Bloodbath!
*special note: If you play this scenario, the "Tyranid Attack" mission
is not acceptable. And "The Assassins" and "Witch Hunt" refer to the
FIRST Army Commander and the FIRST Level 4 psyker on the table for both
sides. If there isn't a Level 4 Psyker, it's the first Level 3. If no
Level 3, then the first Level 2, and so on.
Scenario idea... (note: better have a LOT of time for this... it will
take you 12 turns... You may want to set aside a few days and take some
breaks...)
Step one: Create four 1,000 point armies. Aside from standard rules,
note that only TWO of these armies will need to have an army commander
(i.e.: a Wolf Lord of some sort for Space Wolves, A Warboss for Orks,
etc.). The other armies two will need a character that isn't an army
commander, but is a leader of some sort (again for Wolves or Orks, try a
Wolf Priest or a BigBoss, respectively). Other than that, follow normal
rules for each army.
Step two: choose one of the armies with an army commander in it, and
deploy that army as normal, draw one strategy card (for 1000 pts.), draw
missions, etc. Start the battle, and play as normal for THREE turns
(NOT four).
Now after both sides have finished with turn three, leave all the models
where they are, count up victory points. Note who is ahead, and then
deploy the second army onto the table. The only restriction is that the
other army with the commander cannot come in unless the first commander
is DEAD, in which case he -MUST- come in this round. Keep your
missions, but reroll for who deploys again, who gets strategy again (1
card), and who goes first for the next 3 turns. Move the whole army as
if it were there since turn one, and continue the game.
After another 3 turns, stop and count up victory points again. Note who
won more points during turns 4, 5, & 6, and deploy the third army onto
the table. Prepare everything just like you did for the second set of
turns, and repeat everything in the last paragraph.
After that set of 3 turns, again count up total victory points, mark who
got more in turns 7, 8, & 9, and continue on by deploying your last
army. (NOTE: If the original army commander is still alive, you still
deploy the commander that is with the army being deployed in this fourth
set of turns, despite the earlier rule. If the commander is dead at any
time, the next army deployed must contain the 2nd commander) Again,
finish these 3 turns, then count up final victory points, again noting
who got more in turns 10, 11, and 12.
DO NOT COUNT MISSIONS POINTS UNTIL AFTER TURN 12! THIS IS VERY
IMPORTANT! These points (i.e. Take and Hold) may not be there at the
end, even though they were around at turn 7... so wait on these!
Now, whoever was ahead after turn 3 gets one extra point. Whoever won
more points between turns 4 and 6 gets one point (two points if they
were behind going into turn four). Same for turns 7-9, and 10-12.
Now add in the missions, and take the totals. Highest score wins this
bloodbath...
This scenario was created by:
TomCat
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