Unbalanced Fanatic
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Got a tournament running tomorrow, I was asked to provide scenarios and could use some last minute input. I have run these scenarios before but would like some feedback for any glaring balance issues.
Scoring: Win = 5 pts, Draw = 3 pts, Lose = 1 pt. In case of ties, Victory Points Total earned is the tie-breaker. I am using the Throne of Skulls style scoring.
Random pairings every turn.
Scenario 1 – Squigatoge
The night before the big battle, Ork saboteurs sneak into the opposing armies vehicle depots. The saboteurs use a variety of chemical, biological and orky technology to “adjust” the potential of the enemy armies equipment; hoping for a fantastic display of pyrotechnics and random mayhem.
Mission: Big Guns Never Tire
Battlefield: Hammer and Anvil
Deployment: Roll Warlord Traits, Roll Psychic Powers (1 at a time), Roll for Deployment, Deploy
Game Length: 6 Turns
Special Rules: Night Fight, Reserves, Seize the Initiative
Primary Objectives: Most victory points win; As per Big Guns Never Tire: Objectives 1-3 = 3 points each, Heavy Support unit destroyed = 1 point each
Secondary Objectives: For each objective held, earn 1 point every turn that trap is activated. Only 1 point per players turn can be earned.
Tertiary Objectives: Slay the Warlord, Line Breaker, Last Man Standing (The army with the greater number of units at the end of the battle)
Scenario Special Rules:
Each Objective has the Booby-trap special rule and is always active, every game turn. The Booby-trap is activated on a roll of 1 or 2.
Scenario 2 – Waaaaghtoberfest
During a moment of truce (threats, prisoner transfer, etc), ork Painboyz sneak into the adjoining camps and spike the foodstuffs (bottled blood, protein paste, etc) with a powerful ork liquor that has caused the two sides to drop all sense of diplomacy and patience. Both sides charge at each other in a drunken rage, with an appetite for destruction.
Mission: Purge the Alien
Battlefield: Table Halves
Deployment: Roll Warlord Traits, Roll Psychic Powers (1 at a time), Roll for Deployment, Deploy Game Length: 6 Turns
Special Rules: Night Fight, Reserves, Seize the Initiative
Primary Objectives: Most victory points win, As per Purge the Alien: 1 point per Unit destroyed
Secondary Objectives: If Warlord slays a Warlord, victorious army earns 2 points
Tertiary Objectives: Slay the Warlord, Line Breaker, Last Man Standing (The army with the greater number of units at the end of the battle)
Scenario Special Rules:
Turn 1-2: All Units with the Infantry type gain Fleet special rule; if a unit already has fleet, they roll 2 dice and reroll the lowest.
Turn 3-4: All Units with the Infantry type gain the Rage special rule
Turn 5-6: All Units with the Infantry type gain Slow and Purposeful special Rule
Scenario 3 – 3:10 to Orktown
The opposing armies have learned that an invading Ork army is inbound to a desolate place called, Orktown. The Orks have brought along (3) Planetbreaker bombs, these powerful devices need to be secured from not only the hands of the enemy army, but the orks as well. With the ork train scheduled to arrive at 3:10, the opposing armies draw down on each other in a bid to claim the prize.
Mission: Crusade
Battlefield: Dawn of War
Deployment: Roll Warlord Traits, Roll Psychic Powers (1 at a time), Roll for Deployment, Deploy
Game Length: 6 Turns
Special Rules: Night Fight, Reserves, Seize the Initiative
Primary Objective: Most victory points win, (3) Objectives worth 3 points each
Secondary Objectives: For each objective, whichever player has the majority scoring units within 3” of the objective (whether controlled or contested) earns 1 point. Units may only count towards one objective.
Tertiary Objectives: Slay the Warlord, Line Breaker, Last Man Standing (The army with the greater number of units at the end of the battle)
Scenario Special Rules:
- All scenery must be set up within 8” of the long table edge, leaving an 18” no-man’s land in-between deployment zones.
- Each Objective is placed equal distance from each other in the center of the board, 24” apart.
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