WMC 40K Doubles Scenarios 2011

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    Warmasters 40k Challenge 2011 Doubles Scenarios Draft 3Available at www.warmasterschallenge.com

    WMC Doubles 2011

    Updated: August 8th, 2011

    Draft Beta ScenariosOriginal Release: June 1

    st, 2011

    Send Feedback to [email protected]

    mailto:[email protected]:[email protected]:[email protected]
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    Warmasters 40k Challenge 2011 Doubles Scenarios Draft 3Available at www.warmasterschallenge.com

    General RulesRoll-off:Any time the term roll-off is used, each player on each team rolls a dice. Each teamadds their result together, compares their total with their opponents total, with thehigher result winning the roll-off.

    Deployment Special Rules:All scenarios allow infiltrate, deep strike, reserves, outflank, and scout.

    Random Game Length;All scenarios use Random Game Length.

    At the end of Turn 5, roll a die. On a 3+, play turn 6. If a 1-2 is rolled, the gameends.

    At the end of Turn 6, roll a die. On a 4+, play Turn 7. If a 1-3 is rolled, the gameends

    If turn 7 is reached, it is the final turn.Victory PointsVictory points are scored in the following manner:

    Victory Points are equal to the points cost of a unit. Each Unit/Independent Character/Monstrous Creature/Vehicle destroyed is

    worth its full value in Victory Points.

    Each Unit reduced to 50% or less (but not destroyed) is worth of its value inVictory Points.

    Each Monstrous Creature/Independent Character reduced to half wounds orless (but not destroyed) is worth of its value in Victory Points.

    Each Vehicle that is damaged (but not destroyed) is worth of its value inVictory Points.

    Units which are falling back at the end of the game are worth full victory points.ObjectivesWarmasters Challenge Scenarios feature three levels of objectives that must becompleted in order to achieve a complete victory. The Primary, Secondary and TertiaryObjectives are detailed in each scenario.

    Scoring Units:Are those defined as scoring in the Warhammer 40,000 rulebook asdefined on pageXX

    Objective Markers: Units can never control or contest more than one objective marker.Only Scoring Units can control objective markers, but any unit can contest. To do either,the units must be within 3 of the objective marker.

    Objective Markers must be at least 25mm in size and not be greater than 40mm in size.

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    Warmasters 40k Challenge 2011 Doubles Scenarios Draft 3Available at www.warmasterschallenge.com

    Objective markers must be placed on the ground level of the table, and in not inimpassable terrain.

    Wipe-outsCompletely destroying your opponent does not guarantee full battle points for all

    objectives. If your opponent is completely destroyed with game turns remaining, teamsmay play out those turns in an effort to claim objectives. Remember to roll for randomgame length where it applies.

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    Warmasters 40k Challenge 2011 Doubles Scenarios Draft 3Available at www.warmasterschallenge.com

    Scenario 1.0 Supply RecoveryRead the entire scenario before starting.

    Set-up Summary1. Roll off and Place 1 Objective

    Marker per team2. Roll off for Deployment Zones3. Deploy Forces4. Seize the Initiative5. Play First Turn6. Place 1 Objective Marker per Team7. Play the rest of the game

    Scenario Special RulesStaggered Objective Placement.

    Staggered Objective Placement, part1: Roll-

    off. Starting with the team that won the roll-off, each team places an objective marker.The markers may not be placed with 12 of aboard edge or another objective marker.

    Deployment: Roll-off. The winners maychoose their table edge orpass and allow theother team to choose their table edge. Thedeployment style is Dawn of War.

    For Dawn of War deployment, each team (notplayer) may deploy two units of Troops and an

    HQ.

    The team that chose their table edge deploysfirst, then the other team deploys.

    The team that chose their table edge first goesfirst, unless the other team is able toseize theinitiative on the D6 roll of a 6.

    Random Game Length:

    See General Rules

    Staggered Objective Placement, part 2:Afterthe first game turn is completed, each teamwill place an additional objective marker. Theteam that went second places first. Thesemarkers may not be placed within 6 of aboard edge or 12 another marker.

    Primary: Control the Objectives. The teamthat controls more objectives at the end of thegame wins this objective. If both sides controlan equal number of objectives, the result is adraw.

    Secondary: Kill Points. The team that scoresmore kill points wins this objective. If bothteams score an equal number of kill points,the result is a draw.

    Tertiary: Control Fallback Lines. The team thatcontrols both zones 12 from the long boardedges wins this objective.

    To Control a Fallback Line, a Team must havemore scoring units in the zone than theiropponent. Scoring units that are controllingthe primary objective do count (this is anexception to the normal rule). Non-scoringunits do not count (this is an exception to thenormal rule).

    If each side controls one zone 12 from thelong board edge, the result is a draw.

    Tactical Bonus:Tactical Bonus:

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    Scenario 2.0 Escape the Chaos WorldRead the entire scenario before starting.

    Set-up Summary1. Place Objective Markers2.

    Roll off for Deployment Zones3. Deploy Forces

    4. Seize the Initiative5. Play the Game

    Special RulesInfluence of Chaos.

    Objective Placement: Roll-off. Startingwith the team that won the roll-off fordeployment, each team alternates placingd3+2 objective markers. These markers mustbe at least 12 from a table edge or anotherobjective marker.

    Deployment: Roll-off. The winners maychoose their table edge and corner orpassand allow the other team to choose their tableedge and corner. Teams will deploy using thePitched Battle rules from the 40K rulebook.

    The Team that chose their table edge thendeploys. Then the other team deploys.

    The team that chose their table edge first goesfirst, unless the other team is able toseize theinitiative on the D6 roll of a 6.

    Random Game Length:See General Rules.

    Influence of Chaos: (Almost) all units count asscoring units in this scenario. Tyranid Spore

    Mines, and Tau Gun Drones detached from avehicle cannot score (but can contest asnormal for the specific unit)

    Primary: Team Table Quarters The team that

    controls more table quarters wins thisobjective. If both teams control the samenumber of table quarters, the result is a draw.A model/unit can only control/contest onetable quarter. If the unit occupies more thanone table quarter, randomly determine whichquarter it is controlling/contesting.

    For a Team to Claim a Table Quarter theymust have a unit from both players forcescontrolling the quarter. To Contest a tablequarter, there must be units from bothopposing armies present.

    (Table Quarters are drawn as per SpearheadDeployment)

    Secondary: Control More Objective Markers -The team that controls more objective markerswins. If both teams control the same numberof objective markers, the result is a draw.

    Tertiary: Victory Points The Team that scores

    300 more Victory Points wins this objective. Ifneither team scores 300 more victory pointsthan their opponent, the result is a draw.

    Tactical Bonus:

    Tactical Bonus:

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    Scenario 3.0 Relative ValueRead the entire scenario before starting.

    Set-up Summary1. Roll off for Deployment Zones2.

    Place Objective Markers3. Deploy Forces

    4. Determine Marker Points5. Seize the Initiative6. Play the Game

    Special RulesMarker Points.

    Deployment: Roll-off. The winners maychoose their table edge orpass and allow

    the other team to choose their table edge.The teams will deploy using the SpearheadRules in the 40K rulebook.

    After deployment quarters are chosen,three objective markers will be placed onthe board. One will be in the center ofthe board. One marker will be placed inthe center of each neutral table quarter.

    Marker Points are then determined (see

    special rules below).

    The team that chose their table edge firstgoes first, unless the other team is able toseize the initiative on the D6 roll of a 6.

    Marker Points: After both armies aredeployed, roll a d3 for each objectivemarker. The result of each roll determines

    the number of Marker Points thatobjective is worth when controlled.Record the value of each marker.

    Primary: Marker Points. If one Team

    scores more Marker Points, it wins thisobjective. If the Teams score an equalnumber of Marker Points, the result is adraw.

    Secondary: Kill Points. The team thatscores more kill points wins this objective.If both teams score an equal number of killpoints, the result is a draw.

    Tertiary: Control Terrain

    The Team thatcontrols more terrain pieces wins thisObjective. If both teams control the samenumber of terrain pieces, the result is adraw. A model/unit can onlycontrol/contest one terrain piece. If theunit occupies more than one terrain piece,randomly determine which piece it iscontrolling/contesting.

    To control or contest a piece of terrainunit must have at least one model partiallywithin the terrain piece. Scoring units arerequired to control terrain as normal forobjectives. Other units can contest asnormal.

    Tactical Bonus:

    Tactical Bonus:

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    Scenario 4.0 Victory or DeathRead the entire scenario before starting.

    Set-up Summary1. Place Objective Marker2. Roll off for Deployment Zones3. Deploy Forces4. Seize the Initiative5. Play the Game

    Special Rules:None.

    Place Objective Markers: Place a singleobjective marker in the exact centre of thetable. This is the King of the Hill Marker.

    Deployment: Roll-off. The winners maychoose their table edge orpass and allow theother team to choose their table edge. Theteams will deploy using the Pitched BattleRules in the 40K rulebook.

    The team that chose their table edge first goesfirst, unless the other team is able to seize theinitiative on the D6 roll of a 6.

    Primary: Victory Points The Team that scores500 more Victory Points wins this objective. If

    neither team scores 500 more victory pointsthan their opponent, the result is a draw.

    Secondary: King of the Hill. The Team thatcontrols the center of the board wins thisobjective. Unlike other objective markers, anyunit within 6 of the marker (instead of 3) cancontrol or contest this marker.

    Tertiary: Give Them Nothing, but Take Fromthem Everything! The Team with more unitsabove half starting strength at the end of thegame wins this objective. If both Teams havean equal number of units above half strength,

    this objective is a draw.

    Single Models and Monstrous creatures abovehalf wounds count as being above halfstrength. Mobile Vehicles count as beingabove half strength.

    Tactical Bonus:

    Tactical Bonus: