Post by WestRider on Aug 22, 2011 18:20:17 GMT -5
Round 1: Gotta Catch Them All
Pitched Battle, 3 Objectives. One Objective is placed in the center of the Board, the other two on the centerline, halfway between that Objective and the Short Table Edges. On a 4x6 Table, that will be 24" from each Long Table Edge and 18" in from each Short Table Edge.
At the start of each Player Turn, the acting Player may choose to move one of the Objectives up to (7-Turn#)". For example, on Turn 1, an Objective may be Moved up to 6", on Turn 4, it may be moved up to 3". After this, the other Player may move one of the other two Objectives up to the same distance.
If the acting Player chooses not to move one of the Objectives, the Opponent may not move one that Player Turn, either.
Usual Rules for Capturing Objectives, etc. apply.
Night Fight applies during Turn 1.
Round 2: This Scenario Purged by Order of the Inquisition.
Round 3: Not So Special Patrol
Seize Ground, 5 Objectives. Roll off to determine which Player will Place the first Objective (and thus will place three of the five). The Player who loses this Roll-off gets to decide which of the three basic Deployment Types will be used.
After that, proceed as for a normal Seize Ground Game.
Round 4: I've Got a Bad Feeling about This...
Spearhead Deployment. Place one Objective in the center of the Board, and one in the center of each Board Quarter. Number the Board Quarter Objectives 1-4 in some mutually agreeable manner, with the Center Objective being 5-6.
At the beginning of each Player Turn, the Acting Player rolls a die. If he has one or more Units within 6" of the Objective rolled, he may re-deploy it anywhere within 6" of any other Objective. Then Roll another die: On a 1, the Unit is removed from the Table, lost in the Warp. On a 2-6, the Unit may act as normal this Turn, except that it may not Assault.
Units that Deploy by Deep Strike and Scatter treat all Clear, Difficult, and Dangerous Terrain as Dangerous for that Movement Phase.
The Player controlling the most Objectives at the end of the Game wins. The Center Objective counts as two for this purpose.
Round 5: Dawn of War, Kill Points.
Pitched Battle, 3 Objectives. One Objective is placed in the center of the Board, the other two on the centerline, halfway between that Objective and the Short Table Edges. On a 4x6 Table, that will be 24" from each Long Table Edge and 18" in from each Short Table Edge.
At the start of each Player Turn, the acting Player may choose to move one of the Objectives up to (7-Turn#)". For example, on Turn 1, an Objective may be Moved up to 6", on Turn 4, it may be moved up to 3". After this, the other Player may move one of the other two Objectives up to the same distance.
If the acting Player chooses not to move one of the Objectives, the Opponent may not move one that Player Turn, either.
Usual Rules for Capturing Objectives, etc. apply.
Night Fight applies during Turn 1.
Round 2: This Scenario Purged by Order of the Inquisition.
Round 3: Not So Special Patrol
Seize Ground, 5 Objectives. Roll off to determine which Player will Place the first Objective (and thus will place three of the five). The Player who loses this Roll-off gets to decide which of the three basic Deployment Types will be used.
After that, proceed as for a normal Seize Ground Game.
Round 4: I've Got a Bad Feeling about This...
Spearhead Deployment. Place one Objective in the center of the Board, and one in the center of each Board Quarter. Number the Board Quarter Objectives 1-4 in some mutually agreeable manner, with the Center Objective being 5-6.
At the beginning of each Player Turn, the Acting Player rolls a die. If he has one or more Units within 6" of the Objective rolled, he may re-deploy it anywhere within 6" of any other Objective. Then Roll another die: On a 1, the Unit is removed from the Table, lost in the Warp. On a 2-6, the Unit may act as normal this Turn, except that it may not Assault.
Units that Deploy by Deep Strike and Scatter treat all Clear, Difficult, and Dangerous Terrain as Dangerous for that Movement Phase.
The Player controlling the most Objectives at the end of the Game wins. The Center Objective counts as two for this purpose.
Round 5: Dawn of War, Kill Points.