Sunday 13 September 2020

Balanced Scenarios

I previously explored Balancing Scenarios here.

So what is the rational behind having scenarios with balanced VP?
For any tournament the VP you have won by can then be used as a decider, and allows for less ties.

The aim is for each scenario to be balanced on scoring with each other, so that every scenario can score:
  • Maximum available VP on the table of 7
  • Highest possible winning VP is 7
  • Highest possible draw VP is 3
  • Highest losing VP is 3
  • Highest winning VP with the Highest losing VP scoring 3 is 4



This works for every Tournament Scoring system, for example King of Herts Scoring, Northern Kings, BlackJack, Standard Attrition, etc

Therefore making it easier to record and keep track of VPs, so they can be used as deciders.

3rd Edition

Control

No change to scenario from the book

At the end of the game, divide the board into six 2'x2' squares and add up the total Unit Strength of each player's units within a square. If a unit is straddling the line between two or more squares it is considered to be in whichever square is covered by the majority of its base. If there is no clear majority, the owning player must choose which square the unit is in.

The player who has the highest Unit Strength in each square controls it.

Victory Points are awarded at the end of the game as follows:
  • 2 Victory Points if you hold the square in the middle of your opponent's half of the board.
  • 1 Victory Point for each other square you hold.

Plunder

No change to scenario from the book

Before rolling off to choose sides, place 5 Loot Counters on the centre line of the board. One must be placed in the exact centre of the board (or as close to it along the centre line as possible). The remaining four Counters are then placed along the centre line 12" away from each other (or as close to this distance as possible). After choosing sides, starting with the player who chose their side first, each player nominates a (different) Loot Counter which will be worth 2 Victory Points. These two counters are referred to as Primary Loot Counters.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Loot Counter you hold.
  • 2 Victory Points for each Primary Loot Counter you hold.

Salt The Earth

No change to scenario from the book

Before rolling off to choose sides, place one Objective Marker in the exact centre of the board and then the players take it in turns placing Objective Markers until both players have each placed three Objective Markers. Roll off to see who places the first Objective.

After a player has completed their Turn, they can choose to destroy any Objective Markers which they control (except for the Central Objective). Repeat this process at the end of each of the player’s Turns until the end of the game. Destroyed Objective Markers are removed from play and have no influence on the rest of the game.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Objective Marker still in play that you control.

Pillage

Before rolling off to choose sides, place 7 objective markers on the board. The Players take it in turns to place one objective marker each. Roll off to see who places the first objective.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Objective Marker you control.

Push

After both players have set up their forces, place 3 Loot Counters within the set up area, giving them to different units to carry if they wish (ie same unit at start of the game cannot carry more than one Loot Counter, but can carry more than one after set up).

Roll off to see who begins placing their Loot Counters first, and the players take it in turns to place one Loot Counter each until they have placed them all.

An additional Loot Counter is placed in the exact centre if the board.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Points for each Loot Counter you hold where your unit is entirely on the opposing half of the board.
  • 1/2 Victory Point for each Loot Counter you hold where your unit is a least partly on your half of the board.
  • Add up the total Victory Points and round down any fractions.

Raze

After rolling off to choose sides, place one Objective Marker in the exact centre of the board. The players then place three more Objective markers 6" from the centre line on their opponent's half of the board, rolling off to see who places theirs first. Take it in turns until all the Objective Markers have been placed.

You cannot remove the Central Objective, or Objective Markers on your own side of the table.

VP can be accumulated from Round two onward and are as follows:
  • 1VP for each Objective Marker you control on your opponent's half of the table at the end of your player Turn. Claimed Objective Markers on your opponent's half of the board are then removed from play.
  • 1VP if you control the central Objective Marker at the end of the game.
  • 1VP for controlling each of the objectives on your side of the table at the end of the game

Smoke & Mirrors

This scenario use 8 buff counters (each player has one 2, one 1 and two 0's) and an Objective Marker

The Objective Marker is placed in the exact centre of the board (or as close to it along the centre line as possible).

After rolling off to choose sides, roll off to see who places the first Bluff Counter. The players take it in turns to place one Bluff Counter of their choice (marked sie down) fully on their opponent's half of the board, following the same placement restrictions as Objective Markers.

At the end of Round 2 and then after each Round, each player must flip one Bluff Counter on their side of the board, rolling off to decide who flips first. Repeat this process each turn unitl all Bluff Counters are flipped and revealed.

VP at end of game
  • 1VP for the centre Objective Marker that you control
  • 1VP for each Bluff Counter marked with a 1 that you control
  • 2VP for each Bluff Counter marked with a 2 that you control
  • Bluff Counter marked with a 0 are not worth and VP.

Fool's Gold

This scenario use 8 buff counters (each player has one 2, one 1 and two 0's) and an Objective Marker

The Objective Marker is placed in the exact centre of the board (or as close to it along the centre line as possible).

After rolling off to choose sides, roll off to see who places the first Bluff Counter. The players take it in turns to place one Bluff Counter of their choice (marked side down) fully on their opponent's half of the board, following the same placement restrictions as Objective Markers.

At the end of Round 3, all bluff Counters are flipped to reveal their value. Bluff counters are treated as Objective Markers from this point on.

VP at end of game
  • 1VP for the centre Objective Marker that you control
  • 1VP for each Bluff Counter marked with a 1 that you control
  • 2VP for each Bluff Counter marked with a 2 that you control
  • Bluff Counter marked with a 0 are not worth and VP.

Loot

Before rolling off to choose sides, place 3 piles of Loot Counters on the centre line of the board.

One pile of 3 Loot Counters must be placed in the exact centre of the board (or as close to it along the centre line as possible), and then players place one more pile of 2 Loot Counters each, rolling off to see who places theirs first.

Loot Counter Piles cannot be placed within 12" of each other or within 3" of Blocking Terrain.

There will now be 7 Loot Counters on the table, a Centre pile of 3 Loot Counters and two piles of 2 Loot Counters each.

A Unit can only pick up one Loot Counter from each pile per turn (so centre Loot Counters would take 3 turns to pick them all up).

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Loot Counter you hold.

Dominate

At end of game, add up the Unit Strength of all your units that have the majority of their footprint within 12" of the centre of the playing area.

Your opponent does the same and you compare scores

Calculate Scoring Unit Strength for each player and add together
  • If equal to or less than 7 Scoring Unit Strength, then convert US to VP for each player
  • If more than 7 Scoring Unit Strength on the table at the end
    • If only one player scored more than 7 Scoring Unit Strength then winner gets 7VP
    • If both players have scoring unit strength then work out the gap between Scoring Unit Strength
      • If 0US gap then draw both gain 3VP
      • If 1 or 2US gap then winner gets 4VP and loser gets 3VP
      • If 3 or 4US gap then winner gets 5VP and loser gets 2VP
      • If 5US gap or more then winner gets 6VP and loser 1VP

Invade

At end of game, add up the Unit Strength of all your units that have the majority of their footprint in the opposing player's half of the board.

Your opponent does the same and you compare scores

Calculate Scoring Unit Strength for each player and add together
  • If equal to or less than 7 Scoring Unit Strength, then convert US to VP for each player
  • If more than 7 Scoring Unit Strength on the table at the end
    • If only one player scored more than 7 Scoring Unit Strength then winner gets 7VP
    • If both players have scoring unit strength then work out the gap between Scoring Unit Strength
      • If 0US gap then draw both gain 3VP
      • If 1 or 2US gap then winner gets 4VP and loser gets 3VP
      • If 3 or 4US gap then winner gets 5VP and loser gets 2VP
      • If 5US gap or more then winner gets 6VP and loser 1VP

Kill (Kill & Eliminate)

Each player has 2 Bounty Tokens they must place on their two most expensive non-Individual Hero/Monster/Titans units.

If you do not have at least 2 non-Individual Hero/Monster/Titans units then the two highest pointed non-Individual units.

If there are multiple potential units with the same cost, then the opposing player decides which of those units they are placed on before any units are set up.

Additionally, place an Objective Marker in the exact centre of the board.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each opponents bounty unit killed
  • 1 Victory Point for each of your bounty units that are are still alive
Add up the points cost of all of the Enemy units you Routed. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player gains 3 Victory Points

CoK 19

Occupy

After choosing sides, place one Objective Marker in the exact centre of the board. Then the players each place an Objective Marker completely within 6" of the centre line, starting with the player who chose sides. These three Objective Markers are the Secondary Objectives.

Next, the players place another Objective Marker on their opponent's half of the board at least 6" from any board edge and 9" from the centre line. These are the Primary Objectives.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Secondary Objective you control.
  • 2 Victory Points for each Primary Objective you control.

Ransack

Place two Objective Markers on the center line of the board, exactly 6" from the exact centre of the board in opposite directions. These Objective Markers are worth 1.5 Victory Points each.

Instead of rolling for the number of objectives to place, each player has the following fixed number of objectives:
  • 1 Objective worth 1 Victory Points
  • 2 Objectives worth 0.5 Victory Point

Roll off and take it in turns to place these Objective Markers as per the normal restrictions, making sure to clearly mark, as well as declare, the value of each Marker as you place it.

Victory Points are awarded at the end of the game as follows:
  • (n) Victory Point(s) for each Objective Marker you hold, where (n) is the value of the objective.
  • Add up the total Victory Points and round down any remaining fractions.

Scavenge

Place one Objective Marker in the centre of the table. Then each player places one more Objective Marker on the centre line, rolling off to see who places theirs first.

At the start of each player's turn, if they control one of the Objective Markers they may choose one of their non-wavering units controlling the objective to scavenge a Loot Counter. The unit receives a Loot counter and follows the normal rules for carrying Loot as per the Loot scenario. In this scenario, units may not carry more than one Loot Counter.

If a unit Routs an enemy unit that is carrying Loot in melee, they may elect to destroy the Loot and remove it from the table rather than picking it up.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Loot Token you hold.
Calculate Victory Points for each player and add together
  • If equal to or less than 7 Victory Points, then convert to VP for each player
  • If more than 7 Victory Points on the table at the end
    • If only one player scored more than 7 Victory Points then winner gets 7VP
    • If both players have Victory Points then work out the gap between Victory Points
      • If 0 gap then draw both gain 3VP
      • If 1 or 2 gap then winner gets 4VP and loser gets 3VP
      • If 3 or 4 gap then winner gets 5VP and loser gets 2VP
      • If 5 gap or more then winner gets 6VP and loser 1VP

CoK 18

Eliminate

Each player has 3 Bounty Tokens they must place on their three most expensive non-Individual units. If there are multiple potential units with the same cost, then the opposing player decides which of those units they are placed on before any units are set up. Additionally, place an Objective Marker in the exact centre of the board.

Victory Points are awarded at the of the game as follows:
  • 1 Victory Point if you hold the central Objective Marker.
  • 1 Victory Point for each Bounty unit you Routed with shooting.
  • 2 Victory Points for each Bounty unit you Routed in melee.

Secure the Field

After choosing sides, both players choose a piece of terrain, starting with the player who lost the roll to choose sides. The chosen terrain piece must be entirely within their opponent's half of the table and at least 12" away from their opponent's chosen terrain piece.

At end of game, add up the Unit Strength of all your units that are within 3" of your chosen terrain piece on the opponents half of the table.

Your opponent does the same and you compare scores

Calculate Scoring Unit Strength for each player and add together
  • If equal to or less than 7 Scoring Unit Strength, then convert US to VP for each player
  • If more than 7 Scoring Unit Strength on the table at the end
    • If only one player scored more than 7 Scoring Unit Strength then winner gets 7VP
    • If both players have scoring unit strength then work out the gap between Scoring Unit Strength
      • If 0US gap then draw both gain 3VP
      • If 1 or 2US gap then winner gets 4VP and loser gets 3VP
      • If 3 or 4US gap then winner gets 5VP and loser gets 2VP
      • If 5US gap or more then winner gets 6VP and loser 1VP

Take and Hold

After rolling off to choose sides, place one Objective Marker in the centre of the table. The players take it in turns to place one objective each, and roll off to see who places the first objective. Objectives can only be placed on the opposing player's half of the board.

Victory Points can be accumulated from turn three onwards and are awarded as follows:
  • 1 Victory Point for each Objective Marker you control at the end of your turn.
Calculate Victory Points for each player and add together
  • If equal to or less than 7 Victory Points, then convert to VP for each player
  • If more than 7 Victory Points on the table at the end
    • If only one player scored more than 7 Victory Points then winner gets 7VP
    • If both players have Victory Points then work out the gap between Victory Points
      • If 0 gap then draw both gain 3VP
      • If 1 or 2 gap then winner gets 4VP and loser gets 3VP
      • If 3 or 4 gap then winner gets 5VP and loser gets 2VP
      • If 5 gap or more then winner gets 6VP and loser 1VP

2nd Edition

Kill and Pillage

Before rolling off to choose sides, place a total of 6 Objective Markers on the board. The players take it in turns to place one objective each. Roll off to see who places the first objective.

Victory Points are awarded at the end of the game as follows:
  • 1 Victory Point for each Objective Marker you control
Add up the points cost of all of the Enemy units you Routed. Your opponent does the same and you compare scores. If the difference between the scores in favour of a player is at least 10% of the total cost of the armies, that player gains 1 Victory Points

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