Happy New Year wargamers, Judge Lando here. Welcome to the second half of my Chapter Approved missions review (see part one here). After looking at the Maelstrom missions, which is my preferred way to play, I thought it was only fair to also look at the Eternal War ones.
The gift that keeps on giving
Many tournaments in my area use Eternal War missions rather than ITC, so if one fancies going to a local event it’s worth keeping up with what the missions want. I feel that they are often games that you can easily lose at the list-building stage of the game, especially the ones where only certain Battlefield Roles can hold the Objectives. However, they are otherwise a lot more symmetrical than other mission types, which is what makes them so popular down here.
In this year’s book, they talk about having reprinted and updated some missions for “this season”. That suggests that the idea is for these to last the year, then be refined or replaced at the end of 2020. Each one has, as extra victory point conditions; Slay the Warlord, First Strike and Linebreaker, plus something unique to the mission. They also have the Acceptable Casualties rule, which removes some of the incentives for tabling your opponent.
Crusade
Are those Necrons?
Summary – Six Objective Markers, from Round 2 you score a point for each one you hold at the start of your turn.
A straightforward mission, with minimal complications. You have to keep control of the objective for your opponent’s turn. This will be easier for resilient armies, and careful objective placement will be vital to victory. This mission is a good one to start newer players on when they first try Matched Play, especially with an eye on getting them used to tournament-style games.
Scorched Earth
Summary – Six Objective Markers. If you control either of the two Objective Markers in your opponent’s deployment zone, you may remove from the game to score 3 points, or leave it there to score 1 as normal. Other Objective Markers are scored normally.
A reprint from 2017, but with the bonus for ‘Razing’ your opponent’s markers upped from D3 to 3. Defending your home objectives is important, and assessing how long you can hold the opposing ones will be a good skill. If you can control the board, this one can snowball quite quickly in your favour. The change to the Razing points makes doing so more certain though, so it is improved. Nothing was worse than Razing an objective, only to roll a 1 on the D3.
Ascension
Can your character’s hold the objectives?
Summary – Three Objective Markers, one in the centre and the others placed by each player along the centre line. Characters gain Objective Secured. If a Character holds an Objective Marker for multiple turns, the points scored for that Marker increase.
This is reprinted from 2017 and has been reworded to make it easier to understand. This is one where having multiple Characters in your list can really give you an edge over the opponent. List disparity can really swing this game, making it more about protecting the Characters than holding the Objectives, or playing it like a normal game if both armies are Character-lite. I’m not a fan of this one, to be honest.
Front-Line Warfare
Summary – Four Objective Markers, one in each deployment zone, the other two along the centre line. The Objective Marker in your zone is worth 1 point, the neutrals are worth 2 each and the opposing one is worth 4.
Yet another reprint from 2017, this time with zero changes from its original incarnation. Holding the central Objectives is the key to winning this one while keeping your opponent out of your back lines. With points being scored at the end of the Battle Round you are encouraged to go second, so you can react to your opponent. I would go as far as saying this is my favourite of the Eternal War missions in the book.
The Four Pillars
It’s interesting how the ‘four pillars of fitness’ are also a good foundation for tournament success.
Summary – One Objective Marker in each corner. They can only be controlled by units with the Troops Battlefield Role. You score points at the end of the Battle Round for holding more Objectives and killing more Units.
This mission is almost ITC-esque. The emphasis on holding and killing more is clearly inspired by the ITC missions. It serves as a good transition mission before you introduce someone to ITC missions proper. My one problem with it; only Troops can hold the Objectives. This can really punish some army builds. I suppose it means you have to consider this mission when building your army heading to an event that will be using random Eternal War missions, but for me, it holds it back from being a great mission.
Lockdown
Summary – Six Objectives are placed, worth 1 point each at the end of your turn and an extra point if you control more at the end of the battle round. Before the first round begins, the markers are numbered. 1 and 6 are chosen and the rest are randomised. Start of rounds 2-5, the marker with that number is removed.
This one is really interesting. It’s all about being able to control the board and get to the objective markers, but with the knowledge that over time most of them will disappear. And, you don’t find out which ones until after deployment. End of turn and end of round scoring favours going second, and mobile armies should excel at this one. This is currently my second favourite of this year’s missions, but it may become my favourite as I get to play it more.
Last time, I promise
This selection of missions for this season probably rewards a balanced build when going to an event. Four Pillars shouldn’t be a problem, as you are probably taking Troops for Battalions anyway. Ascension will punish you for being character-lite, but hopefully, that mission won’t come up in a three or four match event. I’m optimistic that these missions will make for great events this year, and look forward to attending some.
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