We talked about this a bit with Richard in Discord a while ago but Fog of War is a fantastic scenario to play. However in tournament settings it brings out a lot of draws due to the equal nature of how points are scored (every objective is 1 or 3 VPs). On top of that, particularly unique to that scenario is the fact you can rather commonly achieve something like a 6-6 draw or even 10-10 draw (which I've seen once) and that can make the tournament pairings super wacky. One possible fix for that is to make a hero using a Fate count as 1 VP, actually wounding them as 2 VPs, and killing as 3 for both the save and kill targets. You definitely have to be careful with it as a TO but as a player the scenario is super fun and enjoyable.
In terms of the final ratings, I think the only one I would put noticeably higher is Destroy the Supplies, its absolutely in the top 5 for me. I basically agree with how everything else came out. The thing about most of the bottom set scenarios is they could be changed in fairly simple ways to be far more diverse and less boring/one sided. Heirloom(s) of Ages Past: Every dig site has a relic. Each Relic is worth 1 VP to the side that is in possession of it. Each relic gives a minor mechanical tweak to the model carrying it, determined by the d6 you roll when you dig it up. 1 - That model doesn't find the relic, do not remove the objective marker. 2 - Woeful: This Relic reduces Courage and Intelligence by 1. 3 - Haste: This Relic grants +1" of movement. 4 - Power: This relic grants +1 Strength. 5 - Resilience: This relic grants +1 Defence. 6 - Insight: This relic grants +1 Courage and Intelligence. Contest of Champions: Leaders start within 6" of centre instead of 3" and make Breaking worth more of the VP than the first 2 Leader kill count thresholds, like 1/2/5 vs 2/4. It would probably minimize most of those games where one side just gets utterly shut down in the first turn and then never make up the detriment. Leader sniping is still obviously the go to but thats the name of the game. Storm the Camp: You both deploy your Leader within 6" of your camp's corner, then you deploy the rest of your warbands anywhere within 12" of the diagonal centre line. If Contest is the 'leader forwards main character' scenario, Storm the Camp should be the exact inverse design. Your army up on their own, with your leader back at camp. The forward scouts/advanced guards fight the other earlier. One list is better suited to defending, they set up 12" back from the enemy to defend their camp while the other sets up on the line intending to rush in and raid - 12" gap is far better than being literally 5ft away and maybe stuck behind buildings and trees. Retrieval: Make the Relics an object carried by a chosen hero. They cannot willingly drop or hand off their Relic. Objective becomes "Have one model possess both Relics at the same time" instead of moving it to the board edge, 1VP if your chosen model still has their Relic, +1 VP if a model from your army carries the enemy Relic but not both, + 3 VP if a model in your army carries both Relics at the same time. Seize the Prize: Deployment changed to diagonal, but no model can start within 12" of the Artefact. The Artefact becomes a Heavy Object. Cavalry can't carry it then. Add a rule saying models that fly cannot do so while carrying a Heavy Object. Gwaihir being a flying monster is still technically favoured to get there quick and waddle off with it, but he cant do it turn 1 without March, and at least cant go OVER models while carrying it and still has to play the movement game to get into the other side of the board. Hold Gr- scratch that... Maelstrom of Battle rule change option 1: No rolling to find out if you even get to come onto the board - bad no good doodoo. Each player just chooses one warband to arrive on the board edge each turn. No more "So only one warband came in and it is surrounded by your entire army, so... Goodbye to those models I guess" get it out of here. Do you want your badass Leader and their large warband on the board turn 1 or do you want your Heroic March hero with their smaller warband on the board turn 1 to try to get there first? Great, now hold the centre while waves of enemies arrive, your allies will reinforce. If you want the battle lines to be broken up, at least break them consistently. Maelstrom rule change option 2: Each player chooses one Hero's warband deploys within 6" of the centre of the board. Every other Warband deploys immediately on turn 2 from anywhere on a board edge. Alternating between players, moving onto the board but not being allowed to charge the turn they arrive. Who wants to wait four turns for their entire army to arrive, then spend maybe 3 turns just walking them. Lets just get everyone out immediately all over the board and covered in blood by breakfast. You wanted to cause chaos with the Maelstrom rule, GW. Do it...
We tried telling Charles about Destroy the Supplies 😂 I personally quite enjoy it as well. Great changes to the bottom tier scenarios, I'd be onboard for those! -Richard
Once at 500 turnament i brought Rangers of Mirkwood, my opp on Storm the camp played Wolfs of Isengard, we played on a desert city board with tattoine/ottoman building all around, he hid whole army behind terrain and we ended a game after 3 turns of not moving. Not very fun
i mean, i understand both players, normally storm the camp you win only by breaking the enemy and if you are going to stay on your base and shoot to death your rival, the oponnent though forcing a draw it the best scenario possible
I obviously don’t know you guys. But the fact that Charles and Richard gave Recon a high score and Ian ranked it so low down tells me one thing… Charles and Richard are the better players 😉
The people deserved a tier list! 😁
Maybe next edition 😉
Great job this is really useful I hope missions get looked at in the new edition.
We talked about this a bit with Richard in Discord a while ago but Fog of War is a fantastic scenario to play. However in tournament settings it brings out a lot of draws due to the equal nature of how points are scored (every objective is 1 or 3 VPs). On top of that, particularly unique to that scenario is the fact you can rather commonly achieve something like a 6-6 draw or even 10-10 draw (which I've seen once) and that can make the tournament pairings super wacky. One possible fix for that is to make a hero using a Fate count as 1 VP, actually wounding them as 2 VPs, and killing as 3 for both the save and kill targets. You definitely have to be careful with it as a TO but as a player the scenario is super fun and enjoyable.
Fog to the top! Favourite scenario by far, if an 11 is rolled, there is no veto allowed. It is instantly fog
In terms of the final ratings, I think the only one I would put noticeably higher is Destroy the Supplies, its absolutely in the top 5 for me. I basically agree with how everything else came out.
The thing about most of the bottom set scenarios is they could be changed in fairly simple ways to be far more diverse and less boring/one sided.
Heirloom(s) of Ages Past: Every dig site has a relic. Each Relic is worth 1 VP to the side that is in possession of it. Each relic gives a minor mechanical tweak to the model carrying it, determined by the d6 you roll when you dig it up.
1 - That model doesn't find the relic, do not remove the objective marker.
2 - Woeful: This Relic reduces Courage and Intelligence by 1.
3 - Haste: This Relic grants +1" of movement.
4 - Power: This relic grants +1 Strength.
5 - Resilience: This relic grants +1 Defence.
6 - Insight: This relic grants +1 Courage and Intelligence.
Contest of Champions: Leaders start within 6" of centre instead of 3" and make Breaking worth more of the VP than the first 2 Leader kill count thresholds, like 1/2/5 vs 2/4. It would probably minimize most of those games where one side just gets utterly shut down in the first turn and then never make up the detriment. Leader sniping is still obviously the go to but thats the name of the game.
Storm the Camp: You both deploy your Leader within 6" of your camp's corner, then you deploy the rest of your warbands anywhere within 12" of the diagonal centre line. If Contest is the 'leader forwards main character' scenario, Storm the Camp should be the exact inverse design. Your army up on their own, with your leader back at camp. The forward scouts/advanced guards fight the other earlier. One list is better suited to defending, they set up 12" back from the enemy to defend their camp while the other sets up on the line intending to rush in and raid - 12" gap is far better than being literally 5ft away and maybe stuck behind buildings and trees.
Retrieval: Make the Relics an object carried by a chosen hero. They cannot willingly drop or hand off their Relic. Objective becomes "Have one model possess both Relics at the same time" instead of moving it to the board edge, 1VP if your chosen model still has their Relic, +1 VP if a model from your army carries the enemy Relic but not both, + 3 VP if a model in your army carries both Relics at the same time.
Seize the Prize: Deployment changed to diagonal, but no model can start within 12" of the Artefact. The Artefact becomes a Heavy Object. Cavalry can't carry it then. Add a rule saying models that fly cannot do so while carrying a Heavy Object. Gwaihir being a flying monster is still technically favoured to get there quick and waddle off with it, but he cant do it turn 1 without March, and at least cant go OVER models while carrying it and still has to play the movement game to get into the other side of the board.
Hold Gr- scratch that...
Maelstrom of Battle rule change option 1: No rolling to find out if you even get to come onto the board - bad no good doodoo. Each player just chooses one warband to arrive on the board edge each turn. No more "So only one warband came in and it is surrounded by your entire army, so... Goodbye to those models I guess" get it out of here. Do you want your badass Leader and their large warband on the board turn 1 or do you want your Heroic March hero with their smaller warband on the board turn 1 to try to get there first? Great, now hold the centre while waves of enemies arrive, your allies will reinforce. If you want the battle lines to be broken up, at least break them consistently.
Maelstrom rule change option 2: Each player chooses one Hero's warband deploys within 6" of the centre of the board. Every other Warband deploys immediately on turn 2 from anywhere on a board edge. Alternating between players, moving onto the board but not being allowed to charge the turn they arrive. Who wants to wait four turns for their entire army to arrive, then spend maybe 3 turns just walking them. Lets just get everyone out immediately all over the board and covered in blood by breakfast. You wanted to cause chaos with the Maelstrom rule, GW. Do it...
We tried telling Charles about Destroy the Supplies 😂 I personally quite enjoy it as well.
Great changes to the bottom tier scenarios, I'd be onboard for those!
-Richard
Once at 500 turnament i brought Rangers of Mirkwood, my opp on Storm the camp played Wolfs of Isengard, we played on a desert city board with tattoine/ottoman building all around, he hid whole army behind terrain and we ended a game after 3 turns of not moving. Not very fun
i mean, i understand both players, normally storm the camp you win only by breaking the enemy and if you are going to stay on your base and shoot to death your rival, the oponnent though forcing a draw it the best scenario possible
Yeah that's the exact situation we were talking about! Lots of stablemates and if one player goes against that, it will likely end in a loss for them!
Scoring goes for high result right? Heirlooms clearly best scenario 😉
Boo this man!
I obviously don’t know you guys.
But the fact that Charles and Richard gave Recon a high score and Ian ranked it so low down tells me one thing…
Charles and Richard are the better players 😉
I can't confirm or deny for the sake of the chemistry of the pod but you are definitely a fellow man of culture! 😃
-Richard
Breakthrough is terrible scenario that just forces draw and gives unprecedented advantage to any list with multiple cav and or a 12in” move.
Not sure I agree, what makes it force draws? The aggressor is usually awarded!
Something tells me that the ranking people don't like facing shooting armies :D Fog of war first but clash by moonlight 10 ? ew
One of us loves shooting!
But Fog is honestly great with secret objectives and the objectives being completely different from each other!