We only have 500 point Steamroller events, so the time limits will be 10 minute turns with a 75 minute match lenght (this may have to change on Friday secondary to time restraints. We likely won't know till the day of). All games are won by one of two ways. A win is worth 1 tournament point. A tie or draw is worth 0 tournament points.
Scenario 1 – Mosh Pit
“Today will bring a proper fight.”
—Champion Horthol of the northern Thornwood
Description
Mosh Pit is a bitter, disorganized brawl in the center of the battlefield in which the only rule is to stay your ground.
Special Rules
Mark a 12” diameter circle centered on the table. This is the Mosh Pit.
Victory Conditions
Starting on the first player’s third turn, any player ending his turn with one or more of his models within the Mosh Pit while his opponent has no models within the Mosh Pit wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario.
If time runs out before one player has won, the player with the most VPs of models within the Mosh Pit wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario. A unit with half or more of its starting members still in play within the area is worth its usual VPs. A unit with fewer than half of its starting members in the area is worth 1 VP.
[Examples: An 11-model unit of Satyxis Raiders (including Unit Attachment) would need 6 or more models in the area to score its usual 3 VPs. If 5 or fewer models are in the area, the unit only scores 1 VP instead.]
[Reminder: “Within” means with any portion of its base inside the area. “Completely within” means with the entire base inside the area.]
Scenario 2 – No-Man’s-Land
“This battle will be settled in the land that lies between us. It is there our fates shall be decided.”
—Archdomina Makeda
Description
With battle lines drawn, two great armies converge on the no-man’s-land between them.
Special Rules
Mark a 4” wide area, running east to west, through the middle of the table. This is the No-Man’s-Land.
Victory Conditions
Starting on the first player’s third turn, a player ending his turn with one or more of his models within No-Man’s-Land while his opponent has no models in No-Man’s-Land wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario.
If time runs out before one player has won, the player with the most VPs of models in No-Man’s-Land at the end of the game wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario. A unit with half or more of its starting members still in play within the area is worth its usual VPs. A unit with fewer than half of its starting members in the area is worth 1 VP.
[Examples: An 11-model unit of Satyxis Raiders (including Unit Attachment) would need 6 or more models in the area to score its usual 3 VPs. If 5 or fewer models are in the area, the unit only scores 1 VP instead.]
[Reminder: “Within” means with any portion of its base inside the area. “Completely within” means with the entire base inside the area.
Scenario 3 – Pendulum MK 2
“Their sacrifice is meaningless. With each death we gain ground.”
—Lich Lord Terminus
Description The back and forth rhythm of warfare often leads to decisive moments as enemy lines are crossed. In a Pendulum battle, both forces fight for control over the battlefield by holding their own ground and invading the enemy’s region of control.
Special Rules Before the start of the game, divide the table in half with a line running west to east through the center.
Victory Conditions Starting on the first player’s third turn, a player ending his turn with one or more of his models across the centerline on his opponent’s side of the table while his opponent has no models on his side of the table wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario.
If time runs out before one player has won, the player with the most VPs of models on his opponent’s side of the table at the end of the game wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario. A unit with half or more of its starting members still in play on the opponent’s side of the table is worth its usual VPs. A unit with fewer than half of its starting members on the opponent’s side of the table is worth 1 VP.
[Examples: An 11-model unit of Satyxis Raiders (including Unit Attachment) would need 6 or more models on the opponent’s side of the table to score its usual 3 VPs. If 5 or fewer models are on the opponent’s side of the table, the unit only scores 1 VP instead.]
[Reminder: “Within” means with any portion of its base inside the area. “Completely within” means with the entire base inside the area. ]
Scenario 4 – Throw Down
"Let the enemy holding the left flank believe you will take the right, while the right thinks the opposite, and then destroy them both."
--Supreme Kommandant Gurvaldt Irusk
Description Armies clash across the muddy and blood-drenched field, desperately battling to secure two points of vital strategic importance. Each side strives to gain supremacy while trying to manage their divided forces.
Special Rules Mark two points on the centerline of the table, one 8" from the left table edge and one 8" from the right table edge.
Victory Conditions Starting on the first player’s third turn, any player ending his turn with one or more of his models within 4” of both of the points while his opponent has no models within 4” of both of the points wins. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario.
If time runs out before one player has won, the player with the most VPs of models in the two areas combined wins the game. Ignore wrecked or inert warjacks, wild warbeasts, and fleeing models/units when determining whether or not a player has won the scenario. A unit with half or more of its starting members still in play within the areas is worth its usual VPs. A unit with fewer than half of its starting members in the areas is worth 1 VP.
[Examples: An 11-model unit of Satyxis Raiders (including Unit Attachment) would need 6 or more models in the areas to score its usual 3 VPs. If 5 or fewer models are in the areas, the unit only scores 1 VP instead.]
[Reminder: “Within” means with any portion of its base inside the area. “Completely within” means with the entire base inside the area.]
* Please note that all scenarios may not be used but are listed as a possibility of what could be used.