Łódzkie scenariusze i modyfikacje turniejowe.

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FishPriest
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Łódzkie scenariusze i modyfikacje turniejowe.

Post autor: FishPriest » 16 sty 2016, 16:40

Z czasem w pierwszym poście będę uzupełniał scenariusze i zmiany w armylistach, stosowane w Łodzi.

Scenariusze z Warhammer GT:

Domination
Layout
Set up terrain as described on page 103 of The Hobbit: An Unexpected Journey rules manual. Then, place five objective markers on the battlefield; one is automatically placed in the centre of the board. To place the other objectives, both players roll a D6. The player with the highest score places one objective anywhere on the battlefield at least 12” away from the existing objective and 6” away from any board edge. Their opponent then places a third objective at least 12” away from existing objectives and at least 6” away from any board edge. The players then alternate placing the remaining two objectives, according to the restriction noted earlier.

Starting Positions
Both players roll a D6 – the player with the highest result chooses one of the deployment zones. They then select a warband in their force to deploy within 24” of their board edge. Models may not be deployed further than 6” from the captain of its warband. When this has been done, the opposing player chooses one of their warbands and deploys it within 24” of their board edge as described above. Players then alternate until all warbands have been placed.
Initial Priority Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives
The game lasts until the end of a turn in which one force has been reduced to a quarter (25%) of its starting number of models, or below, at which point, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points, the game is a draw.

Victory Points are scored for the following: ·
You score 2 Victory Points for each objective marker that has at least one of your models, and no enemy models, within 3”. ·
You score 1 Victory Point for each objective marker that has both friendly and enemy models, but more friendly than enemy models, within 3”. ·
You score 1 Victory Point for causing one or more Wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count) or if you kill the enemy leader. ·
You score 1 Victory Point if the enemy force is broken at the end of the game.


To The Death
Layout (4’x4’)
Set up terrain as described on page 103 of The Hobbit: An Unexpected Journey rules manual.

Starting Positions
Both players roll a D6 – the player with the highest result chooses one of the deployment zones. They then select a warband in their force to deploy within 12” of their board edge. Models may not be deployed further than 6” from the captain of its warband. When this has been done, the opposing player chooses one of their warbands and deploys it within 12” of their board edge as described above. Players then alternate until all warbands have been placed.
Initial Priority Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives
The game lasts until the end of a turn in which one force has been reduced to a quarter (25%) of its starting number of models, or below, at which point, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points the game is a draw.

Victory Points are scored for the following: · · ·
You score 1 Victory Point for causing one or more Wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader, you instead score 3 Victory Points.
You score 3 Victory Points if the enemy force is broken at the end of the game. If the enemy force is broken and your force is unbroken, you instead score 5 Victory Points.
You score 1 Victory Point if you have at least one banner remaining at the end of the game. If you have at least one banner remaining and your opponent has none remaining, then you instead score 2 Victory Points.
You score 2 Victory Points if the enemy force is reduced to 25% of its starting models at the end of the game.


Hold Ground
Layout (4’x4’)
Set up terrain as described on page 103 of The Hobbit: An Unexpected Journey rules manual. Once the battlefield has been set up, an objective marker is placed in the centre of the battlefield. Players must also agree which direction is north – this is important for determining where and when reinforcements arrive.

Starting Positions
At the battle’s start, the forces are yet to arrive – models are not deployed at the start of the game, but will enter as the game continues. Initial Priority Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives
Once one force has been broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On the result of 1-2, the game ends – otherwise, the battle continues for another turn! At the end of the game, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points the game is a draw.

Victory Points are scored for the following: ·
You score 3 Victory Points if you have more models within 6” of the objective than your opponent. If you have twice as many models within 6” of the objective than your opponent, then you instead score 5 Victory points. If you have three times as many models within 6” of the objective than your opponent, or you are the only player to have models within 6" of the objective, then you instead score 7 Victory points. ·
You score 1 Victory Point for causing one or more Wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader you instead score 2 Victory Points. ·
You score 1 Victory Point if the enemy force is broken at the end of the game. If the enemy force is broken and your force is unbroken, you instead score 3 Victory Points.

Special Rules
Maelstrom of Battle: At the end of your Move phase, roll a D6 for each of your warbands not on the battlefield and consult the chart below (the warband’s captain can use Might to alter the roll either up or down). Models can’t charge in the turn that they arrive but otherwise act normally. Roll for each warband separately, deploy the models in the warband, then roll for the next. Warbands yet to arrive count as being on the battlefield for the purposes of determining if your force is broken.
D6 Result
1. The warband does not arrive yet.
2. Your opponent chooses a point on either the north or south board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
3. Your opponent chooses a point on either the east or west board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
4. You choose a point on either the north or south board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
5. You choose a point on either the east or west board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
6. You choose a point on any board edge at least 6” from a corner – all models in the warband move onto the battlefield from this point.


Lords Of Battle
Layout (4’x4’)
Set up terrain as described on page 103 of The Hobbit: An Unexpected Journey rules manual.

Starting Positions
Both players roll a D6 – the player with the highest result chooses one of the deployment zones. They then select a warband in their force to deploy within 24” of their board edge, but at least 1” away from enemy models. Models may not be deployed further than 6” from the captain of its warband. When this has been done, the opposing player chooses one of their warbands and deploys it within 24” of their board edge as described above. Players then alternate until all warbands have been placed. Initial
Priority Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives
Once one force has been broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On the result of 1-2, the game ends – otherwise, the battle continues for another turn! At the end of the game, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points the game is a draw.

Victory Points are scored for the following: ·
For this scenario you need to keep a track of your ‘Wound Tally’. Your Wound Tally is equal to the number of Wounds that your army inflicted upon your opponent’s army, plus any Fate points that your opponent spent (Heroes that are removed from the game with unspent Fate points will add 1 to the Wound Tally for each one unspent. Models that flee because their force is broken count towards the Wound Tally, however, mounts that flee do not).
You score 3 Victory Points if your Wound Tally is greater than your opponents. If your Wound Tally is at least twice as large than your opponents, then you instead score 5 Victory points. If your Wound Tally is at least three times as large than your opponents, or your opponent has no models left on the board, then you instead score 7 Victory points. ·
You score 1 Victory Point for causing one or more Wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader you instead score 2 Victory Points. ·
You score 1 Victory Point if the enemy force is broken at the end of the game. If the enemy force is broken and your force is unbroken, you instead score 3 Victory Points.

Special Rules A time of Heroes:
Each time your force kills an enemy Hero in a Fight, one of your Heroes in the same Fight (your choice) regains a point of Might lost earlier in the battle.


Reconnoitre
Layout (4’x4’)
Set up terrain as described on page 103 of The Hobbit: An Unexpected Journey rules manual.

Starting Positions
At the battles start, the forces are yet to arrive – models are not deployed at the start of the game. Both players roll a D6. The player with the highest result chooses one of the long table edges to be their board edge – the opposing player has the opposite board edge as their board edge. Initial
Priority Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives
The game lasts until the end of a turn in which one force has been reduced to a quarter (25%) of its starting number of models, or below, at which point, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points the game is a draw. Models that have escaped the board count as being on the board for the purpose of determining if a force is broken.

Victory Points are scored for the following: ·
You score 3 Victory Point if more of your models have escaped the battlefield than your opponent. If at least two of your models and twice as many models than your opponent have escaped the board, then you instead score 5 Victory points. If at least three of your models and three times as many models than your opponent have escaped the board, then you instead score 7 Victory points. ·
You score 1 Victory Point for causing one or more Wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader you instead score 2 Victory Points. ·
You score 1 Victory Point if the enemy force is broken at the end of the game. If the enemy force is broken and your force is unbroken, you instead score 3 Victory Points.

Reinforcements - At the end of your Move phase, roll a D6 for each of your warbands not currently on the board and consult the chart below. Models enter the board via the rules for Reinforcements on page xx. Warband’s that have still not arrived by the start of the fourth turn will automatically arrive on turn 4. 1-3 The warband does not yet arrive, but receives a bonus of +1 to this dice roll next turn. 4-6 The warband arrives from the controlling player’s board edge via the rules for Reinforcements. Special rules that allow for models to arrive on from any table edge (such as the Goblin Mercenary Captain’s Mercenary Ambush) must choose the controlling players table edge for this scenario.


Heirlooms Of Ages Past
Layout (4’x4’)
Set up terrain as described on page 103 of The Hobbit: An Unexpected Journey rules manualAzog’s Legion 700 . Then, place six objective markers on the battlefield. To place the objectives, both players roll a D6. The player with the highest score places one objective anywhere on the battlefield at least 6” away from any board edge. Their opponent then places an objective at least 12” away from the existing objectives and 6” away from any board edge. The players then alternate placing the remaining objectives, according to the restriction noted earlier.

Starting Positions
At the battle’s start, the forces are yet to arrive – models are not deployed at the start of the game, but will enter as the game continues. Initial
Priority Both players roll a D6. The player with the highest score has Priority in the first turn.

Objectives
Once one force has been broken, the game might suddenly end. At the end of each turn after this condition has been met, roll a D6. On the result of 1-2, the game ends – otherwise, the battle continues for another turn! At the end of the game, the force that has scored the most Victory Points wins the game. If both players have the same number of Victory Points the game is a draw.

Victory Points are scored for the following: ·
You score 6 Victory Points if your force is in possession of the relic at the end of the game. If at the end of the game you are not in possession of the relic but have more models within 3” of the relic than your opponent, then you instead score 3 Victory Points. · · ·
You score 1 Victory Point for causing one or more Wounds on the enemy leader (Wounds prevented by a successful Fate roll do not count). If you kill the enemy leader you instead score 2 Victory Points.
You score 1 Victory Point if the enemy force is broken at the end of the game. If the enemy force is broken and your force is unbroken, you instead score 2 Victory Points.
You score 1 Victory Point if you have at least one banner remaining at the end of the game. If you have at least one banner remaining and your opponent has none remaining, then you instead score 2 Victory Points.

Special Rules
Uncovering the Relic: Only one of the objectives is actually the relic that both sides seek. The first time each turn an unengaged model on foot ends its movement in base contact with an objective, they may search it in an attempt to uncover the relic. When this happens roll a dice, on the score of a 6 the relic has been discovered and the model that discovered it takes possession of it (Might cannot be used to influence this roll). If the roll is a 1-5 then the relic is not there, remove the objective from play. If the first five objectives to be searched do not reveal the relic the last one will automatically be the relic, there is no need to roll for it.

Relic of power: The relic is treated as a Light Object, however the dark powers that lie upon it may yet seep into the mind of its holder. Unwilling to give it up, models carrying the relic may not drop it or pass it to another model. Additionally at the start of each turn, before priority is rolled, roll a dice. On the roll of a 1, the model is Transfixed as described in the main rules manual. Might may not be used to modify this roll.

Maelstrom of Battle: At the end of your Move phase, roll a D6 for each of your warbands not on the battlefield and consult the chart below (the warband’s captain can use Might to alter the roll either up or down). Models can’t charge in the turn that they arrive but otherwise act normally. Roll for each warband separately, deploy the models in the warband, then roll for the next. Warbands yet to arrive count as being on the battlefield for the purposes of determining if your force is broken.
D6 Result
1. The warband does not arrive yet.
2. Your opponent chooses a point on either the north or south board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
3. Your opponent chooses a point on either the east or west board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
4. You choose a point on either the north or south board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
5. You choose a point on either the east or west board edges at least 6” from a corner – all models in the warband move onto the battlefield from this point.
6. You choose a point on any board edge at least 6” from a corner – all models in the warband move onto the battlefield from this point.




1. To the death + Contest of champions:

Standardowe warunki rozstawienia i zakończenia bitwy.
Punktacja:
7 vp za wbicie liderem dwa razy więcej ran niż lider przeciwnika,
5 vp za wbicie liderem więcej ran niż lider przeciwnika- 'przegrany' otrzymuje wtedy 2 vp
1/3 vp za break,
1/3 vp za lidera
1 vp za posiadanie sztandaru, za zabicie takowego i posiadanie własnego pod koniec bitwy - 2 vp
Zabicie lidera przeciwnika własnym jest premiowane dodatkowym +1 vp, zabicie liderem monstrum dodatkowo 1 VP za każdego.
Aneks: w kwestii mumaka. Normalnie nie powinny być liczone modele zabite przez olifanta, jeśli liderem jest jego kierowca. Wyjątkowo tym razem będzie inaczej- mumak nabija liderowi fragi. Aby nie było za słodko jednak - każda zadana rana mumakowi to +1 vp do wyniku scenariusza.




2. "Polowanie na Golluma"

Rozstawienie:
- rzut kostką D6 o wybór strony
- rzut kostką D6 kto się pierwszy rozstawia
- rozstawiamy warbandy na przemian
- rzut kostką D6 kto zaczyna pierwszy (ten kto pierwszy się rozstawił otrzymuje do wyniku rzutu +1)

Zadania:

- Zranienie generała 1VP za każdą rankę , zabicie 3 VP
- Złamanie armii przeciwnika - 1 VP, gdy samemu nie ma się break'a - 3
- Posiadanie Golluma - 4 VP, wyniesienie za krawędź przeciwnika- 8 VP

- w drugiej turze na polu bitwy w losowym miejscu (ja wybiorę to miejsce) pojawi się Gollum. Należy go pokonać w walce i w ten sposób ogłuszyć. Worek z Gollumem może nieść tylko jeden pieszy model z połową ruchu, lub dwa piesze z pełnym. Model z zasadą burly, jeśli jest pieszo - może nieść samodzielnie z pełnym ruchem, podobnie piesze (nie latające) monstra.
Gollum porusza się 5" w losowym kierunku co turę jaki pierwszy (przed graczami). By ustalic kierunek jego ruchu będzie użyta specjalna kostka. Golluma można przekazywać między modelami tak jak ciężki obiekt, jednakże za każdym razem rzucamy kostką: przy pierwszym podaniu- gollum ucieka na 1, przy drugim na 1,2, przy trzecim na 1,2,3 itd- można ten rzut modyfikować potęgą, lecz tylko na jednym modelu. Jeśli model niosący golluma zostanie zabity na odległość- czarem lub z łuku i nie jest styczny z żadnym sojuszniczym modelem- gollum ucieka i od następnej tury działa normalnie. Gdy model niosący zostanie zabity w walce wręcz (nie dotyczy monsterous/sorcerous blasta- gdzie gollum ucieka automatycznie)- trzeba wykonać test ucieczki golluma, wliczając poprzednie jego przekazania. Jeśli w armii zła/dobra jest już gollum, nie zostaje on wystawiony. Oddziałuje on jednak normalnie względem modeli posiadających pierścień.




3. "Maelstorm of war"

Przygotowanie stołu:
Przed bitwą na środku pola bitwy zostaje umieszczony znacznik nr 1. Następnie gracze biorą po 2 (oznaczone jako 2, 3, 4 i 5) znaczniki i rozstawiają je na przemian. Każdy znacznik nie może się znaleźć bliżej jak 12" od innego znacznika oraz 6" od którejkolwiek krawędzi stołu.
Znaczniki muszą być podstawkami piechoty, odpowiednio ponumerowanymi.

Rozstawienie:
1 - 3 - w 12" od własnej krawędzi
4 - 6 - w dowolnym miejscu obrębie swojej połowy stołu, jednak nie bliżej niż 6" od któ;regokolwiek znacznika.


Cele scenariusza:
Gra kończy się przy wyniku 1 lub 2 rzuconym pod koniec tury, w której jeden z graczy zostanie zredukowany do 25 % początkowej ilości modeli.
Pod koniec gry gracze dostają 3 VP za kontrolę znacznika (brak modeli przeciwnika i minimum 1 własny w 3" od znacznika) lub 1 VP, jeśli w 3" ma więcej modeli niż przeciwnik.
Przed początkowym rzutem na pierwszeństwo, obaj gracze biorą po 2 kości (najlepiej różnokolorowe - jedną za dziesiątki, drugą jedności) i trzykrotnie losują cele poboczne (każdy ma własne, nie liczy się realizacja misji przeciwnika). Każdy z nich mogą ukończyć w dowolnym momencie gry. Gdy jeden zostanie wykonany - gracz losuje kolejny. Na początku każdej tury (przed rzutem na pierwszeństwo) można odrzucić jeden cel poboczny i wylosować inny.
W sytuacji, gdy dany cel zostanie zrealizowany przez gracza lub odrzucony - trzeba go skreślić z listy i w wypadku ponownego przez niego wylosowania - przerzucić obie kości.
Gdy któryś z celów pobocznych zostanie zrealizowany - zapisuje się zdobyte VP. Nie można odłożyć wykonania misji na później - Np przy 51 - Giant firepower w momencie ustrzelenia 3 modeli z łuku i w tej samej fazie strzelania nie ubicia do 6 modeli - wtedy przyznawany jest 1 VP.
Jeśli strona zła strzela w walki - zabite własne modele doliczają się na konto przeciwnika.

Tabela misji pobocznych:


D66 VP Name Rules
11 1 Secure 1 Control Objective 1
12 1 Secure 2 Control Objective 2
13 1 Secure 3 Control Objective 3
14 1 Secure 4 Control Objective 4
15 1 Secure 5 Control Objective 5
16 2 Secure 1 & 2 or 3 Control Objective 1 & 2/3
21 1 Secure 1 Control Objective 1
22 1 Secure 2 Control Objective 2
23 1 Secure 3 Control Objective 3
24 1 Secure 4 Control Objective 4
25 1 Secure 5 Control Objective 5
26 2 Secure 1 & 3 or 4 Control Objective 1 & 3/4
31 1 Secure 1 Control Objective 1
32 1 Secure 2 Control Objective 2
33 1 Secure 3 Control Objective 3
34 1 Secure 4 Control Objective 4
35 1 Secure 5 Control Objective 5
36 2 Secure 1 & 4 or 5 Control Objective 1 & 4/5
41 1 Recon If 3+ Your and no enemy models 3” from the center of table at the end of turn
42 1/D3 Deep recon 3-5/6+ models is 12" of your opponents table edge at the end of turn
43 1 Hold Line! If 6+ your models and no enemy models are within 12” of your table edge at the end of turn
44 D3 Ascendancy Control any 3 Objectives
45 D3 Supremacy Control twice as many objectives as opponent (min. 2)
46 D3+3 Domination Control all objectives
51 1 / D3 Giant Firepower 3/6 enemy models killed this Shooting Phase
52 1 / D3 Blood and Guts 3/6 enemy models killed this Fight Phase
53 1 / D3 No Prisoners 6/12 enemy models killed this turn
54 1 Hungry for Glory If your Hero charges enemy Hero this turn
55 1 Psychological war 3 enemy models fail Courage test this turn
56 1 Bringer of Magic Succesfully casted 1+ Magical Power (even Resisted) this turn
61 D3 Kingslayer If Enemy LEADER killed this turn
62 1 Witch Hunter If enemy model with Magical Powers killed this turn
63 1 / D3 Horse Hunter If 2/6 enemy Cavalry models killed this turn
64 1 / D3 Assassinate 1/3 enemy Heroes killed this turn
65 1 Berserker If your Hero kills 3+ enemy models this turn
66 D3+1 Big Game Hunter 1/3+ enemy Monsters killed this turn




4. Śmierdząca rozpadlina

Rozstawienie:
- rzut kostką D6 o wybór strony
- rzut kostką D6 kto się pierwszy rozstawia
- rozstawiamy warbandy na przemian
- rzut kostką D6 kto zaczyna pierwszy (ten kto pierwszy się rozstawił otrzymuje do wyniku rzutu +1)

Zadania:
- Break 3VP, zbreakowałeś nie będąc zbreakowanym 5 VP
- zadanie rany wrogiemu liderowi 1 VP od rany, zabicie za 3VP
(Nie liczą się modele/rany zadane przez rozpadlinę)

po 1 turze rozgrywki sędzia/sędzia pomocniczy stawia mały szablon i duży szablon w dowolonym miejscu na polu bitwy. Następnie rzuca kostką rozrzutu (co turę !) w którym kierunku i na jaką odległość w calach ów szablon się przesunie. Wszystko co znajdzie się pod szablonem staje w obliczu niespodziewanej śmierci w czeluściach śmierdzącej rozpadliny. By to odwzorować rzuć K6 za każdy model objęty szablonem. Wynik od 1-3 oznacza śmierć w przepaści, wynik 4-6 oznacza uśmiech losu Punkty losu, oraz furiopodobne sprawy mogą wyratować model. Gobliny, krasnoludy i inne żyjące po jaskiniach maszkary typu pająk, oraz latacze zdają ten test na 3+
Ostatnio zmieniony 21 sty 2017, 18:56 przez FishPriest, łącznie zmieniany 11 razy.
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*Garry
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Post autor: *Garry » 16 sty 2016, 20:13

jeszcze rozpadlinę dopisz :)

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FishPriest
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Post autor: FishPriest » 16 sty 2016, 21:43

Musisz mi wysłać dokładny opis. Bo generalnie część scenariuszy zaginęła ;)
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