Post by lowlygaunt on Nov 23, 2007 4:00:05 GMT
Ok this will be a bit long sorry. My local club is having a tournament, with an entrance fee. Here are the scenarios we will be using for the first four games (it will be round robin 3 games, then top 4 player play-off). Let me know if I am missing something obvious that can be exploited please.
The basic premise for the tourney is a warpstone comet hurtled out of the eye of terror and collided billions of miles away with the 5th planet in the Ulchor system, destroying both and scattering fragments over 3 of the other planets in the system. Warpstone is an extremely rare commodity valuable for a variety of reasons, and many different factions (the players) have sent forces to gather anything that remains.
It is a 2,000 point tournament, no changes between games, using a standard FoC and no named characters. We also have a few house rules we have all agreed on, like our own vehicle damage chart, dice must be rolled on the table, etc.
I have 4 tables available with terrain, a jungle table, Ice field table, and my 10 foot desert table split into two 5 foot ones, each is supposed to represent one of the other three planets.
Scenario one: Race for Warpstone
Long range scanning has located one of the impact points for a large chunk of the Warpstone comet that destroyed the 5th planet of the system. Unfortunately the same long range scan picked up enemy units maneuvering toward the same impact point. The rush to beat your enemy and claim the powerful warpstone fragments has left your forces strung out over the march. As your advance forces reach the blasted area, they spot the shadowy figures of enemy troops across the valley. No commander has the luxury of fighting a perfect battle, and this one must be fought with the forces on hand, as the rest of your army races to the battlefield.
Set-up
Each player must divide his army out, keeping a portion of his forces in reserve. This is to represent the chaos caused by the very quick redeployment, and the large march to arrive at the battlefield.
Only the following units may be deployed on the board at the start of the battle (but may be held in reserve by choice):
• All fast attack choices
• One troops choice that includes a dedicated transport
• One HQ choice
• Any unit with infiltrate (but infiltrators must be set-up in normal deployment zones, and may not “infiltrate”)
• Any unit with the scout special rule
All other units start the game in reserve.
Reserves
Units in reserve arrive on the battlefield as per the usual reserve rule with the following modifications. Instead of needing a 4+ to arrive, use the following chart to determine the arrival time of units. Simply replace the normal 4+ roll with the following number, and count down per turn as normal (for example, a unit that has a dedicated transport, arrives on turn two on a 3+, turn 3 on a 2+, etc). Units arriving from reserve enter anywhere on the controlling player’s long board edge, and may enter outside his deployment zone. Units may deep strike from reserve if capable of doing so using the normal rules for deep striking.
Unit arrival time:
• 3+ Any unit with a dedicated transport, units with the deep strike special rule, bikers, jetbikes, jump troops, All fast attack choices, all units with the fleet special rule
• 4+ All unspecified units
• 5+ Units bought under the Heavy category, Dreadnaughts
Roads: The area is crisscrossed by many roads, rail networks, pathways and canals. These can be used to expedite a unit’s movement onto the board when it arrives from reserve. Any unit may choose to on the turn it arrives move double its normal maximum movement, but it may not shoot its weapons or assault.
Set-up Zones:
Determine who sets up first using the normal strategy rating rules.
An army’s initial deployment uses table corners. Each player rolls a d6, the highest roll chooses one table corner as their deployment zone, the loser gets the opposite deployment zone. Each deployment zone is determined by measuring 24” along the short edge of the table, and 30” along the long edge of the table, and then connecting these two points. Leaving the player with a triangular deployment zone.
Objective:
The objective of each army is to gather as many warpstone pieces as they can. Each warpstone piece held by a force at the end of the game is worth an additional 200 victory points.
Holding and gathering warpstone:
Any unit may load a single warpstone piece during its movement phase if they are within 2” of the warpstone, and no enemy unit is within that distance. Troops gather shards into backpacks, bikes load up saddlebags, dreadnaughts carry huge crystals in their hands, vehicle crews load some into the vehicle. The following rules apply to units picking up Warpstone:
• A unit loading Warpstone may not move more than 3” of its movement during the movement phase in which they load warpstone, this includes all vehicles.
• A unit loading warpstone must use half its members to do so. This means an infantry unit or vehicle squadron may only fire half its weapons. A vehicle that moved the turn it loads warpstone may not fire any weapons OR if it did not move, the driver loads and it may fire all its weapons.
• A unit that drops below half strength or a vehicle that is destroyed “drops” its load of warpstone.
• A unit may “stockpile” its warpstone by moving off of its table edge during its movement phase, returning to the board on its next turn.
Each player rolls a d6, the higher roll choosing to go first or second.
Victory and game length:
The game lasts 6 turns (or a real time 3:30 time limit).
At the end of the game total up victory points, adding victory points for Warpstone in. Keep track of the exact point totals.
Scenario 2: Search for the Cure!
Too late you have realized that this particular warpstone is extremely damaging to all living beings. Frantically your techs and medics search for a cure as your army weakens and dies from the debilitating effects of the warpstone. You have been forced to scatter your army across the zone in search of any help. Possible salvation arrives in an intercepted radio transmission. Scientists at an obscure research station claim to have a cure. Gathering the forces still capable of fighting, you rush to the research facility. Alas, the column of smoke reaching into the sky from its location tells you others have arrived first. As you survey the ruins from a distance, you spot the fleeing remnants of the scientific research team, and move to intercept them. But you are not the only forces to spot their path. .
Set-Up:
Each force has maneuvered to intercept the small team of scientists fleeing from the abandoned outpost. Each player must divide his forces into four separate groups. The make up of these groups is entirely up to the player, with the only rule being that only complete units may be placed within each group (no separating units between two groups). After this division has been made, each player randomly determines one of these four groups that will not participate in the battle, as they were too far from the reported location to gather in time. The remaining ¾’s are used for the battle.
Special rules
Infiltrate, deep strike, scouts. All of these are played according to the rules in the CRB.
Warpstone poisoning: All models that are living or contain living beings are suffering from warpstone poisoning. At the beginning of each of a player’s turns, his opponent may chose ONE unit on the board (that is affected) and roll a d6 and consult the following chart:
1 No effect, the unit shrugs off its pain this turn
2-3 The unit is feeling the effects of the Warpstone, lowering its morale and reasoning, the unit is -2 leadership for the turn, fearless units lose fearless.
4-5 The unit is too sick to fight effectively, it may not move or assault, and when shooting needs a 6 to hit, if already in CC it may defend itself, but needs 6’s to hit.
6 The unit is on its last legs, and suffers a d3 casualties, which are removed with no armor saves allowed.
Set-up zone:
Each player rolls a d6, the highest roll chooses a long table edge, the loser getting the opposite one. Each player’s deployment zone is the length of the table, and 15” deep.
Objective:
Determine who sets up first using the normal strategy rating rules.
Each army’s goal is to capture one of the scientists, or at least find an antidote. This can only be accomplished by shepherding one of the scientists on the board off your table edge, or by carrying a body off the board edge.
Scientists (or their bodies) can be moved only by a unit of infantry. The unit must spend one movement phase on the scientist’s location, without being in CC. The next turn they can begin moving the scientist toward their board edge. A unit moving a scientist can only move half its distance, and may not assault, but they may fire their weapons. A unit may “disband” a scientist at the end of their assault phase. The scientist is left where he is disbanded.
Victory:
Normal victory points are counted to determine the winner of the battle. Each scientist recovered is worth an additional 1,000 victory points if he is in the player’s deployment zone or off the board. If a scientist is under a players control but not in his deployment zone, he is worth 500 victory points.
Scenario 3: Over-Aggressive Lunge
The weakening of forces due to warpstone poison has caused great gaps and holes in the opposing lines. One of these gaps was used by your forces to break thru, accomplished successfully but not decisively. The weakness of your own forces has left your advance elements exposed as well, however, as your reserves have not kept up with the fast break-thru. Furthermore the enemy units originally defending the break thru have re-grouped and also await reinforcements. Each side is trying to quickly reinforce the small units fighting the battle before they are destroyed piecemeal.
Set-up:
Each player rolls a d6, the highest roll is the attacker, the lower roll the defender.
The attacker must separate out of his forces; one HQ, one elite, and one troop’s choice to represent the assault forces. This will be known as force A. The rest of the attacker’s army is force B.
The defender must separate out of his forces; One HQ, One troop’s choice, and one heavy choice to represent the re-grouped forces who had been defending the line. These units will be the defenders force A and his remaining units force B.
Special rules:
Reserves and deep strike will be used according to the CRB.
Deployment:
Each player rolls a d6, the highest roll chooses which long table edge to deploy on as well as a short table edge for deployment. Each player must deploy force A using the normal deployment rules. Create a centerline across the table from long edge to long edge. Each unit in each players force A must be deployed on the opposite half of the map from their own chosen short edge, and at least 12” from their own table edge. When these forces have been set up, each player may deploy their force B. Force B is deployed along the owning player’s short table edge, up to 12” into the table. No units may be deployed closer than 18” of an enemy unit.
Objective:
Each commander’s goal is to inflict damage on his opponent while saving his assault force. At the end of the game each surviving model in a player’s force A is worth twice its point value in victory points. A player also receives normal victory points for units in his opponents force B.
Scenario 4: Supply Run
Constant fighting over the preceding weeks has left the battlefield strewn with abandoned equipment, supplies, and valuable intelligence. As you gather your forces for a final assault, scouts scour the fields for useful material. As darkness descends, a large supply dump has been located, but not just by your forces. Both sides quickly gather, hoping to strike a decisive blow against their enemies, as well as gather the material they will need for a final offensive.
Set-up:
Each player fights this battle with the entire army.
Special rules:
Reserves, Infiltrate, Scouts, night fighting.
Deployment Zones:
Each player rolls a D6, the highest roll chooses to either deploy the first unit OR choose a long table edge to deploy on. Each army may deploy anywhere along their long table edge, up to 12” from the table edge.
Objective:
The objective of each commander is to inflict damage upon his opponent, and hold the supply caches at the end of the game.
Special rules:
Supply caches: A unit holds a supply cache if it meets the following requirements:
• It has at least one model within 2” of the supply dump
• The unit is at half strength or above, or is a mobile vehicle with a working weapon
• No enemy unit meets the above criteria for the supply dump
Using the supplies; a unit holding a supply dump may choose to “use” the supplies cached there at the beginning of the controlling players turn. This is done in one of the following ways;
• Ammo, the unit may re-roll all missed shooting during the phase
• Food, the unit may make an additional fleet move instead of shooting in the shooting phase
• Intelligence, the unit has learned specific information about an enemy unit, and may choose one enemy unit on the board to become a preferred enemy according to the CRB
If a supply dump is used in one of the ways above, the player using it rolls a d6, on a roll of 1-3 the supply dump is used up and removed, on a 4-5 it remains in play for victory point purposes, but may not be used as above again, on a 6 it remains in play and may be used.
Victory:
Normal victory points are used, in addition, each supply dump that a unit controls at the end of the game is worth 300 victory points.
It is cut and pasted straight from word so I hope the format did not get messed up too badly. And thanks to the people who actualy get thru this monster post, I think these scenarios are pretty good and will add some tactical value to the games.
The basic premise for the tourney is a warpstone comet hurtled out of the eye of terror and collided billions of miles away with the 5th planet in the Ulchor system, destroying both and scattering fragments over 3 of the other planets in the system. Warpstone is an extremely rare commodity valuable for a variety of reasons, and many different factions (the players) have sent forces to gather anything that remains.
It is a 2,000 point tournament, no changes between games, using a standard FoC and no named characters. We also have a few house rules we have all agreed on, like our own vehicle damage chart, dice must be rolled on the table, etc.
I have 4 tables available with terrain, a jungle table, Ice field table, and my 10 foot desert table split into two 5 foot ones, each is supposed to represent one of the other three planets.
Scenario one: Race for Warpstone
Long range scanning has located one of the impact points for a large chunk of the Warpstone comet that destroyed the 5th planet of the system. Unfortunately the same long range scan picked up enemy units maneuvering toward the same impact point. The rush to beat your enemy and claim the powerful warpstone fragments has left your forces strung out over the march. As your advance forces reach the blasted area, they spot the shadowy figures of enemy troops across the valley. No commander has the luxury of fighting a perfect battle, and this one must be fought with the forces on hand, as the rest of your army races to the battlefield.
Set-up
Each player must divide his army out, keeping a portion of his forces in reserve. This is to represent the chaos caused by the very quick redeployment, and the large march to arrive at the battlefield.
Only the following units may be deployed on the board at the start of the battle (but may be held in reserve by choice):
• All fast attack choices
• One troops choice that includes a dedicated transport
• One HQ choice
• Any unit with infiltrate (but infiltrators must be set-up in normal deployment zones, and may not “infiltrate”)
• Any unit with the scout special rule
All other units start the game in reserve.
Reserves
Units in reserve arrive on the battlefield as per the usual reserve rule with the following modifications. Instead of needing a 4+ to arrive, use the following chart to determine the arrival time of units. Simply replace the normal 4+ roll with the following number, and count down per turn as normal (for example, a unit that has a dedicated transport, arrives on turn two on a 3+, turn 3 on a 2+, etc). Units arriving from reserve enter anywhere on the controlling player’s long board edge, and may enter outside his deployment zone. Units may deep strike from reserve if capable of doing so using the normal rules for deep striking.
Unit arrival time:
• 3+ Any unit with a dedicated transport, units with the deep strike special rule, bikers, jetbikes, jump troops, All fast attack choices, all units with the fleet special rule
• 4+ All unspecified units
• 5+ Units bought under the Heavy category, Dreadnaughts
Roads: The area is crisscrossed by many roads, rail networks, pathways and canals. These can be used to expedite a unit’s movement onto the board when it arrives from reserve. Any unit may choose to on the turn it arrives move double its normal maximum movement, but it may not shoot its weapons or assault.
Set-up Zones:
Determine who sets up first using the normal strategy rating rules.
An army’s initial deployment uses table corners. Each player rolls a d6, the highest roll chooses one table corner as their deployment zone, the loser gets the opposite deployment zone. Each deployment zone is determined by measuring 24” along the short edge of the table, and 30” along the long edge of the table, and then connecting these two points. Leaving the player with a triangular deployment zone.
Objective:
The objective of each army is to gather as many warpstone pieces as they can. Each warpstone piece held by a force at the end of the game is worth an additional 200 victory points.
Holding and gathering warpstone:
Any unit may load a single warpstone piece during its movement phase if they are within 2” of the warpstone, and no enemy unit is within that distance. Troops gather shards into backpacks, bikes load up saddlebags, dreadnaughts carry huge crystals in their hands, vehicle crews load some into the vehicle. The following rules apply to units picking up Warpstone:
• A unit loading Warpstone may not move more than 3” of its movement during the movement phase in which they load warpstone, this includes all vehicles.
• A unit loading warpstone must use half its members to do so. This means an infantry unit or vehicle squadron may only fire half its weapons. A vehicle that moved the turn it loads warpstone may not fire any weapons OR if it did not move, the driver loads and it may fire all its weapons.
• A unit that drops below half strength or a vehicle that is destroyed “drops” its load of warpstone.
• A unit may “stockpile” its warpstone by moving off of its table edge during its movement phase, returning to the board on its next turn.
Each player rolls a d6, the higher roll choosing to go first or second.
Victory and game length:
The game lasts 6 turns (or a real time 3:30 time limit).
At the end of the game total up victory points, adding victory points for Warpstone in. Keep track of the exact point totals.
Scenario 2: Search for the Cure!
Too late you have realized that this particular warpstone is extremely damaging to all living beings. Frantically your techs and medics search for a cure as your army weakens and dies from the debilitating effects of the warpstone. You have been forced to scatter your army across the zone in search of any help. Possible salvation arrives in an intercepted radio transmission. Scientists at an obscure research station claim to have a cure. Gathering the forces still capable of fighting, you rush to the research facility. Alas, the column of smoke reaching into the sky from its location tells you others have arrived first. As you survey the ruins from a distance, you spot the fleeing remnants of the scientific research team, and move to intercept them. But you are not the only forces to spot their path. .
Set-Up:
Each force has maneuvered to intercept the small team of scientists fleeing from the abandoned outpost. Each player must divide his forces into four separate groups. The make up of these groups is entirely up to the player, with the only rule being that only complete units may be placed within each group (no separating units between two groups). After this division has been made, each player randomly determines one of these four groups that will not participate in the battle, as they were too far from the reported location to gather in time. The remaining ¾’s are used for the battle.
Special rules
Infiltrate, deep strike, scouts. All of these are played according to the rules in the CRB.
Warpstone poisoning: All models that are living or contain living beings are suffering from warpstone poisoning. At the beginning of each of a player’s turns, his opponent may chose ONE unit on the board (that is affected) and roll a d6 and consult the following chart:
1 No effect, the unit shrugs off its pain this turn
2-3 The unit is feeling the effects of the Warpstone, lowering its morale and reasoning, the unit is -2 leadership for the turn, fearless units lose fearless.
4-5 The unit is too sick to fight effectively, it may not move or assault, and when shooting needs a 6 to hit, if already in CC it may defend itself, but needs 6’s to hit.
6 The unit is on its last legs, and suffers a d3 casualties, which are removed with no armor saves allowed.
Set-up zone:
Each player rolls a d6, the highest roll chooses a long table edge, the loser getting the opposite one. Each player’s deployment zone is the length of the table, and 15” deep.
Objective:
Determine who sets up first using the normal strategy rating rules.
Each army’s goal is to capture one of the scientists, or at least find an antidote. This can only be accomplished by shepherding one of the scientists on the board off your table edge, or by carrying a body off the board edge.
Scientists (or their bodies) can be moved only by a unit of infantry. The unit must spend one movement phase on the scientist’s location, without being in CC. The next turn they can begin moving the scientist toward their board edge. A unit moving a scientist can only move half its distance, and may not assault, but they may fire their weapons. A unit may “disband” a scientist at the end of their assault phase. The scientist is left where he is disbanded.
Victory:
Normal victory points are counted to determine the winner of the battle. Each scientist recovered is worth an additional 1,000 victory points if he is in the player’s deployment zone or off the board. If a scientist is under a players control but not in his deployment zone, he is worth 500 victory points.
Scenario 3: Over-Aggressive Lunge
The weakening of forces due to warpstone poison has caused great gaps and holes in the opposing lines. One of these gaps was used by your forces to break thru, accomplished successfully but not decisively. The weakness of your own forces has left your advance elements exposed as well, however, as your reserves have not kept up with the fast break-thru. Furthermore the enemy units originally defending the break thru have re-grouped and also await reinforcements. Each side is trying to quickly reinforce the small units fighting the battle before they are destroyed piecemeal.
Set-up:
Each player rolls a d6, the highest roll is the attacker, the lower roll the defender.
The attacker must separate out of his forces; one HQ, one elite, and one troop’s choice to represent the assault forces. This will be known as force A. The rest of the attacker’s army is force B.
The defender must separate out of his forces; One HQ, One troop’s choice, and one heavy choice to represent the re-grouped forces who had been defending the line. These units will be the defenders force A and his remaining units force B.
Special rules:
Reserves and deep strike will be used according to the CRB.
Deployment:
Each player rolls a d6, the highest roll chooses which long table edge to deploy on as well as a short table edge for deployment. Each player must deploy force A using the normal deployment rules. Create a centerline across the table from long edge to long edge. Each unit in each players force A must be deployed on the opposite half of the map from their own chosen short edge, and at least 12” from their own table edge. When these forces have been set up, each player may deploy their force B. Force B is deployed along the owning player’s short table edge, up to 12” into the table. No units may be deployed closer than 18” of an enemy unit.
Objective:
Each commander’s goal is to inflict damage on his opponent while saving his assault force. At the end of the game each surviving model in a player’s force A is worth twice its point value in victory points. A player also receives normal victory points for units in his opponents force B.
Scenario 4: Supply Run
Constant fighting over the preceding weeks has left the battlefield strewn with abandoned equipment, supplies, and valuable intelligence. As you gather your forces for a final assault, scouts scour the fields for useful material. As darkness descends, a large supply dump has been located, but not just by your forces. Both sides quickly gather, hoping to strike a decisive blow against their enemies, as well as gather the material they will need for a final offensive.
Set-up:
Each player fights this battle with the entire army.
Special rules:
Reserves, Infiltrate, Scouts, night fighting.
Deployment Zones:
Each player rolls a D6, the highest roll chooses to either deploy the first unit OR choose a long table edge to deploy on. Each army may deploy anywhere along their long table edge, up to 12” from the table edge.
Objective:
The objective of each commander is to inflict damage upon his opponent, and hold the supply caches at the end of the game.
Special rules:
Supply caches: A unit holds a supply cache if it meets the following requirements:
• It has at least one model within 2” of the supply dump
• The unit is at half strength or above, or is a mobile vehicle with a working weapon
• No enemy unit meets the above criteria for the supply dump
Using the supplies; a unit holding a supply dump may choose to “use” the supplies cached there at the beginning of the controlling players turn. This is done in one of the following ways;
• Ammo, the unit may re-roll all missed shooting during the phase
• Food, the unit may make an additional fleet move instead of shooting in the shooting phase
• Intelligence, the unit has learned specific information about an enemy unit, and may choose one enemy unit on the board to become a preferred enemy according to the CRB
If a supply dump is used in one of the ways above, the player using it rolls a d6, on a roll of 1-3 the supply dump is used up and removed, on a 4-5 it remains in play for victory point purposes, but may not be used as above again, on a 6 it remains in play and may be used.
Victory:
Normal victory points are used, in addition, each supply dump that a unit controls at the end of the game is worth 300 victory points.
It is cut and pasted straight from word so I hope the format did not get messed up too badly. And thanks to the people who actualy get thru this monster post, I think these scenarios are pretty good and will add some tactical value to the games.