Beta-version av missions
Moderatorer: Joakim, LillePer, Hogglas
Beta-version av missions
Här kommer beta-versioner av uppdragen. Grunderna är i princip spikade, men de kan komma att småtweekas lite om det dyker upp något fel. Och formuleringar kan säkert komma att ändras.
Lite saker att tänka på:
- Missionen kan verka komplicerade i början, men de är egentligen inte så konstiga. Varje mission är uppbyggt som regelboken med ett primary objective och tre secondary. Primärobjektivet varierar och kan, precis som i regelboken, ibland involvera två saker som ska göras. Bland sekundärobjektiven är två samma som i regelboken, men varje mission har ett eget secondary. Varje uppdrag har dessutom en specialregel och, eftersom det är GothCon, givetvis ett Tactical decision.
- Jag har försökt balancera skrivningarna mellan å andra sidan korta skrivningar som kan misstolkas om man verkligen vill och å andra sidan gigantiska texter som täcker in alla situationer som ka uppkomma.
- Det kommer att komma ett eget dokument med Deployment maps. Men tills vidare så kan ni klara er med följande: Hammer and Anvil och Dawn of War är samma som i regelboken. Vanguard Assault är samma som Vanguard strike, förutom att den som väljer sida också väljer vilken diagnoal man spelar på (han väljer alltså mellan fyra hörn). Cleanse and burn är quarter deployment från 5th ed, dvs ställa upp i en quarter men inte 12" från mitten. Hela långsidan är ens kant.
- I alla missions kommer följande saker att räkna som förstörda när slaget är slut: 1. Enheter som har av någon anledning inte är på brädet när slaget slutar. 2. Enheter som är flyende när slaget slutar. 3. Enheter vars specialregler säger att de räknas som förstörda.
- Ordningen är inte bestämd ännu. De är enbart upplagda i den ordningen jag skrev ihop dem och kommer sannolikt spelas i en annan ordning.
Lite saker att tänka på:
- Missionen kan verka komplicerade i början, men de är egentligen inte så konstiga. Varje mission är uppbyggt som regelboken med ett primary objective och tre secondary. Primärobjektivet varierar och kan, precis som i regelboken, ibland involvera två saker som ska göras. Bland sekundärobjektiven är två samma som i regelboken, men varje mission har ett eget secondary. Varje uppdrag har dessutom en specialregel och, eftersom det är GothCon, givetvis ett Tactical decision.
- Jag har försökt balancera skrivningarna mellan å andra sidan korta skrivningar som kan misstolkas om man verkligen vill och å andra sidan gigantiska texter som täcker in alla situationer som ka uppkomma.
- Det kommer att komma ett eget dokument med Deployment maps. Men tills vidare så kan ni klara er med följande: Hammer and Anvil och Dawn of War är samma som i regelboken. Vanguard Assault är samma som Vanguard strike, förutom att den som väljer sida också väljer vilken diagnoal man spelar på (han väljer alltså mellan fyra hörn). Cleanse and burn är quarter deployment från 5th ed, dvs ställa upp i en quarter men inte 12" från mitten. Hela långsidan är ens kant.
- I alla missions kommer följande saker att räkna som förstörda när slaget är slut: 1. Enheter som har av någon anledning inte är på brädet när slaget slutar. 2. Enheter som är flyende när slaget slutar. 3. Enheter vars specialregler säger att de räknas som förstörda.
- Ordningen är inte bestämd ännu. De är enbart upplagda i den ordningen jag skrev ihop dem och kommer sannolikt spelas i en annan ordning.
Re: Beta-version av missions
Scenario 1
Deployment map: Vanguard assault
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place two objectives each as described on page 121 of the rulebook with the following additions. The first objective placed must be set up in the opponent's deployment zone. The second objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Make choices for Tactical decision (see below)
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).
Game Length
This mission will end after turn 6. Do NOT roll for random game length.
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each objective is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, Exterminate, Linebreaker
Exterminate: If you destroy half of your opponent’s units, you score one Victory point. A Space marine unit that split into Combat squads counts as the number of units it is split into. Imperial guard infantry squads that combine are counted as one unit. Units created during the game do not count at all.
Mission special rules
Night Fighting, Reserves, Normal terrain, Fixed game length
Tactical decision
Starting with the player that will deploy first, each player may choose to make one non-scoring unit in their own army scoring. If this unit is destroyed, the opponent will receive a number of VP:s equal to the unit’s cost divided by 100 (rounded up).
Deployment map: Vanguard assault
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place two objectives each as described on page 121 of the rulebook with the following additions. The first objective placed must be set up in the opponent's deployment zone. The second objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Make choices for Tactical decision (see below)
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).
Game Length
This mission will end after turn 6. Do NOT roll for random game length.
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each objective is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, Exterminate, Linebreaker
Exterminate: If you destroy half of your opponent’s units, you score one Victory point. A Space marine unit that split into Combat squads counts as the number of units it is split into. Imperial guard infantry squads that combine are counted as one unit. Units created during the game do not count at all.
Mission special rules
Night Fighting, Reserves, Normal terrain, Fixed game length
Tactical decision
Starting with the player that will deploy first, each player may choose to make one non-scoring unit in their own army scoring. If this unit is destroyed, the opponent will receive a number of VP:s equal to the unit’s cost divided by 100 (rounded up).
Re: Beta-version av missions
Scenario 2
Deployment map: Hammer and anvil
1. Roll-off to see which player chooses deployment zone.
2. Mark the centre of the battlefield.
3. Roll for Warlord traits (page 111). However, each player may roll the dice before choosing which table to use. This does not affect Warlords that do not roll for their Warlord trait.
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Make choices for Tactical decision (see below)
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each scoring unit that is not falling back, has not gone to ground and has at least part of one model within 12” of the centre of the game is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, Last blood, Linebreaker
Last blood: The last unit, of any kind, to be removed as a casualty is worth 1 victory point to the opponent. Only count units that are actually destroyed on the battlefield or fleeing from it and not units that count as destroyed for being in reserves when the game ends.
Mission special rules
Night Fighting, Reserves, Warlord’s treat (see 3 above)
Tactical decision
Starting with the player that will deploy first, each player may choose to make one non-scoring unit in their opponent’s army costing at least 100 points scoring. If this unit is destroyed, the player who made the choice receives 1 VP.
Deployment map: Hammer and anvil
1. Roll-off to see which player chooses deployment zone.
2. Mark the centre of the battlefield.
3. Roll for Warlord traits (page 111). However, each player may roll the dice before choosing which table to use. This does not affect Warlords that do not roll for their Warlord trait.
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Make choices for Tactical decision (see below)
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each scoring unit that is not falling back, has not gone to ground and has at least part of one model within 12” of the centre of the game is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, Last blood, Linebreaker
Last blood: The last unit, of any kind, to be removed as a casualty is worth 1 victory point to the opponent. Only count units that are actually destroyed on the battlefield or fleeing from it and not units that count as destroyed for being in reserves when the game ends.
Mission special rules
Night Fighting, Reserves, Warlord’s treat (see 3 above)
Tactical decision
Starting with the player that will deploy first, each player may choose to make one non-scoring unit in their opponent’s army costing at least 100 points scoring. If this unit is destroyed, the player who made the choice receives 1 VP.
Re: Beta-version av missions
Scenario 3
Deployment map: Cleanse and burn
1. Roll-off to see which player chooses deployment zone.
2. Place one objective at the centre of each quarter (i.e. 12” from the nearest long table edge and 18” from the nearest short table edge).
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Select Assassination targets (see below).
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each objective is worth 3 victory points to the player who controls it. In addition, each player receives 1 VP for each enemy Fast attack unit that has been completely destroyed.
Secondary objective: Assassinate, First blood, Linebreaker
Assassinate: Starting with the player that deployed first, each player must choose one Character in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives 1 VP.
Mission special rules
Night Fighting, Reserves, Fast recon (Fast attack units are scoring, see page 129)
Tactical decision
The player who deploys second may place any number of units in reserves, rather than half of his units. However note that he will still count as destroyed if he has no models on the battlefield at the end of any game turn.
Deployment map: Cleanse and burn
1. Roll-off to see which player chooses deployment zone.
2. Place one objective at the centre of each quarter (i.e. 12” from the nearest long table edge and 18” from the nearest short table edge).
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Select Assassination targets (see below).
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each objective is worth 3 victory points to the player who controls it. In addition, each player receives 1 VP for each enemy Fast attack unit that has been completely destroyed.
Secondary objective: Assassinate, First blood, Linebreaker
Assassinate: Starting with the player that deployed first, each player must choose one Character in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives 1 VP.
Mission special rules
Night Fighting, Reserves, Fast recon (Fast attack units are scoring, see page 129)
Tactical decision
The player who deploys second may place any number of units in reserves, rather than half of his units. However note that he will still count as destroyed if he has no models on the battlefield at the end of any game turn.
Re: Beta-version av missions
Scenario 4
Deployment map: Vanguard assault
1. Roll-off to see which player chooses deployment zone.
2. Place secondary objectives. Starting with the player that chose deployment zone, both players should place one objective each as described on page 121 of the rulebook with the following addition. The objectives may not be placed within 6” of either player’s deployment zone.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Tactical decision (see below).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: Divide the battlefield into four quarters by drawing a line between the middle of each short table edge and a line between the middle of each long board edge. At the end of the game, each quarter is worth 4 victory points to the player who controls it. To control a quarter, you must have more scoring units in the quarter then your opponent has scoring AND denial units in it. A unit is considered to be in the quarter where the majority of its models are. A model is considered to be in the quarter where the majority of its hull (vehicles except flyers) or base (all other models) is. If a unit is equally in multiple quarters, randomly determine which of those quarters it is in.
In addition, each player receives 1 VP for each enemy Heavy support unit that has been completely destroyed.
Secondary objective: Slay the Warlord, First blood, Area control
Area control: If you control one or more secondary objectives at the end of the game, you score one VP. Secondary objectives are controlled like normal objectives with the exception that they can be controlled by both scoring and denial units..
Mission special rules
Night Fighting, Reserves, Normal terrain, Heavy metal (Heavy support units are scoring, see page 128)
Tactical decision
Instead of rolling for Seize the initiative, the player that deployed second may remove one of his own units that is deployed costing no more than 200 points and immediately deploy it by Deep strike. The unit counts as have deployed by Deep strike turn 0.
Deployment map: Vanguard assault
1. Roll-off to see which player chooses deployment zone.
2. Place secondary objectives. Starting with the player that chose deployment zone, both players should place one objective each as described on page 121 of the rulebook with the following addition. The objectives may not be placed within 6” of either player’s deployment zone.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Tactical decision (see below).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: Divide the battlefield into four quarters by drawing a line between the middle of each short table edge and a line between the middle of each long board edge. At the end of the game, each quarter is worth 4 victory points to the player who controls it. To control a quarter, you must have more scoring units in the quarter then your opponent has scoring AND denial units in it. A unit is considered to be in the quarter where the majority of its models are. A model is considered to be in the quarter where the majority of its hull (vehicles except flyers) or base (all other models) is. If a unit is equally in multiple quarters, randomly determine which of those quarters it is in.
In addition, each player receives 1 VP for each enemy Heavy support unit that has been completely destroyed.
Secondary objective: Slay the Warlord, First blood, Area control
Area control: If you control one or more secondary objectives at the end of the game, you score one VP. Secondary objectives are controlled like normal objectives with the exception that they can be controlled by both scoring and denial units..
Mission special rules
Night Fighting, Reserves, Normal terrain, Heavy metal (Heavy support units are scoring, see page 128)
Tactical decision
Instead of rolling for Seize the initiative, the player that deployed second may remove one of his own units that is deployed costing no more than 200 points and immediately deploy it by Deep strike. The unit counts as have deployed by Deep strike turn 0.
Re: Beta-version av missions
Scenario 5
Deployment map: Dawn of War
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place two objectives each as described on page 121 of the rulebook with the following additions. The first objective placed must be set up in the opponent's deployment zone. The second objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Do not roll for Night fight (see Solar Eclipse below)
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Make choices for Surgical strike (see below).
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Tactical decision (see below).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each objective is worth 2 victory points to the player who controls it. In addition, each player receives 1 victory point for each enemy unit that has been completely destroyed.
Secondary objective: Surgical strike, First blood, Linebreaker
Surgical strike: Starting with the player that deployed first, each player must choose one unit costing at least 100 points in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives 1 victory point.
Mission special rules
Night Fighting, Reserves, Normal terrain, Solar eclipse
Solar eclipse: Do not roll for Night fight as normal. Instead, at the start of each game turn, roll a d6. On a roll of 1, the Night fighting rule is in effect for the entire game turn. Regardless of the result, roll again next turn. If a Warlord has the Night attacker trait, it may only be used to cause automatic Night fight on turn 1.
Tactical decision
Instead of rolling for Seize the initiative, the player that deployed second may declare that First blood will be worth 0 VP:s to both players. If he does this, the player that deployed first may declare that one of the other secondary missions will be worth 2 VP:s to both players.
Deployment map: Dawn of War
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place two objectives each as described on page 121 of the rulebook with the following additions. The first objective placed must be set up in the opponent's deployment zone. The second objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Do not roll for Night fight (see Solar Eclipse below)
5. Roll-off to see which player chooses whether to deploy first or second. Then deploy forces as described on page 121.
6. Make choices for Surgical strike (see below).
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Tactical decision (see below).
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: At the end of the game, each objective is worth 2 victory points to the player who controls it. In addition, each player receives 1 victory point for each enemy unit that has been completely destroyed.
Secondary objective: Surgical strike, First blood, Linebreaker
Surgical strike: Starting with the player that deployed first, each player must choose one unit costing at least 100 points in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives 1 victory point.
Mission special rules
Night Fighting, Reserves, Normal terrain, Solar eclipse
Solar eclipse: Do not roll for Night fight as normal. Instead, at the start of each game turn, roll a d6. On a roll of 1, the Night fighting rule is in effect for the entire game turn. Regardless of the result, roll again next turn. If a Warlord has the Night attacker trait, it may only be used to cause automatic Night fight on turn 1.
Tactical decision
Instead of rolling for Seize the initiative, the player that deployed second may declare that First blood will be worth 0 VP:s to both players. If he does this, the player that deployed first may declare that one of the other secondary missions will be worth 2 VP:s to both players.
Re: Beta-version av missions
Scenario 6
Deployment map: Dawn of War
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place one objective each as described on page 121 of the rulebook with the addition that the objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Do not roll-off to see which player chooses whether to deploy first or second. Instead, see the “Price of Victory” rule below. Then deploy forces as described on page 121.
6. Make choices for the Primary objective.
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Price of Victory rule!
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: Starting with the player that deployed first, each player must choose one unit in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives a number of victory points equal to the turn number (1 VP in turn one, 2 VP:s in turn two, etc…). If the target is not destroyed during the game but still counts as being destroyed at the end of the game (for being in reserves or fleeing, for example) the player who made the choice receives a number of victory points equal to the turn number of the last turn played.
In addition, at the end of the game, each objective is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, First blood, Secure the flanks
Secure the flanks: If, at the end of the game, you have at least one model from one or more scoring or denial units within 6” of either short table edge, you score 1 victory point. Units that are falling back or have gone to ground do not count..
Mission special rules
Night Fighting, Reserves, Normal terrain, Price of Victory
Price of Victory: Do not roll-off to see which player chooses whether to deploy first or second. Instead, both players secretly place a d6 on any number. The dice are then revealed. If both players have chosen the same number, roll-off to see which player chooses whether to deploy first or second as normal. If the players chose different numbers, the player with the highest number may choose to deploy first or second and his opponent may not attempt to Seize the initiative. However, the player with the lower number will receive a number of victory points equal to the higher number minus one.
Example: Player A chooses 2 and player B chooses 4. Player B has the higher number and will therefore choose whether to deploy first or second. Player A may not Seize the initiative, but will receive (4-1=) 3 VP:s.
Tactical decision
The player that deployed second may move one objective 2d6”. Nominate an objective, choose a direction, roll the dice and then move the objective the number of inches rolled. If this would take the objective of the table edge or into impassable terrain, reduce the amount rolled until the objective is on the table and not in impassable terrain. If the player that deployed second chose to move an objective, the player that deployed first may also move an objective (the same one or the other) as described above.
Deployment map: Dawn of War
1. Roll-off to see which player chooses deployment zone.
2. Place objectives. Starting with the player that chose deployment zone, both players should place one objective each as described on page 121 of the rulebook with the addition that the objective must be placed on the opponent's side of the table.
3. Roll for Warlord traits (page 111).
4. Roll for Night fight.
5. Do not roll-off to see which player chooses whether to deploy first or second. Instead, see the “Price of Victory” rule below. Then deploy forces as described on page 121.
6. Make choices for the Primary objective.
7. The player who deployed his army first goes first unless his opponent can Seize the Initiative (see page 122). However, note the Price of Victory rule!
Game Length
This mission uses Variable Game Length (see page 122).
Victory conditions
At the end of the game, the player who has scored the most Victory Points wins the game. If players have the same number of Victory Points, the game is a draw.
Primary objective: Starting with the player that deployed first, each player must choose one unit in their opponent’s army as their target. If the target is destroyed, the player who made the choice receives a number of victory points equal to the turn number (1 VP in turn one, 2 VP:s in turn two, etc…). If the target is not destroyed during the game but still counts as being destroyed at the end of the game (for being in reserves or fleeing, for example) the player who made the choice receives a number of victory points equal to the turn number of the last turn played.
In addition, at the end of the game, each objective is worth 3 victory points to the player who controls it.
Secondary objective: Slay the Warlord, First blood, Secure the flanks
Secure the flanks: If, at the end of the game, you have at least one model from one or more scoring or denial units within 6” of either short table edge, you score 1 victory point. Units that are falling back or have gone to ground do not count..
Mission special rules
Night Fighting, Reserves, Normal terrain, Price of Victory
Price of Victory: Do not roll-off to see which player chooses whether to deploy first or second. Instead, both players secretly place a d6 on any number. The dice are then revealed. If both players have chosen the same number, roll-off to see which player chooses whether to deploy first or second as normal. If the players chose different numbers, the player with the highest number may choose to deploy first or second and his opponent may not attempt to Seize the initiative. However, the player with the lower number will receive a number of victory points equal to the higher number minus one.
Example: Player A chooses 2 and player B chooses 4. Player B has the higher number and will therefore choose whether to deploy first or second. Player A may not Seize the initiative, but will receive (4-1=) 3 VP:s.
Tactical decision
The player that deployed second may move one objective 2d6”. Nominate an objective, choose a direction, roll the dice and then move the objective the number of inches rolled. If this would take the objective of the table edge or into impassable terrain, reduce the amount rolled until the objective is on the table and not in impassable terrain. If the player that deployed second chose to move an objective, the player that deployed first may also move an objective (the same one or the other) as described above.
Re: Beta-version av missions
Är det 0-20 system med VP diff spm gäller eller WDL system? Tänker på texten kring vinstvillkoren..
"Felet med vår värld är att de dumma är så säkra på sin sak och de kloka så fulla av tvivel", Bertrand Russel.
Re: Beta-version av missions
0-20 med diff.Hylander skrev:Är det 0-20 system med VP diff spm gäller eller WDL system? Tänker på texten kring vinstvillkoren..
Re: Beta-version av missions
En snabbt första blick ger: Satan vad bra!
"Felet med vår värld är att de dumma är så säkra på sin sak och de kloka så fulla av tvivel", Bertrand Russel.