I haven't seen a thread about this on Dakka yet so here we go. The latest steamroller from
PP is out and though does have a couple of typos at the moment (apparently being fixed) it looks pretty good to my eyes.
http://privateerpress.com/organized-play/steamroller-tournaments
That said some of the scenarios look a bit complicated so I've been making notes on my printout of the pack. Making sure I can see how to win and how to stop my opponent from winning. If I’ve got anything wrong please point it out.
1. Close Quarters
Two 8” circles, the one on the right is closest to you.
How not to lose:
Contest closest zone
How to win:
Caster in a zone
Control far zone
Other:
KILL BOX
Rough plan:
Hard to damage stuff into the right circle and the hard hitting stuff going on the left.
2. Gauntlet
Two zones, one close to you one on the other side.
How not to lose:
Contest nearest zone
How to win:
Control far zone
Other:
KILL BOX
Rough plan:
Hard to win on scenario in my opinion. Ensure that you’ve got the hard to damage stuff in your zone and press the attack.
Maybe go for the assassination focused list?
3. Overrun
One thin zone that stretches from left to right.
How not to lose:
Contest zone
How to win:
Control zone
Other:
KILL BOX
Rough plan:
Hard to win on scenario in my opinion. Ensure that you’ve got the hard to damage stuff in your zone and press the attack.
Maybe go for the assassination focused list?
4. Guidons
Each player has a zone on the right and an objective on the left.
How not to lose:
Contest enemy objective
Protect own
How to win:
Control/destroy enemy objective
Move own objective to near zone
Other:
Caster has to move objective.
Gives fearless when controlled
Rough plan:
Something to threaten the enemies objective/caster (Fast? Cavalry?)
Also need to protect own objective/caster (shield guard? Tarpit?)
5. Supply and Demand
Offset circles, each containing an objective.
How not to lose:
Protect own objective
Contest enemy objective
How to win:
Control far zone and destroy enemy objective
Control near objective and contest far zone
Other:
Free charges and objective heals itself
Rough plan:
Something fast to contest the enemy objective is definitely needed for this one. Then you can concentrate upon controlling your own objective/zone, in that order.
6. Destruction
Objectives are placed on each players right, when destroyed it moves to the left hand spot.
How not to lose:
Protect nearest objective
How to win
Destroy far objectives
Other:
Extra armour: power tokens
Rough plan:
Hard to win without long range shooting or fast moving melee guys (cavalry?)
Maybe go for the assassination focused list?
7. Incursion
Three flags along the centre line and at the end of the first turn one disappears
How not to lose:
Contest flags
How to win:
Control flags
Rough plan:
Easy to describe what to do. Getting it done is the hard bit. So much depends on your force, enemy force and which flag disappears. Take a flexible list.
8. Process of Elimination
Two zones side by side.
How not to lose:
Contest ONE zone
How to win:
Control one zone then the other
Rough plan:
Ensure that it’s very hard to remove you from one zone and if you have a way of pushing things then you can try for the scenario win, else go for the assassination.
9. Outflank, Outfight, Outlast
Two side by side circles as before. This one has something extra, reinforcements.
How not to lose:
Contest zones
How to win:
Control zones
Rough plan:
Depends on what your reinforcements are but you could go heavily for the left hand zone and rely on the extras. If you can clear the zones do it else go for the assassination.
10. A Flag Too Far
First of the flank scenarios. The four flags look very completed but it’s easy to ensure you don’t lose and hard to win.
How not to lose:
Contest centre left flag
How to win:
Control centre right flag and go for far flag
Rough plan:
Tarpit up the centre right flag and attack down the right flank, using the reinforcements to ensure you wreak the opponent. Else assassination is the way to win.
11. Bunkers
Flank deployment with two circles.
How not to lose:
Contest left zone
How to win:
Control right zone
Rough plan:
Like a flag too far you should tarpit the left flank and attack up the right.
12. Envelopment
Flank deployment. Two zones, one further away on the left, the other closer on the right.
How not to lose:
Contest near zone
How to win:
Control far zone
Rough plan:
It’s gonna be a hard one to win as anything you get into the far zone to control it will be hit by the reinforcements. Might be best to hold them back slightly so that if your opponent gets their heavier stuff in their zone you can get rid of it quickly. Else assassination is going to be the way to win.
13. Demolition
One objective in the centre with two offset circles.
How not to lose:
Contest near zone
Contest objective
How to win:
Control objective
Control far zone
Other:
Objective gives AOE’s
Rough plan:
Watch out for the AOE that can come from the objective. To stop this from happening ensure that you are always contesting the objective and the closest zone. Attack up the left flank and stop the enemy on your right.
14. Incoming
Two zones, one close on the left flank and one far on the right. Two objectives in the opposite place.
How not to lose:
Protect near objective and contest near zone
Contest far objective
How to win:
Destroy far objective and control far zone
Control near objective
Other:
Artillery AOE’s (rough terrain)
Rough plan:
Ensure that you can threaten the objective/caster. Protect your objective somehow whilst attacking up the left flank. Also watch out for the 3” AOE of rough terrain that can come from the objectives. It’ll only be dangerous to things around the zone but without pathfinder it could screwup your plans.
15. Restoration
One rectangular zone in the centre of the table with an objective on each side.
How not to lose:
Protect near objective
Contest zone
How to win:
Destroy far objective
Control zone
Other:
Removes damage and continuous effects.
Rough plan:
Protect the closest objective and go for the attack up the centre. Ensure that you are always contesting the zone. It is going to be hard to win but easy to lose I think.
16. Command and Control
Radial scenario with one centre circle zone and four flags on the points of the compass.
How not to lose:
Contest zone
How to win:
Control zone and caster contest a flag
Rough plan:
Always contest the zone and have a manoeuvrable caster so that if you can clear the zone and get to a flag you can get ahead on control points.
17. Diversion
Radial scenario. Two flags on the left and right and two circles just in front of the deployment zones.
How not to lose:
Contest left flag
How to win:
Control right flag
Contest far zone
Rough plan:
Tarpit up the left flank, attack on the right and get the fast stuff up the centre. But always be flexible.
18. Sacrifice
Radial scenario. One circle to the left of player one and a flag to the right.
How not to lose:
Contest zone
How to win:
Control zone and base-to-base flag
Rough plan:
Your gonna have to attack the circle heavily whilst having something fast to get into base to base with the flag. Other than that watch out for the assassination vectors.
Automatically Appended Next Post: Oh and Norbert put up a description of the changes from 2011 to 2012 on lost hemisphere
here