Alright, as promised and as in the past, we are releasing six different scenarios of which four will be used at the tournament. We want people to be able to run through the scenarios once or twice, so if there is something you don't understand or doesn't make sense let us know. So no more waiting, on to the scenarios...
Scenario One
You have finally been moved to the frontline. It’s time to get involved in the action. Probe the enemy’s defenses and take possession of the bridge for future assaults.
Scenario Setup: Dawn of War and Random Game Length
Special Rules: Rickety old bridge… The bridge has been weakened by months of war. Any vehicle with an Armor Value of 12 or higher that attempts to use the bridge to cross the river, takes the risk of collapsing it. Once the vehicle moves onto the bridge roll a D6, on a 1 or 2 nothing happens. On a 3+ the bridge collapses and the vehicle becomes immobilized. The bridge becomes difficult and dangerous. Roll every turn that the vehicle moves while on the bridge.
Primary: Hold the bridge with a scoring unit, and no enemy models on the bridge. A destroyed bridge can still be held to complete this objective. 11pts.
Secondary: Score more kill points than your opponent. 6pts
Tertiary: Destroy your opponent’s most expensive unit and keep yours alive by the end of the game. 3pts.
Scenario Two
Supplies are becoming harder and harder to come by as supply lines are repeatedly destroyed. Move your forces out and consolidate whatever you can make use of. Be aware the enemy will surely be out doing the same. Deny the enemy the chance to cross the river and take what is rightfully yours.
Scenario Setup: Spearhead and Random Game Length
Special Rules: There are three objectives with values on the bottom. DO NOT LOOK AT THE VALUES ON EACH MARKER! These objectives should be set up as per Seize Ground in the rulebook. Objectives may not be placed on the bridge. When a model ends its move for any reason within 3" the value on the objective is revealed to both players.
The bridge is AV12 on all sides, immobile, has no weapons, and its mysterious archaeotech construction gives itself a 3+ cover save against shooting attacks. If/when it is destroyed do not remove it from the table. Simply treat it as a wreck (difficult+ dangerous terrain) for the rest of the game. Models on the bridge when it is destroyed will take blast damage as if inside a transport that is destroyed.
Primary: Gain the largest total points in objective markers with scoring units. Claim objectives as normal by having a scoring unit within 3” and no enemy within 3.” 11pts.
Secondary: Successfully destroy the bridge. 6pts.
Tertiary: Have one or more units completely in your opponent's starting table quarter, and no enemy units in your own at the end of the game. 3pts.
Scenario Three
War does strange things to people. Some soldiers see things that drive them to heroic feats of valor while some are simply driven insane… The last few days have worn your units thin and it appears one has finely snapped!
Scenario Setup: Pitched Battle and Random Game Length
Special Rules: Your most expensive unit (non-vehicle/non-monstrous creature) is your “suicide squad.” The unit has gone off the deep end, they have seen too much. There’s no way for them to return to normal life, all that is left is a glorious death in battle.
Primary: Have more scoring units completely on opponent’s side of the river than they have on yours at the end of the game. (11 pts)
Secondary: Score more Kill Points than your opponent. “Suicide Squads” earn their owner a point if destroyed, not the opponent. (Hence “suicide”) (6 pts)
Tertiary: Your “Suicide Squad” gains at least one enemy KP and is destroyed on your opponent’s side of the river by the end of the game. (3 pts) (Suicide Squads falling back do not count as destroyed for this objective)
Scenario Four
It is time to push forward. Move your troops forward and hold the bridge. You’ve also been assigned a strategic location across the river in enemy territory. Control your area and do not allow the enemy an inch of land on our side.
Scenario Setup: Pitched Battle and Random Game Length.
Special Rules: One objective marker is placed on the bridge. Each player then places one objective marker on their opponent's side of the river following the rules for Seize Ground in the rulebook.
Primary: Control the most objectives with scoring units at the end of the game. (11 pts)
Secondary: Score more Kill Points than your opponent. (6 pts)
Tertiary: Hold the most Table Quarters. Hold a quarter with a unit or mobile vehicle with no enemy units in the table quarter. (3pts)
Scenario Five
The supply drop was off target. It has dropped into the river and is floating down stream. You’ll need to push forces forward to secure the area so the supplies can be recovered. Move your troops up and grab the supplies before they floats away.
Scenario Setup: Pitched Battle and Random Game Length.
Special Rules: The “Floating Objective” moves onto the table in the river on a random side after scout moves, just before the first turn. It moves along the river 2D6" at the start of each game turn. A non-vehicle unit may capture the objective by moving into base contact with it in their Movement Phase and rolling equal or higher than the amount the objective moved this turn on 2D6. If failed the objective immediately moves another D6". If successful the capturing unit may not move or assault while it holds the objective; if it chooses to do so or is forced to fall back, the objective moves again as per a failed roll. If the unit falls back from a lost round of assault the enemy wrests control of the objective.
Primary: Hold the most Table Quarters. Hold a quarter with a unit or undamaged vehicle completely in it with no enemy units completely in the quarter. (11pts)
Secondary: Grab and hold the “floating objective” at the end of the game. 6pts.
Tertiary: Destroy your opponent’s least expensive scoring unit and keep yours alive by the end of the game. 3pts.
Scenario Six
Our assaults have been met with mediocre results for the last week. We have found a traitor amongst your troops who has been passing our plans to the enemy just prior to our movements. Find this traitor and introduce them to the business end of a bolter! In a strange turn, our spy will be returning as well, protect him at all costs.
Scenario Setup: Pitched Battle and Random Game Length.
Special Rules: Choose a single model from one of your Troops choices; this model becomes a “traitor” under the control of your opponent. The model loses ALL special rules (Fearless, Slow & Purposeful, etc) not related to its unit type (Infantry, Bike, etc), but is otherwise treated as an IC and follows the normal game rules for transports, etc. Kill Points earned by a unit with the traitor attached are doubled; this does NOT apply to transports in which the traitor is embarked. Your entire army has preferred enemy and counts its shooting weapons as twin linked vs. the traitor and its attached unit; this DOES apply to transports in which the traitor is embarked.
Primary: Push across the river and give the enemy something to worry about other than tracking down our spy. Have more scoring units completely on your opponent’s side of the river than they have on yours. 11pts
Secondary: Your traitor (under enemy control) is dead and theirs (under your control) is alive at the end of the game. 6pts.
Tertiary: Score more kill points than your opponent. 3pts
There you go, I hope you guys enjoy them!