Tuesday, February 8

Battle for Stones River Scenarios

Here you go guys, this is the first two of the six possible scenarios for the tournament. Play these all you want and if you find any actual rules dilemmas then please let me know. All of the following scenarios are subject to change before the tournament. If possible I will update any changes that I make. Remember there will be four more posted soon so keep checking back for more.


So anyway on to the good stuff...



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Scenario One: Dawn Raid
“The enemy has been creeping toward the river all night. The order has come down to move forward and push them back. Gather your forces and prepare the assault, you move out before dawn.”
Setup: Scenario uses Pitched Battle deployment. Random game length is in effect. Night Fight is in effect, see the special rules.
Special Rules: Nightfight does not end on turn one, instead at the end of each turn both players roll a D6 and if the combined total is 7 or more then Nightfight ends. Keep rolling each turn until Nightfight ends.
Objectives:
Primary: Hold the river. At the end of the game, divide the river into three 24” sections. The player who holds more river sections with a scoring unit (must be on the terrain feature) and no enemy unit on the sections wins this objective. (Units on the bridge do not count as being on a river section.) 11pts.
Secondary: Hold the bridge. Have a non-vehicle unit (unit without an armor value) on the bridge with no enemy unit on the bridge at the end of the game. (This unit cannot count as holding a river section) 6pts.
Tertiary: Kill your opponent’s general. Both players can win this objective. 3pts.

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Scenario Two: River Crossing
“Now it’s time to move! Make your river crossing while the enemy is on the back foot. Take the other side of the river so that an offensive into enemy territory can be made.”
Setup: Pitched battle deployment. Random game length is in effect.
Special Rules: “Floating Objective” An objective will start in the river on one table edge. At the start of each turn, the objective will move 2D6” downstream. Players can attempt to grab the objective by moving into contact and taking an initiative test. If the test is passed, then the objective and unit stops. If the unit is destroyed from shooting or flees, then the objective is dropped and continues floating downstream next turn. If the unit is destroyed or flees from assault the winning side seizes the objective without an initiative test.
Objectives:
Primary: Get your units across the river! Have more scoring units on the opponent’s side of the river than they have on yours at the end of the game. 10pts.
Secondary: Grab and hold the “floating objective” with any units that have an initiative value. 6pts.
Tertiary: Destroy your opponent’s most expensive unit. Both players can obtain this objective. 4pts.

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Scenario Three: Grabbing Loot
“After the mayhem from the last few battles, the battlefield is littered with wounded, supplies and enemy intelligence. Move out and secure everything you can find that has any value.”
Setup: Pitched battle deployment. Random game length is in effect.
Special Rules: Objective markers: You will find five objective markers on the table. DO NOT look at the bottom of the markers. There are point values on the bottom. Before determining deployment zones, players roll off to see who places the first objective. The first objective must be place in the center of the table. Then players alternate placing the objectives which must be 12” away from each other and 12” away from table edges.
Flipping Markers: During the game, when a unit moves in to contact with a marker, it can be flipped for its value. Units inside transports must exit to flip the objective. Both players are privy to this information. The markers do not move and the initial unit is free to move away. Hold the markers as normal, with a scoring unit within 3”. (May be in a transport to hold) Units may not hold multiple markers.
Objectives:
Primary: The player with the largest total points in markers wins this objective. 10pts.
Secondary: The player with the most units on their opponent’s half of the table wins this objective. 6pts.
Tertiary: The player that controls the bridge with a unit (does not have to be a scoring unit) on it at the end of the game with no enemy unit on the bridge wins this objective. 4pts.

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Scenario Four: Kill them. Kill them all!
“Filled with the horrors of war, your men cannot continue for long. It’s time to put an end to this. Prepare your forces for an all out assault upon the enemy lines. Move forward and wipe them from the planet!”
Setup: Spearhead deployment. Random game length is in effect.
Special rules: Adjusted Kill Points are in effect. HQ=1pt Elites=2pts Troops=1pt Fast Attack=2pts Heavy Support=2pts. Dedicated transports are worth the same KP’s as their parent unit.
Table quarter values: your deployment zone=1pt Neutral quarters=2pts your opponent’s deployment zone=3pts.
Objectives:
Primary: Score more kill points than your opponent. 12pts.
Secondary: The player with the highest total points for holding table quarters wins this objective. 6pts.
Tertiary: Kill your opponent’s most expensive scoring unit. 2pts.

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Scenario Five: Preparation for the assault
“There is an important position across the river that we need to secure before we can launch our main attack. Put together a force to cross the river and secure that position!”
Setup: Pitched battle deployment. Random game length is in effect.
Special Rules: Before deployment begins, after zones have been decided, secretly write down a recognizable terrain feature in your opponent’s deployment zone. This is your objective. At the beginning of turn three, the players will reveal to each other their objectives they have chosen.
Objectives:
Primary: Secure your objective terrain feature with a scoring unit and deny your opponent his objective. (Have a scoring unit on the feature and no enemy units on the feature.) 11pts.
Secondary: Rack up more kill points than your opponent. 6pts.
Tertiary: Hold the bridge with a scoring unit, no enemy units on the bridge. 3pts.

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Scenario Six: Life Line
“Bridges are the life lines of armies on the move! Not only do they make for quicker troop movements, but they are invaluable to the supply lines keeping pace with the advancing forces. Go forward and secure the bridge so your offensive can continue.”
Setup: Modified Pitched Battle: Deployment zone is anywhere on your side of the river, at least 12” from the river terrain feature. Random game length is in effect.
Special Rules: Strafing Run: Once per game (beginning on turn two) during the shooting phase, each player can call upon an air strike. Choose two points, one point on two different table edges and draw a straight line between the two. All enemy units under the line are hit with D6 hits (roll for each unit separately) at Strength 5/AP 5 and all friendly units under the line are hit on a 4+. NO PREMEASURING! Pick your points then make the line.
Objectives:
Primary: Hold the bridge with a scoring unit with no enemy units on the bridge at the end of the game. 11pts.
Secondary: Have more units above 50% or undamaged vehicles on your opponent’s side of the river than they have on yours. 6pts.
Tertiary: Destroy your opponent’s General. 3pts.

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And there you have it... I hope you guys enjoy them!

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