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Warhammer 40K Missions: Pariah Nexus is a Hot Messus

3 Minute Read
Jul 16 2024
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Goatboy here, and today’s Warhammer 40K Hot Mess are the secondary missions from the new Pariah Nexus deck. They REALLY need help.

I won’t go into individual Pariah Nexus Secondary Missions, but rather my thoughts on something that could help even out some of those games where you draw crappy cards for 2-3 turns in a row.  I don’t want to completely overhaul the 40K Missions but I thought – why not give players something to let you at least salvage a turn?

Overall I think the way 40K 10th Edition is set up now is pretty good.  GW tweaked the 40K mission deck enough to help limit some of the bad draws from before, provided a new mission environment that doesn’t always feel the same, and lets players built armies can actually do stuff.  These are all good – I just think still there are times when you can’t score something.  It is frustrating to play out those turns, and while it is part of the game it still makes me think we could tweak things a bit.

Army Specific Missions?

Now hear me out – I know the last time we did this it caused some serious locked-in gameplay as armies could easily score their points.  I don’t want the game to go back to that.  What I propose is that armies now get a specific set of missions, say 2-3 – that they can pay a CP to swap a card out for ONE turn instead of drawing another card from the deck.  This lets you have a chance to get a mission you should hopefully be able to do, when you keep drawing a bad mission hand

You also burn a CP and like the other tactical missions – once it’s scored it is done.  I would still make it where you can’t discard it for a CP and just try to recreate some things that feel locked into the army.  It could be simple stuff like corrupt an Objective in no-mans-land with a Battleline.  It could be Warlord related for those armies that are built around their leader pretty heavily.  It could even be simple stuff like killing specific things or just options that match the army.

Locked in Missions per Turn Choices

This is another interesting idea in that each player is playing for the same missions per turn.  I don’t know how well it would work but it could be neat.  It makes the game a little more dramatic and you could do things like the mission is only scored at the end of the full battle turn – making going second pretty powerful.  I just wonder if having a lot more “locked” in paths for the completion of the game might make for a more competitive environment.

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Simplified Deck

Another thought would be for competitive events be say – these XX cards are no longer part of the deck or can be discarded for free.  I know we have some of these already but wonder if some more might let it even out a bit.  I think the Secret Missions might be helpful in all of this too but just letting the game be a little bit closer turn to turn could be cool.

This coming weekend has me finally playing some Pariah Nexus Missions at the LSO in North Dallas. I’m looking froward to trying them out in a big formal event. This just means I will probably play some things badly, but hey – that is the life of an old 40K Competitive player who has to deal with the kids, work, and family first before throwing dice in a Grimdark universe.

How are you liking the Pariah Nexus Missions so far?

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