Tuesday, September 7, 2010

40k Missions: Ard Boyz 2009 preliminarys

In an effort to give our games some additional excitement, I am continueing my effort to produce the ard boyz misisons that I have copies of. Here are the 2009  Ard Boyz preliminary missions.

LAND GRAB Mission 1

Control as many objective counters as possible while
keeping your opponent out of your deployment zone.
Destroy as many enemy units as possible.

OBJECTIVE
This scenario is a modification of the Sieze Ground (page
91) and Annihilation (page 91) Missions. Please note that
there are automatically 5 objectives, DO NOT ROLL.
Determine who will go first and in which deployment zone that player will deploy.
First, place an objective in the center of the table,
then each player will place two objective counters anywhere in
their deployment zone. These objectives may not be
placed within 6” of a table edge or within 12” of
another objective counter, nor may they be placed in impassible terrain.
Each player then deploys their forces as per the deployment rules.
The Seize The Initiative rule found on page 92 is in effect.

DEPLOYMENT
Pitched Battle - Long Table Edges (page 92)
Chaos Daemon armies use the deployment rules for Daemonic Assault.

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES
Infiltrate (page 92)
Deep Strike (page 95)
Outflank (page 94)
Reserves (page 94)
Night Fight (Turn 1 Only)

LINE OF RETREAT
Units that are forced to flee must move toward their
friendly, long deployment edge.

CALCULATE RESULTS
Massacre
If a player has control of more objectives and has
more Kill Points than their opponent, then they have
scored a Massacre.

Major Victory
If a player controls more objectives and has an equal
number or fewer Kill Points than their opponent, they
have scored a Major Victory.

Minor Victory
If both players control the same number of objectives,
then the player with the most kill points has scored a
Minor Victory.

Tie
If both players control an equal number of objectives
and both players have the same number of Kill Points,
then the game is a tie.

BATTLE POINT MODIFIERS
+1 if you control all of the objectives at game’s end.
+1 if your opponent has no units in your deployment
zone at game’s end.
+1 Point if all of your HQ choices are alive.
+1 if you destroyed all of your opponent’s Troop choices.

HEAD HUNTER Mission 2
Destroy enemy units, especially enemy HQ units,
while protecting your own.

OBJECTIVE
This scenario is a variation of Annihilation Mission (page
91) with the following amendments:
Kill Points in this scenario are determined in the following way:

• Troops - 1 Kill Point
• Dedicated Transports - 1 Kill Point
• Fast Attack/Elites/Heavy Support - 2 Kill Points
• HQ - 5 Kill Points!

DEPLOYMENT
Dawn of War (Table Halves)
The Seize The Initiative rule found on page 92 is in effect.
Chaos Daemon armies use the deployment rules for Daemonic Assault.

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES:
Infiltrate (Page 92)
Deep Strike (Page 95)
Outflank (Page 94)
Reserves (Page 94)

LINE OF RETREAT
Units that are forced to flee must move toward their
nearest deployment edge.

CALCULATE RESULTS
Massacre
If a player has 8 or more kill points than their opponent
then they score a Massacre.

Major Victory
If a player has 6 or more kill points than their opponent
then they score a Major Victory.

Minor Victory
If a player has 4 or more kill points than their opponent
then they score a Minor Victory.

Tie
A tie will occur if neither player has 4 or more kill
points than their opponent.

BATTLE POINT MODIFIERS
+1 point if all your HQ choices are alive and not in
reserves at game’s end.
+1 point if you destroy all of your opponent’s HQ choices
+1 point if you destroyed all of your opponent’s Troop choices
+1 point if you have more scoring units in your
opponent’s deployment zone than they have in yours.


DRAWN AND QUARTERED Mission 3 
Advance and control up to two objectives while
preventing your opponent from doing the same. Destroy
your enemy’s units whenever possible.

OBJECTIVE
This scenario is a modification of the Annihilation (page
91) and Capture and Control Missions (page 91) with the following amendments:

The objective counters are not placed in the player’s
deployment zones and are instead placed in the center of
the two table quarters that are not deployment zones.
Determine who is going first and what deployment zone
they want to deploy in and then place the Capture and Control counters.

DEPLOYMENT
Spearhead (Table Quarters)
Chaos Daemon armies use the deployment rules for Daemonic Assault.
The Seize The Initiative rule found on page 92 is in effect.

LENGTH OF GAME
The game lasts 6 turns.

SPECIAL RULES:
Infiltrate (Page 92)
Deep Strike (Page 95)
Outflank (Page 94)
Reserves (Page 94)

LINE OF RETREAT
Units that are forced to flee must move toward their
nearest deployment edge.

CALCULATE RESULTS
Massacre
If a player has control of more objectives and has
more Kill Points than their opponent, then they have scored a Massacre.

Major Victory
If a player controls more objectives and has an equal
number or fewer Kill Points than their opponent, they
have scored a Major Victory.

Minor Victory
If both players control the same number of objectives,
then the player with the most kill points has scored a Minor Victory.

Tie
If both players control an equal number of objectives
and both players have the same number of Kill Points,
then the game is a tie.

BATTLE POINT MODIFIERS
+1 point if you conrol both objectives at game’s end.
+1 point if you have a different scoring unit in at least
three table quarters at game’s end.
+1 point if you destroy all of your opponent’s Troops Choices
+1 point if you have at least one HQ unit alive and your
opponent has no HQ units alive at game’s end