Post by Jack Shrapnel on Feb 13, 2011 15:10:12 GMT -5
February Fantasy Fight! - Allied Rules
We will be using the allied rules from the BRB. You have to determine your alignment as follows:
Forces of Order: High elves, Dwarfs, Wood Elves, Empire, Bretonnia and Lizardmen.
Forces of Destruction: Skaven, Warriors of Chaos, Beastmen, Daemons of Chaos, Dark Elves, Vampire Counts and Orcs & Goblins.
Non Aligned forces: Ogre Kingdoms and Tomb Kings.
Scenario One - Wait til my friends show up!!!
This scenario is set up as per Battle Line pg. 144 BRB. One of the team's army is designated as being allowed to deploy a reserve force (you get to choose whose army) of up to half of their units (rounded down). Any unit not in reserve deploys on the board, however units such as dwarf miners, gutter runners etc. are deployed as per their normal rules and do not count when determining the number of units which may be reserved.
Beginning turn two, each of the reserve army's units arrive on a 4+ (roll separately for each unit - characters arrive in the unit they are deployed in. If they are deployed on their own, they are rolled for separately). Each unit will arrive from a board edge and may make a normal move (may not charge or march) and will otherwise act normally. The board edge is rolled for separately for each unit: 1-2 = left flank 3-4 = right flank 5-6 = player's choice. Turn three the reserve roll is 3+, Turn 4 is 2+, and reserves automatically come in Turn five if they haven't already.
Deployment:
The players roll off. The winner of the roll off places a unit in their deployment zone, claiming their table side. Units may be placed anywhere in their deployment zone that is more than 12" from the centre line. Deployment alternates units with characters placed last.
Victory:
Victory is determined by victory points. 100 more victory points is required for a minor victory. Twice as many victory points as your opposing team is required for a crushing victory.
Normal Battle Points:
Draw: Each player gets 10 points
Minor victory: Each winning player gets 11 points, each losing player gets 9 points
Crushing victory: Each winning player gets 13 points, each losing player gets 7 points
Bonus Battle points:
These are awarded to the individual player who achieves the following:
Slays an enemy general: +1 battle point
Slays an enemy BSB: +1 battle point
Captures the most banners: +1 battle point
Scenario Two - That's My Tower!!!!
This Scenario is set up using the Watchtower scenario pg. 150 of the BRB. A watchtower is placed in the centre of a table, as per the scenario rules with the exception that no player occupies the watchtower at the start of the game. Deployment zones are more than 12" from the centre line. Roll off to see who picks what side they wish to deploy on. The watchtower may only be occupied by a core unit of under 20 models at any point in the game. You may assault the tower with any unit, however if it is not a core unit of under 20 models it cannot be occupied. Roll off to see who gets first turn.
The individual player who has occupied the tower at the end of the game is awarded TWO bonus battle points in addition to any of the points they receive from victory conditions.
Victory:
Victory is determined by victory points. 100 more victory points is required for a minor victory. Twice as many victory points as your opposing team is required for a crushing victory.
Normal Battle Points:
Draw: Each player gets 10 points
Minor victory: Each winning player gets 11 points, each losing player gets 9 points
Crushing victory: Each winning player gets 13 points, each losing player gets 7 points
Bonus Battle points:
These are awarded to the individual player who achieves the following:
Slays an enemy general: +1 battle point
Slays an enemy BSB: +1 battle point
Captures the most banners: +1 battle point
Controls the watchtower at the end of the game: +2 battle points
Scenario 3 - My gold! Hands off!!!!
This scenario uses the Meeting Engagement deployment from pg. 149 of the BRB. The table is divided into two halves from corner to corner with a no-deployment zone six inches either side of this centre line. Each individual player has two markers which will be used to indicate gold supplies. They must put this gold in two of their own units. Trusted allies only can deploy their gold in their allies units.
A unit may only start the game with one gold marker, however can capture and hold more than one marker throughout the course of the game. If you beat a unit in close combat you gain their gold marker when the opponent flees (just like capturing a standard). Units that flee from charges, panic etc. drop their gold marker before they run, any unit destroyed at range drops their gold where they stood. Any unit running over an unattached gold marker can pick it up.
Victory:
Victory is determined by objective markers. If both sides have equal amounts of gold markers it is a draw. If one side has 5-6 gold markers they have a minor victory. If one side has 7-8 gold markers they score a crushing victory.
Normal Battle Points:
Draw: Each player gets 10 points
Minor victory: Each winning player gets 11 points, each losing player gets 9 points
Crushing victory: Each winning player gets 13 points, each losing player gets 7 points
Bonus Battle points:
These are awarded to the individual player who achieves the following:
Slays an enemy general: +1 battle point
Slays an enemy BSB: +1 battle point
Captures the most banners: +1 battle point
Each gold marker held at end of game: +1 battle point
We will be using the allied rules from the BRB. You have to determine your alignment as follows:
Forces of Order: High elves, Dwarfs, Wood Elves, Empire, Bretonnia and Lizardmen.
Forces of Destruction: Skaven, Warriors of Chaos, Beastmen, Daemons of Chaos, Dark Elves, Vampire Counts and Orcs & Goblins.
Non Aligned forces: Ogre Kingdoms and Tomb Kings.
Scenario One - Wait til my friends show up!!!
This scenario is set up as per Battle Line pg. 144 BRB. One of the team's army is designated as being allowed to deploy a reserve force (you get to choose whose army) of up to half of their units (rounded down). Any unit not in reserve deploys on the board, however units such as dwarf miners, gutter runners etc. are deployed as per their normal rules and do not count when determining the number of units which may be reserved.
Beginning turn two, each of the reserve army's units arrive on a 4+ (roll separately for each unit - characters arrive in the unit they are deployed in. If they are deployed on their own, they are rolled for separately). Each unit will arrive from a board edge and may make a normal move (may not charge or march) and will otherwise act normally. The board edge is rolled for separately for each unit: 1-2 = left flank 3-4 = right flank 5-6 = player's choice. Turn three the reserve roll is 3+, Turn 4 is 2+, and reserves automatically come in Turn five if they haven't already.
Deployment:
The players roll off. The winner of the roll off places a unit in their deployment zone, claiming their table side. Units may be placed anywhere in their deployment zone that is more than 12" from the centre line. Deployment alternates units with characters placed last.
Victory:
Victory is determined by victory points. 100 more victory points is required for a minor victory. Twice as many victory points as your opposing team is required for a crushing victory.
Normal Battle Points:
Draw: Each player gets 10 points
Minor victory: Each winning player gets 11 points, each losing player gets 9 points
Crushing victory: Each winning player gets 13 points, each losing player gets 7 points
Bonus Battle points:
These are awarded to the individual player who achieves the following:
Slays an enemy general: +1 battle point
Slays an enemy BSB: +1 battle point
Captures the most banners: +1 battle point
Scenario Two - That's My Tower!!!!
This Scenario is set up using the Watchtower scenario pg. 150 of the BRB. A watchtower is placed in the centre of a table, as per the scenario rules with the exception that no player occupies the watchtower at the start of the game. Deployment zones are more than 12" from the centre line. Roll off to see who picks what side they wish to deploy on. The watchtower may only be occupied by a core unit of under 20 models at any point in the game. You may assault the tower with any unit, however if it is not a core unit of under 20 models it cannot be occupied. Roll off to see who gets first turn.
The individual player who has occupied the tower at the end of the game is awarded TWO bonus battle points in addition to any of the points they receive from victory conditions.
Victory:
Victory is determined by victory points. 100 more victory points is required for a minor victory. Twice as many victory points as your opposing team is required for a crushing victory.
Normal Battle Points:
Draw: Each player gets 10 points
Minor victory: Each winning player gets 11 points, each losing player gets 9 points
Crushing victory: Each winning player gets 13 points, each losing player gets 7 points
Bonus Battle points:
These are awarded to the individual player who achieves the following:
Slays an enemy general: +1 battle point
Slays an enemy BSB: +1 battle point
Captures the most banners: +1 battle point
Controls the watchtower at the end of the game: +2 battle points
Scenario 3 - My gold! Hands off!!!!
This scenario uses the Meeting Engagement deployment from pg. 149 of the BRB. The table is divided into two halves from corner to corner with a no-deployment zone six inches either side of this centre line. Each individual player has two markers which will be used to indicate gold supplies. They must put this gold in two of their own units. Trusted allies only can deploy their gold in their allies units.
A unit may only start the game with one gold marker, however can capture and hold more than one marker throughout the course of the game. If you beat a unit in close combat you gain their gold marker when the opponent flees (just like capturing a standard). Units that flee from charges, panic etc. drop their gold marker before they run, any unit destroyed at range drops their gold where they stood. Any unit running over an unattached gold marker can pick it up.
Victory:
Victory is determined by objective markers. If both sides have equal amounts of gold markers it is a draw. If one side has 5-6 gold markers they have a minor victory. If one side has 7-8 gold markers they score a crushing victory.
Normal Battle Points:
Draw: Each player gets 10 points
Minor victory: Each winning player gets 11 points, each losing player gets 9 points
Crushing victory: Each winning player gets 13 points, each losing player gets 7 points
Bonus Battle points:
These are awarded to the individual player who achieves the following:
Slays an enemy general: +1 battle point
Slays an enemy BSB: +1 battle point
Captures the most banners: +1 battle point
Each gold marker held at end of game: +1 battle point