Friday 2 December 2022

Scenario ideas





I have over the years pondered about the scenarios
With 12 scenarios split over 5 different styles of scenarios, it does get you thinking on what other scenarios there can be, that are balanced
  • Area
    • Control
    • Invade
    • Dominate
  • Token
    • Plunder
    • Push
    • Loot
  • Objective
    • Pillage
    • Raze
    • Salt the earth
  • Bluff Objective
    • Smoke and Mirrors
    • Fools Gold
  • Bounty
    • Kill
So I created a new Area scenario which has been played at multiple tournaments (not just run by myself either) - Hold the Line, this got me thinking what others could be done.

Area Scenarios

Hold the Line

The middle 12" (6" from each side from centre line scores)
 
At the end of the game, divide the board into three 2'x1' rectangles
straddling the centre line (6" from each side from centre line). 

Add up the total Unit Strength of each player's units within a rectangle. If a unit is straddling the line between two rectangles it is considered to be in whichever rectangle is covered by the majority of its base. If there is no clear majority, the owning player must choose which rectangle the unit is in.

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

Victory Points are awarded at the end of the game as follows:
  • 3 Victory Points if you hold the rectangle in the middle.
  • 2 Victory Points for each other rectangle you hold.

Double Domination or Hold the Flanks

As per Dominate, but two 12" scoring zones set 12" from the the edges of the centre line

Most Scoring Unit Strength overall wins


Balancing issues
See Balancing Dominate

Bounty Scenarios

Killing Fields

Victory Points are awarded as follows:
  • Round 1: No Victory Points for routed units
  • Rounds 2-6: After each round add up the points cost of the routed enemy units this round and compare against the value of your own routed units, the person that scored the most gains 1 Victory Point, in event of a tie neither players gets a Victory Point for that round.
  • Round 7 (if rolled): No Victory Points for routed units
  • At end of game, add up the points cost of the routed enemy units. Your opponent does the same and you compare scores.
    • If the difference between the scores in favour of a player is 10% or more of the total cost of the army, that player gains 2 Victory Points i.e in a game with 2,000pts a side, a score difference of 200pts or more = 2 Victory Points

Protect the Emissary - (Kill & Eliminate)

Each player has a 50x50 Emissary (a blank base or model on that footprint will do).

The objective is to get your Emissary over the half way line and keep it alive, while hunting down the opponents Emissary.

Emissary is allied to the Army (so does not benefit from inspiring, auras etc)
Speed 5, Defense 5, Melee 4+, Nerve 13/15, Height 2, Unit Strength 0, 1 Attack, Nimble, Inspiring Self

Victory Points are awarded at the end of the game as follows:
  • 2 Victory Points for killing opponents Emissary unit in Melee phase or 1 Victory Point for killing opponents Emissary unit in Shooting phase
  • 1 Victory Point if your Emissary unit is still alive on your half of the board or 2 Victory Points if your Emissary unit is still alive on your opponents half of the board
  • Add up the points cost of the routed enemy units. Your opponent does the same and you compare scores.
    • If the difference between the scores in favour of a player is
      • 10% or more of the total cost of the army, that player gains 1 Victory Points,
      • if 20% or more 2 Victory Points, or
      • if 30% or more 3 Victory Points
      • i.e in a game with 2,000pts a side, a score difference of 200pts-399pts = 1 Victory Point, 400pts-599pts = 2 Victory Points, or 600pts or more = 3 Victory Points.

Token Scenarios

Gold Rush

Before rolling off to choose sides:

Place 7 Loot Counters on the board. The Players take it in turns to place one Loot Counter each. Roll off to see who places the first Loot Counter.

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

Seek and Destroy

Before rolling off to choose sides:

Place 7 Loot Counters on the board. The Players take it in turns to place one Loot Counter each. Roll off to see who places the first 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 Counter you control.

Bluff Scenarios

Everybody's Fool

Same as Fools Gold, but the reveal is only at game end

What would that take us to?

If you added those, and prehaps brought back some others, then you could expand the 12 scenarios to 20

No comments:

Post a Comment