Thursday, July 8, 2010

Those interesting scenarios


As I promised, though a little later than planned, I have a summary of the missions from the 500pt tournament. They were all well written and the TO got many compliments on them.

All games were played on 4' by 4' tables



Game 1
Alpha strike : deepstrike, outflank, infiltrate and seize the initiative are usable.
Deployment is table sides, 12" deep. Random game length.
Special rules:
Initial assault; all reserves have a +1 to their reserve rolls.
Outflankers; table sides are determined by, 1 is own, 2 is right, 3 is opponents, 4 is left, 5 and 6 are choose.
Primary mission goals: Killpoints
Secondary mission goals: +1 if one of your Hq survive. +1 if you have more troop units on the board.
+3 if you table your opponent. -1 if all of your HQs are dead. -1 if your army is not completely painted.

Game 2
Search and Destroy : deepstrike, outflank, infiltrate and seize the initiative are usable.
Three objectives placed before deployment, 12" from board edge and each other.
Deployment is 18" from opposite corners. Random game length.
Special rules:
Positional Relay; A unit on an objective gives a +1 to reserve rolls for that turn.
Outflankers; table sides are determined by, 1 is own, 2 is right, 3 is opponents, 4 is left, 5 and 6 are choose.
Primary mission goals: Objectives
Secondary mission goals: +1 For each objective you own. +1 if one of your HQ survives. +1 if your opponent has no troops left.
 -1 if all of your troops are dead. -1 if your army is not completely painted.

Game 3
Capture the Flag : deepstrike, outflank, infiltrate and seize the initiative are usable.
One objective center of the board, the person with the most troops within 6" wins.
Deployment is Diagonal deployment, pick a corner and 30" from that down either side and draw a line from those points. Random game length.
Special rules:
Daylight Fades; The sun setting hinders targeting. During turns 1 and 2 all units have -1BS. Turn 3 and on use night fight rules.
Outflankers; table sides are determined by, 1 is own, 2 is right, 3 is opponents, 4 is left, 5 and 6 are choose.
Primary mission goals: Objective
Secondary mission goals: +1 if one of your Hq survive. +1 if you have more troop units on the board.
 -1 if all of your HQs are dead. -1 if your army is not completely painted.
Game 4
Night Patrol: deepstrike, infiltrate and seize the initiative are usable.
One objective placed in the center.
Deployment is Diagonal deployment, pick a corner and 30" from that down either side and draw a line from those points. Random game length.
Special rules:
Night Fight rules; all game long
Outflankers; Cannot be used
Primary mission goals: Killpoints. All troops and dedicated Transports are 1KP, all others are 2KP
Secondary mission goals: +2 If you control the central objective. +1 if one of your Hq survive. +1 if you have more troop units on the board. +1 if none of your units are in your deployment zone.
-1 if all of your troops are dead. -1 if your army is not completely painted.

Game 5 (survived the night)
Loot the Dead : deepstrike, outflank, infiltrate and seize the initiative are usable.
Four Loot counters are placed on the table, 18" away from a table corner and 6" from each other.

Deployment is 18" from a table corner. Random game length.
Special rules:
Loot Counters; Any non-vehicle unit may pick up a counter and carry it around. it remains in contact with at least one model of the unit. A single unit may hold more than one counter. They cannont be in transports.
Outflankers; table sides are determined by, 1 is own, 2 is right, 3 is opponents, 4 is left, 5 and 6 are choose.
Primary mission goals: Control the most loot
Secondary mission goals: +1 if one of your Hq survive. +1 For each Loot counter you control
-1 if all of your HQs are dead. -1 if your army is not completely painted.
Game 6
Extraction : Infiltrate and seize the initiative are usable. All units Must deploy if not infiltrating. No reserves.
Victory points are used to determine the winner. Each of your models you are able to have cross the opposing table edge gives you double its Victory points.

Deployment is 12" from opposing table sides. Random game length.
Special rules:
Already Deployed; Everything must be deployed, Terminators, Daemons, everything, No Exceptions.
Primary mission goals: Victory points
Secondary mission goals: +3 if you get 400/500 points of your army across the table edge. +1 if one of your HQ crosses to safety. +1 if you have at least one troop unit cross to safety.
-1 if none of your models make it to safety. -1 if your army is not completely painted.
 So there they are. They are further explained on each sheet, and I enjoy how they all run together to tell a story. There are "thought of the day:" quotes on each page.... my favorite one being "Victory needs no explanation; defeat allows none"

Each sheet has the full mission and a score section. 15/10/5 break down for W/D/L and two copies were provided for each table and one being turned in after both players had signed.
I was lucky enough to be able to keep my copy each game.

I hope you all enjoyed them, maybe got inspiration from them. I plan on attending more tournaments by this host and I look forward to many more interesting missions.

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