About this deal
I find another issue with Maelstrom/Open War and also the general calls for more random terrain, missions, etc is: Colin McComb (October 1996). On Hallowed Ground. Edited by Ray Vallese. ( TSR, Inc.), p. 171. ISBN 0-7869-0430-5.
Eric L. Boyd, Erik Mona (May 2002). Faiths and Pantheons. Edited by Gwendolyn F.M. Kestrel, et al. ( Wizards of the Coast), p. 95. ISBN 0-7869-2759-3. You could even give each faction goals their opponents can choose from representing the fluff of that faction.Mike Mearls, Jeremy Crawford (2014). Player's Handbook 5th edition. ( Wizards of the Coast), pp. 63, 294. ISBN 978-0-7869-6560-1.
When 9th edition released, Games Workshop shored this up considerably, replacing Narrative play with the excellent – if complicated – Crusade mode, and replacing its Matched play missions with secondary-driven tournament missions that see regular updates. These are both substantial improvements for campaign and competitive players over the 8th edition formats, and each caters much more effectively to the group they’re designed for. At the end of each battle round, each player scores 1 victory point for each enemy unit that was destroyed during that battle round (to a maximum of 3 victory points per player per battle round).Generally speaking, we had a lot of fun with the set and aside from being a breath of fresh air from the typical missions, it also made the match way more 'thinking on your feet' than executing a prepared battleplan. As it stands we're going to keep playing Tempest for the next few months at the very least since it made the game feel far more fresh and engaging for us. Behind Enemy Lines is achieved at the end of your turn if you have two or more non-AIRCRAFT units in your opponent’s deployment zone. If you only have one unit left, then this secondary is only worth 2 VP.