Can we go wack on secondary objectives?

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  • Can we go wack on secondary objectives?

    Hell yes we can. There are almost infinite source of cool secondary scenario's ... and who can untap them better you, us, the hive, borg, you know, the community.

    The current secondaries are mainly focused on set parameters; see below a short summary on how secondaries currently work, and better, on how they could work. As not to limit your imagination, the text here-under is meant as an example!

    Current Secondary Objective and Alternatives:
    • Info. Instead of one open objective that goes for both players, we can look into closed objectives, and/or different objectives for each player. Or, for example, each players receive a set of two objectives, that they can both see, and then they choose one, and they other player does not know which they chose.
    • How. So now each objective is simply tied to reaching a physical location on the battlefield. We can look into tying the objective to other things then a place on the battle field. Examples are: control of a specific terrain piece (as much units as you can on a hill, or in a forest), or defeating a specific enemy unit (or more), or enemy character; or defeating the enemy's core (or special) units; or keeping your units (x amount) alive; or making the longest total marching movement (measuring inches each turn); or manage to make no charges this game; or keep one unit out of combat. Virtually anything is possible here, and we can think up some quirky stories to go with those objectives.
    • Units. At the moment, all objective are based on scoring unit's. Like the examples above, we can tie them to anything. Infantry (troop types), characters, special units; large or small units.
    • When. So all that matters now is the end of turn 6. But we can literally break this up; an example would that a players get's a secondary "token" for each turn he hides in a forest, or for each charge he makes, or for each unit he destroys.
    • What. So now it's +3/-3 points for the objective. Variation is possible. Victory points for objective can be a scale. An example being, for each hero or character killed, the player receives 2 victory points. Again, options are near endless.
    • Quirky extra rules. A fun territory to explore in secondary objectives could be to implement additional rules. These are do not have to be related to objective necessarily, but can strengthen the story. An example is: all cavalry, monstrous cavalry and chariots need to charge the enemy general's unit if within charging range and front arc. Or: only core units can attack core units, only characters can attack characters, character have to march to each each turn in a straight line, shooting has more/less reach, one unit gains ambush, leadership is higher / lower for all or specific units, etc, etc
    As current secondaries are locked in a set scope .... it's time to shatter that scope!

    Carry of fancy a beard? Come over to bugmansbrewery.com/, a massive hold for anything Dwarf related

    The post was edited 2 times, last by Pellegrim ().

  • Here's an actual example:

    One player is asked to bring a special delivery, that can help to uncover the "fill in the narratives key objective", to another faction (the other player). However, both players receive a secret message that about each other, saying the other player has ill intent.

    Special Scenario Rules
    • Both players chose their most expensive scoring unit and adds one if his armies characters of choice, and place them face to face at the center of the battlefield.
    • The rest of the army line up like a classic line-up (24").
    • Words are spoken; accusations made; both character draw steel! Roll a D6: at 1/2, player A rips the item "insert item of epic proportions here" from to box to wield it in battle. At 3/4 player B takes the item. At 5/6 the item is on the floor and can only be collected when the two units are no longer in combat which each other, by a unit standing over it or moving over it.
    • The item can only be taken from a character of hero by killing him or making him flee.
    • Only characters and hero's can subsequently pick up dropped items by standing or moving over them
    • The army that holds the items at the end of combat receives +4 VP, the other army loses 4 VP's.
    Carry of fancy a beard? Come over to bugmansbrewery.com/, a massive hold for anything Dwarf related
  • Pellegrim wrote:

    The current secondaries are all set in a locked scope; in fact they run on area control only, only one type of unit (scoring) can achieve the objective, at only one time during the game, for the same reward each time.
    I recommend you re-read the new secondaries that got spoiled recently ;) they, as a set, tick most of your boxes.

    This is still super cool though! I'd like to see army-specific objectives for fluff games, that tie into the army's character.

    DH: Revenge!
    The first unit you grudge must be destroyed by the end of the game
    Hristo Nikolov
  • Fnarrr wrote:

    Pellegrim wrote:

    The current secondaries are all set in a locked scope; in fact they run on area control only, only one type of unit (scoring) can achieve the objective, at only one time during the game, for the same reward each time.
    I recommend you re-read the new secondaries that got spoiled recently ;) they, as a set, tick most of your boxes.
    This is still super cool though! I'd like to see army-specific objectives for fluff games, that tie into the army's character.

    DH: Revenge!
    The first unit you grudge must be destroyed by the end of the game
    Oh I love them! They are, I might say, a good start ^^ ... but they might just be the first drips that water into the Amazon river of secondaries, that is yet to be unleashed ..... swooooooosssshhhhh
    Carry of fancy a beard? Come over to bugmansbrewery.com/, a massive hold for anything Dwarf related

    The post was edited 1 time, last by Pellegrim ().