So I thought I’d start the New Year of with a look at the new cards that were given away in the recent issues of White Dwarf.
Cards 11-16 – Capture & Control
Secure Building # score 1 vp if you control the named objective – pretty standard, let’s move on.
Cards 21-26 – Take & Hold
Garrison Building # score 2 vps if you control the named objective for 2 consecutive turns – perfect for those that like to camp on objectives.
Cards 31-36 – Storm & Defend
Seize Building # score 1 vp if you control it at the end of your turn, or D3 if you captured it from the enemy during your turn.
Cards 41-44 – Seize Ground
41 Command Centre – Your opponents nominates one of the objectives, if you capture it in the same turn get D3 vps, if you get it in a later turn just 1 vp. (bit of a pain if you’re playing a mission with “secret objectives”.
42 Maintain Perimeter – Score vps for keeping the centre of the board free of enemy units.
43 Sally Forth – Score a vp if a unit assaults from a building or ruin and successfully charges.
44 Capture the Castle – Score D3 vps for controlling objective nearest enemies table edge.
45 The High Ground – score D3 vps if you control the 2 highest placed objectives.
46 Repel the Enemy – Score D3+3 vps if no enemy units are in or on any building or ruins on the battlefield.
Cards 51-56 – Purge
51 Crushing Firepower – a twist on the overwhelming firepower card, giving extra vps if the victim unit had been in a building/ruin prior to being destroyed.
52 No Shelter – same as above but using the assault phase rather than shooting.
53 Streets of Death – score vps for destroying units out in the open (either through shooting and/or assault), more units mean more vps.
54 Surprise Attack – score a vp if an enemy unit is destroyed by a unit on the same turn it arrives from reserve.
55 Cripple the Vanguard – score vps for destroying enemy Fast Attack units (I’m not going to like this one!)
56 No Witnesses – score a vp if all enemy Ind Characters have been destroyed.
Cards 61-66 – Annihilation
61 Kingslayer – Exactly the same as the standard counterpart.
62 Witch Hunter – Same as standard again.
63 Scour the Skies – same as the standard one.
64 Counter-Strike – score vps for destroying enemy units arriving via Deep Strike.
65 Stronghold Denial – score vps for destroying buildings (now it doesn’t actually say enemy buildings, so it’s possible to just grab some quick points by trashing your own if you feel that way inclined).
66 Big Game Hunter – same as standard.
Some nice flavoursome tweaks but I think my favourites are the alterations on cards 21-36, as I always thought the standard deck having 3 cards for capturing the same objective was a bit of a cop-out.
I must admit I used to really like playing Cityfight games back in 4e, and with the addition of Tactical Objectives (one of my favourite innovations for 7e) I’m really looking forward to trying these out.
With the addition of 2 City of Death missions in the White Dwarf too, the magazine is finally getting back to what it used to be many moons ago. Now if only they would start pumping out faction specific FOC’s and/or (non-apocalypse) Formations for those still using non-7e codex’s.
Cards 11-16 – Capture & Control
Secure Building # score 1 vp if you control the named objective – pretty standard, let’s move on.
Cards 21-26 – Take & Hold
Garrison Building # score 2 vps if you control the named objective for 2 consecutive turns – perfect for those that like to camp on objectives.
Cards 31-36 – Storm & Defend
Seize Building # score 1 vp if you control it at the end of your turn, or D3 if you captured it from the enemy during your turn.
Cards 41-44 – Seize Ground
41 Command Centre – Your opponents nominates one of the objectives, if you capture it in the same turn get D3 vps, if you get it in a later turn just 1 vp. (bit of a pain if you’re playing a mission with “secret objectives”.
42 Maintain Perimeter – Score vps for keeping the centre of the board free of enemy units.
43 Sally Forth – Score a vp if a unit assaults from a building or ruin and successfully charges.
44 Capture the Castle – Score D3 vps for controlling objective nearest enemies table edge.
45 The High Ground – score D3 vps if you control the 2 highest placed objectives.
46 Repel the Enemy – Score D3+3 vps if no enemy units are in or on any building or ruins on the battlefield.
Cards 51-56 – Purge
51 Crushing Firepower – a twist on the overwhelming firepower card, giving extra vps if the victim unit had been in a building/ruin prior to being destroyed.
52 No Shelter – same as above but using the assault phase rather than shooting.
53 Streets of Death – score vps for destroying units out in the open (either through shooting and/or assault), more units mean more vps.
54 Surprise Attack – score a vp if an enemy unit is destroyed by a unit on the same turn it arrives from reserve.
55 Cripple the Vanguard – score vps for destroying enemy Fast Attack units (I’m not going to like this one!)
56 No Witnesses – score a vp if all enemy Ind Characters have been destroyed.
Cards 61-66 – Annihilation
61 Kingslayer – Exactly the same as the standard counterpart.
62 Witch Hunter – Same as standard again.
63 Scour the Skies – same as the standard one.
64 Counter-Strike – score vps for destroying enemy units arriving via Deep Strike.
65 Stronghold Denial – score vps for destroying buildings (now it doesn’t actually say enemy buildings, so it’s possible to just grab some quick points by trashing your own if you feel that way inclined).
66 Big Game Hunter – same as standard.
Some nice flavoursome tweaks but I think my favourites are the alterations on cards 21-36, as I always thought the standard deck having 3 cards for capturing the same objective was a bit of a cop-out.
I must admit I used to really like playing Cityfight games back in 4e, and with the addition of Tactical Objectives (one of my favourite innovations for 7e) I’m really looking forward to trying these out.
With the addition of 2 City of Death missions in the White Dwarf too, the magazine is finally getting back to what it used to be many moons ago. Now if only they would start pumping out faction specific FOC’s and/or (non-apocalypse) Formations for those still using non-7e codex’s.