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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