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http://www.games-workshop.com/MEDIA_CustomProductCatalog/m200036a_40KArdBoyzRound1Scenarios.pdf

Hope my linking works.

I'm assuming unlike last year transports are kill points always. Take that mech guard! I like the KP + objectives. Like a lot.

This message was edited 1 time. Last update was at 2009/06/26 18:27:43


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Wow, you're fast! I just put those up and went here to post a link and you beat me to it!

I hope you guys enjoy the scenarios, I tried to keep them straight-forward, yet challenging to get all those extra points. The mix of Kill Points and Objectives should help even the field.

Thanks to Marc Parker and friends for their feedback and assistance on the scenarios.

Have Fun!

John
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John Shaffer wrote:Wow, you're fast! I just put those up and went here to post a link and you beat me to it!

I hope you guys enjoy the scenarios, I tried to keep them straight-forward, yet challenging to get all those extra points. The mix of Kill Points and Objectives should help even the field.

Thanks to Marc Parker and friends for their feedback and assistance on the scenarios.

Have Fun!

John


well I was on there checking locations and saw the link at the bottom. I are thesneakies

This message was edited 1 time. Last update was at 2009/06/26 18:44:37


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They are very good John, my only concern is are the KP's in the 1st and 3rd scenarios based on standard KP's or on the KP's listed in the 2nd scenario? Otherwise I think the scenarios are solid and not slanted as far as I can see. I also like the additional statement about Daemons using their deployment rule in all games

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You know, as much as I hated type-specific kill points when they were a trial universal rule, it's now kinda cool to see them in tourney settings.

That 5 KP is going to make my Seer Councils an even more tempting target, and thus and even better bullet-soak. OTOH, Green Tide armies are going to be even nastier in this scenario. Getting KP out of them will be a royal pain in the neck.

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The first mission is by far the best.. Seems like its really balanced and Im glad random game length was removed.

Guess I'll be keeping my HQ in the transports for game 2 lol

The demon statement is funny.. No more forgetting how to deploy your army in the finals this year!

This message was edited 1 time. Last update was at 2009/06/26 18:54:57


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I want to know exactly what this means:

LINE OF RETREAT
Units that are forced to flee must move toward their
nearest deployment edge.

We know what "own table edge" is because it's defined in the BGB, but we have no definition for a "Deployment Edge".

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I think its reasonable to assume since there is no formal definition that they can be used interchangeably

Unless you just wanna stall the game i suppose!

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Phew, good thing they added that demon comment.. I was afraid that a member of the most competative gaming group would forget how to play his army again this year in the final round of the final day!

Anyways I like the 2nd mission alot going to make a lot of people reconsider taking some of the nastier builds
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Wonderful work, Just what I was hoping for. Simple, easy to understand yet very challenging.

The Head Hunter Scenario should be a blast and will force a lot of armies that depend on thier rock hard HQ choices to re think things a bit.

It also allows for some interesting strategies by using your own HQ as bait for a clever trap or two.

I also agree that the removal of random game length is a very good thing!!!

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These rules really even out some of the lists.. Other armies are actually playable now since you dont have to control ALL the objectives to score a massacre

Great job John

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Lordhat wrote:I want to know exactly what this means:

LINE OF RETREAT
Units that are forced to flee must move toward their
nearest deployment edge.

We know what "own table edge" is because it's defined in the BGB, but we have no definition for a "Deployment Edge".


The terms are interchangeable. Sorry for the confusion.

Hulksmash wrote:They are very good John, my only concern is are the KP's in the 1st and 3rd scenarios based on standard KP's or on the KP's listed in the 2nd scenario? Otherwise I think the scenarios are solid and not slanted as far as I can see. I also like the additional statement about Daemons using their deployment rule in all games


All scenarios are self contained and follow the standard rules unless otherwise noted. So scenarios 1 and 3 follow the standard KP rules.


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John Shaffer wrote:
Lordhat wrote:I want to know exactly what this means:

LINE OF RETREAT
Units that are forced to flee must move toward their
nearest deployment edge.

We know what "own table edge" is because it's defined in the BGB, but we have no definition for a "Deployment Edge".


The terms are interchangeable. Sorry for the confusion.

Hulksmash wrote:They are very good John, my only concern is are the KP's in the 1st and 3rd scenarios based on standard KP's or on the KP's listed in the 2nd scenario? Otherwise I think the scenarios are solid and not slanted as far as I can see. I also like the additional statement about Daemons using their deployment rule in all games


All scenarios are self contained and follow the standard rules unless otherwise noted. So scenarios 1 and 3 follow the standard KP rules.




It's all good, I just wanted to be sure that this got cleared up, as the terminology isn't consistent throughout the the three scenarios... this could lead to people trying to flee towards the short table edges. Unless of course that was your intent?

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I use two suicide assault HQ's. The second mission is going to murder me.

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ShumaGorath wrote:I use two suicide assault HQ's. The second mission is going to murder me.


Same and they pod in on the first turn unsupported in the enemies face, or at least thats how they are useful. Guess the Libby will just keep teleporting cassius and himself away from the enemy sharing his toughness 6 instead.

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Does the second mission (dawn of war) use the usual first turn night fight? It doesn't mention night fight in the special rules for the missin.

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Krootman wrote:Phew, good thing they added that demon comment.. I was afraid that a member of the most competative gaming group would forget how to play his army again this year in the final round of the final day!


This made me laugh, I like to laugh.

All scenarios are self contained and follow the standard rules unless otherwise noted. So scenarios 1 and 3 follow the standard KP rules.


I would assume this means no "clarification" forthcoming like last years that said you had to kill the entire choice for KPs, not the standard units definition, right?

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Aduro wrote:Does the second mission (dawn of war) use the usual first turn night fight? It doesn't mention night fight in the special rules for the missin.


I saw that, too. Can we assume turn 1 night fight?

With games being 6 turns, does that throw some tactics out? The random game length made players plan for end game.

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By throwing tactics out.. You mean actually adding tactics and getting rid of random chance? :p

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Do you like HUGE narrative battles that actually have a storyline, yet also have tons of action, wacky rules and new heroes? If so download the Battle for Rikal IV PDFs below and enjoy large scale apocalypse games with a purpose
Battle 1 - The Ambush
Battle 2 - The Sacrifice of Angels

40k Armies
22,000 pts, 15,000 pts, 12,000 pts
WFB Armies
Skaven - 5,000 pts, Lizardmen - 5,000 pts
 
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Kirasu wrote:By throwing tactics out.. You mean actually adding tactics and getting rid of random chance? :p


I mean now that for sure it's a 6 turn game, going 2nd is king!

With random game length, you had to decide if committing your troops to objectives for a turn 5 end was worth it, because if a 1 or 2 wasn't rolled you would be losing valuable troops to your opponent's turn 6 reaction.

Random chance keeps you on your toes and thinking.

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Well, I was a little apprehensive about taking my deathwing to the tourney. But after reading the actual objectives and knowing I get 6 turns per game, it helps me plan a bit. And knowing that my termi squads are only going to count as 1 point makes me smile

I imagine we'll see quite a few tricked out HQ's, or a few not coming on the board until turn 4+. Going to have to earn the 5 pt bonus.


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Old Man Ultramarine wrote:
Aduro wrote:Does the second mission (dawn of war) use the usual first turn night fight? It doesn't mention night fight in the special rules for the missin.


I saw that, too. Can we assume turn 1 night fight?


I also would like this one part clarified as the first scenario states Night Fight Turn 1 (not usually part of pitched battle), but the actual DoW scenario 2 does not state Night Fight for it's special rules.

I'm cool with either/both as I consider Night Fighting for 2/3 rounds a good thing for my army

This message was edited 1 time. Last update was at 2009/06/27 05:02:37


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Awesome, even though I play Tau i prefer to know going into it how many KP's i've got in all the other missions.

One last clarification John about the KP's for the second game:

Would for instance Drones debarking from a Pathfinder Devilfish (dedicated transport from the fast attack category) count as 1 KP (dedicated transport unit) or as 2 KP (Fast Attack)?

Either answer sets the precedence to use across the board since the only units where they would be worth more than one KP is off the pirahna's or the pathfinder devilfish.

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Krootman wrote:
Anyways I like the 2nd mission alot going to make a lot of people reconsider taking some of the nastier builds


I was thinking about taking Space Wolves, but this mission kills them.

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hehe, yeah. 20 KP's in just 4 models is a little crazy

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Uriels_Flame wrote:
Old Man Ultramarine wrote:
Aduro wrote:Does the second mission (dawn of war) use the usual first turn night fight? It doesn't mention night fight in the special rules for the missin.


I saw that, too. Can we assume turn 1 night fight?


I also would like this one part clarified as the first scenario states Night Fight Turn 1 (not usually part of pitched battle), but the actual DoW scenario 2 does not state Night Fight for it's special rules.



Add me as another one curious about this.

These scenarios have me wanting to play in Ard Boyz even more... I'm definitely going to shoot for this next year.

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ugh, those missions look atrocious to me, although I guess I'm not the type of player to play in these either. I foresee plenty of KP related problems "my opponents army doesn't even contain enough KP's to score a massacre even if I table them" etc.


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That would be a concern if it were even possible..

HQ 5 pts
Troops 2 pts

Okay so if you can fit 2500 pts into 1 HQ and 2 troops then it would be possible to not give a massacre if you get totally wiped out.. But I dont think thats going to be the case

Even nob biker armies give Kps now due HQ being 5

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Do you like HUGE narrative battles that actually have a storyline, yet also have tons of action, wacky rules and new heroes? If so download the Battle for Rikal IV PDFs below and enjoy large scale apocalypse games with a purpose
Battle 1 - The Ambush
Battle 2 - The Sacrifice of Angels

40k Armies
22,000 pts, 15,000 pts, 12,000 pts
WFB Armies
Skaven - 5,000 pts, Lizardmen - 5,000 pts
 
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Yeah, in that KP scenario there shouldn't be a single army that is running under 20 KP's. Cause even w/1 HQ and 2 Troops in transports your looking at 9 KP's.

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I usaully not a big fan for change especially with warhammer It makes the rules more complicated and I don't like that but some of these updates I do like.

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Isn't Marc Parker and his friends members of that competitive gaming club mentioned above? Pretty cool for thekudos there for sure.

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