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Tournaments: New ‘Ard Boyz Style Scenarios Downloads

By Meeker | November 21st, 2011 | Categories: Meeker, Missions, Warhammer 40k Articles & News

Meeker wrote up these 40K ‘ard boyz style mission scenarios awhile ago for us to use at the shop. 


They went over well, so I thought I’d post em up for others to use. 



Sometimes it hard to come up with challenging missions on the fly! -MBG




Scenario 1: The Omen

Start: Roll off. The winner may choose to go first or second. The winner also picks their deployment zone first.
Mission: Objectives. There are a total of five objectives. One objective starts in the middle of the table. Starting with the player that is going first, each player deploys one objective in their deployment zone. Then starting with the player that is going first, each player deploys one objective outside of either player’s deployment zone. Objectives may not be within 12” of each other.
Deployment: Spearhead. After placing objectives, players deploy their entire army starting with the player that is going first.
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


Eclipse: These are dark days indeed. Night Fighting rules are in effect for the 3rd game turn. At the start of the 4th game turn, one player rolls a d6. On a 5+, Night Fighting rules are still in effect. On a 1-4 the eclipse has ended. At the start of the 5th game turn, no roll is needed. The eclipse is over and Night Fighting rules are no longer in effect.
Victory Conditions:
Massacre: You control 4 or more objectives more than your opponent.
Major Victory: You control 2 to 3 objectives more than your opponent.
Minor Victory: You control 1 objective more than your opponent.
Draw: You control the same number of objectives as your opponent.
Battle Point Modifiers:
+1 Battle Point: You destroyed all your opponent’s scoring units
+1 Battle Point: At the end of the game, your opponent does not control the objective in their own deployment zone.
+1 Battle Point: At the end of the game, you have scoring units in more table quarters than your opponent. Units may only count as occupying one table quarter.
+1 Battle Point: You destroyed 3 units during the eclipse.

Start: Roll off. The winner may choose to go first or second. The winner also picks their deployment zone first.

Scenario 2: Whiskey Tango Foxtrot
Mission: Objectives; Kill Points. There is one objective located in the middle of the table.
Deployment: The player that is going second divides the table diagonally from one corner to the opposite corner.  The person going first picks which half they will use as their deployment zone. No unit may start within 9” of the diagonal divide. Players deploy their entire army starting with the player that is going first.
Committed: If a unit may start the game deployed on the table, it must do so. There is no deep striking or outflanking. The only exception is units that take a dedicated transport that must start the game in reserve (like units embarked in Drop Pods or Mycetic Spores). Chaos Daemons use the Daemonic Assault special rule.
Seize the Initiative is NOT in effect.
Game Length: 6 game turns or 2.5 hours (whichever is shorter)
Special Rules:
The following special rules are in effect:


·         None of them! Rely on your skill and cunning! Leave your gimmicks at home!
Victory Conditions:
Massacre: You control the objective and have at least 5 more kill points than your opponent.
Major Victory: You control the objective but do not have at least 5 kill points more than your opponent.
Minor Victory: Neither player controls the objective but you have at least 5 kill points more than your opponent.
Draw: Neither player controls the objective or has at least five kill points more than their opponent.
Battle Point Modifiers:
+1 Battle Point: You destroyed all enemy HQ.
+1 Battle Point: If you start the game with less units that have an AV value than your opponent.
+1 Battle Point: All of your scoring units survived the battle.
+1 Battle Point: If you have more units fully in your enemy’s deployment zone than they have in yours.

Scenario 3: Rock the Masses
Start: Roll off. The winner may choose to go first or second. The winner also picks their deployment zone first.
Mission: Modified Kill Points
When a unit is destroyed, it is worth 1 kill point plus 1 kill point for each unit of the same FOC type that has already been destroyed. Only units that take up a FOC slot (or part of an FOC slot) are used when earning this bonus. Units that don’t take up a FOC slot or units generated during the game are worth 1 kill point and do not count as units as units that have already been destroyed.
For example, you destroy an enemy Rhino. This yields 1 kill point. You then destroy the embarked Tactical Marines which yields 1 kill point. Although the Rhino counts as a Troop unit, it does not use a FOC slot and therefore doesn’t grant the extra kill point bonus when the Tactical Marines were destroyed. In the next turn, you destroy another Rhino for 1 kill point. You then kill the embarked Tactical Marines which is worth 2 kill point (1 for destroying the Tactical Marines and +1 because you have already destroyed a Troop unit). If you then destroy a Scout Squad, it would be worth 3 kill points (1 for the Scout Squad and 1 for each Tactical Marine Squad).
***Hint: Focus on destroying all of one FOC type to earn the most points.
Deployment: Dawn of War.
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
·         Night Fight (1st game turn)


Victory Conditions:
Massacre: You have 12 or more kill points than your opponent.
Major Victory: You have 7 to 11 kill points more than your opponent.
Minor Victory: You have 3 to 6 kill points more than your opponent.
Draw: You have 0 to 2 kill points more than your opponent.
Battle Point Modifiers:
+1 Battle Point: You destroyed all enemy heavy support
+1 Battle Point: If at the end of the game your opponent has not destroyed all of your units of any FOC type. If you started with 2 HQ, 3 Troops, and 3 Heavy Support, you must end the game with at least 1 HQ, at least 1 Troop, and at least one 1 Heavy Support. Only units that fill or partially fill an FOC slot count.
+1 Battle Point: For starting the first game turn with 1 HQ unit and two Troop units deployed on the table (Chaos Daemon players automatically receive this point).
+1 Battle Point: You destroyed all enemy dedicated transports. If your opponent did not start with any, you automatically receive this point.

About the Author: Meeker