The Nachmund Missions pack isn’t out yet but we got a healthy taste of the new format with two of its missions and the new secondary objectives in early December at the GW Roadshow finale in Grapevine, Texas. We’ve talked about the new secondary objectives a bit - both going over the changes and how we expect them to change, scoring-wise - but today we’re sitting down with our competitive players for a true round table for their thoughts on the objectives, the new missions, the seasonal structure, and what they want to see in 2022.
Today’s Round Table- James “Boon” Kelling
- James “One_Wing” Grover
- Robert “TheChirurgeon” Jones
- Jon “JONK” Kilcullen
- Peter “The Falcon” Colosimo
- Thomas “Goatboy” P. Reidy III
Let’s start here: What’s your take on the new Seasonal structure for competitive 40K?
Falcon: I am mostly optimistic about this change; particularly when combined with the quarterly balance updates. If the hands involved in both projects communicate with each other efficiently, there is a real possibility of maintaining an exciting and well-balanced set of rules that doesn’t stagnate like the current pack has the last couple of years. In terms of stats and event tracking I am not sure this does much more than provide more simplistic criteria for people to track the state of the game. We already filter results based on major codex releases and the Big FAQs as they often have just as big, if not bigger impacts on what is working in the game writ large. Where this will get the most mileage is in tracking the effects of primaries, secondaries and GFWR.
Goatboy: As a player I am excited but as a writer it means I will have to constantly pay attention to whatever new hot thing becomes good in a new season. I do like how it will mix things up a bit. If the Seasons fully included new ways of scoring in missions we could be onto something interesting just as a way to force players to expand their armies and play styles. I think with this and quarterly updates/balances/DE reworks it could be a very exciting year for competitive players.What are your first impressions of the new missions and secondary objectives? Is this a step forward or backward?
- Some of the missions just frankly aren’t good (Priority Targets, The Scouring, Sweep & Clear) due to the scoring dynamics
- Secondary choices are competitively limited by some clear stand outs and then a whole group of awful selections
Priority Targets or Sweep & Clear are center-objective missions where you can reliably hold two home objectives and then never engage your opponent beyond the midboard due to the secondary options the mission provides combined with Stranglehold and/or codex secondary of choice. As a result the missions just feel stale. They’re not particularly engaging and selections are just kind of standard.
So what about the new missions? Well, importantly they strip out the mission secondaries that were either terrible and not usable or so easy that you’d stop your opponent and make them select it if they didn’t. There was no in-between. As a result, pulling these out entirely and instead making more unique primary bonuses was a wise move and I think a better dynamic for creating nuance to the primary.
Goatboy: I am happy with them and want to see the rest of the primaries to really build a thought on if all the changes are good. Right now we have some extremely powerful Codex Secondaries that most likely need tweaks versus the current Secondaries. I like how the subtle shifts in the points earned per primary will probably end up doing more to even out the scores than anything else. If the bonus points for some of the missions end up being too easy for specific armies it could lead to some issues but will just have to see. It isn’t like we have long to pay these ones too as an update will be around the corning in 4,6, or 12 months that could invalidate opinions.How will the new primary objectives affect scoring, and which armies benefit from them the most?
I suspect the new structure will also have an impact on first turn win rates, and here I’m optimistic - both special Primary conditions we’ve seen are challenging or high risk to do out of the gate for a lot of lists, while being more practical for a player going second to have a crack at in a final turn. Planes and indirect fire do, as ever, mess with that calculus a bit, but the enduring impression I’ve had is that some part of any first turn advantage comes from games that start with a 15-5 Primary score logged at the first scoring window, and enough games where that’s 12-7 instead are going to accumulate into a major impact.
What I think the primaries do is create more nuance to event scoring. The more granular scoring of the primary bonus and the lowered scoring on the objectives means that primary is still perfectly maxable but it’ll be harder to achieve a high primary score. That means that secondaries will become slightly more important in defining the win condition in close games and as a result I think the secondaries and those armies that can limit secondary selections into them or have access to “good” or “easy” codex secondaries will get a boost. So Grey Knights, Marines generally, and Drukhari get a subtle boost here.
Goatboy: The change will affect those armies that needed to come out strong to “survive” and win the game. Moving the points down means they need to really rely on those Secondaries to help bring them over the finish line. It will be interesting to see if it really does push to players wanting the Second turn to try and push for 15 points with the mission bonuses. I think we need to see all the other missions to see if the drop in points really will matter when some armies can just grab those bonuses quickly and easily - thus netting that sweet 15 per turn instead of the other players sad 9-12.How do the new secondaries change your strategy and army build? Are there any you’re considering now that you weren’t before?
Let’s talk about those then. I strongly suspect that Investigate SIgnal finally being fixed such that it isn’t a near auto-zero if you go second is going to be the most impactful single thing changed in the Secondaries. “Clear out the mid board with a spare unit to trigger this” is a very viable ask for a lot of lists, and crucially can act as the kind of viable fallback plan that ROD previously was for a lot of armies, in that it’s almost always possible, it just slides up and down how easy it is. If your army sucks at providing the kind of units that shore up RND, maybe you don’t bother spending the points on them and just up your forces to try and smash this instead. Alternatively, if you want a slightly different flavour of Action option, Teleport Homers can actually be viable now, especially if you have Troops that can scout deploy. Not only can you lock in points with it early, being able to sometimes score it EOT means it now actually does something on the final turn of the game, as long as you’ve kept Troops alive. Previously this was the nightmare trifecta of hard to score turn one, impossible to score last turn, and easy to interfere with, and it’s gotten substantially better on two of those axes. These two buffs mean that armies that either want to focus everything on the centre or go hard on smashing one flank are a bit more viable.
The rest are unlikely to shake list design up too much, but I do like the changes to Bring it Down and No Prisoners, as both feel like they’re now in a good spot where they’re not trivial to dodge, and are an acceptable middle-of-the-road pick plenty of the time. Mental Interrogation is also more powerful, and will probably see serious use in Thousand Sons as a fallback from Wrath of Magnus in non-Psyker games.
I’m not as high on the changes to Teleport Homers as Wings - I think you can certainly build to it, but ultimately it’s not that difficult to screen out the board edges which is the most likely vector for an opponent to score since moving up the board leaves you otherwise exposed. I think its floor is certainly higher than before, but I think it's a secondary most armies will struggle to score more than 6-8 points unless they’re heavily investing in it - which I think would make the army weaker overall. I also think the change to No Prisoners is more significant than at first pass. This is a secondary like Bring It Down, Assassination, or Titan Hunter that is dependent on your opponent and thus flexible. The only time you’re taking No Prisoners is when you run into an opponent who has determined that the benefits of an army that gives up 10-13 points on it outweighs the risk - and there are plenty out there. Any army that gives up 10 points on this is now actually giving up 12 due to the new wound-kill bonus. Any army north of 100 wounds and this becomes a very reliable selection which awards you VP for doing what you need to do anyway - kill your enemy and limit their capabilities. It’s a very nice, but situational, boost.
I’m a little disappointed with the Warpcraft secondaries - broadly I think Psychic Actions are extremely expensive in terms of what you give up to accomplish them and are difficult in execution (so many points of failure). Overall, this is still a category that still carries a horrible opportunity cost. If you think you’ll play Grey Knights (and you probably will) you still don’t want to forgo Abhor the Witch which means you’re not taking a psyker to boost your dudes. If you’re taking a psyker to boost your dudes, you’re hesitant to take a secondary that will prevent you from then boosting your hams and then might still fail along multiple conditions (failure to cast, dispelled, or just not in position). Something like Warp Ritual is similar to Investigate Signals but you’re required to use a highly specialized unit to accomplish it and more likely, multiple highly specialized units since you need to be in the center of the battlefield… where your opponent will have a lot of say in how many times you can accomplish it. Even if you do somehow cast it three times successfully it’ll cap at 12 points. Pierce the Veil is so laughably costly and difficult to get even two successes, much less four, that I don’t even know where to start. Just think of what you’d give up to get a character(s) to perform multiple psychic actions within 6” of the opponent’s battlefield edge, and how many chances you’ll have to do that. The winner here is the newly named Mental Interrogation. The loss of a line of sight restriction and the increased range to 24” which greatly limits the risk you’ll put your psyker in order to achieve it, as well as limiting the dispel bubbles, are both very significant changes that actually make this a very powerful tool if you’re willing to forgo Abhor the Witch.
The Change to Engage on All Fronts is worrying for a couple armies while others just continue to not care. That said, it’s a pretty big miss to still allow Flyers to score this. The big losers on this are the poor Lictor and the cyberwolf - they both still have uses but this definitely hurts them. Engage now becomes quite a bit harder to score as an elite army and rewards people for whittling down units to under 3 models.
The change to No prisoners is an odd one but off the top of my head this now becomes an auto pick into armies such as Space Wolves and virtually any horde army. With the removal of mission secondaries more armies will have to start building to be able to succeed at No Prisoners which is probably what they had in mind when they made the change. Games are fun when people are shooting and fighting each other instead of cowering behind walls. Bring it Down now hitting rhinos and raiders and other 10W vehicles for 2 VP is a good change and will have an impact on how people design their lists, so again I think the change is good. I do like that they are making a couple of the kill secondaries easier to accomplish in an attempt to reward interacting every turn.
Goatboy: I am excited to try them but a lot of armies relied on small units to hit ROD and now that is going to be a lot harder. Same with Engage and other options. I expect some armies to just not care and continue to touch people in a bad place as needed. I really wish we had some better Warpcraft options as right now it seems to be a better decision for most armies not to play with a Psyker just in hopes they can match the Grey Knight player with Secondary points. Bring it Down is a good change as it just feels like it makes sense and I like No Prisoners change. I really wish we saw some secondary work done on the Codex ones but maybe a balance update will help with that.How do you see the new missions and secondaries changing the meta?
I’m not immediately seeing any out-and-out losers at the other end, though I’m sure some armies will end up having to re-configure their lists a bit. I guess maybe Sororitas have a slightly tougher time than most, as they don’t have any mobile Troops, most of their current dedicated ROD units can’t reliably RND, and they’re not super interested in trying to tarpit the board centre (though it may well prove that they can).
On the other hand, I think Marines do benefit from the change to Investigate Signal and everyone except Drukhari stand to benefit (currently) from the changes to Bring it Down.
Goatboy: As a whole I expect to see more Knights show up - especially now they have some better options to gain the bonus points if we see more revamped Kill Points. Grey Knights feel like a winner again as they have their amazing Secondary mixed with taking things that can do the other ones fairly easily. As we see the new missions will see if a big shift will change how armies get built - just to maximise on the chance to jump ahead on the Primary + Bonus points to jump ahead. It will be interesting in how you respond to the MSU units and removing the ability to score or be relevant in opponents armies.
What are you still hoping to see in the 2022 GT missions pack that we haven’t seen yet?
I’m personally hoping to see a dynamic range of primary bonuses. I think the risk with these missions is that the primary bonuses are very limited, repetitive, and quickly become stale. If that is the case then I’m not sure we’ve improved the game overall. If the primaries are unique and interesting, then I think we’re setting up for a fun 2022 tournament scene.
Goatboy: Fix some of the too easy Codex Secondaries. Or make ones even easier but Rob can’t take them. Let’s talk about Faction Secondaries, one year later: Are these a success? A failed experiment? Should they be banned from events, as some TOs have suggested?
In my opinion the secondaries should have been banned from tournament play the moment it was clear that most would not have them in a reasonable window and GW wouldn't release one for every faction as a stop-gap. Now that such a stop-gap is rumored to be coming there's no reason we might as well just accept it since we're over the hump. Some of them will be bad and factions will continue to be handicapped until they get their book.
Also, I could do without the ones that are just trap choices.
Goatboy: I like how they create a theme for the army to try and work towards - I just wish everyone had them. But of course if all books had an easy auto dunk secondary then why even play with 3 secondaries and just drop the winning points to lower and force people to just play 2. I understand why they made them because it is another design space that isn’t as limited as trying to hang rules on stats and unit interactions. I just wish everyone had them and not just those dirty naughty space elves.Any Final Thoughts on the New Seasonal Format and Missions?
Goatboy: I am very excited for the changes. I am happy to be playing more again and GW jumping in to keep things exciting is a great thing. I come from the time when we had to wait years for a codex or update. The best thing about all of these changes is that if something gets rough we don’t have to wait long to hopefully have an update/response to bring things in line. That is probably the best thing from this as we feel GW cares more about the gameplay than just making cool models.Have any questions or feedback? Drop us a note in the comments below or email us at contact@goonhammer.com.
The 40k 2022 GT Missions/Nachmund Season Roundtable



