m1390133a WH Ard Boyz Scenarios Semifinals V2

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Mission Use the Blood and Glory Scenario from the Warhammer Rulebook (Pg. 148) Note on Terrain No need to roll for terrain ; each table should hav e at least 5 pieces of terrain. All wood s are myste rious All hill s are normal hills Special Rules The Winds of Magic are in turmoil. When a player rolls casting dice he will suffer a Miscast on any double 1, 2, or 3 (the spell will still be successfully cast if the casting value is met but can be dispelled as normal). In addition, any spell casting roll that contains a double 4, 5, or 6 will be cast with Irresistible Force as well as a Miscast. Note: A casting roll still has to achieve the minimum result to successfully cast. If the result of the casting roll contains doubles for both a miscast and irresistible force, resolve the spell as irresistible force and then roll once on the miscast table. This special rule is in additio n to any other rule the wizard may pos sess. Length Of Game Pg. 148 of the Warhammer Rulebook Victory Conditions: Victory Points . Follow the rules on page 148. After victory has been determined (i.e. one army reaches its breaking point) then determine the difference in victory points. Massacre: Win with 1750 VP more than your opponent Major: Wi n with 1000 VP more than your opp onent Minor: Wi n with less than 1000 VP more tha n your opponent Battle Point Modifiers +1 if your lowest poin t value unit is alive at the end of the game. +1 Point for each enemy wizard killed (a wizard is any model that can cast a spell, incantation, bound item, prayer OR is a Rune Lord/Smith). If no wizard is present than you will get +1 for killing the general. +1 Point for having all of your wizards alive at the end of the game (a wizard is any model that can cast a spell, incantation, bound item, or prayer OR is a Rune Lord/Smith). If you had no wizard you will receive +1 for having your general alive. +1 For killing your oppon ents most expensive unit. SCENARIO 1: READY, SET, EXPLODE!  9   "      9   "     STARTING DEPLOYMENT ZONES All units must start at least 9" away from the center of the table. 9" 9" 9" 9" Side A Deployment Zone Side B Deployment Zone

Transcript of m1390133a WH Ard Boyz Scenarios Semifinals V2

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Missionse the Blood and Glory Scenario from the Warhammer Rulebook (Pg. 148)

Note on TerrainNo need to roll for terrain; each table should have at least 5 pieces of terrain.

All woods are mysterious

All hills are normal hills

Special Ruleshe Winds of Magic are in turmoil. When a player rolls casting dice he

will suffer a Miscast on any double 1, 2, or 3 (the spell will still beuccessfully cast if the casting value is met but can be dispelled as normal). Inddition, any spell casting roll that contains a double 4, 5, or 6 will be cast

with Irresistible Force as well as a Miscast. Note: A casting roll still has tochieve the minimum result to successfully cast. If the result of the castingoll contains doubles for both a miscast and irresistible force, resolve the spells irresistible force and then roll once on the miscast table. This special rule isn addition to any other rule the wizard may possess.

ength Of Gameg. 148 of the Warhammer Rulebook

Victory Conditions:ictory Points. Follow the rules on page 148. After victory has beenetermined (i.e. one army reaches its breaking point) then determine theifference in victory points.

Massacre: Win with 1750 VP more than your opponent

Major: Win with 1000 VP more than your opponent

Minor: Win with less than 1000 VP more than your opponent

Battle Point Modifiers+1 if your lowest point value unit is alive at the end of the game.

+1 Point for each enemy wizard killed (a wizard is any model that can cast a

spell, incantation, bound item, prayer OR is a Rune Lord/Smith). If no wizardis present than you will get +1 for killing the general.

+1 Point for having all of your wizards alive at the end of the game (a wizardis any model that can cast a spell, incantation, bound item, or prayer OR is aRune Lord/Smith). If you had no wizard you will receive +1 for having yourgeneral alive.

+1 For killing your opponents most expensive unit.

SCENARIO 1: READY, SET, EXPLODE

 9   "     

 9   "     

STARTING DEPLOYMENT ZONES

All units must start at least 9" away from the center of the table.

9" 9

9" 9

Side A Deployment Zone

Side B Deployment Zone

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Missionse the Meeting Engagement Scenario from the

Warhammer Rulebook (Pg. 149)

Note on TerrainNo need to roll for terrain; each table should have at least 5 pieces of terrain.

All Woods are mysterious

All hills are normal hills

Special Rulesach player presents their opponent with a lucky token. This can be a spare

model, a die or any suitable item. This item now resides with their general andlows them (and only the general) to reroll any attack roll, wound roll, failedave, or leadership check (remember you cannot reroll a reroll). The item can

e captured in the same manner as a banner. If the item is captured it willffect the entire unit that captured it. For each token you control at the end ofhe game, you will receive 250 victory points.

ength of Gameg. 149 of the Warhammer Rulebook

Victory Conditions ForThis Scenario• Massacre: Win with 1750 VPmore than your opponent

• Major: Win with 1000 VP morethan your opponent

• Minor: Win with 500 VP morethan your opponent

• Draw: Win with less than 500VP more than your opponent

Battle Point Modifiers+1 Point for each lucky token youcontrol at the end of the game

+1 Point for killing morecharacters than your opponent(Heroes and/or Lords)

+1 Point for killing theenemy general

+1 Point if you control bothtokens at the end of the game

SCENARIO 2: WHAT’S THISSHINY THING IN MY POCKET

6    "     

6    

"     

STARTING DEPLOYMENT ZONES

All units must start at least 12" away from opponent’s deployment zone.

Side A Deployment Zone

Side B Deployment Zone

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Missionse the Battleline Scenario from the Warhammer Rulebook (Pg. 144)

Notes on TerrainNo need to roll for terrain; each table should have at least 5 pieces of terrain.

All Woods are mysterious

All hills are normal hills

Special Rulesach player chooses two of their units not to start on the Table Top.n the start of Turn 3 these units may move on to the table from youroard edge or any side edge just as if there were returning from pursingfleeing enemy.

ength of Gameage 144 of the Warhammer Rulebook

Victory Conditions For This ScenarioMassacre: Win with 1750 VP more than your opponent

Major: Win with 1000 VP more than your opponent

Minor: Win with 500 VP more than your opponent

Draw: Win with less than 500 VP more than your opponent

Battle Point Modifiers1 Point for killing your opponent’s lowest point cost unit

1 Point for capturing more enemy banners then your opponent

1 Point for killing the enemy general.

1 Point for each of your opponent’seinforcement units destroyed.

SCENARIO 3: WHERE’D THEY GO!?

1   2   "     

1   2   "     

STARTING DEPLOYMENT ZONES

All units must start at least 12" away from the center of the table.

Side A Deployment Zone

Side B Deployment Zone