fbpx JOIN LOGIN JOIN

40k Scenarios: Team Tournament Scenarios Download

By Meeker | March 10th, 2011 | Categories: Meeker, Missions, Warhammer 40k

What up everyone? It’s Meeker again, and this time I even have something 40k related. MBG has gotten me to write a number of scenarios for tournaments. We finally decided to start keeping track of them all and posting them for everyone’s use, so please feel free to use them in your next event!

The first set of missions we are sharing were used a few days ago for a 40k team tournament at FTW Games. Each team was composed of two players. Using only one force organization chart, both players each fielded a 1000pt army. As an ‘Ard Boyz styled event, teams were expected to bring very competitive lists. Overall, I think the missions went over rather well.

The missions are a little more complicated than the standard missions but can be used for competitive or casual gaming. Enjoy.

Scenario 1: Into the Aether

Start: Roll off. The winning team may choose to go first or second. The winning team also picks their deployment zone first.
Mission: Kill Points
Deployment: The team that won the roll off picks a long table edge. On one short edge, measure 18” out from the long edge. On the other short side, measure out 12” from the long edge. Connect these two points. Between this line and the long table edge is the deployment zone. The opposing team does the same with their long table edge, except the 18” and 12” short edges are opposite the first teams. The diagram to the right is provided as an example.
Seize the Initiative is in effect.
Game Length: 6 game turns or 2.5 hours (whichever is shorter)
Special Rules:
The following special rules are in effect:


·         Infiltrators
·         Scouting
·         Outflanking
·         Deep Striking
·         Reserves


Aether Haze: Your forces are fighting on a very unstable planet. The warp and the material world frequently overlap, causing unstable footing and surreal images. At the start of every game turn, roll a d6. On a 1-4, nothing happens. On a 5+, the two worlds start to overlap. For that game turn, all units add +1 to their cover save or receive a 6+ cover save if it would otherwise not get one. Additionally, all units attempting to run half the distance rolled (rounding up) and all assault moves count as moving through difficult terrain.
Victory Conditions:
Massacre: Your team scores 7+ kill points more than the opposing team.
Major Victory: Your team scores 5 kill points more than the opposing team.
Minor Victory: Your team scores 3 kill points more than the opposing team.
Draw: Your team scores 0-2 kill points more than the opposing team.
Battle Point Modifiers:
+1 Battle Point: Your team destroyed all your opponents’ scoring units
+1 Battle Point: Your team had a unit run 3” in a turn affected by the Aether Haze.
+1 Battle Point: Your team destroyed an enemy unit in the shooting phase of a turn affected by the Aether Haze.
+1 Battle Point: All of your team’s HQ units survived. Only count units that take an HQ slot or part of an HQ slot.
Scenario 2: Down the Rabbit Hole
Start: Roll off. The winning team may choose to go first or second. The winning team also picks their deployment zones first.

Mission: Objectives. There are a total of five objectives. There is one objective located in the middle of the table and one objective in each player’s deployment zone.

Deployment: The team that is going first selects a table quarter. One member of that team deploys their army in that quarter. The other team member deploys their army in the table quarter diagonally opposite the first. The opposing team then deploys their armies in the remaining two table quarters. Each player deploys in one quarter. Each deployment zone is 18” in along the short edge and 30” in along the long edge from the corner. No unit may be deployed within 12” on the center of the table. The diagram to the right is provided as an example.
The Rabbit Hole: Units held in reserve for any reason may enter the table in only two ways. If a unit has the deep strike special rule, it may enter the table via deep strike. All other units held in reserve enter the table through either objective in that team’s deployment zones.

There must be adequate room for emerging units to move onto the table. This means that if you have vehicles in reserve, it is unwise to place your objective on the third floor of a building. If there is not enough room for an emerging unit, the unit is placed back in reserve. Emerging units are required to take difficult and dangerous terrain checks as needed.

Unit’s that enter the table through an objective may not make assault moves the same turn it enters the table.

Seize the Initiative is in effect.

Game Length: 6 game turns or 2.5 hours (whichever is shorter)

The following special rules are in effect:


·         Reserves
·         Deep Striking

Victory Conditions:
Massacre: Your team controls 4+ objectives more than the opposing team.
Major Victory: Your team controls 3 more objectives than the opposing team.
Minor Victory: Your team controls 2 more objectives than the opposing team.
Draw: Your team controls 0 to 1 more objectives than the opposing team.

Battle Point Modifiers:
+1 Battle Point: Your team destroyed all enemy HQ units.
+1 Battle Point: Your team controls the objective at the center of the table at the end of the game.
+1 Battle Point: Over half of your team’s scoring units survived the battle.
+1 Battle Point: If your team has more units fully in the opposing team’s deployment zones than they have in your teams’ deployment zones.
Scenario 3: Drawhammer with a Twist
Start: Roll off. The winning team may choose to go first or second. The winning team also picks their deployment zone first.

Mission:
Primary: Objectives
Secondary: Kill points.

Special Rules:
The following special rules are in effect:


·         Infiltrators
·         Scouting
·         Outflanking
·         Deep Striking
·         Reserves
·         Night Fight (1st game turn)


Keep Away: Each team has one objective. Nominate one HQ unit. That unit is carrying the objective. If the HQ unit is killed or otherwise removed from play, place the objective marker where the HQ unit was. The objective remains there for the rest of the game. An HQ unit carrying the objective may not embark in a vehicle or start the game embarked. The HQ unit carrying the objective may not have an armor value.

Objectives still being carried by an HQ unit may not be contested. They automatically count as being held by the HQ unit’s team.

Deployment: Dawn of War. The HQ unit with the objective must start on the table (including Chaos Daemons) but has a 4+ invulnerable save for the first game turn and is immune to instant death or being removed from the table.
Seize the Initiative is in effect.

Game Length: 6 game turns or 2.5 hours (whichever is shorter)

Victory Conditions:
Massacre: Your team controls both objectives.
Major Victory: Your team controls one objective more than the other team and your team has more kill points.
Minor Victory: Your team controls one objective more than the other team and your team does not have more kill points.
Draw: Neither team controls more objectives than the other.

Battle Point Modifiers:
+1 Battle Point: Your team forced the opposing team to drop their objective before the 4th game turn.
+1 Battle Point: Your team never drops the objective.
+1 Battle Point: For starting the first game turn with only the HQ unit on the table.
+1 Battle Point: Your team destroyed all enemy dedicated transports. If your opponents did not start with any, you automatically receive this point.

Please let us know what you think. What would you change and why?

About the Author: Meeker