Comox Valley Bloodbowl
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 Scenario Ideas for 40K

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Night Lord
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Night Lord


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PostSubject: Scenario Ideas for 40K   Scenario Ideas for 40K EmptyFri Mar 23, 2012 11:25 am

Scenario
Death Race

Special Force Org Restrictions

This would have to be played with small forces; likely 800-1250pts

Deployment

both players start on the Same Short Side; 12" square Deployment Zone in both table corners.

Victory Conditions

Each player gets one VP for each unit moved off the short edge Opposite deployment.
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Night Lord
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PostSubject: Re: Scenario Ideas for 40K   Scenario Ideas for 40K EmptyFri Mar 23, 2012 11:50 am

Scenario

Herd Migration

Description

Nearby fighting has caused the stampede of large native animals, cutting through spots of fighting throughout the battle....


Deployment

Any of the three standard deployments could be used

Objectives

To represent aiding the effort in a larger battle Points Value Victory Points (total ponts value for a destroyed/fleeing squad. half points value for a squad reduced below 50% and immobilized vehicles)
will be used, with the player scoring the most Victory Points being the Winner.

Scenario Special Rules

All terrain pieces are live animals moving accross the battlefield. Use 12+ terrain 'animals' (hopefully toy dinos or animals) are placed on the table by the players, alternating, starting with the player getting second turn.

Roll the scatter die near the centre of the table. trace an imaginary line from it to the furthest corner; this is the direction the terrain 'herd' moves all game. At the beginning of each Game Turn, starting with the second, Both players roll 2d6 and add all four results; this is the distace the 'herd' moves this turn. Terrain 'Animals' will Tank Shock/Ram using AV12 if any models are in their line of movement. Terrian 'Animals' will circumvent Impassible Terrain.
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RotatingPanda
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PostSubject: Re: Scenario Ideas for 40K   Scenario Ideas for 40K EmptyFri Mar 23, 2012 12:17 pm

Scenario: Last Stand

DESCRIPTION
The Defenders are fighting a desperate battle, outnumbered and outgunned, trying to survive long enough for reinforcements to arrive.

DEPLOYMENT
The Defender sets up all terrain and may deploy his units anywhere he likes; he may also keep units in reserve if he wishes. After the Defender has set up, the Attacker chooses one table edge to be his deployment zone and will be move onto the table from that table edge on their first turn.

OBJECTIVE
If the Defender has any units left on the table at the end of the game, he wins.

SCENARIO SPECIAL RULES
Dug In: The Defender gains 50% more points for the battle but these points may only be spent on defensive units.

Outmanned, Outgunned: All of the Attacker's units that are destroyed are immediately returned to Reserves. Essentially, all of their units have 'without number'.


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