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任務與得分速成Missions & Scoring Primer

Leviathan · Pariah Nexus · Deployment · Objectives
40K 不是殺光對手就贏——勝負由任務目標決定。本頁整理官方任務包的演進、五種佈陣、首要與次要得分結構,讓新手第一場比賽就知道「怎樣才算贏」。 You don't win 40K by tabling your opponent — you win by scoring mission objectives. This page covers the official mission packs, the deployment maps, and how primary and secondary scoring actually work so your first game has a clear win condition.

一、官方任務包演進1. The Official Mission Packs

Leviathan
2023–2025 · Core Edition Pack
發售時的基礎任務包,收錄於啟動套裝與《利維坦》任務卡組。
The core mission pack shipped at launch, packaged in the Leviathan starter and mission card deck.
  • 12 個 利維坦 主要任務
  • 12 Leviathan primary missions
  • 固定 與 戰術 次要目標兩軌並行
  • Fixed + Tactical secondary tracks
  • 5 種佈陣方式(鎚陣 & 砧陣、搜索與摧毀 等)
  • 5 deployment maps (Hammer & Anvil, Search & Destroy, etc.)
  • 適合大部分休閒與聯盟賽
  • Default for most casual play and leagues
Pariah Nexus
2024–2025 · 10e Tournament Pack
為競技環境設計的任務包,官方 WTC 賽事與 GT 大多採用。平衡性與清晰性更高。
The tournament-focused pack adopted by the WTC circuit and most GTs. More balanced and less ambiguous than Leviathan.
  • 更嚴格的計分規則
  • Stricter scoring criteria
  • 修訂過的次要目標
  • Revised secondaries (problematic ones cut)
  • 強調回合交互(固定 自選 2 張)
  • Emphasis on round-to-round interaction
  • 競技玩家與俱樂部首選
  • Preferred by competitive players & clubs
Conquest
2026–Present · 11e Current Pack
第十一版現行任務牌堆,所有官方賽事(征服/雙人/團隊)皆以此為準。
The current 11th edition mission deck; all official events (Conquest / Doubles / Teams) use it.
  • 主要任務由雙方「軍隊決策卡片」比對決定,不再擲骰
  • Primary set by cross-referencing army-decision cards, not a dice roll
  • 固定 與 戰術 次要目標兩軌並行
  • Fixed + Tactical secondary tracks
  • 計分採 45/45/10(首要/次要/塗裝)
  • Scoring is 45 / 45 / 10 (Primary / Secondary / Painting)
  • 沿用五種佈陣與 44"×60" 戰場
  • Same 5 deployment maps and 44"×60" board
選哪個?Which to play? 第十一版(現行)一律使用 征服 任務牌堆,官方賽事都以它為準。利維坦 與 賤民連結 為第十版的歷史任務包,供回顧與舊資源參考;三者共用核心遊戲結構。11th edition (current) uses the Conquest deck across all official events. Leviathan and Pariah Nexus are the 10th-edition packs, kept here for reference; all three share the same core game structure.

二、比賽結構與分數2. Game Structure & Score

2000
標準點數Standard Points
5
總回合數Battle Rounds
45
首要上限Primary Cap
45
次要上限Secondary Cap
100
總分上限Total Cap

每個回合雙方依序行動(玩家 A → 玩家 B 為 1 個回合)。第 5 回合結束後比較雙方總分,高者勝。平手時以首要分數高者勝。Each battle round both players take turns (A then B = 1 round). After round 5, compare totals — highest wins. Ties broken by primary score.

三、五種標準佈陣3. The 5 Standard Deployments

佈陣決定雙方從何處開始以及如何進軍。由雙方擲骰隨機決定佈陣類型。Deployment determines where both armies start and how they approach. The map is rolled randomly before army setup.

Hammer & Anvil
南北方向長條佈陣區。最遠距離,射擊軍愛用。
Short north/south strips — longest distance between forces, favors shooting armies.
Search & Destroy
對角線佈陣。中央激戰,側翼機動有利。
Diagonal corners — contested center, rewards flanking mobility.
Dawn of War
寬版南北對峙,比 鎚陣 & 砧陣 寬鬆。
Wider north/south — more deployment space than Hammer & Anvil.
Crucible of Battle
三角形對角佈陣,中線變成對角線。
Triangular diagonal — the no-man's-land runs corner to corner.
Sweeping Engagement
短對角佈陣。更近,近戰軍有利。
Compressed diagonal — closer armies, favors melee.

四、首要目標4. Primary Objectives

首要目標貫穿全場,由任務包指定。最常見為 佔領與固守(站點計分),每回合最多拿 15 分,全場上限 45 分(第十一版)。Primary scores across the whole game, specified by the mission card. The default is Take and Hold (score by holding objectives) — up to 15 per round, capped at 45 total (11th edition).

回合Round站 1 個Hold 1站 2 個Hold 2站 3+ 或 優先Hold 3+ or Priority
Take and Hold51015
核心觀念Key idea: 「站點」指在自己的射擊階段結束時,自己控制目標標記(該標記上我方 OC 高於對方)。沒死的單位才算控制,OC 0 的單位(如 終結者 基礎狀態)無法獨自控制。You "hold" an objective at the end of your Command phase if you have more OC (Objective Control) on it than the opponent. Units with OC 0 (e.g. baseline Terminators) cannot capture alone.

五、次要目標5. Secondary Objectives

次要目標每回合抽/選次要任務,每回合最多得 15 分,全場上限 45 分(第十一版)。分兩軌:Secondaries are drawn/chosen each round — up to 15 per round, capped at 45 total (11th edition). Two tracks:

Fixed (commit at list submission)

Bring It Down
每摧毀 1 具載具/怪物得分Score per vehicle/monster killed
對方載具重/怪物多時高價值。守衛、鈦星人、死靈族 最怕。
Strong vs vehicle/monster-heavy lists (Guard, Tau, Necrons).
Assassination
殺死敵方角色Kill enemy Characters
對角色堆疊陣表最佳選擇(Space 陸戰隊員、Custodes、惡魔 常用)。
Best vs character-stacked lists (Space Marines, Custodes, Daemons).
No Prisoners
殲滅敵單位得分Score per unit wholly destroyed
高殺傷軍適用,對 守衛/蟲族 海量小兵表有利。
Strong for killy armies vs horde lists (Guard, Tyranids).
Cull the Horde
殲滅含 6+ 模型的敵單位Kill enemy units of 6+ models
賤民 連結 新增。反制 集團 陣表的利器。
Pariah Nexus addition — a tool against horde armies.

Tactical (draw 2 each round)

Behind Enemy Lines
在對方佈陣區站 1 單位Have a unit in enemy deployment
機動軍拿手(Eldar、白色 疤痕)。深入打擊 是主力。
Mobility armies excel (Eldar, White Scars). Deep Strike is key.
Engage on All Fronts
在場上 3/4 個象限各有單位Have units in 3/4 quadrants
需要「灑」出去的戰線,但別自殺式散兵。
Rewards spreading out — but don't commit suicide with chaff.
Storm Hostile Objective
控制非自家區域目標標記Control non-home objective
鼓勵進攻,不能只縮家裡。
Forces aggression — can't just turtle on home objectives.
Cleanse
在對方區域做清掃動作Perform Cleanse action in enemy zone
OC 高、有行動單位最佳。步兵 好用。
Best with OC-heavy infantry — needs a model to sit and perform.

六、五回合節奏模型6. 5-Round Tempo Model

R1
搶站
Spread
首回通常只能站 1~2 個。鋪開為主。
Usually 1–2 primaries; focus on positioning.
R2
展開
Engage
衝上去!深入打擊 落地。
Push up, drop reserves, trade.
R3
關鍵
Pivot
勝負的一輪。通常要站 3 個。
The decider. Must hold 3 primaries here.
R4
收割
Reap
次要目標最後衝刺。
Last push for secondaries.
R5
殘局
Endgame
保住站位,1~2 個次要足夠翻盤。
Hold positions; 1–2 secondaries can flip the game.

七、新手常犯七錯7. Seven Common Newbie Mistakes

只打對手不站點Killing, not scoring
你殺光他的隊伍卻站不到 3 個站點,他還是贏。先站點、再殺人。
Tabling the opponent still loses if you never held 3 primaries. Score first, kill second.
忘了 固定 要選Forgetting Fixed
固定 次要在軍表送出時就要選,列表規劃時就該決定。
Fixed secondaries are locked at list submission — plan during list-building.
OC 0 單獨搶站OC 0 units contesting
終結者(OC 0)沒有其他單位支援時站不到點。
Terminators alone (OC 0) can't hold objectives against ANY unit.
第一回合衝太前T1 overcommit
如果你先手、對方還沒動作,別送給對方 交戰/深入敵後 的分。
If going first, don't gift the opponent easy Engage/Behind Enemy Lines scores.
戰術 囤積不用Hoarding CP
CP 每回合重置到固定值的一大截,別省到第 5 回合才用。
CP cap refreshes most of it per round — spend aggressively, don't save for round 5.
忘了 警戒射擊 / 英雄Forgetting reactions
警戒射擊 與 英雄 介入 是對方回合的關鍵選項。
Overwatch and Heroic Intervention are crucial opponent-turn options.
第 5 回合放棄Conceding round 5
輸 10 分還有救!風暴 聖軍ile + 深入敵後 = 16 分。
Down 10 is still winnable — Storm Hostile + Behind Enemy Lines = 16 points.
取得任務卡Getting the cards: 官方任務包可在原廠實體店或 PDF 付費取得;許多免費玩家社群(如 Goonhammer、WTC)也會公開目前賽季使用的任務詳解。實體卡組方便場邊查閱,推薦。Official packs are available via the manufacturer's stores or paid PDF. Communities like Goonhammer and WTC publish free detailed mission breakdowns each season. Physical card decks are convenient at the table.