Which one.. generally you follow them to the letter and whilst sometimes this can be slightly unbalancing for a single game (e.g.
SM surprise attack p69 vs guard, comp guard having 15 units fills the tables and just has to sit there waiting to be attacked, fortunately LHs list is so hard he actually (f/th
) thought me to a draw in something that looked very like a complex version of meatgrinder) ...) they work well for the fluff of what that mission is about ( e.g. space marines in the tower defending..p70, where only stuff that DS's may be outside the centre of the board as emergancy reinforcements )
take Night fight (demons) you (the non demon) may not have anything in reserve..this is clear.
you do not have control over your deployment (spelt out overtly) and you are deploying first (so everything is going down in one form or another during initial deployment (IIRC isn't there a way to deploy an immobile vehicle in the deployemtn section of
40k for really exceptional circumstances... wouldn't that help with Drop pods?)
Basically reserves and special rules would ruin the story based scenarios(its also a nice way to suplise buttzecks someone who relies heavily on trick pony stuff)... If you find one that sucks play a different one.and make a note for next time..
Normally the advantage is in the hands of the person who won the roll off (as its designed to help their codex and their going first).. so it just makes that first roll more important..if this becomes really terrible either take turns or just start randomly picking missions (LH suggested we follow that route so we could use nid and
DE ones.. however the ones we tried really were ill suited to both our armies.. got us to try them though
)