Canex
Warrior
Hwaiting!
Posts: 224
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Post by Canex on Mar 21, 2012 8:09:23 GMT -5
PROPOSED TOURNAMENT SCENARIO
MISSION
All three standard missions are simultaneously utilized. All objectives must be placed at least 12" apart.
- Capture & Control = as standard; objectives utilize 40mm bases; place these objectives first - Seize Ground = as standard; objectives utilize 25mm bases; place these objectives last - Annihilation = as standard; victory points are not utilized
DEPLOYMENT
Pitched Battle and Spearhead deployments are simultaneously utilized (the deployment zone resembles an "L").
- Pitched Battle = as standard - Spearhead = as standard
SPECIAL RULES
The scenario utilizes the standard Reserves and Deep Strike mission special rules. The Nightfighting mission special rule is utilized automatically on game turn 4 and persists to the end of the game.
SCORING
Scenario scoring consists of scoring each mission independently and equally. 1 point is awarded for winning one of the missions and 0.5 points in the case of a draw. 2 bonus points are awarded to a player who wins all three missions. Therefore, a player can achieve a score of 0-5 in this scenario.
In a 1-day 3-game tournament, the scenario points awarded for a player total 0-15.
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Post by danydaigle24 on Mar 21, 2012 8:58:34 GMT -5
Lol I can imagine a necron player like Dave that makes NF for the first 3 turn easilly and then has a free NF for turn 4 until the end...
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Post by Frosty the Pirate on Mar 21, 2012 11:20:21 GMT -5
I played a scenario that was similar to this back in 2nd ed.
The difference was that the night fighting started 1 turn after a roll. Basically at the end of every round (after turn 1, after turn 2) a player rolled a die. If they rolled less or equal to the current turn count, it became night fighting at the end of the next turn.
Example:
Turn 1 Played, Roll result = 5, Sun still up Turn 2 Played, Roll result = 4, Sun still up Turn 3 Played, Roll result = 3, Sun will set at end of next turn. Turn 4 Played, Sun is Set, Night Fighting now in Effect Turn 5 Played, Night Fighting In Effect Turn 6 Played, Night Fighting In Effect, Game Ends.
It was a fun scenario. You would just have to stipulate in the rules that night fighting cannot come into effect until that die roll causes it to.
I think it was the most fun because every army has some way to deal with night fighting, for Imperial Armies it was generally searchlights, and Xeno armies tended to rely on rules such as Acute Senses. And every army had plenty of access to night fighting equipment because it was a normal thing to deal with. Especially when playing Raid scenarios (with sentries. DAMN those were fun!)
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