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Sunday, June 30, 2013

Playtest Scenarios

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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