Wednesday, September 28, 2011
Scenarios from The grand Waagh Tournament
I Did not include the Bonus Cards. What are your opinion on the scenarios? Are they something that we should try to incorporate?
Round 5 – Own the Field
“One day, lad, all this will be yours!”
Layout
Terrain will be stationary, having been preplaced by the judges.
Starting Positions
Each player divides their force into four groups of as equal size as possible, with each group led by a Hero if possible. Roll for priority. The winner then moves one of their groups onto the table. Their opponent chooses either the group that enters or the table edge they enter from. The controlling player chooses the point on the table edge each individual model enters from. The second player then does the same, with the first player choosing the group or the table edge. Each subsequent turn another group enters following the same procedure. Your army may not reuse the same table edge, so by the fourth turn, all groups will have entered using different table edges.
Models entering the table may do all normal actions (move, shoot, cast spells, etc) but may not charge on the turn they enter.
Objectives
You must control more of the table quadrants than your opponent. You control a table quadrant if you have more models in it than your opponent.
Major Victory/Loss – You control all of the table quadrants at the end of the game
Minor Victory/Loss – You control more table quadrants than your opponent at the end of the game
Draw – You and your opponent control the same number of table quadrants at the end of the game
Game Ends
When one force is broken, roll a die at the end of the turn. If a 1 is rolled, the game ends. For each following turn, the die roll needed increases by one, so the second turn after breaking the game ends on a 1-2, the next turn 1-3, and so on. The game will also end when time is called.
Round 4 – Different Priorities
“Sir, I think the enemy knows our plan.”
“What plan?!?”
Layout
Terrain will be stationary, having been preplaced by the judges.
Starting Positions
Roll a die to determine who chooses their table edge. The winner may choose to deploy first and choose their table edge, or have their opponent deploy first on the table edge of their choice.
After choosing table sides, but before deploying any models, the player who deploys first places two markers; one in their half of the board and one in their opponent's side of the board. The markers must be at least 12”from the table edge and at least 6”from another marker. After the first player places their markers, the second player does the same.
Once markers are placed, the player who chose sides deploys their entire army within 12”of their edge of the table, then the other player does the same.
Objectives
Achieve the following objectives while preventing your opponent from doing the same.
You got any two models off of your opponent's board edge
You killed at least half of your opponent's models that count as heroes and/or banners
You hold more objectives on your opponent's side of the board than they hold on yours
Heroes and banners are of equal value for the first objective. A model that counts as both a hero and a banner only counts as one model. To hold an objective, you must have at least twice as many models within 3”of it as your opponent.
Major Victory/Loss – You achieve 2+ more objectives than your opponent
Minor Victory/Loss – You achieve 1 more objective than your opponent
Draw – You and your opponent achieve the same number of objectives
Game Ends
When one army achieves all three objectives, when one army is reduced to 25% of its starting numbers, or time is called.
Round 3 – Hold the Line
“None shall pass.”
Layout
Terrain will be stationary, having been preplaced by the judges.
Place three objectives down the centerline of the table, one in the center and the other two 12”to the left and right of the center objective. Objectives are clear terrain and do not affect line of sight.
Starting Positions
The armies will set up from opposite edges. Roll a die – the winner determines which player chooses their table edge. The opposing player sets up from the opposite table edge.
The player that chose their deployment edge sets up their army first within 12” of their table edge. The opposing player then does the same from their table edge.
Objectives
You must hold more objectives than your opponent does at the end of the game. To hold an objective, you must have more models within 3”of it than your opponent does.
Major Victory/Loss – You hold 2+ more objectives than your opponent
Minor Victory/Loss – You hold 1 more objective than your opponent
Draw – You and your opponent hold the same number of objectives
Game Ends
After ten turns, when one army is reduced to 25% of its starting models, or time is called.
Round 2 – Escort the Emissary
“Diplomacy is the art of saying 'Nice doggie'
until you can find a rock.”
Layout
Terrain will be stationary, having been preplaced by the judges.
Starting Positions
The armies will set up from opposite edges. Roll a die to determine which player chooses their table edge. The player who wins sets up their entire army (minus their emissary) within 12” of their table edge. The opposing player then sets up within 12”of the opposite table edge.
After both armies are deployed, the first player places their emissary within 12”of their table edge, and then the opposing player will do the same.
Emissary Stats
F S D W A C M / W / F
2/- 3 5 2 1 3 0 / 1 / 1
Movement: 6”
Equipment: Hand weapon, armor
Special Rules:
Diplomat – The emissary is not a military leader, and no soldier takes him seriously enough to listen to him. Though a Hero, the emissary does not grant a“Stand Fast”to nearby models. He does not benefit from any friendly special rules or spells that affect your army, such as Fury or Voice of Curunir. He is, however, affected by spells cast directly upon him and negative effects from enemy models, such as Restore Courage and Harbinger of Evil.
VIP – The emissary's mission is of vital importance to your cause, and your soldiers know this. They will do whatever is in their power to protect him. When at least one of your own models is within within 2”of him, he counts as wearing an elven cloak if one of your own models blocks the enemy's line of sight to him and he may not be chosen as the target of volley fire if there is another eligible target.
Objectives
You must get your emissary off of your opponent's table edge while preventing your opponent from doing the same.
Major Victory/Loss–You moved your emissary off of the table but your opponent did not
Minor Victory/Loss–You killed your opponent's emissary (or he flees) and your emissary is alive
Draw–Any other result
Game Ends
When both emissaries are off the table or when time is called.
Round 1 – Hold Until Relieved
“Help is on the way.”
Layout
Terrain will be stationary, having been preplaced by the judges.
Starting Positions
The player whose army has fewer models in it decides if they want to be the attacker or defender.
First, the defender places an objective marker anywhere on the board, though it cannot be in impassible terrain. The defender divides their force in half. One half, with no more than half the defender's Heroes in it, is deployed anywhere on the board. The other half is further divided into three more groups of any size.
The attacker then chooses which table edge to bring on their entire army from. The attacker starts the game with priority.
Staring on Turn 2, the defender brings in one of the groups in reserve. The attacker chooses either which group comes on or which table edge the group comes on from. No table edge can be used twice (including the table edge the attacker entered from), and the defender chooses the positions on the table edge individual models enter from. This continues each turn until all the defender's models are on the table.
All models off the table count as being on the table for purposes of Break Point checks. Models entering the table may do all normal actions (move, shoot, cast spells, etc) but may not charge on the turn they enter.
Objectives
You must control the objective while preserving your force. You control the objective if you have more models within 3”of the objective than your opponent.
Major Victory/Loss–You control the objective at the end of the game and your force is not broken
Minor Victory/Loss–You control the objective at the end of the game and your force is broken
Draw–Neither player controls the objective at the end of the game
Game Ends
When one force is broken, roll a die at the end of the turn. If a 1 is rolled, the game ends. For each following turn, the die roll needed increases by one, so the second turn after breaking the game ends on a 1-2, the next turn 1-3, and so on. The game will also end when time is called.
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i enjoyed playing dead town folks
ReplyDeleteI was lightly less enthused with the dead town folks :)
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