Use the standard book missions. The game was designed to be balanced around them and eliminates any misinterpretation by the players.
To make a scenario based day start with like Dawn of War, KPs (the battle starts in the morning as a slug-fest to break through the enemies lines).
2nd mission is Pitched Battle, Multiple objectives (to make it fair place 1 objective in the center worth 2 points and an objective at the center of each table quarter worth 1 each, 5 total worth 6 points...do NOT let the players roll for random number of objectives. Someone will get dice-hosed and give an easy win). This represents the mid-point of the battle as each side scrambles to control key points of the battle field.
3rd mission is Spearhead, Capture and Control. The final push to eliminate the enemies stronghold. If you want to spice it up a bit have the game enter "Night fight" on turn 5 to represent the end of the day and evening setting in.
For tie breakers you can add bonus points for killing an enemy HQ, having the most scoring units in a table quarter, players nominate an opponents unit as their assassination choice, points for killing all of a FOC slot (Fast, Heavy, Elite)...points given automatically if your opponent does not have a unit in that FOC, etc.
Nothing too complicated. Remember: KISS.
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