Introduction
Here are two basic scenarios for my playtest.
Basic Asymmetrical Scenario
Attacker and Defender
Randomly determine attacker and defender. The Attacker uses their Attacking list. The Defender uses their Defending list.
Setup and Objectives
The Defender picks a table edge to defend. His Deployment zone is within 18" of his edge.
The Attacker takes the opposite table edge. His Deployment zone is within 12" of his edge.
The Attacker places one objective between 12" and 6" from the Defender's long table edge.
The Defender places one objective between 12" and 6" from Defender's long table edge.
Deployment
The players alternate placing squads in their deployment zones, starting with the Defender.
Game Play
The Attacker has the first turn. Any Defenders may start the game Cowering.
Victory Conditions
The Attacker wins if, at the start of his turn, he has troops within 6" of an objective and the Defender does not.
The Defender wins at the start of his 10th turn.
If either army breaks or is completely destroyed, then their opponent wins.
Basic Symmetrical Scenario
Attacker and Defender
Both players use their Attacking lists.
Setup and Objectives
Roll off. The winner becomes the nominal Attacker.
The Attacker picks a table edge. His Deployment zone is within 12" of his edge.
The Defender takes the opposite table edge. His Deployment zone is within 12" of his edge.
The Attacker places one objective between 12" and 6" from the Defender's long table edge.
The Defender places one objective between 12" and 6" from Attacker's long table edge.
The Attacker places one objective between 12" and 6" from Attacker's long table edge.
The Defender places one objective between 12" and 6" from Defender's long table edge.
Deployment
The players alternate placing squads in their deployment zones. Roll off to see who places first.
Game Play
Roll off to see who has the first turn. Any models may start the game Cowering.
Victory Conditions
Either player wins, if at the start of his turn, he has a unit within 6" of an objective in the enemy's deployment zone, and the enemy does not.
If either army breaks or is completely destroyed, then their opponent wins.
If neither player has won by the end of 10 turns, the game ends in a draw.
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