Once you’ve got the mission map, you need a Primary Mission to determine how to use those objectives to score points. All have a home objective each, a centre objective and two other no-man’s land objectives.Five deployment maps, each with five objectives.It also means that being able to fight for the mid board is going to be very important in Leviathan – there aren’t any maps like Tide of Conviction and Recover the Relics from 9th Edition where you could draw defensive lines just outside your deployment zone if the matchup called for it, so bear that in mind while building your army lists. There’s nothing too surprising about these maps – there’s a fair bit less variety than there was in the 9th Edition ones, as they all follow a pretty similar template, but for veterans this is all stuff we’ve seen before. You may be wondering why the box contains six objectives, given that, and we’ll see why when we get to Mission Rules. The two “straight” deployment zones are structured so that armies will be at least 24” apart, but the others add a bit of variety on distance – Search and Destroy lets you start pretty close if you’re really going for it, as each player’s zone starts 9” from the centre, Sweeping Engagement starts you a bit closer than 24” together, and Crucible slightly more.Įach map has five objectives on it – one in the centre, one in each deployment zone, and two more that are along the mid-line between the two deployment zones. You’ve got classics Dawn of War (players deploy on the long edges), Hammer and Anvil (short edges) and Search and Destroy (rectangular corners), plus two diagonal deployment zones – Sweeping Engagement (where players set up along the long edge, but within a zone defined by a line is drawn from the middle of the left short edge to the far corner of the long edge) and Crucible of Battle (similar, but for the short edge). The five deployment maps available are going to be pretty familiar to long-term players. Let’s dig into each of the building blocks here. Games Workshop are going to be publishing a GT mission pack PDF that provides some advice and suggested combinations, which we expect will be pretty widely adopted. You do not, obviously, have to do this randomly, and our expectation is that for tournament play we’re going to see organizers pick combinations designed to give engaging, balanced missions. Once that’s done, you follow through the game sequence outlined in the booklet to prepare for battle and play out the game. This will provide you with a deployment map, showing where each player can set up their armies and where to place the objectives, a Primary Mission, outlining what players need to do in order to score up to 50 Primary Mission Victory Points, and a Mission Rule, providing a twist or special rule that adds some new dimensions to the game. All you actually need to do with these is shuffle each deck up and draw one of each. To build a mission, you need the Deployment Zone cards, the Primary Mission cards and the Mission Rule cards. The cards themselves are fairly sturdy and tarot card sized, same as Tempest of War from the previous edition. Using a combination of all of these materials, you can either design or randomly generate a mission for two players. One set of five deployment zone cards (also outlining objective maps). A booklet outlining how to play a Leviathan game. In this article we’re going to give the overview of 10th edition – the good, the bad, and what you need to know in a nutshell – and we’ll talk about changes to the core rules and the way players muster armies.Īs always, thanks to Games Workshop for providing a preview copy for purposes of this review.
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