I made three themed battles for a local tournament that I hosted based off of the 'Ard Boyz type scenarios. PIllage them if you like.
Scenario 1: Targeted Destruction
“Without the possibility of reinforcements due to a localized warp storm in the solar system, each commander looks to strategically weaken his enemy…”
Mission: This scenario is a variation of the annihilation mission (page 91) with the following amendments:
Kill Points in this mission are determined in the following way:
-Every unit is worth its own points divided by 100 in killpoints.
-Troop choices round down to a minimum of 1.
-Dedicated transports have no killpoint value; their points are added to their troop choice.
-All others round up.
Example: 190 point troop choice = 1 point. 210 point Heavy Support vehicle = 3 points.
Each player deploys their forces as per the deployment rules.
The Seize the Initiative Rule found on page 92 is in effect.
Deployment: Spearhead (Table Quarters)
Length of Game: Random Turn Length after Turn 5 (see page 90).
Calculate Results:
Massacre(20) – If a player has 6 or more killpoints than their opponent, then they score a Massacre.
Major Victory(15) – If a player has 4 or more killpoints than their opponent, then they score a major victory.
Minor Victory(13) – If a player has 2 or more killpoints than their opponent, then they score a minor victory.
Tie(10) – If both players have the same number of killpoints, the game is a tie.
Minor Loss(7)
Major Loss(5)
Massacred(0)
Battle Point Modifiers:
+1 if your opponent has no HQs alive at the end of the game.
+1 if you destroy all your opponent’s troop choices.
+1 if you have a scoring unit in at least three table quarters at game end.
+1 if you have at least one HQ alive at the end of the game.
Scenario 2: Into the Breach!
“After an endless day of fighting, a gap in the warp storm lets orbiting ships fire off a salvo of supply pods in a desperate attempt to reinforce their troops…”
Mission: This scenario is a variation of the seize ground mission (page 91) with the following amendments:
-There is one primary objective, which starts the game plummeting towards the planet. Each player turn, roll a D6 to see if the objective lands on the battlefield. Turn1(5+), Turn2(4+), Turn3(3+), Turn4(2+), Turn5(Auto). This objective is worth two objective points.
-When the objective hits the field, it scatters 3D6 and causes a STR10 AP1 Orbital Bombardment. After resolving the strike, place the objective centered on the hole of the bombardment.
-There are two secondary objectives (supply pods) worth one objective point each. At the start of the game, each player places their objective centered in one of the four quadrants of the board determined by a D6; 1-4 for each of the quadrants, 5-6 for player choice of quadrant. Objectives may end up in the same quadrant if your D6 determines it to be so; players may not voluntarily place an objective in the same quadrant as another.
Each player deploys their forces as per the deployment rules.
The Seize the Initiative Rule found on page 92 is in effect.
Deployment: Pitched Battle (Long Table Edges)
Length of Game: Random Turn Length after Turn 5 (see page 90).
Calculate Results:
Massacre(20) – If a player controls more objective points and has more killpoints than their opponent, then they score a massacre.
Major Victory(15) – If a player controls more objective point but has less killpoints than their opponent, they have scored a major victory.
Minor Victory(13) – If neither player controls more objective points, the player with more killpoints has scored a minor victory.
Tie(10) – If neither player controls more objectives or killpoints, the game ends in a tie.
Minor Loss(7)
Massacred(0)
Battle Point Modifiers:
+1 if you have more troop choices left alive at the end of the game than your opponent.
+1 if you have destroyed all your opponent’s troop choices.
+1 if you control the central objective.
+1 if you control all three objectives.
Scenario 3: Dawn Approaches
“Despite a grueling night of fighting, neither commander is willing to wait for the dawn to try ending the conflict by overrunning the enemy camp.
Mission: This scenario is a variation of the capture and control (page 91) with the following amendments:
-The game starts in Nightfight. At the beginning of each full turn, the player who chose to go first rolls a D6 to see if dawn breaks. Turn1(Nightfight), Turn2(5+), Turn3(4+), Turn4(3+), Turn5(2+).
Each player deploys their forces as per the deployment rules.
The Seize the Initiative Rule found on page 92 is in effect.
Deployment: Dawn of War (Table Halves)
Length of Game: Random Turn Length after Turn 5 (see page 90).
Calculate Results:
Massacre(20) – If a player controls more objectives than their opponent and has more killpoints, then they score a massacre.
Major Victory(15) – If a player controls more objectives than their opponent and does not have more killpoints, then they score a major victory.
Minor Victory(13) – If both players control the same number of objectives, than the player with the most killpoints has scored a minor victory.
Tie(10) – If neither player controls more objectives or has more killpoints, the game is a tie.
Minor Loss(7)
Major Loss(5)
Massacred(0)
Battle Point Modifiers:
+1 if you control both objectives.
+1 if you have destroyed all your opponent’s troop choices.
+1 if all your HQ choices are alive and not in reserve at the end of the game.
+1 if you have more scoring units in your opponent’s deployment zone than they have in yours.
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