical. The players agree on a points limit, and the attacker gets half of that. But the defenders ships have to start 20cm from one another facing the same table edge and during the first turn have reduced leadership to represent their unalert status.
Fleets are picked ot an equal point value, but the defender gets some extra points to buy static defences based on the size of the battle. At the start, the defender can have D3 ships alert and operating normally, the rest of the defenders fleet has to be deployed orbiting the planet the mission is based around.
Asymmetrical, the attacker has half the points of the defender. But the goal for the Attacker is to get as many ships across the other side of the table as possible.
Convoy: Nothing really to say, it's basically the same as in Armada except the table is longer instead of square and the attackers come in from the sides instead.
Planetary Assault: similar to BFG:A, however, on the TT ships would move to a 'low orbit' table and have to reach the atmosphere where they'd drop troops instead of conduct an orbital strike.
Escalating Engagement: Already described that one.
Exterminatus: See Planetary Assault. Except one ship Cruiser-sized or above is designated the Exterminator ship. They sacrifice their frontal armament for their armageddon weapon. Instead of dropping troops, they'd blow the planet away. (Worked best as large fleet battles. I recall playing at my local store as part of a team for a 9'000 point match Imperial vs Chaos, of which 3'000 was my Chaos fleet.)
Fleet Engagement: Basically supersize cruiser clash with some added fun mechanics. Players would scissor paper rock over their chosen 'formation' (Sphere, Wedge or Cross). This would determine how the table was set up.
Actually, if people are interested, I could create a thread cataloging the tabletop scenarios with descriptions (and even screenshots)?