SCENARIO LIST. (In no particular order) SEIZE GROUND. - As per page #91 of the Warhammer 40,000 Rulebook -

Similar documents
FRIDAY :: MARCH 24 ZONE MORTALIS #1

WARHAMMER 40K COMBAT PATROL

Set up and play each round by following the instructions below

SATURDAY APRIL :00AM 10:30PM 5:00PM 10:00PM :00PM

DOMINATION PLAYER A PLAYER B

7:00PM 12:00AM

RANDOM MISSION CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN THERE ARE NO DRAWS PICK A MISSION RANDOM MISSIONS

Battle of Octavus Two-Five Tournament Packet

PRE-DEPLOYMENT ORDERS Complete the following pre-deployment orders prior to deploying forces and beginning each game:

FRIDAY APRIL :00PM 10:00PM 8:00AM 8:00PM :00AM 3:00PM

BATTLEFIELD TERRAIN STC RYZA-PATTERN RUINS

I-95 GAMERS. Domination Missions

40k Rules at Invasion 2018

40k Rules at Invasion 2018

RESERVES RESERVES CONTENTS TAKING OBJECTIVES WHICH MISSION? WHEN DO YOU WIN PICK A MISSION RANDOM MISSION RANDOM MISSIONS

BOLT ACTION COMBAT PATROL

Warzone Game Setup Order

WARHAMMER 40K FRIENDLY GOTHAM IS IN TROUBLE!

Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.

2019 Mission Proposal Chapter Approved 2018 Draft 3

DOMINATION PLAYER A PLAYER B

SATURDAY APRIL :30AM 5:00PM

2017 Khornehusker RTT Scenarios October 21 st, An Independent Tournament Circuit Event

2017 Bugeater GT Warhammer 40,000 Friendly Doubles Tournament

WARHAMMER ANCIENTS DOUBLES TOURNAMENT

Warzone: Atlanta 2018 Mission Primer

PITCHED BATTLE WARHAMMER CHAMPIONSHIP SCENARIO

SATURDAY APRIL :30AM 5:00PM 7:00PM :00AM

Warhammer 40K Golden Rhino Tournament

Preparing the Warband for Battle

Unofficial Bolt Action Scenario Book. Leopard, aka Dale Needham

Age of Sigmar. Table Round 1

WARHAMMER 40K CHAMPIONSHIP

On the day you also need to bring :

Miniatures 800 Point

THURSDAY APRIL :00PM 10:00PM 5:00PM :00AM 3:00PM

Solitaire Rules Deck construction Setup Terrain Enemy Forces Friendly Troops

BOLT ACTION DOUBLES: WORLD AT WAR

Frontier/Modern Wargames Rules

2018 Battle for Salvation Grand Tournament Pack- Draft

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

WARHAMMER 40K. SYSTEM RULES PACK Highlander

Portable Wargame. The. Rules. For use with a battlefield marked with a grid of hexes. Late 19 th Century Version. By Bob Cordery

THE BRITISH HISTORICAL GAMES SOCIETY. present BRITCON 2017

WARHAMMER FANTASY REGIMENTS OF RENOWN

Campaign Notes for a Grand-Strategic Game By Aaron W. Throne (This article was originally published in Lone Warrior 127)

2016 Bugeater GT Warhammer 40,000 Primer Packet. An Independent Tournament Circuit Event

Dust Warfare: Tournament Rules

Do not lose this packet! It contains all necessary missions and results sheets required for you to participate in today s tournament.

WARHAMMER LEGENDARY BATTLES

WARHAMMER 40K TEAM TOURNAMENT

GottaCon 2014 Warhammer Event Rules. War of the Ring: Fantasy and 40K: Friday: 6:30pm - 8:00pm Game 1

SCENERY WARSCROLLS AZYRITE RUINS

Operation Blue Metal Event Outline. Participant Requirements. Patronage Card

Warhammer 40K Tournament Ranking 11th Conflict.

Free Shipping for all USA orders!

WARHAMMER FANTASY IT s HOW YOU USE IT TOURNAMENT

Dust Warfare: Tournament Rules

The 1776 Fight for Mike Warhammer Tournament

Halo Ground Command GT Missions

CONTENTS INTRODUCTION Compass Games, LLC. Don t fire unless fired upon, but if they mean to have a war, let it begin here.

2.0 The Battlefield. 2.1 Terrain Hexes. 2.2 Terrain Types. 3.0 Command Cards (10 each) 3.1 Order Cards (7 each)

Titan Games and Hobbies AOS Tournament Rules

WARHAMMER 40K. SYSTEM RULES PACK Highlander

Operation Take the Hill Event Outline. Participant Requirements. Patronage Card

THE GENERAL STAFF S RULES OF ENGAGEMENT

PROFILE. Jonathan Sherer 9/30/15 1

For 2 to 6 players / Ages 10 to adult

W A R H A M M E R 4 0, E X P O T O U R N A M E N T

Fleet Engagement. Mission Objective. Winning. Mission Special Rules. Set Up. Game Length

The 1776 Warhammer Tournament

WARHAMMER: AGE OF SIGMAR TEAM TOURNAMENT

::

General Principals. Turn Priority - this player may choose which player goes first.

The 2nd Schaumburg Beach Head

COMPONENT OVERVIEW Your copy of Modern Land Battles contains the following components. COUNTERS (54) ACTED COUNTERS (18) DAMAGE COUNTERS (24)

WARHAMMER 40K TEAM TOURNAMENT

::

2017 Bugeater GT Warhammer 40,000 Packet. An Independent Tournament Circuit Event

PROFILE. Jonathan Sherer 9/10/2015 1

Venue: The competition will be held at the Group North Historical Wargaming Society venue. This is the A.E. Martin Hall on Woomera Avenue, Penfield.

ASSAULT OBJECTIVES DEPLOYMENT HEXADOME SCORING ZONE END-GAME CONDITIONS. SCENARIOS v 1.3

WARHAMMER FANTASY THE BIG BRAWL

SUNDAY April :00AM 8:00PM

Mythic Battles: Pantheon. Beta Rules. v2.5

Siege of Nottingham FINALS Escalation Tournament

LATE 19 th CENTURY WARGAMES RULES Based on and developed by Bob Cordery from an original set of wargames rules written by Joseph Morschauser

Stargrunt II Campaign Rules v0.2

Aperitif Game for Gentlemen, By Pierre Laporte

Open War. Event Essentials. Open War Cards

Field of Glory - Napoleonic Quick Start Rules

Scenarios will NOT be announced beforehand. Any scenario from the Clash of Kings 2018 book as well as CUSTOM SCENARIOS is fair game.

EVENT ESSENTIALS. Date: 25th November System: Warhammer 40,000 Matched Play. Army Size: 1,000 points.

WARHAMMER: AGE OF SIGMAR VANGUARD TOURNAMENT #1

Narrative Campaign ROUND 2

FANTASY BATTLES: THE 9TH AGE GRAND TOURNAMENT LAUNCH DATE: LAST UPDATE:

ARMY COMMANDER - GREAT WAR INDEX

EPIC ARMAGEDDON CHALLENGE

A Thunderbolt + Apache Leader TDA

Game Rules. The Great Battles of the Napoleonic Era. Giovanni Crippa. version October v.1.1. A game by: GIOGAMES

Transcription:

The following is the complete list of scenarios that may be played at the 2011 Ultimate Warhammer 40K tournament. Four of these will be used by all players in the first four rounds of the tournament (pre-determined by the judges). The remaining two scenarios will be chosen from a list of six on day #2. SCENARIO LIST (In no particular order) SEIZE GROUND Pitched Battle. 4 objectives to be used (instead of D3+2). CAPTURE & CONTROL ANNIHILATION Dawn of War. FIRESWEEP TWISTED FATES MOBILE RECON VANGUARD SEIZE & DEFEND ASSASSINS SCORCHED EARTH

FIRESWEEP Both sides are moving forward to occupy as much of the city as possible, conducting a room to room, building to building and street to street sweep, when they run into each other. Each force must attempt to claim as many strategic locations as possible, clearing the enemy from the area as they advance. Both forces are seeking to clear the enemy from this sector. This is achieved through claiming fortified positions, structures, ruins & strategic locations. 6 objective points will be marked on the battlefield before the game by the judges. To claim one of these marked points, a Scoring Unit must move into contact with an uncontested point (no enemy within 3 ) and end its move (during that phase) to plant the flag. Once a point is marked, the unit may then move off to claim other points by marking & planting flags on them as well. The flag remains until an enemy Scoring Unit claims the location in the same way, at which point it plants its own flag instead (and removes yours). At the end of the game, each player receives 1 Objective Point for each flag they have marking objectives on the table. In addition, each objective controlled by a player (at least one scoring unit and no enemy units of any type within 3 of it) is worth 1 Objective Point as well. The player with the most objective points at the end of the game wins. If the players have the same number of objective points, the game is a tactical draw. TWISTED FATES Both sides are attempting to dominate the battleground, sweeping the area clean of opposing troops. The twisting powers of the warp however, have begun to influence the outcome of the battle as the gods play their own games with the souls and lives of your troops. Special Note Fate Dice: Due to the strange effects of the warp energies suffusing the battlefield, your warriors are able to randomly escape death and perform feats otherwise impossible. To represent this, each player begins the game with 3 Fate Dice. You may use each of these dice to perform a free re-roll of a single 6 sided dice roll (including special dice like scatter etc) during the game during either player s turn. To use, simply declare this to your opponent, pick up the dice, and re-roll it. You may not re-roll a re-roll. Single dice that are part of a combined roll of multiple dice (such as with leadership tests) may be re-rolled with Fate Dice. Both players must attempt to clear the enemy from the area. This is primarily achieved by controlling table quarters. At the end of the game you control an objective if there is at least one of your scoring units, and no enemy scoring units within one of the three table quarters other than the one you deployed in. In the case of units with models positioned in multiple quarters, the quarter occupied is that where the majority of the models in that unit are positioned or if this is not clear, then the controlling player may choose. The player controlling the most objectives at the end of the game wins. If the players control the same number of objectives, the game is a tactical draw.

MOBILE RECON Both sides are attempting to punch through enemy lines to establish forward positions and probe the enemy s strength in preparation for a major attack. Both players must attempt to get units into the enemy deployment zone and overrun their lines. At the end of the game, each player receives objective points for each scoring unit they have completely within 12 of their opponent s long table edge. The player with the most objective points at the end of the game wins. If the players have the same number of objective points, the game is a tactical draw. Dawn Of War. VANGUARD A strike force is not always a subtle instrument to be delicately wielded like a surgeon s knife. Sometimes it can be likened to a mighty hammer which smashes asunder that which stands in its way! Deployment area is as per Pitched Battle. Both players roll a dice, the winner chooses which of the long table edges to deploy in. Roll a D6. The player with the highest score may choose whether to go first or second. Players may not attempt to seize the initiative in this mission. During game Turn 1 the Night Fighting mission special rule is in effect. Special Note - Deep Strike: Due to the interference of atmospheric anomalies, the range of unit deep striking is limited to Night Fight spotting range in this mission. To Deep Strike, pick the unit closest to your desired target and then roll for spotting distance. You may only target your deep strike within this range (but may scatter out of it). This does not count as your unit s spotting roll for the purpose of the rest of the turn. Players who currently have no models on the board may Deep Strike as normal. Special Rule - Vanguard: Your infantry s role is to spearhead the attack and secure the objectives they capture. To reflect this any infantry units can be used as scoring units, not just troops units as would normally be the case. 3 objectives will be marked on the battlefield before the game by the judges. At the end of the game you control an objective if there is at least one of your scoring units, and no enemy unit (any unit whether scoring or not) within 3 of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from. The player controlling the most objectives at the end of the game wins. If the players control the same number of objectives, the game is a tactical draw. Pitched Battle with additional changes (see above).

SEIZE & DEFEND Vital objectives have been selected for your force to secure & defend from enemy forces who have chosen key locations to hold for their own reasons. Both forces are attempting to capture vital primary and other key locations, whilst defending their own. Before deciding deployment zones, the players must determine the position of 6 objectives. This is done following the same objective placement guidelines as per the Seize Ground mission (Rulebook page #91). During the deployment of forces, each player must nominate any 1 objective on the board as a Primary objective. Both players must nominate different objectives as Primary (you cannot nominate the same one as your opponent!). All other objectives are to be Secondary. This will result in the table having 2 Primary and 4 Secondary objectives. At the end of the game, each primary objective controlled by a player is worth 2 Points. Each secondary objective controlled by a player is worth 1 Point. At the end of the game you control an objective if there is at least one of your scoring units, and no enemy unit (any unit whether scoring or not) within 3 of it. As different objectives vary in shape and size, it is important to agree at the beginning of the game exactly where this distance will be measured from. The player controlling the most objective points at the end of the game wins. If the players control the same number of objective points, the game is a tactical draw. ASSASSINS The enemy leader has been sighted in this sector, giving your forces a vital opportunity to engage and destroy the foe s command. You must strike swiftly & surely to guarantee success! Each player s objective is to kill the enemy leader and destroy the foe s command structure. Victory conditions are as per the Annihilation scenario (rulebook page #91) with the following change: Enemy HQ and Elite units are worth double Kill Points in this scenario if completely destroyed. Pitched Battle.

SCORCHED EARTH Your forces have committed to the front line in an effort to kill, maim and burn! Set up 4 objective markers (rolling off to see who places first and then each player placing two each) before either side deploys or rolls for their deployment area. Objectives may be set up anywhere on the table more than 12 from a table edge or another objective. Split the table into four quarters and roll-off to see which player picks the quarter they will deploy in. The opposing player deploys in the opposite table quarter. Players may deploy any number of units anywhere in their deployment area that is more than 9 from the centre point of the table. Both sides may place any number of units in reserve. Reserves: Special Rule Slash & Burn: All pieces of area terrain (confirm which pieces are area terrain with your opponent before the game begins) are either on fire, or a smoking ruin. Before either side deploys, roll a D6 for each piece of area terrain and apply the following effect: 1-3 Burning: The area counts as dangerous terrain. 4-6 Smoking: Add +1 to the cover save of any unit in the terrain. In addition, both burning and smoking terrain blocks any line of sight that is drawn across and beyond them. The player controlling the most objectives at the end of the game wins. If the players control the same number of objectives, the game is a tactical draw. Modified spearhead (see above).